battle.c 219 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/strlib.h"
  11. #include "../common/utils.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "skill.h"
  17. #include "homunculus.h"
  18. #include "mercenary.h"
  19. #include "elemental.h"
  20. #include "mob.h"
  21. #include "itemdb.h"
  22. #include "clif.h"
  23. #include "pet.h"
  24. #include "guild.h"
  25. #include "party.h"
  26. #include "battle.h"
  27. #include "battleground.h"
  28. #include <stdio.h>
  29. #include <stdlib.h>
  30. #include <string.h>
  31. #include <math.h>
  32. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. int battle_getcurrentskill(struct block_list *bl)
  36. { //Returns the current/last skill in use by this bl.
  37. struct unit_data *ud;
  38. if( bl->type == BL_SKILL )
  39. {
  40. struct skill_unit * su = (struct skill_unit*)bl;
  41. return su->group?su->group->skill_id:0;
  42. }
  43. ud = unit_bl2ud(bl);
  44. return ud?ud->skillid:0;
  45. }
  46. /*==========================================
  47. * Get random targetting enemy
  48. *------------------------------------------*/
  49. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  50. {
  51. struct block_list **bl_list;
  52. struct unit_data *ud;
  53. int target_id;
  54. int *c;
  55. bl_list = va_arg(ap, struct block_list **);
  56. c = va_arg(ap, int *);
  57. target_id = va_arg(ap, int);
  58. if (bl->id == target_id)
  59. return 0;
  60. if (*c >= 24)
  61. return 0;
  62. ud = unit_bl2ud(bl);
  63. if (!ud) return 0;
  64. if (ud->target == target_id || ud->skilltarget == target_id) {
  65. bl_list[(*c)++] = bl;
  66. return 1;
  67. }
  68. return 0;
  69. }
  70. struct block_list* battle_gettargeted(struct block_list *target)
  71. {
  72. struct block_list *bl_list[24];
  73. int c = 0;
  74. nullpo_retr(NULL, target);
  75. memset(bl_list, 0, sizeof(bl_list));
  76. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  77. if (c == 0 || c > 24)
  78. return NULL;
  79. return bl_list[rnd()%c];
  80. }
  81. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  82. int battle_gettarget(struct block_list* bl)
  83. {
  84. switch (bl->type)
  85. {
  86. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  87. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  88. case BL_PET: return ((struct pet_data*)bl)->target_id;
  89. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  90. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  91. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  92. }
  93. return 0;
  94. }
  95. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  96. {
  97. struct block_list **bl_list;
  98. struct block_list *target;
  99. int *c;
  100. bl_list = va_arg(ap, struct block_list **);
  101. c = va_arg(ap, int *);
  102. target = va_arg(ap, struct block_list *);
  103. if (bl->id == target->id)
  104. return 0;
  105. if (*c >= 23)
  106. return 0;
  107. if (status_isdead(bl))
  108. return 0;
  109. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  110. bl_list[(*c)++] = bl;
  111. return 1;
  112. }
  113. return 0;
  114. }
  115. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  116. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  117. {
  118. struct block_list *bl_list[24];
  119. int c = 0;
  120. memset(bl_list, 0, sizeof(bl_list));
  121. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  122. if (c == 0 )
  123. return NULL;
  124. if( c >= 24 )
  125. c = 23;
  126. return bl_list[rnd()%c];
  127. }
  128. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  129. {
  130. struct block_list **bl_list, *src;
  131. int *c, ignore_id;
  132. bl_list = va_arg(ap, struct block_list **);
  133. c = va_arg(ap, int *);
  134. src = va_arg(ap, struct block_list *);
  135. ignore_id = va_arg(ap, int);
  136. if( bl->id == src->id || bl->id == ignore_id )
  137. return 0; // Ignores Caster and a possible pre-target
  138. if( *c >= 23 )
  139. return 0;
  140. if( status_isdead(bl) )
  141. return 0;
  142. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  143. { // Is Enemy!...
  144. bl_list[(*c)++] = bl;
  145. return 1;
  146. }
  147. return 0;
  148. }
  149. // Pick a random enemy
  150. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  151. {
  152. struct block_list *bl_list[24];
  153. int c = 0;
  154. memset(bl_list, 0, sizeof(bl_list));
  155. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  156. if( c == 0 )
  157. return NULL;
  158. if( c >= 24 )
  159. c = 23;
  160. return bl_list[rnd()%c];
  161. }
  162. // ダ??[ジの遅延
  163. struct delay_damage {
  164. struct block_list *src;
  165. struct block_list *target;
  166. int damage;
  167. int delay;
  168. unsigned short distance;
  169. unsigned short skill_lv;
  170. unsigned short skill_id;
  171. enum damage_lv dmg_lv;
  172. unsigned short attack_type;
  173. };
  174. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  175. {
  176. struct delay_damage *dat = (struct delay_damage *)data;
  177. if ( dat && dat->target && dat->target->prev != NULL && !status_isdead(dat->target) ) {
  178. if( dat->src && dat->src->prev != NULL && id == dat->src->id &&
  179. dat->target->m == dat->src->m &&
  180. (dat->target->type != BL_PC || ((TBL_PC*)dat->target)->invincible_timer == INVALID_TIMER) &&
  181. check_distance_bl(dat->src, dat->target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  182. {
  183. map_freeblock_lock();
  184. status_fix_damage(dat->src, dat->target, dat->damage, dat->delay);
  185. if( dat->attack_type && !status_isdead(dat->target) )
  186. skill_additional_effect(dat->src,dat->target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  187. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  188. skill_counter_additional_effect(dat->src,dat->target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  189. map_freeblock_unlock();
  190. } else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) {
  191. /**
  192. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  193. **/
  194. map_freeblock_lock();
  195. status_fix_damage(dat->target, dat->target, dat->damage, dat->delay);
  196. map_freeblock_unlock();
  197. }
  198. }
  199. ers_free(delay_damage_ers, dat);
  200. return 0;
  201. }
  202. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  203. {
  204. struct delay_damage *dat;
  205. struct status_change *sc;
  206. nullpo_ret(src);
  207. nullpo_ret(target);
  208. sc = status_get_sc(target);
  209. if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  210. damage = 0;
  211. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  212. map_freeblock_lock();
  213. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  214. if( attack_type && !status_isdead(target) )
  215. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  216. if( dmg_lv > ATK_BLOCK && attack_type )
  217. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  218. map_freeblock_unlock();
  219. return 0;
  220. }
  221. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  222. dat->src = src;
  223. dat->target = target;
  224. dat->skill_id = skill_id;
  225. dat->skill_lv = skill_lv;
  226. dat->attack_type = attack_type;
  227. dat->damage = damage;
  228. dat->dmg_lv = dmg_lv;
  229. dat->delay = ddelay;
  230. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  231. if (src->type != BL_PC && amotion > 1000)
  232. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  233. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat);
  234. return 0;
  235. }
  236. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  237. {
  238. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  239. return 100;
  240. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  241. return 100;
  242. return attr_fix_table[def_lv-1][atk_elem][def_type];
  243. }
  244. /*==========================================
  245. * Does attribute fix modifiers.
  246. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  247. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  248. *------------------------------------------*/
  249. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  250. {
  251. struct status_change *sc=NULL, *tsc=NULL;
  252. int ratio;
  253. if (src) sc = status_get_sc(src);
  254. if (target) tsc = status_get_sc(target);
  255. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  256. atk_elem = rnd()%ELE_MAX;
  257. if (def_type < 0 || def_type > ELE_MAX ||
  258. def_lv < 1 || def_lv > 4) {
  259. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  260. return damage;
  261. }
  262. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  263. if (sc && sc->count) {
  264. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  265. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  266. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  267. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  268. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  269. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  270. }
  271. if( target && target->type == BL_SKILL ) {
  272. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  273. struct skill_unit *su = (struct skill_unit*)target;
  274. struct skill_unit_group *sg;
  275. struct block_list *src;
  276. int x,y;
  277. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  278. (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
  279. return 0;
  280. if( sg->unit_id != UNT_FIREWALL ) {
  281. x = sg->val3 >> 16;
  282. y = sg->val3 & 0xffff;
  283. skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
  284. sg->val3 = -1;
  285. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  286. }
  287. }
  288. }
  289. if( tsc && tsc->count ) {
  290. if( tsc->data[SC_SPIDERWEB] && atk_elem == ELE_FIRE ){
  291. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  292. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  293. damage <<= 1; // double damage
  294. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  295. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  296. }
  297. if( tsc->data[SC_ORATIO] && atk_elem == ELE_HOLY )
  298. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  299. if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON )
  300. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  301. if( tsc->data[SC_THORNSTRAP] && atk_elem == ELE_FIRE )
  302. status_change_end(target, SC_THORNSTRAP, -1);
  303. if( tsc->data[SC_FIRE_CLOAK_OPTION] && atk_elem == ELE_FIRE )
  304. damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
  305. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB){
  306. if( atk_elem == ELE_WIND)
  307. damage = damage * 150 / 100;
  308. if( atk_elem == ELE_FIRE )
  309. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  310. }
  311. }
  312. if( src && src->type == BL_PC ){
  313. struct map_session_data *sd = BL_CAST(BL_PC, src);
  314. int s;
  315. ARR_FIND(1, 6, s, sd->talisman[s] > 0);
  316. if( s < 5 && atk_elem == s )
  317. ratio += sd->talisman[s] * 2; // +2% custom value
  318. }
  319. if( target && target->type == BL_PC ) {
  320. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  321. int t;
  322. ARR_FIND(1, 6, t, tsd->talisman[t] > 0);
  323. if( t < 5 && atk_elem == t )
  324. damage -= damage * tsd->talisman[t] * 3 / 100; // -3% custom value
  325. }
  326. return damage*ratio/100;
  327. }
  328. /*==========================================
  329. * ダ??[ジ??I計算
  330. *------------------------------------------*/
  331. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  332. {
  333. struct map_session_data *sd = NULL;
  334. struct status_change *sc;
  335. struct status_change_entry *sce;
  336. int div_ = d->div_, flag = d->flag;
  337. nullpo_ret(bl);
  338. if( !damage )
  339. return 0;
  340. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  341. return 0;
  342. if (bl->type == BL_PC) {
  343. sd=(struct map_session_data *)bl;
  344. //Special no damage states
  345. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  346. damage -= damage*sd->special_state.no_weapon_damage/100;
  347. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  348. damage -= damage*sd->special_state.no_magic_damage/100;
  349. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  350. damage -= damage*sd->special_state.no_misc_damage/100;
  351. if(!damage) return 0;
  352. }
  353. sc = status_get_sc(bl);
  354. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  355. return 1;
  356. if (skill_num == PA_PRESSURE)
  357. return damage; //This skill bypass everything else.
  358. if( sc && sc->count )
  359. {
  360. //First, sc_*'s that reduce damage to 0.
  361. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
  362. {
  363. d->dmg_lv = ATK_BLOCK;
  364. return 0;
  365. }
  366. if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  367. if( skill_num == MG_NAPALMBEAT ||
  368. skill_num == MG_SOULSTRIKE ||
  369. skill_num == WL_SOULEXPANSION ||
  370. (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
  371. (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
  372. ){
  373. if( skill_num == WL_SOULEXPANSION )
  374. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  375. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  376. }else{
  377. d->dmg_lv = ATK_BLOCK;
  378. return 0;
  379. }
  380. }
  381. if(sc->data[SC_ZEPHYR] &&
  382. flag&(BF_LONG|BF_SHORT)){
  383. d->dmg_lv = ATK_BLOCK;
  384. return 0;
  385. }
  386. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  387. {
  388. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  389. if (group) {
  390. /**
  391. * in RE, SW possesses a lifetime equal to 3 times the caster's health
  392. **/
  393. #ifdef RENEWAL
  394. if ( ( group->val2 - damage) > 0 ) {
  395. group->val2 -= damage;
  396. d->dmg_lv = ATK_BLOCK;
  397. return 0;
  398. } else
  399. damage -= group->val2;
  400. skill_delunitgroup(group);
  401. #else
  402. if (--group->val2<=0)
  403. skill_delunitgroup(group);
  404. d->dmg_lv = ATK_BLOCK;
  405. return 0;
  406. #endif
  407. }
  408. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  409. }
  410. if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
  411. d->dmg_lv = ATK_BLOCK;
  412. return 0;
  413. }
  414. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
  415. {
  416. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  417. d->dmg_lv = ATK_BLOCK;
  418. sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  419. return 0;
  420. }
  421. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
  422. {
  423. int delay;
  424. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  425. // different delay depending on skill level [celest]
  426. if (sce->val1 <= 5)
  427. delay = 300;
  428. else if (sce->val1 > 5 && sce->val1 <= 9)
  429. delay = 200;
  430. else
  431. delay = 100;
  432. unit_set_walkdelay(bl, gettick(), delay, 1);
  433. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  434. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  435. return 0;
  436. }
  437. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  438. clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
  439. sce->val3 -= damage; // absorb damage
  440. d->dmg_lv = ATK_BLOCK;
  441. sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
  442. if( sce->val3 <= 0 ) { // Shield Down
  443. sce->val2--;
  444. if( sce->val2 > 0 ) {
  445. if( sd )
  446. clif_millenniumshield(sd,sce->val2);
  447. sce->val3 = 1000; // Next Shield
  448. } else
  449. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  450. }
  451. return 0;
  452. }
  453. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
  454. { // attack blocked by Parrying
  455. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  456. return 0;
  457. }
  458. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  459. (flag&BF_LONG || sc->data[SC_SPURT])
  460. && rnd()%100 < 20) {
  461. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  462. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  463. if (!sc->data[SC_COMBO])
  464. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  465. return 0;
  466. }
  467. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  468. return 0;
  469. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  470. return 0;
  471. if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
  472. d->dmg_lv = ATK_MISS;
  473. return 0;
  474. }
  475. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
  476. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  477. clif_specialeffect(bl, 462, AREA);
  478. //Shouldn't end until Breaker's non-weapon part connects.
  479. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  480. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  481. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  482. return 0;
  483. }
  484. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  485. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  486. return 0;
  487. }
  488. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  489. && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) {
  490. skill_additional_effect (src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick() );
  491. if( !status_isdead(src) )
  492. skill_counter_additional_effect( src, bl, skill_num, skill_lv, flag, gettick() );
  493. if (sce) {
  494. clif_specialeffect(bl, 462, AREA);
  495. skill_blown(src,bl,sce->val3,-1,0);
  496. }
  497. //Both need to be consumed if they are active.
  498. if (sce && --(sce->val2) <= 0)
  499. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  500. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  501. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  502. return 0;
  503. }
  504. //Now damage increasing effects
  505. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  506. {
  507. if( src->type != BL_MER || skill_num == 0 )
  508. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  509. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  510. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  511. }
  512. #ifdef RENEWAL
  513. if( sc->data[SC_RAID] )
  514. {
  515. damage += 20*damage/100;
  516. if (--sc->data[SC_RAID]->val1 == 0)
  517. status_change_end(bl, SC_RAID, INVALID_TIMER);
  518. }
  519. #endif
  520. if( damage ) {
  521. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  522. if( sc->data[SC_DEEPSLEEP] ) {
  523. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  524. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  525. }
  526. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){
  527. switch(tsd->status.weapon){
  528. case W_MACE:
  529. case W_2HMACE:
  530. case W_1HAXE:
  531. case W_2HAXE:
  532. damage = damage * 150 / 100;
  533. break;
  534. case W_MUSICAL:
  535. case W_WHIP:
  536. if(!sd->state.arrow_atk)
  537. break;
  538. case W_BOW:
  539. case W_REVOLVER:
  540. case W_RIFLE:
  541. case W_GATLING:
  542. case W_SHOTGUN:
  543. case W_GRENADE:
  544. case W_DAGGER:
  545. case W_1HSWORD:
  546. case W_2HSWORD:
  547. damage = damage * 50 / 100;
  548. break;
  549. }
  550. }
  551. if( sc->data[SC_VOICEOFSIREN] )
  552. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  553. }
  554. //Finally damage reductions....
  555. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  556. #ifndef RENEWAL
  557. if( sc->data[SC_ASSUMPTIO] ) {
  558. if( map_flag_vs(bl->m) )
  559. damage = damage*2/3; //Receive 66% damage
  560. else
  561. damage >>= 1; //Receive 50% damage
  562. }
  563. #endif
  564. if(sc->data[SC_DEFENDER] &&
  565. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  566. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  567. if(sc->data[SC_ADJUSTMENT] &&
  568. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  569. damage -= 20*damage/100;
  570. if(sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) {
  571. if(flag&BF_SKILL) //25% reduction
  572. damage -= 25*damage/100;
  573. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  574. damage >>= 2; //75% reduction
  575. }
  576. // Compressed code, fixed by map.h [Epoque]
  577. if (src->type == BL_MOB) {
  578. int i;
  579. if (sc->data[SC_MANU_DEF])
  580. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  581. if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
  582. damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
  583. break;
  584. }
  585. if (sc->data[SC_SPL_DEF])
  586. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  587. if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
  588. damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
  589. break;
  590. }
  591. }
  592. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  593. sce->val3&flag && sce->val4&flag)
  594. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  595. #ifdef RENEWAL
  596. if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION)
  597. #else
  598. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION)
  599. #endif
  600. {
  601. struct status_data *status = status_get_status_data(bl);
  602. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  603. per /=20; //Uses 20% SP intervals.
  604. //SP Cost: 1% + 0.5% per every 20% SP
  605. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  606. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  607. //Reduction: 6% + 6% every 20%
  608. damage -= damage * 6 * (1+per) / 100;
  609. }
  610. /**
  611. * In renewal steel body reduces all incoming damage by 1/10
  612. **/
  613. #ifdef RENEWAL
  614. if( sc->data[SC_STEELBODY] ) {
  615. damage = damage > 10 ? damage / 10 : 1;
  616. }
  617. #endif
  618. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  619. if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
  620. {
  621. status_change_end(bl, SC_BITE, INVALID_TIMER);
  622. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  623. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  624. }
  625. //Finally Kyrie because it may, or not, reduce damage to 0.
  626. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  627. sce->val2-=damage;
  628. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  629. if(sce->val2>=0)
  630. damage=0;
  631. else
  632. damage=-sce->val2;
  633. }
  634. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  635. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  636. }
  637. if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
  638. damage = 0;
  639. if (!damage) return 0;
  640. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  641. int dx[8]={0,-1,-1,-1,0,1,1,1};
  642. int dy[8]={1,1,0,-1,-1,-1,0,1};
  643. int dir = map_calc_dir(bl, src->x, src->y);
  644. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  645. clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
  646. unit_setdir(bl, dir);
  647. }
  648. d->dmg_lv = ATK_DEF;
  649. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  650. return 0;
  651. }
  652. //Probably not the most correct place, but it'll do here
  653. //(since battle_drain is strictly for players currently)
  654. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  655. rnd()%100 < sce->val3)
  656. status_heal(src, damage*sce->val4/100, 0, 3);
  657. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  658. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  659. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  660. status_change_spread(bl, src); // Deadly infect attacked side
  661. if( sc && sc->data[SC__SHADOWFORM] ) {
  662. struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  663. if( !s_bl ) { // If the shadow form target is not present remove the sc.
  664. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  665. } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
  666. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  667. if( s_bl->type == BL_PC )
  668. ((TBL_PC*)s_bl)->shadowform_id = 0;
  669. } else {
  670. if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
  671. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  672. if( s_bl->type == BL_PC )
  673. ((TBL_PC*)s_bl)->shadowform_id = 0;
  674. } else {
  675. status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
  676. return ATK_NONE;
  677. }
  678. }
  679. }
  680. }
  681. //SC effects from caster side.
  682. sc = status_get_sc(src);
  683. if (sc && sc->count)
  684. {
  685. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  686. damage += damage * 75 / 100;
  687. // [Epoque]
  688. if (bl->type == BL_MOB)
  689. {
  690. int i;
  691. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  692. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  693. )
  694. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  695. if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
  696. damage += damage*sce->val1/100;
  697. break;
  698. }
  699. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  700. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  701. )
  702. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  703. if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
  704. damage += damage*sce->val1/100;
  705. break;
  706. }
  707. }
  708. if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
  709. sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  710. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  711. status_change_spread(src, bl);
  712. }
  713. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
  714. {
  715. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  716. if (flag&BF_WEAPON)
  717. damage = damage * battle_config.pk_weapon_damage_rate/100;
  718. if (flag&BF_MAGIC)
  719. damage = damage * battle_config.pk_magic_damage_rate/100;
  720. if (flag&BF_MISC)
  721. damage = damage * battle_config.pk_misc_damage_rate/100;
  722. } else { //Normal attacks get reductions based on range.
  723. if (flag & BF_SHORT)
  724. damage = damage * battle_config.pk_short_damage_rate/100;
  725. if (flag & BF_LONG)
  726. damage = damage * battle_config.pk_long_damage_rate/100;
  727. }
  728. if(!damage) damage = 1;
  729. }
  730. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  731. {
  732. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  733. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  734. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  735. )
  736. damage = div_;
  737. }
  738. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  739. if (damage > 0 )
  740. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  741. if (skill_num)
  742. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  743. }
  744. if( sd ) {
  745. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  746. short element = skill_get_ele(skill_num, skill_lv);
  747. if( !skill_num || element == -1 ) { //Take weapon's element
  748. struct status_data *sstatus = NULL;
  749. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  750. element = ((TBL_PC*)src)->bonus.arrow_ele;
  751. else if( (sstatus = status_get_status_data(src)) ) {
  752. element = sstatus->rhw.ele;
  753. }
  754. }
  755. else if( element == -2 ) //Use enchantment's element
  756. element = status_get_attack_sc_element(src,status_get_sc(src));
  757. else if( element == -3 ) //Use random element
  758. element = rnd()%ELE_MAX;
  759. if( element == ELE_FIRE || element == ELE_WATER )
  760. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  761. }
  762. }
  763. return damage;
  764. }
  765. /*==========================================
  766. * Calculates BG related damage adjustments.
  767. *------------------------------------------*/
  768. int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
  769. {
  770. if( !damage )
  771. return 0;
  772. if( bl->type == BL_MOB )
  773. {
  774. struct mob_data* md = BL_CAST(BL_MOB, bl);
  775. if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
  776. return 0; // Crystal cannot receive skill damage on battlegrounds
  777. }
  778. switch( skill_num )
  779. {
  780. case PA_PRESSURE:
  781. case HW_GRAVITATION:
  782. case NJ_ZENYNAGE:
  783. case KO_MUCHANAGE:
  784. break;
  785. default:
  786. if( flag&BF_SKILL )
  787. { //Skills get a different reduction than non-skills. [Skotlex]
  788. if( flag&BF_WEAPON )
  789. damage = damage * battle_config.bg_weapon_damage_rate/100;
  790. if( flag&BF_MAGIC )
  791. damage = damage * battle_config.bg_magic_damage_rate/100;
  792. if( flag&BF_MISC )
  793. damage = damage * battle_config.bg_misc_damage_rate/100;
  794. }
  795. else
  796. { //Normal attacks get reductions based on range.
  797. if( flag&BF_SHORT )
  798. damage = damage * battle_config.bg_short_damage_rate/100;
  799. if( flag&BF_LONG )
  800. damage = damage * battle_config.bg_long_damage_rate/100;
  801. }
  802. if( !damage ) damage = 1;
  803. }
  804. return damage;
  805. }
  806. /*==========================================
  807. * Calculates GVG related damage adjustments.
  808. *------------------------------------------*/
  809. 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)
  810. {
  811. struct mob_data* md = BL_CAST(BL_MOB, bl);
  812. int class_ = status_get_class(bl);
  813. if (!damage) //No reductions to make.
  814. return 0;
  815. if(md && md->guardian_data) {
  816. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
  817. //Skill immunity.
  818. switch (skill_num) {
  819. #ifndef RENEWAL
  820. case MO_TRIPLEATTACK:
  821. #endif
  822. case HW_GRAVITATION:
  823. break;
  824. default:
  825. return 0;
  826. }
  827. }
  828. if(src->type != BL_MOB) {
  829. struct guild *g = guild_search(status_get_guild_id(src));
  830. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  831. return 0;
  832. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  833. return 0; // [MouseJstr]
  834. }
  835. }
  836. switch (skill_num) {
  837. //Skills with no damage reduction.
  838. case PA_PRESSURE:
  839. case HW_GRAVITATION:
  840. case NJ_ZENYNAGE:
  841. case KO_MUCHANAGE:
  842. break;
  843. default:
  844. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  845. if (md && md->guardian_data) {
  846. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  847. }
  848. */
  849. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  850. if (flag&BF_WEAPON)
  851. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  852. if (flag&BF_MAGIC)
  853. damage = damage * battle_config.gvg_magic_damage_rate/100;
  854. if (flag&BF_MISC)
  855. damage = damage * battle_config.gvg_misc_damage_rate/100;
  856. } else { //Normal attacks get reductions based on range.
  857. if (flag & BF_SHORT)
  858. damage = damage * battle_config.gvg_short_damage_rate/100;
  859. if (flag & BF_LONG)
  860. damage = damage * battle_config.gvg_long_damage_rate/100;
  861. }
  862. if(!damage) damage = 1;
  863. }
  864. return damage;
  865. }
  866. /*==========================================
  867. * HP/SP吸収の計算
  868. *------------------------------------------*/
  869. static int battle_calc_drain(int damage, int rate, int per)
  870. {
  871. int diff = 0;
  872. if (per && rnd()%1000 < rate) {
  873. diff = (damage * per) / 100;
  874. if (diff == 0) {
  875. if (per > 0)
  876. diff = 1;
  877. else
  878. diff = -1;
  879. }
  880. }
  881. return diff;
  882. }
  883. /*==========================================
  884. * ?C練ダ??[ジ
  885. *------------------------------------------*/
  886. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  887. {
  888. int damage,skill;
  889. struct status_data *status = status_get_status_data(target);
  890. int weapon;
  891. damage = dmg;
  892. nullpo_ret(sd);
  893. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  894. target->type == BL_MOB && //This bonus doesnt work against players.
  895. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  896. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  897. //damage += (skill * 3);
  898. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  899. damage += (skill * 5);
  900. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  901. damage += (skill * 10);
  902. if( pc_ismadogear(sd) )
  903. damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
  904. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  905. damage += (skill * 4);
  906. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  907. damage += sd->status.str;
  908. }
  909. if(type == 0)
  910. weapon = sd->weapontype1;
  911. else
  912. weapon = sd->weapontype2;
  913. switch(weapon)
  914. {
  915. case W_1HSWORD:
  916. #ifdef RENEWAL
  917. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  918. damage += (skill * 3);
  919. #endif
  920. case W_DAGGER:
  921. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  922. damage += (skill * 4);
  923. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  924. damage += skill * 10;
  925. break;
  926. case W_2HSWORD:
  927. #ifdef RENEWAL
  928. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  929. damage += (skill * 3);
  930. #endif
  931. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  932. damage += (skill * 4);
  933. break;
  934. case W_1HSPEAR:
  935. case W_2HSPEAR:
  936. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  937. if(!pc_isriding(sd))
  938. damage += (skill * 4);
  939. else
  940. damage += (skill * 5);
  941. }
  942. break;
  943. case W_1HAXE:
  944. case W_2HAXE:
  945. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  946. damage += (skill * 3);
  947. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  948. damage += (skill * 5);
  949. break;
  950. case W_MACE:
  951. case W_2HMACE:
  952. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  953. damage += (skill * 3);
  954. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  955. damage += (skill * 5);
  956. break;
  957. case W_FIST:
  958. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  959. damage += (skill * 10);
  960. // No break, fallthrough to Knuckles
  961. case W_KNUCKLE:
  962. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  963. damage += (skill * 3);
  964. break;
  965. case W_MUSICAL:
  966. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  967. damage += (skill * 3);
  968. break;
  969. case W_WHIP:
  970. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  971. damage += (skill * 3);
  972. break;
  973. case W_BOOK:
  974. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  975. damage += (skill * 3);
  976. break;
  977. case W_KATAR:
  978. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  979. damage += (skill * 3);
  980. break;
  981. }
  982. return damage;
  983. }
  984. /*==========================================
  985. * Calculates the standard damage of a normal attack assuming it hits,
  986. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  987. *------------------------------------------
  988. * Pass damage2 as NULL to not calc it.
  989. * Flag values:
  990. * &1: Critical hit
  991. * &2: Arrow attack
  992. * &4: Skill is Magic Crasher
  993. * &8: Skip target size adjustment (Extremity Fist?)
  994. *&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)
  995. */
  996. 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)
  997. {
  998. unsigned short atkmin=0, atkmax=0;
  999. short type = 0;
  1000. int damage = 0;
  1001. if (!sd)
  1002. { //Mobs/Pets
  1003. if(flag&4)
  1004. {
  1005. atkmin = status->matk_min;
  1006. atkmax = status->matk_max;
  1007. } else {
  1008. atkmin = wa->atk;
  1009. atkmax = wa->atk2;
  1010. }
  1011. if (atkmin > atkmax)
  1012. atkmin = atkmax;
  1013. } else { //PCs
  1014. atkmax = wa->atk;
  1015. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1016. if (!(flag&1) || (flag&2))
  1017. { //Normal attacks
  1018. atkmin = status->dex;
  1019. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1020. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1021. if (atkmin > atkmax)
  1022. atkmin = atkmax;
  1023. if(flag&2 && !(flag&16))
  1024. { //Bows
  1025. atkmin = atkmin*atkmax/100;
  1026. if (atkmin > atkmax)
  1027. atkmax = atkmin;
  1028. }
  1029. }
  1030. }
  1031. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1032. atkmin = atkmax;
  1033. //Weapon Damage calculation
  1034. if (!(flag&1))
  1035. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1036. else
  1037. damage = atkmax;
  1038. if (sd)
  1039. {
  1040. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1041. if (flag&2 && sd->bonus.arrow_atk)
  1042. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1043. //SizeFix only for players
  1044. if (!(sd->special_state.no_sizefix || (flag&8)))
  1045. damage = damage*(type==EQI_HAND_L?
  1046. sd->left_weapon.atkmods[t_size]:
  1047. sd->right_weapon.atkmods[t_size])/100;
  1048. }
  1049. //Finally, add baseatk
  1050. if(flag&4)
  1051. damage += status->matk_min;
  1052. else
  1053. damage += status->batk;
  1054. //rodatazone says that Overrefine bonuses are part of baseatk
  1055. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1056. if(sd) {
  1057. if (type == EQI_HAND_L) {
  1058. if(sd->left_weapon.overrefine)
  1059. damage += rnd()%sd->left_weapon.overrefine+1;
  1060. if (sd->weapon_atk_rate[sd->weapontype2])
  1061. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  1062. } else { //Right hand
  1063. if(sd->right_weapon.overrefine)
  1064. damage += rnd()%sd->right_weapon.overrefine+1;
  1065. if (sd->weapon_atk_rate[sd->weapontype1])
  1066. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  1067. }
  1068. }
  1069. return damage;
  1070. }
  1071. /*==========================================
  1072. * Consumes ammo for the given skill.
  1073. *------------------------------------------*/
  1074. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1075. {
  1076. int qty=1;
  1077. if (!battle_config.arrow_decrement)
  1078. return;
  1079. if (skill) {
  1080. qty = skill_get_ammo_qty(skill, lv);
  1081. if (!qty) qty = 1;
  1082. }
  1083. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  1084. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1085. sd->state.arrow_atk = 0;
  1086. }
  1087. static int battle_range_type(
  1088. struct block_list *src, struct block_list *target,
  1089. int skill_num, int skill_lv)
  1090. { //Skill Range Criteria
  1091. if (battle_config.skillrange_by_distance &&
  1092. (src->type&battle_config.skillrange_by_distance)
  1093. ) { //based on distance between src/target [Skotlex]
  1094. if (check_distance_bl(src, target, 5))
  1095. return BF_SHORT;
  1096. return BF_LONG;
  1097. }
  1098. //based on used skill's range
  1099. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  1100. return BF_SHORT;
  1101. return BF_LONG;
  1102. }
  1103. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  1104. {
  1105. int i;
  1106. if (!sd->skillblown[0].id)
  1107. return 0;
  1108. //Apply the bonus blewcount. [Skotlex]
  1109. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1110. if (sd->skillblown[i].id == skill_num)
  1111. return sd->skillblown[i].val;
  1112. }
  1113. return 0;
  1114. }
  1115. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1116. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1117. //For quick div adjustment.
  1118. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  1119. /*==========================================
  1120. * battle_calc_weapon_attack (by Skotlex)
  1121. *------------------------------------------*/
  1122. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  1123. {
  1124. unsigned int skillratio = 100; //Skill dmg modifiers.
  1125. short skill=0;
  1126. short s_ele, s_ele_, t_class;
  1127. int i, nk;
  1128. bool n_ele = false; // non-elemental
  1129. struct map_session_data *sd, *tsd;
  1130. struct Damage wd;
  1131. struct status_change *sc = status_get_sc(src);
  1132. struct status_change *tsc = status_get_sc(target);
  1133. struct status_data *sstatus = status_get_status_data(src);
  1134. struct status_data *tstatus = status_get_status_data(target);
  1135. struct {
  1136. unsigned hit : 1; //the attack Hit? (not a miss)
  1137. unsigned cri : 1; //Critical hit
  1138. unsigned idef : 1; //Ignore defense
  1139. unsigned idef2 : 1; //Ignore defense (left weapon)
  1140. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  1141. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  1142. unsigned infdef : 1; //Infinite defense (plants)
  1143. unsigned arrow : 1; //Attack is arrow-based
  1144. unsigned rh : 1; //Attack considers right hand (wd.damage)
  1145. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  1146. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  1147. } flag;
  1148. memset(&wd,0,sizeof(wd));
  1149. memset(&flag,0,sizeof(flag));
  1150. if(src==NULL || target==NULL)
  1151. {
  1152. nullpo_info(NLP_MARK);
  1153. return wd;
  1154. }
  1155. //Initial flag
  1156. flag.rh=1;
  1157. flag.weapon=1;
  1158. flag.infdef=(tstatus->mode&MD_PLANT && skill_num != RA_CLUSTERBOMB
  1159. #ifdef RENEWAL
  1160. && skill_num != HT_FREEZINGTRAP
  1161. #endif
  1162. ?1:0);
  1163. if( target->type == BL_SKILL){
  1164. TBL_SKILL *su = (TBL_SKILL*)target;
  1165. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  1166. flag.infdef = 1;
  1167. }
  1168. //Initial Values
  1169. wd.type=0; //Normal attack
  1170. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  1171. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1172. if(skill_num == KN_AUTOCOUNTER)
  1173. wd.amotion >>= 1;
  1174. wd.dmotion=tstatus->dmotion;
  1175. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  1176. wd.flag = BF_WEAPON; //Initial Flag
  1177. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  1178. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  1179. nk = skill_get_nk(skill_num);
  1180. if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1181. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1182. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  1183. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  1184. if (sc && !sc->count)
  1185. sc = NULL; //Skip checking as there are no status changes active.
  1186. if (tsc && !tsc->count)
  1187. tsc = NULL; //Skip checking as there are no status changes active.
  1188. sd = BL_CAST(BL_PC, src);
  1189. tsd = BL_CAST(BL_PC, target);
  1190. if(sd)
  1191. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  1192. //Set miscellaneous data that needs be filled regardless of hit/miss
  1193. if(
  1194. (sd && sd->state.arrow_atk) ||
  1195. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  1196. )
  1197. flag.arrow = 1;
  1198. if(skill_num){
  1199. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1200. switch(skill_num)
  1201. {
  1202. case MO_FINGEROFFENSIVE:
  1203. if(sd) {
  1204. if (battle_config.finger_offensive_type)
  1205. wd.div_ = 1;
  1206. else
  1207. wd.div_ = sd->spiritball_old;
  1208. }
  1209. break;
  1210. case HT_PHANTASMIC:
  1211. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  1212. flag.arrow = 1;
  1213. break;
  1214. #ifndef RENEWAL
  1215. case PA_SHIELDCHAIN:
  1216. case CR_SHIELDBOOMERANG:
  1217. #endif
  1218. case LG_SHIELDPRESS:
  1219. case LG_EARTHDRIVE:
  1220. flag.weapon = 0;
  1221. break;
  1222. case KN_PIERCE:
  1223. case ML_PIERCE:
  1224. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  1225. break;
  1226. case TF_DOUBLE: //For NPC used skill.
  1227. case GS_CHAINACTION:
  1228. wd.type = 0x08;
  1229. break;
  1230. case GS_GROUNDDRIFT:
  1231. case KN_SPEARSTAB:
  1232. case KN_BOWLINGBASH:
  1233. case MS_BOWLINGBASH:
  1234. case MO_BALKYOUNG:
  1235. case TK_TURNKICK:
  1236. wd.blewcount=0;
  1237. break;
  1238. case KN_AUTOCOUNTER:
  1239. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1240. break;
  1241. case NPC_CRITICALSLASH:
  1242. case LG_PINPOINTATTACK:
  1243. flag.cri = 1; //Always critical skill.
  1244. break;
  1245. case LK_SPIRALPIERCE:
  1246. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  1247. break;
  1248. }
  1249. } else //Range for normal attacks.
  1250. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  1251. if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
  1252. { //Check for Lucky Dodge
  1253. wd.type=0x0b;
  1254. wd.dmg_lv=ATK_LUCKY;
  1255. if (wd.div_ < 0) wd.div_*=-1;
  1256. return wd;
  1257. }
  1258. t_class = status_get_class(target);
  1259. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  1260. if( !skill_num || s_ele == -1 )
  1261. { //Take weapon's element
  1262. s_ele = sstatus->rhw.ele;
  1263. s_ele_ = sstatus->lhw.ele;
  1264. if( sd ){ //Summoning 10 talisman will endow your weapon.
  1265. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  1266. if( i < 5) s_ele = s_ele_ = i;
  1267. }
  1268. if( flag.arrow && sd && sd->bonus.arrow_ele )
  1269. s_ele = sd->bonus.arrow_ele;
  1270. if( battle_config.attack_attr_none&src->type )
  1271. n_ele = true; //Weapon's element is "not elemental"
  1272. }
  1273. else if( s_ele == -2 ) //Use enchantment's element
  1274. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  1275. else if( s_ele == -3 ) //Use random element
  1276. s_ele = s_ele_ = rnd()%ELE_MAX;
  1277. switch( skill_num )
  1278. {
  1279. case GS_GROUNDDRIFT:
  1280. s_ele = s_ele_ = wflag; //element comes in flag.
  1281. break;
  1282. case LK_SPIRALPIERCE:
  1283. if (!sd) n_ele = false; //forced neutral for monsters
  1284. break;
  1285. }
  1286. if(!skill_num)
  1287. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1288. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1289. {
  1290. flag.rh=0;
  1291. flag.lh=1;
  1292. }
  1293. if (sstatus->lhw.atk)
  1294. flag.lh=1;
  1295. }
  1296. if( sd && !skill_num ) { //Check for double attack.
  1297. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  1298. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
  1299. { //Success chance is not added, the higher one is used [Skotlex]
  1300. if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sd->bonus.double_rate ) )
  1301. {
  1302. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1303. wd.type = 0x08;
  1304. }
  1305. }
  1306. else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
  1307. {
  1308. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  1309. wd.type = 0x08;
  1310. }
  1311. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
  1312. short rate[] = { 4, 4, 7, 9, 10 };
  1313. if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) {
  1314. wd.type = 0x08;
  1315. wd.div_ = 2;
  1316. if(sc->data[SC_FEARBREEZE]->val1 > 2){
  1317. int chance = rand()%100;
  1318. wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90);
  1319. wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1);
  1320. }
  1321. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  1322. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  1323. }
  1324. }
  1325. }
  1326. //Check for critical
  1327. if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
  1328. (!skill_num ||
  1329. skill_num == KN_AUTOCOUNTER ||
  1330. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  1331. skill_num == NJ_KIRIKAGE))
  1332. {
  1333. short cri = sstatus->cri;
  1334. if (sd)
  1335. {
  1336. cri+= sd->critaddrace[tstatus->race];
  1337. if(flag.arrow)
  1338. cri += sd->bonus.arrow_cri;
  1339. }
  1340. if( sc && sc->data[SC_CAMOUFLAGE] )
  1341. cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4);
  1342. //The official equation is *2, but that only applies when sd's do critical.
  1343. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1344. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1345. if( tsc && tsc->data[SC_SLEEP] ) {
  1346. cri <<= 1;
  1347. }
  1348. switch (skill_num) {
  1349. case KN_AUTOCOUNTER:
  1350. if(battle_config.auto_counter_type &&
  1351. (battle_config.auto_counter_type&src->type))
  1352. flag.cri = 1;
  1353. else
  1354. cri <<= 1;
  1355. break;
  1356. case SN_SHARPSHOOTING:
  1357. case MA_SHARPSHOOTING:
  1358. cri += 200;
  1359. break;
  1360. case NJ_KIRIKAGE:
  1361. cri += 250 + 50*skill_lv;
  1362. break;
  1363. }
  1364. if(tsd && tsd->bonus.critical_def)
  1365. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  1366. if (rnd()%1000 < cri)
  1367. flag.cri = 1;
  1368. }
  1369. if (flag.cri)
  1370. {
  1371. wd.type = 0x0a;
  1372. flag.idef = flag.idef2 = flag.hit = 1;
  1373. } else { //Check for Perfect Hit
  1374. if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  1375. flag.hit = 1;
  1376. if (sc && sc->data[SC_FUSION]) {
  1377. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1378. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1379. }
  1380. if( !flag.hit )
  1381. switch(skill_num)
  1382. {
  1383. case AS_SPLASHER:
  1384. if( !wflag ) // Always hits the one exploding.
  1385. flag.hit = 1;
  1386. break;
  1387. case CR_SHIELDBOOMERANG:
  1388. if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1389. flag.hit = 1;
  1390. break;
  1391. }
  1392. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1393. flag.hit = 1;
  1394. }
  1395. if (!flag.hit)
  1396. { //Hit/Flee calculation
  1397. short
  1398. flee = tstatus->flee,
  1399. #ifdef RENEWAL
  1400. hitrate = 0; //Default hitrate
  1401. #else
  1402. hitrate = 80; //Default hitrate
  1403. #endif
  1404. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  1405. unsigned char attacker_count; //256 max targets should be a sane max
  1406. attacker_count = unit_counttargeted(target);
  1407. if(attacker_count >= battle_config.agi_penalty_count) {
  1408. if (battle_config.agi_penalty_type == 1)
  1409. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1410. else //asume type 2: absolute reduction
  1411. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1412. if(flee < 1) flee = 1;
  1413. }
  1414. }
  1415. hitrate+= sstatus->hit - flee;
  1416. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1417. tsc && tsc->data[SC_FOGWALL])
  1418. hitrate -= 50;
  1419. if(sd && flag.arrow)
  1420. hitrate += sd->bonus.arrow_hit;
  1421. if(skill_num)
  1422. switch(skill_num)
  1423. { //Hit skill modifiers
  1424. //It is proven that bonus is applied on final hitrate, not hit.
  1425. case SM_BASH:
  1426. case MS_BASH:
  1427. hitrate += hitrate * 5 * skill_lv / 100;
  1428. break;
  1429. case MS_MAGNUM:
  1430. case SM_MAGNUM:
  1431. hitrate += hitrate * 10 * skill_lv / 100;
  1432. break;
  1433. case KN_AUTOCOUNTER:
  1434. case PA_SHIELDCHAIN:
  1435. case NPC_WATERATTACK:
  1436. case NPC_GROUNDATTACK:
  1437. case NPC_FIREATTACK:
  1438. case NPC_WINDATTACK:
  1439. case NPC_POISONATTACK:
  1440. case NPC_HOLYATTACK:
  1441. case NPC_DARKNESSATTACK:
  1442. case NPC_UNDEADATTACK:
  1443. case NPC_TELEKINESISATTACK:
  1444. case NPC_BLEEDING:
  1445. hitrate += hitrate * 20 / 100;
  1446. break;
  1447. case KN_PIERCE:
  1448. case ML_PIERCE:
  1449. hitrate += hitrate * 5 * skill_lv / 100;
  1450. break;
  1451. case AS_SONICBLOW:
  1452. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1453. hitrate += hitrate * 50 / 100;
  1454. break;
  1455. case MC_CARTREVOLUTION:
  1456. case GN_CART_TORNADO:
  1457. case GN_CARTCANNON:
  1458. if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
  1459. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  1460. break;
  1461. case GC_VENOMPRESSURE:
  1462. hitrate += 10 + 4 * skill_lv;
  1463. break;
  1464. }
  1465. if( sd ) {
  1466. // Weaponry Research hidden bonus
  1467. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1468. hitrate += hitrate * ( 2 * skill ) / 100;
  1469. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  1470. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  1471. hitrate += 3 * skill;
  1472. }
  1473. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1474. if(rnd()%100 >= hitrate)
  1475. wd.dmg_lv = ATK_FLEE;
  1476. else
  1477. flag.hit = 1;
  1478. } //End hit/miss calculation
  1479. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1480. { //Hitting attack
  1481. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1482. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1483. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1484. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1485. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1486. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1487. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1488. //Adds an absolute value to damage. 100 = +100 damage
  1489. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1490. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1491. switch (skill_num)
  1492. { //Calc base damage according to skill
  1493. case NJ_ISSEN:
  1494. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1495. wd.damage2 = 0;
  1496. status_set_hp(src, 1, 0);
  1497. break;
  1498. case PA_SACRIFICE:
  1499. wd.damage = sstatus->max_hp* 9/100;
  1500. wd.damage2 = 0;
  1501. break;
  1502. #ifndef RENEWAL
  1503. case LK_SPIRALPIERCE:
  1504. case ML_SPIRALPIERCE:
  1505. if (sd) {
  1506. short index = sd->equip_index[EQI_HAND_R];
  1507. if (index >= 0 &&
  1508. sd->inventory_data[index] &&
  1509. sd->inventory_data[index]->type == IT_WEAPON)
  1510. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1511. } else
  1512. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1513. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1514. i = sstatus->str/10;
  1515. i*=i;
  1516. ATK_ADD(i); //Add str bonus.
  1517. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1518. case SZ_SMALL: //Small: 125%
  1519. ATK_RATE(125);
  1520. break;
  1521. //case SZ_MEDIUM: //Medium: 100%
  1522. case SZ_BIG: //Large: 75%
  1523. ATK_RATE(75);
  1524. break;
  1525. }
  1526. break;
  1527. #endif
  1528. case CR_SHIELDBOOMERANG:
  1529. case PA_SHIELDCHAIN:
  1530. case LG_SHIELDPRESS:
  1531. case LG_EARTHDRIVE:
  1532. wd.damage = sstatus->batk;
  1533. if (sd) {
  1534. short index = sd->equip_index[EQI_HAND_L];
  1535. if (index >= 0 &&
  1536. sd->inventory_data[index] &&
  1537. sd->inventory_data[index]->type == IT_ARMOR)
  1538. ATK_ADD(sd->inventory_data[index]->weight/10);
  1539. } else
  1540. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1541. break;
  1542. case HFLI_SBR44: //[orn]
  1543. if(src->type == BL_HOM) {
  1544. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1545. break;
  1546. }
  1547. default:
  1548. {
  1549. i = (flag.cri?1:0)|
  1550. (flag.arrow?2:0)|
  1551. (skill_num == HW_MAGICCRASHER?4:0)|
  1552. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1553. (skill_num == MO_EXTREMITYFIST?8:0)|
  1554. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1555. if (flag.arrow && sd)
  1556. switch(sd->status.weapon) {
  1557. case W_BOW:
  1558. case W_REVOLVER:
  1559. case W_GATLING:
  1560. case W_SHOTGUN:
  1561. case W_GRENADE:
  1562. break;
  1563. default:
  1564. i |= 16; // for ex. shuriken must not be influenced by DEX
  1565. }
  1566. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1567. if (flag.lh)
  1568. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1569. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1570. if(wflag>0)
  1571. wd.damage/= wflag;
  1572. else
  1573. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1574. }
  1575. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1576. if(sd) {
  1577. if (sd->bonus.atk_rate)
  1578. ATK_ADDRATE(sd->bonus.atk_rate);
  1579. if(flag.cri && sd->bonus.crit_atk_rate)
  1580. ATK_ADDRATE(sd->bonus.crit_atk_rate);
  1581. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1582. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
  1583. ATK_ADDRATE(2*skill*i);
  1584. }
  1585. }
  1586. break;
  1587. } //End default case
  1588. } //End switch(skill_num)
  1589. //Skill damage modifiers that stack linearly
  1590. if(sc && skill_num != PA_SACRIFICE)
  1591. {
  1592. if(sc->data[SC_OVERTHRUST])
  1593. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1594. if(sc->data[SC_MAXOVERTHRUST])
  1595. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1596. if(sc->data[SC_BERSERK])
  1597. skillratio += 100;
  1598. }
  1599. if( !skill_num )
  1600. {
  1601. ATK_RATE(skillratio);
  1602. }
  1603. else
  1604. {
  1605. switch( skill_num )
  1606. {
  1607. case SM_BASH:
  1608. case MS_BASH:
  1609. skillratio += 30*skill_lv;
  1610. break;
  1611. case SM_MAGNUM:
  1612. case MS_MAGNUM:
  1613. skillratio += 20*skill_lv;
  1614. break;
  1615. case MC_MAMMONITE:
  1616. skillratio += 50*skill_lv;
  1617. break;
  1618. case HT_POWER:
  1619. skillratio += -50+8*sstatus->str;
  1620. break;
  1621. case AC_DOUBLE:
  1622. case MA_DOUBLE:
  1623. skillratio += 10*(skill_lv-1);
  1624. break;
  1625. case AC_SHOWER:
  1626. case MA_SHOWER:
  1627. #ifdef RENEWAL
  1628. skillratio += 50+10*skill_lv;
  1629. #else
  1630. skillratio += -25+5*skill_lv;
  1631. #endif
  1632. break;
  1633. case AC_CHARGEARROW:
  1634. case MA_CHARGEARROW:
  1635. skillratio += 50;
  1636. break;
  1637. #ifndef RENEWAL
  1638. case HT_FREEZINGTRAP:
  1639. case MA_FREEZINGTRAP:
  1640. skillratio += -50+10*skill_lv;
  1641. break;
  1642. #endif
  1643. case KN_PIERCE:
  1644. case ML_PIERCE:
  1645. skillratio += 10*skill_lv;
  1646. break;
  1647. case MER_CRASH:
  1648. skillratio += 10*skill_lv;
  1649. break;
  1650. case KN_SPEARSTAB:
  1651. skillratio += 15*skill_lv;
  1652. break;
  1653. case KN_SPEARBOOMERANG:
  1654. skillratio += 50*skill_lv;
  1655. break;
  1656. case KN_BRANDISHSPEAR:
  1657. case ML_BRANDISH:
  1658. {
  1659. int ratio = 100+20*skill_lv;
  1660. skillratio += ratio-100;
  1661. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1662. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1663. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1664. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1665. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1666. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1667. break;
  1668. }
  1669. case KN_BOWLINGBASH:
  1670. case MS_BOWLINGBASH:
  1671. skillratio+= 40*skill_lv;
  1672. break;
  1673. case AS_GRIMTOOTH:
  1674. skillratio += 20*skill_lv;
  1675. break;
  1676. case AS_POISONREACT:
  1677. skillratio += 30*skill_lv;
  1678. break;
  1679. case AS_SONICBLOW:
  1680. skillratio += -50+5*skill_lv;
  1681. break;
  1682. case TF_SPRINKLESAND:
  1683. skillratio += 30;
  1684. break;
  1685. case MC_CARTREVOLUTION:
  1686. skillratio += 50;
  1687. if(sd && sd->cart_weight)
  1688. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  1689. else if (!sd)
  1690. skillratio += 100; //Max damage for non players.
  1691. break;
  1692. case NPC_RANDOMATTACK:
  1693. skillratio += 100*skill_lv;
  1694. break;
  1695. case NPC_WATERATTACK:
  1696. case NPC_GROUNDATTACK:
  1697. case NPC_FIREATTACK:
  1698. case NPC_WINDATTACK:
  1699. case NPC_POISONATTACK:
  1700. case NPC_HOLYATTACK:
  1701. case NPC_DARKNESSATTACK:
  1702. case NPC_UNDEADATTACK:
  1703. case NPC_TELEKINESISATTACK:
  1704. case NPC_BLOODDRAIN:
  1705. case NPC_ACIDBREATH:
  1706. case NPC_DARKNESSBREATH:
  1707. case NPC_FIREBREATH:
  1708. case NPC_ICEBREATH:
  1709. case NPC_THUNDERBREATH:
  1710. case NPC_HELLJUDGEMENT:
  1711. case NPC_PULSESTRIKE:
  1712. skillratio += 100*(skill_lv-1);
  1713. break;
  1714. case RG_BACKSTAP:
  1715. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1716. skillratio += (200+40*skill_lv)/2;
  1717. else
  1718. skillratio += 200+40*skill_lv;
  1719. break;
  1720. case RG_RAID:
  1721. skillratio += 40*skill_lv;
  1722. break;
  1723. case RG_INTIMIDATE:
  1724. skillratio += 30*skill_lv;
  1725. break;
  1726. case CR_SHIELDCHARGE:
  1727. skillratio += 20*skill_lv;
  1728. break;
  1729. case CR_SHIELDBOOMERANG:
  1730. skillratio += 30*skill_lv;
  1731. break;
  1732. case NPC_DARKCROSS:
  1733. case CR_HOLYCROSS:
  1734. {
  1735. int ratio = 35*skill_lv;
  1736. #ifdef RENEWAL
  1737. if(sd && sd->status.weapon == W_2HSPEAR)
  1738. ratio *= 2;
  1739. #endif
  1740. skillratio += ratio;
  1741. break;
  1742. }
  1743. case AM_DEMONSTRATION:
  1744. skillratio += 20*skill_lv;
  1745. break;
  1746. case AM_ACIDTERROR:
  1747. skillratio += 40*skill_lv;
  1748. break;
  1749. case MO_FINGEROFFENSIVE:
  1750. skillratio+= 50 * skill_lv;
  1751. break;
  1752. case MO_INVESTIGATE:
  1753. skillratio += 75*skill_lv;
  1754. flag.pdef = flag.pdef2 = 2;
  1755. break;
  1756. case MO_EXTREMITYFIST:
  1757. { //Overflow check. [Skotlex]
  1758. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1759. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1760. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1761. skillratio = (unsigned short)ratio;
  1762. status_set_sp(src, 0, 0);
  1763. }
  1764. break;
  1765. case MO_TRIPLEATTACK:
  1766. skillratio += 20*skill_lv;
  1767. break;
  1768. case MO_CHAINCOMBO:
  1769. skillratio += 50+50*skill_lv;
  1770. break;
  1771. case MO_COMBOFINISH:
  1772. skillratio += 140+60*skill_lv;
  1773. break;
  1774. case BA_MUSICALSTRIKE:
  1775. case DC_THROWARROW:
  1776. skillratio += 25+25*skill_lv;
  1777. break;
  1778. case CH_TIGERFIST:
  1779. skillratio += 100*skill_lv-60;
  1780. break;
  1781. case CH_CHAINCRUSH:
  1782. skillratio += 300+100*skill_lv;
  1783. break;
  1784. case CH_PALMSTRIKE:
  1785. skillratio += 100+100*skill_lv;
  1786. break;
  1787. case LK_HEADCRUSH:
  1788. skillratio += 40*skill_lv;
  1789. break;
  1790. case LK_JOINTBEAT:
  1791. i = 10*skill_lv-50;
  1792. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1793. if (wflag&BREAK_NECK) i*=2;
  1794. skillratio += i;
  1795. break;
  1796. #ifdef RENEWAL
  1797. case LK_SPIRALPIERCE:
  1798. case ML_SPIRALPIERCE:
  1799. {// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits
  1800. short index = sd?sd->equip_index[EQI_HAND_R]:0;
  1801. int weight = 0;
  1802. if (sd && index >= 0 &&
  1803. sd->inventory_data[index] &&
  1804. sd->inventory_data[index]->type == IT_WEAPON)
  1805. weight = sd->inventory_data[index]->weight/20;
  1806. ATK_ADD(weight * skill_lv)
  1807. skillratio += 50*skill_lv;
  1808. }
  1809. #endif
  1810. case ASC_METEORASSAULT:
  1811. skillratio += 40*skill_lv-60;
  1812. break;
  1813. case SN_SHARPSHOOTING:
  1814. case MA_SHARPSHOOTING:
  1815. skillratio += 100+50*skill_lv;
  1816. break;
  1817. case CG_ARROWVULCAN:
  1818. skillratio += 100+100*skill_lv;
  1819. break;
  1820. case AS_SPLASHER:
  1821. skillratio += 400+50*skill_lv;
  1822. if(sd)
  1823. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  1824. break;
  1825. case ASC_BREAKER:
  1826. skillratio += 100*skill_lv-100;
  1827. break;
  1828. case PA_SACRIFICE:
  1829. skillratio += 10*skill_lv-10;
  1830. break;
  1831. case PA_SHIELDCHAIN:
  1832. skillratio += 30*skill_lv;
  1833. break;
  1834. case WS_CARTTERMINATION:
  1835. i = 10 * (16 - skill_lv);
  1836. if (i < 1) i = 1;
  1837. //Preserve damage ratio when max cart weight is changed.
  1838. if(sd && sd->cart_weight)
  1839. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1840. else if (!sd)
  1841. skillratio += 80000 / i - 100;
  1842. break;
  1843. case TK_DOWNKICK:
  1844. skillratio += 60 + 20*skill_lv;
  1845. break;
  1846. case TK_STORMKICK:
  1847. skillratio += 60 + 20*skill_lv;
  1848. break;
  1849. case TK_TURNKICK:
  1850. skillratio += 90 + 30*skill_lv;
  1851. break;
  1852. case TK_COUNTER:
  1853. skillratio += 90 + 30*skill_lv;
  1854. break;
  1855. case TK_JUMPKICK:
  1856. skillratio += -70 + 10*skill_lv;
  1857. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1858. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1859. if (wflag)
  1860. {
  1861. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1862. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  1863. skillratio *= 2;
  1864. }
  1865. break;
  1866. case GS_TRIPLEACTION:
  1867. skillratio += 50*skill_lv;
  1868. break;
  1869. case GS_BULLSEYE:
  1870. //Only works well against brute/demihumans non bosses.
  1871. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1872. && !(tstatus->mode&MD_BOSS))
  1873. skillratio += 400;
  1874. break;
  1875. case GS_TRACKING:
  1876. skillratio += 100 *(skill_lv+1);
  1877. break;
  1878. case GS_PIERCINGSHOT:
  1879. skillratio += 20*skill_lv;
  1880. break;
  1881. case GS_RAPIDSHOWER:
  1882. skillratio += 10*skill_lv;
  1883. break;
  1884. case GS_DESPERADO:
  1885. skillratio += 50*(skill_lv-1);
  1886. break;
  1887. case GS_DUST:
  1888. skillratio += 50*skill_lv;
  1889. break;
  1890. case GS_FULLBUSTER:
  1891. skillratio += 100*(skill_lv+2);
  1892. break;
  1893. case GS_SPREADATTACK:
  1894. #ifdef RENEWAL
  1895. skillratio += 20*(skill_lv);
  1896. #else
  1897. skillratio += 20*(skill_lv-1);
  1898. #endif
  1899. break;
  1900. case NJ_HUUMA:
  1901. skillratio += 50 + 150*skill_lv;
  1902. break;
  1903. case NJ_TATAMIGAESHI:
  1904. skillratio += 10*skill_lv;
  1905. break;
  1906. case NJ_KASUMIKIRI:
  1907. skillratio += 10*skill_lv;
  1908. break;
  1909. case NJ_KIRIKAGE:
  1910. skillratio += 100*(skill_lv-1);
  1911. break;
  1912. case KN_CHARGEATK:
  1913. {
  1914. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1915. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1916. skillratio += 100 * k;
  1917. }
  1918. break;
  1919. case HT_PHANTASMIC:
  1920. skillratio += 50;
  1921. break;
  1922. case MO_BALKYOUNG:
  1923. skillratio += 200;
  1924. break;
  1925. case HFLI_MOON: //[orn]
  1926. skillratio += 10+110*skill_lv;
  1927. break;
  1928. case HFLI_SBR44: //[orn]
  1929. skillratio += 100 *(skill_lv-1);
  1930. break;
  1931. case NPC_VAMPIRE_GIFT:
  1932. skillratio += ((skill_lv-1)%5+1)*100;
  1933. break;
  1934. case RK_SONICWAVE:
  1935. skillratio += 400 + 100 * skill_lv;
  1936. RE_LVL_DMOD(100);
  1937. break;
  1938. case RK_HUNDREDSPEAR:
  1939. skillratio += 500 + (80 * skill_lv);
  1940. if( sd )
  1941. {
  1942. short index = sd->equip_index[EQI_HAND_R];
  1943. if( index >= 0 && sd->inventory_data[index]
  1944. && sd->inventory_data[index]->type == IT_WEAPON )
  1945. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  1946. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  1947. } // (1 + [(Caster痴 Base Level - 100) / 200])
  1948. skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100;
  1949. break;
  1950. case RK_WINDCUTTER:
  1951. skillratio += 50 * skill_lv;
  1952. RE_LVL_DMOD(100);
  1953. break;
  1954. case RK_IGNITIONBREAK:
  1955. i = distance_bl(src,target);
  1956. if( i < 2 )
  1957. skillratio = 200 + 200 * skill_lv;
  1958. else if( i < 4 )
  1959. skillratio = 100 + 200 * skill_lv;
  1960. else
  1961. skillratio = 100 + 100 * skill_lv;
  1962. RE_LVL_DMOD(100);
  1963. if( sstatus->rhw.ele == ELE_FIRE )
  1964. skillratio += skillratio / 2;
  1965. break;
  1966. case RK_CRUSHSTRIKE:
  1967. if( sd )
  1968. {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  1969. short index = sd->equip_index[EQI_HAND_R];
  1970. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1971. skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
  1972. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  1973. }
  1974. break;
  1975. case RK_STORMBLAST:
  1976. skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
  1977. break;
  1978. case RK_PHANTOMTHRUST:
  1979. skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
  1980. //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
  1981. //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
  1982. break;
  1983. /**
  1984. * GC Guilotine Cross
  1985. **/
  1986. case GC_CROSSIMPACT:
  1987. skillratio += 900 + 100 * skill_lv;
  1988. RE_LVL_DMOD(120);
  1989. break;
  1990. case GC_PHANTOMMENACE:
  1991. skillratio += 200;
  1992. break;
  1993. case GC_COUNTERSLASH:
  1994. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  1995. skillratio += 200 + (100 * skill_lv);
  1996. RE_LVL_DMOD(120);
  1997. skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
  1998. break;
  1999. case GC_ROLLINGCUTTER:
  2000. skillratio += -50 + 50 * skill_lv;
  2001. RE_LVL_DMOD(100);
  2002. break;
  2003. case GC_CROSSRIPPERSLASHER:
  2004. skillratio += 300 + 80 * skill_lv;
  2005. RE_LVL_DMOD(100);
  2006. if( sc && sc->data[SC_ROLLINGCUTTER] )
  2007. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
  2008. break;
  2009. /**
  2010. * Arch Bishop
  2011. **/
  2012. case AB_DUPLELIGHT_MELEE:
  2013. skillratio += 10 * skill_lv;
  2014. break;
  2015. /**
  2016. * Ranger
  2017. **/
  2018. case RA_ARROWSTORM:
  2019. skillratio += 900 + 80 * skill_lv;
  2020. RE_LVL_DMOD(100);
  2021. break;
  2022. case RA_AIMEDBOLT:
  2023. skillratio += 400 + 50 * skill_lv;
  2024. RE_LVL_DMOD(100);
  2025. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2026. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2027. break;
  2028. case RA_CLUSTERBOMB:
  2029. skillratio += 100 + 100 * skill_lv;
  2030. break;
  2031. case RA_WUGDASH:// ATK 300%
  2032. skillratio += 200;
  2033. break;
  2034. case RA_WUGSTRIKE:
  2035. skillratio = 200 * skill_lv;
  2036. break;
  2037. case RA_WUGBITE:
  2038. skillratio += 300 + 200 * skill_lv;
  2039. if ( skill_lv == 5 ) skillratio += 100;
  2040. break;
  2041. case RA_SENSITIVEKEEN:
  2042. skillratio += 50 * skill_lv;
  2043. break;
  2044. /**
  2045. * Mechanic
  2046. **/
  2047. case NC_BOOSTKNUCKLE:
  2048. skillratio += 100 + 100 * skill_lv + sstatus->dex;
  2049. RE_LVL_DMOD(100);
  2050. break;
  2051. case NC_PILEBUNKER:
  2052. skillratio += 200 + 100 * skill_lv + sstatus->str;
  2053. RE_LVL_DMOD(100);
  2054. break;
  2055. case NC_VULCANARM:
  2056. skillratio = 70 * skill_lv + sstatus->dex;
  2057. RE_LVL_DMOD(100);
  2058. break;
  2059. case NC_FLAMELAUNCHER:
  2060. case NC_COLDSLOWER:
  2061. skillratio += 200 + 300 * skill_lv;
  2062. RE_LVL_DMOD(100);
  2063. break;
  2064. case NC_ARMSCANNON:
  2065. switch( tstatus->size ) {
  2066. case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
  2067. case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
  2068. case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
  2069. }
  2070. RE_LVL_DMOD(100);
  2071. //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
  2072. break;
  2073. case NC_AXEBOOMERANG:
  2074. skillratio += 60 + 40 * skill_lv;
  2075. if( sd ) {
  2076. short index = sd->equip_index[EQI_HAND_R];
  2077. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  2078. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
  2079. }
  2080. RE_LVL_DMOD(100);
  2081. break;
  2082. case NC_POWERSWING:
  2083. skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
  2084. RE_LVL_DMOD(100);
  2085. break;
  2086. case NC_AXETORNADO:
  2087. skillratio += 100 + 100 * skill_lv + sstatus->vit;
  2088. RE_LVL_DMOD(100);
  2089. break;
  2090. case SC_FATALMENACE:
  2091. skillratio += 100 * skill_lv;
  2092. break;
  2093. case SC_TRIANGLESHOT:
  2094. skillratio += 270 + 30 * skill_lv;
  2095. break;
  2096. case SC_FEINTBOMB:
  2097. skillratio += 100 + 100 * skill_lv;
  2098. break;
  2099. case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
  2100. skillratio += -100 + (50 + sstatus->str) * skill_lv;
  2101. RE_LVL_DMOD(100);
  2102. break;
  2103. case LG_BANISHINGPOINT:
  2104. skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
  2105. RE_LVL_DMOD(100);
  2106. break;
  2107. case LG_SHIELDPRESS:
  2108. skillratio += 60 + 43 * skill_lv;
  2109. RE_LVL_DMOD(100);
  2110. break;
  2111. case LG_PINPOINTATTACK:
  2112. skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
  2113. RE_LVL_DMOD(100);
  2114. break;
  2115. case LG_RAGEBURST:
  2116. if( sd && sd->spiritball_old )
  2117. skillratio += -100 + (sd->spiritball_old * 200);
  2118. else
  2119. skillratio += -100 + 15 * 200;
  2120. RE_LVL_DMOD(100);
  2121. break;
  2122. case LG_SHIELDSPELL:// [(Caster痴 Base Level x 4) + (Shield DEF x 10) + (Caster痴 VIT x 2)] %
  2123. if( sd ) {
  2124. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  2125. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  2126. if( shield_data )
  2127. skillratio += shield_data->def * 10;
  2128. } else
  2129. skillratio += 2400; //2500%
  2130. break;
  2131. case LG_MOONSLASHER:
  2132. skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
  2133. RE_LVL_DMOD(100);
  2134. break;
  2135. case LG_OVERBRAND:
  2136. skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
  2137. RE_LVL_DMOD(100);
  2138. break;
  2139. case LG_OVERBRAND_BRANDISH:
  2140. skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
  2141. RE_LVL_DMOD(100);
  2142. break;
  2143. case LG_OVERBRAND_PLUSATK:
  2144. skillratio = 150 * skill_lv;
  2145. RE_LVL_DMOD(100);
  2146. break;
  2147. case LG_RAYOFGENESIS:
  2148. skillratio = skillratio + 200 + 300 * skill_lv;
  2149. RE_LVL_DMOD(100);
  2150. break;
  2151. case LG_EARTHDRIVE:
  2152. skillratio = (skillratio + 100) * skill_lv;
  2153. RE_LVL_DMOD(100);
  2154. break;
  2155. case LG_HESPERUSLIT:
  2156. skillratio += 120 * skill_lv - 100;
  2157. break;
  2158. case SR_DRAGONCOMBO:
  2159. skillratio += 40 * skill_lv;
  2160. RE_LVL_DMOD(100);
  2161. break;
  2162. case SR_SKYNETBLOW:
  2163. //ATK [{(Skill Level x 80) + (Caster痴 AGI)} x Caster痴 Base Level / 100] %
  2164. skillratio = 80 * skill_lv + sstatus->agi;
  2165. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster痴 AGI) + 150} x Caster痴 Base Level / 100] %
  2166. skillratio = 100 * skill_lv + sstatus->agi + 150;
  2167. RE_LVL_DMOD(100);
  2168. break;
  2169. case SR_EARTHSHAKER:
  2170. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster痴 Base Level / 100) + (Caster痴 INT x 3)] %
  2171. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  2172. skillratio = 150 * skill_lv;
  2173. RE_LVL_DMOD(100);
  2174. skillratio += sstatus->int_ * 3;
  2175. }else{ //[(Skill Level x 50) x (Caster痴 Base Level / 100) + (Caster痴 INT x 2)] %
  2176. skillratio += 50 * (skill_lv-2);
  2177. RE_LVL_DMOD(100);
  2178. skillratio += sstatus->int_ * 2;
  2179. }
  2180. break;
  2181. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster痴 Base Level / 150] %
  2182. skillratio += 150 *skill_lv;
  2183. RE_LVL_DMOD(150);
  2184. break;
  2185. case SR_TIGERCANNON:// ATK [((Caster痴 consumed HP + SP) / 4) x Caster痴 Base Level / 100] %
  2186. {
  2187. int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100,
  2188. sp = sstatus->max_sp * (6 + skill_lv) / 100;
  2189. skillratio = (hp+sp) / 4;
  2190. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster痴 consumed HP + SP) / 2) x Caster痴 Base Level / 100] %
  2191. skillratio = (hp+sp) / 2;
  2192. RE_LVL_DMOD(100);
  2193. }
  2194. break;
  2195. case SR_RAMPAGEBLASTER:
  2196. skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
  2197. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
  2198. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  2199. RE_LVL_DMOD(120);
  2200. }else
  2201. RE_LVL_DMOD(150);
  2202. break;
  2203. case SR_KNUCKLEARROW:
  2204. if( wflag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target痴 current weight / Maximum weight) + (Target痴 Base Level x 5) x (Caster痴 Base Level / 150)] %
  2205. skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
  2206. if( tsd && tsd->weight )
  2207. skillratio += 100 * (tsd->weight / tsd->max_weight);
  2208. }else // ATK [(Skill Level x 100 + 500) x Caster痴 Base Level / 100] %
  2209. skillratio += 400 + (100 * skill_lv);
  2210. RE_LVL_DMOD(100);
  2211. break;
  2212. case SR_WINDMILL: // ATK [(Caster痴 Base Level + Caster痴 DEX) x Caster痴 Base Level / 100] %
  2213. skillratio = status_get_lv(src) + sstatus->dex;
  2214. RE_LVL_DMOD(100);
  2215. break;
  2216. case SR_GATEOFHELL:
  2217. if( sc && sc->data[SC_COMBO]
  2218. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  2219. skillratio += 800 * skill_lv -100;
  2220. else
  2221. skillratio += 500 * skill_lv -100;
  2222. RE_LVL_DMOD(100);
  2223. break;
  2224. case SR_GENTLETOUCH_QUIET:
  2225. skillratio += 100 * skill_lv - 100 + sstatus->dex;
  2226. RE_LVL_DMOD(100);
  2227. break;
  2228. case SR_HOWLINGOFLION:
  2229. skillratio += 300 * skill_lv - 100;
  2230. RE_LVL_DMOD(150);
  2231. break;
  2232. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster痴 Base Level / 100] %
  2233. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  2234. skillratio += skill_lv * 50;
  2235. skillratio += -100 + 200 * skill_lv;
  2236. RE_LVL_DMOD(100);
  2237. break;
  2238. case WM_REVERBERATION_MELEE:
  2239. // ATK [{(Skill Level x 100) + 300} x Caster痴 Base Level / 100]
  2240. skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
  2241. RE_LVL_DMOD(100);
  2242. break;
  2243. case WM_SEVERE_RAINSTORM_MELEE:
  2244. skillratio = 50 + 50 * skill_lv;
  2245. break;
  2246. case WM_GREAT_ECHO:
  2247. skillratio += 800 + 100 * skill_lv;
  2248. if( sd ) { // Still need official value [pakpil]
  2249. short lv = (short)skill_lv;
  2250. skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0);
  2251. }
  2252. break;
  2253. case WM_SOUND_OF_DESTRUCTION:
  2254. skillratio += 400;
  2255. break;
  2256. case GN_CART_TORNADO:
  2257. // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster痴 Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  2258. skillratio = 50 * skill_lv;
  2259. if( sd && sd->cart_weight)
  2260. skillratio += sd->cart_weight/10 / (150-sstatus->str) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
  2261. break;
  2262. case GN_CARTCANNON:
  2263. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  2264. skillratio = 60 * skill_lv;
  2265. if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40);
  2266. break;
  2267. case GN_SPORE_EXPLOSION:
  2268. skillratio += 200 + 100 * skill_lv;
  2269. break;
  2270. case GN_CRAZYWEED_ATK:
  2271. skillratio += 400 + 100 * skill_lv;
  2272. break;
  2273. case GN_SLINGITEM_RANGEMELEEATK:
  2274. if( sd ) {
  2275. switch( sd->itemid ) {
  2276. case 13260: // Apple Bomob
  2277. case 13261: // Coconut Bomb
  2278. case 13262: // Melon Bomb
  2279. case 13263: // Pinapple Bomb
  2280. skillratio += 400; // Unconfirded
  2281. break;
  2282. case 13264: // Banana Bomb 2000%
  2283. skillratio += 1900;
  2284. break;
  2285. case 13265: skillratio -= 75; break; // Black Lump 25%
  2286. case 13266: skillratio -= 25; break; // Hard Black Lump 75%
  2287. case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
  2288. }
  2289. } else
  2290. skillratio += 300; // Bombs
  2291. break;
  2292. case SO_VARETYR_SPEAR: //Assumed Formula.
  2293. skillratio += -100 + 200 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1 );
  2294. if( sc && sc->data[SC_BLAST_OPTION] )
  2295. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2296. break;
  2297. // Physical Elemantal Spirits Attack Skills
  2298. case EL_CIRCLE_OF_FIRE:
  2299. case EL_FIRE_BOMB_ATK:
  2300. case EL_STONE_RAIN:
  2301. skillratio += 200;
  2302. break;
  2303. case EL_FIRE_WAVE_ATK:
  2304. skillratio += 500;
  2305. break;
  2306. case EL_TIDAL_WEAPON:
  2307. skillratio += 1400;
  2308. break;
  2309. case EL_WIND_SLASH:
  2310. skillratio += 100;
  2311. break;
  2312. case EL_HURRICANE:
  2313. skillratio += 600;
  2314. break;
  2315. case EL_TYPOON_MIS:
  2316. case EL_WATER_SCREW_ATK:
  2317. skillratio += 900;
  2318. break;
  2319. case EL_STONE_HAMMER:
  2320. skillratio += 400;
  2321. break;
  2322. case EL_ROCK_CRUSHER:
  2323. skillratio += 700;
  2324. break;
  2325. case KO_JYUMONJIKIRI:
  2326. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2327. wd.div_ = wd.div_ * -1;// needs more info
  2328. skillratio += -100 + 150 * skill_lv;
  2329. case KO_HUUMARANKA:
  2330. skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
  2331. break;
  2332. case KO_SETSUDAN:
  2333. skillratio += 100 * (skill_lv-1);
  2334. break;
  2335. case KO_BAKURETSU:
  2336. skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
  2337. break;
  2338. case MH_STAHL_HORN:
  2339. skillratio += 500 + 100 * skill_lv;
  2340. break;
  2341. case MH_LAVA_SLIDE:
  2342. skillratio = 70 * skill_lv;
  2343. break;
  2344. }
  2345. ATK_RATE(skillratio);
  2346. //Constant/misc additions from skills
  2347. switch (skill_num) {
  2348. case MO_EXTREMITYFIST:
  2349. ATK_ADD(250 + 150*skill_lv);
  2350. break;
  2351. case TK_DOWNKICK:
  2352. case TK_STORMKICK:
  2353. case TK_TURNKICK:
  2354. case TK_COUNTER:
  2355. case TK_JUMPKICK:
  2356. //TK_RUN kick damage bonus.
  2357. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  2358. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  2359. break;
  2360. case GS_MAGICALBULLET:
  2361. if(sstatus->matk_max>sstatus->matk_min) {
  2362. ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  2363. } else {
  2364. ATK_ADD(sstatus->matk_min);
  2365. }
  2366. break;
  2367. case NJ_SYURIKEN:
  2368. ATK_ADD(4*skill_lv);
  2369. break;
  2370. case HT_FREEZINGTRAP:
  2371. if(sd)
  2372. ATK_ADD( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
  2373. break;
  2374. case RA_WUGDASH://(Caster痴 Current Weight x 10 / 8)
  2375. if( sd && sd->weight )
  2376. ATK_ADD( sd->weight / 8 );
  2377. case RA_WUGSTRIKE:
  2378. case RA_WUGBITE:
  2379. if(sd)
  2380. ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
  2381. break;
  2382. case LG_RAYOFGENESIS:
  2383. if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding.
  2384. short lv = (short)skill_lv;
  2385. ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1));
  2386. }
  2387. break;
  2388. case SR_GATEOFHELL:
  2389. ATK_ADD (sstatus->max_hp - status_get_hp(src));
  2390. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){
  2391. ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
  2392. }else{
  2393. ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
  2394. }
  2395. break;
  2396. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target痴 Base Level x 40)
  2397. ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
  2398. if( sc && sc->data[SC_COMBO]
  2399. && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target痴 Base Level x 40)
  2400. ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
  2401. break;
  2402. case SR_FALLENEMPIRE:// [(Target痴 Size value + Skill Level - 1) x Caster痴 STR] + [(Target痴 current weight x Caster痴 DEX / 120)]
  2403. ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  2404. if( tsd && tsd->weight ){
  2405. ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
  2406. }else{
  2407. ATK_ADD( status_get_lv(target) * 50 ); //mobs
  2408. }
  2409. break;
  2410. case KO_SETSUDAN:
  2411. if( tsc && tsc->data[SC_SPIRIT] ){
  2412. ATK_ADDRATE(10*tsc->data[SC_SPIRIT]->val1);// +10% custom value.
  2413. status_change_end(target,SC_SPIRIT,INVALID_TIMER);
  2414. }
  2415. break;
  2416. }
  2417. }
  2418. //Div fix.
  2419. damage_div_fix(wd.damage, wd.div_);
  2420. //The following are applied on top of current damage and are stackable.
  2421. if ( sc ) {
  2422. if( sc->data[SC_TRUESIGHT] )
  2423. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  2424. if( sc->data[SC_GLOOMYDAY_SK] &&
  2425. ( skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR ||
  2426. skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ||
  2427. skill_num == LG_SHIELDPRESS ) )
  2428. ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
  2429. if( sc->data[SC_EDP] ){
  2430. // FIX ME: Should Rolling Cutter be affected by EDP?
  2431. switch(skill_num){
  2432. case AS_SPLASHER: case AS_VENOMKNIFE:
  2433. case AS_GRIMTOOTH: case GC_ROLLINGCUTTER:
  2434. break;
  2435. #ifndef RENEWAL_EDP
  2436. case ASC_BREAKER: case ASC_METEORASSAULT: break;
  2437. #else
  2438. case AS_SONICBLOW:
  2439. case ASC_BREAKER:
  2440. case GC_COUNTERSLASH:
  2441. case GC_CROSSIMPACT:
  2442. ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus
  2443. break;
  2444. #endif
  2445. default:
  2446. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  2447. }
  2448. }
  2449. }
  2450. switch (skill_num) {
  2451. case AS_SONICBLOW:
  2452. if (sc && sc->data[SC_SPIRIT] &&
  2453. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  2454. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  2455. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  2456. ATK_ADDRATE(10);
  2457. break;
  2458. case CR_SHIELDBOOMERANG:
  2459. if(sc && sc->data[SC_SPIRIT] &&
  2460. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  2461. ATK_ADDRATE(100);
  2462. break;
  2463. case NC_AXETORNADO:
  2464. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  2465. ATK_ADDRATE(50);
  2466. break;
  2467. }
  2468. if( sd )
  2469. {
  2470. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  2471. ATK_ADDRATE(i);
  2472. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  2473. { //Elemental/Racial adjustments
  2474. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2475. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2476. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2477. )
  2478. flag.pdef = 1;
  2479. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2480. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2481. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2482. )
  2483. { //Pass effect onto right hand if configured so. [Skotlex]
  2484. if (battle_config.left_cardfix_to_right && flag.rh)
  2485. flag.pdef = 1;
  2486. else
  2487. flag.pdef2 = 1;
  2488. }
  2489. }
  2490. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  2491. { //Ignore Defense?
  2492. if (!flag.idef && (
  2493. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2494. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  2495. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2496. ))
  2497. flag.idef = 1;
  2498. if (!flag.idef2 && (
  2499. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2500. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  2501. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2502. )) {
  2503. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  2504. flag.idef = 1;
  2505. else
  2506. flag.idef2 = 1;
  2507. }
  2508. }
  2509. }
  2510. if (!flag.idef || !flag.idef2)
  2511. { //Defense reduction
  2512. short vit_def;
  2513. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  2514. short def2 = (short)tstatus->def2;
  2515. if( sd )
  2516. {
  2517. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2518. i += sd->ignore_def[tstatus->race];
  2519. if( i )
  2520. {
  2521. if( i > 100 ) i = 100;
  2522. def1 -= def1 * i / 100;
  2523. def2 -= def2 * i / 100;
  2524. }
  2525. }
  2526. if( sc && sc->data[SC_EXPIATIO] ){
  2527. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  2528. def1 -= def1 * i / 100;
  2529. def2 -= def2 * i / 100;
  2530. }
  2531. if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
  2532. def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;
  2533. if( tsc && tsc->data[SC_CAMOUFLAGE] ){
  2534. i = 5 * (10-tsc->data[SC_CAMOUFLAGE]->val4);
  2535. def1 -= def1 * i / 100;
  2536. def2 -= def2 * i / 100;
  2537. }
  2538. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  2539. unsigned char target_count; //256 max targets should be a sane max
  2540. target_count = unit_counttargeted(target);
  2541. if(target_count >= battle_config.vit_penalty_count) {
  2542. if(battle_config.vit_penalty_type == 1) {
  2543. if( !tsc || !tsc->data[SC_STEELBODY] )
  2544. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2545. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2546. } else { //Assume type 2
  2547. if( !tsc || !tsc->data[SC_STEELBODY] )
  2548. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2549. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2550. }
  2551. }
  2552. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  2553. if(def2 < 1) def2 = 1;
  2554. }
  2555. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  2556. if (tsd) //Sd vit-eq
  2557. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  2558. vit_def = def2*(def2-15)/150;
  2559. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  2560. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  2561. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  2562. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  2563. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  2564. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  2565. vit_def += skill*5;
  2566. } else { //Mob-Pet vit-eq
  2567. //VIT + rnd(0,[VIT/20]^2-1)
  2568. vit_def = (def2/20)*(def2/20);
  2569. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  2570. }
  2571. if (battle_config.weapon_defense_type) {
  2572. vit_def += def1*battle_config.weapon_defense_type;
  2573. def1 = 0;
  2574. }
  2575. #ifdef RENEWAL
  2576. /**
  2577. * In Renewal 100% damage reduction is 900 DEF
  2578. * Formula: (1+(900-def1)/9)%
  2579. **/
  2580. if (def1 > 900) def1 = 900;
  2581. ATK_RATE2(
  2582. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)),
  2583. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9))
  2584. );
  2585. #else
  2586. if (def1 > 100) def1 = 100;
  2587. ATK_RATE2(
  2588. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
  2589. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
  2590. );
  2591. #endif
  2592. ATK_ADD2(
  2593. flag.idef ||flag.pdef ?0:-vit_def,
  2594. flag.idef2||flag.pdef2?0:-vit_def
  2595. );
  2596. }
  2597. //Post skill/vit reduction damage increases
  2598. if( sc )
  2599. { //SC skill damages
  2600. if(sc->data[SC_AURABLADE]
  2601. #ifndef RENEWAL
  2602. && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE
  2603. #endif
  2604. ){
  2605. int lv = sc->data[SC_AURABLADE]->val1;
  2606. #ifdef RENEWAL
  2607. lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  2608. #endif
  2609. ATK_ADD(20*lv);
  2610. }
  2611. if(sc->data[SC_GN_CARTBOOST])
  2612. ATK_ADD(10*sc->data[SC_GN_CARTBOOST]->val1);
  2613. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
  2614. struct block_list *bl; // ATK increase: ATK [{(Caster痴 DEX / 4) + (Caster痴 STR / 2)} x Skill Level / 5]
  2615. if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) )
  2616. ATK_ADD( ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
  2617. }
  2618. if(sc->data[SC_CAMOUFLAGE])
  2619. ATK_ADD(30 * (10-sc->data[SC_CAMOUFLAGE]->val4) );
  2620. }
  2621. //Refine bonus
  2622. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  2623. { // Counts refine bonus multiple times
  2624. if( skill_num == MO_FINGEROFFENSIVE )
  2625. {
  2626. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  2627. } else {
  2628. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  2629. }
  2630. }
  2631. //Set to min of 1
  2632. if (flag.rh && wd.damage < 1) wd.damage = 1;
  2633. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  2634. if (sd && flag.weapon &&
  2635. skill_num != MO_INVESTIGATE &&
  2636. skill_num != MO_EXTREMITYFIST &&
  2637. skill_num != CR_GRANDCROSS)
  2638. { //Add mastery damage
  2639. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  2640. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  2641. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  2642. // but other masteries DO apply >_>
  2643. ATK_ADDRATE(10+ 2*skill);
  2644. }
  2645. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2646. if (flag.lh)
  2647. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2648. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  2649. else
  2650. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2651. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  2652. {
  2653. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2654. if (i == 2) skillratio += sstatus->str; //Star Anger
  2655. if (skill<4)
  2656. skillratio /= 12-3*skill;
  2657. ATK_ADDRATE(skillratio);
  2658. }
  2659. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  2660. ATK_ADD(3*skill);
  2661. if (skill_num == NJ_KUNAI)
  2662. ATK_ADD(60);
  2663. }
  2664. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  2665. else if(wd.div_ < 0) //Since the attack missed...
  2666. wd.div_ *= -1;
  2667. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2668. ATK_ADD(skill*2);
  2669. if(skill_num==TF_POISON)
  2670. ATK_ADD(15*skill_lv);
  2671. if( !(nk&NK_NO_ELEFIX) && !n_ele )
  2672. { //Elemental attribute fix
  2673. if( wd.damage > 0 )
  2674. {
  2675. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  2676. if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  2677. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2678. if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  2679. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2680. }
  2681. if( flag.lh && wd.damage2 > 0 )
  2682. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2683. if( sc && sc->data[SC_WATK_ELEMENT] )
  2684. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2685. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2686. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2687. if( flag.lh )
  2688. {
  2689. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2690. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2691. }
  2692. }
  2693. #ifdef RENEWAL
  2694. /**
  2695. * In RE Shield Bommerang takes weapon element only for damage calculation,
  2696. * - resist calculation is always against neutral
  2697. **/
  2698. if ( skill_num == CR_SHIELDBOOMERANG )
  2699. s_ele = s_ele_ = ELE_NEUTRAL;
  2700. #endif
  2701. }
  2702. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2703. return wd; //Enough, rest is not needed.
  2704. if (sd)
  2705. {
  2706. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  2707. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  2708. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  2709. ATK_ADD(wd.div_*sd->spiritball_old*3);
  2710. } else {
  2711. ATK_ADD(wd.div_*sd->spiritball*3);
  2712. }
  2713. //Card Fix, sd side
  2714. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  2715. {
  2716. int cardfix = 1000, cardfix_ = 1000;
  2717. int t_race2 = status_get_race2(target);
  2718. if(sd->state.arrow_atk)
  2719. {
  2720. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  2721. if (!(nk&NK_NO_ELEFIX))
  2722. {
  2723. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  2724. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2725. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2726. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2727. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2728. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2729. continue;
  2730. ele_fix += sd->right_weapon.addele2[i].rate;
  2731. }
  2732. cardfix=cardfix*(100+ele_fix)/100;
  2733. }
  2734. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  2735. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2736. 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;
  2737. if( tstatus->race != RC_DEMIHUMAN )
  2738. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  2739. }
  2740. else
  2741. { // Melee attack
  2742. if( !battle_config.left_cardfix_to_right )
  2743. {
  2744. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  2745. if (!(nk&NK_NO_ELEFIX)) {
  2746. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  2747. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2748. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2749. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2750. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2751. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2752. continue;
  2753. ele_fix += sd->right_weapon.addele2[i].rate;
  2754. }
  2755. cardfix=cardfix*(100+ele_fix)/100;
  2756. }
  2757. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  2758. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2759. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2760. if( tstatus->race != RC_DEMIHUMAN )
  2761. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2762. if( flag.lh )
  2763. {
  2764. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  2765. if (!(nk&NK_NO_ELEFIX)) {
  2766. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  2767. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2768. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2769. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2770. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2771. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2772. continue;
  2773. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  2774. }
  2775. cardfix=cardfix*(100+ele_fix_lh)/100;
  2776. }
  2777. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  2778. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  2779. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2780. if( tstatus->race != RC_DEMIHUMAN )
  2781. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2782. }
  2783. }
  2784. else
  2785. {
  2786. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  2787. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2788. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2789. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2790. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2791. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2792. continue;
  2793. ele_fix += sd->right_weapon.addele2[i].rate;
  2794. }
  2795. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2796. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2797. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2798. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2799. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2800. continue;
  2801. ele_fix += sd->left_weapon.addele2[i].rate;
  2802. }
  2803. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  2804. cardfix=cardfix*(100+ele_fix)/100;
  2805. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  2806. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  2807. 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;
  2808. if( tstatus->race != RC_DEMIHUMAN )
  2809. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2810. }
  2811. }
  2812. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  2813. {
  2814. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  2815. {
  2816. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  2817. break;
  2818. }
  2819. }
  2820. if( flag.lh )
  2821. {
  2822. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  2823. {
  2824. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  2825. {
  2826. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  2827. break;
  2828. }
  2829. }
  2830. }
  2831. if( wd.flag&BF_LONG )
  2832. cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
  2833. if( cardfix != 1000 || cardfix_ != 1000 )
  2834. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  2835. }
  2836. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  2837. { //Refine bonus applies after cards and elements.
  2838. short index= sd->equip_index[EQI_HAND_L];
  2839. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  2840. ATK_ADD(10*sd->status.inventory[index].refine);
  2841. }
  2842. } //if (sd)
  2843. //Card Fix, tsd sid
  2844. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2845. {
  2846. short s_race2,s_class;
  2847. short cardfix=1000;
  2848. s_race2 = status_get_race2(src);
  2849. s_class = status_get_class(src);
  2850. if( !(nk&NK_NO_ELEFIX) )
  2851. {
  2852. int ele_fix = tsd->subele[s_ele];
  2853. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2854. {
  2855. if(tsd->subele2[i].ele != s_ele) continue;
  2856. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2857. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2858. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2859. continue;
  2860. ele_fix += tsd->subele2[i].rate;
  2861. }
  2862. cardfix=cardfix*(100-ele_fix)/100;
  2863. if( flag.lh && s_ele_ != s_ele )
  2864. {
  2865. int ele_fix_lh = tsd->subele[s_ele_];
  2866. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2867. {
  2868. if(tsd->subele2[i].ele != s_ele_) continue;
  2869. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2870. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2871. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2872. continue;
  2873. ele_fix_lh += tsd->subele2[i].rate;
  2874. }
  2875. cardfix=cardfix*(100-ele_fix_lh)/100;
  2876. }
  2877. }
  2878. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2879. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2880. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2881. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2882. if( sstatus->race != RC_DEMIHUMAN )
  2883. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2884. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
  2885. if( tsd->add_def[i].class_ == s_class ) {
  2886. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  2887. break;
  2888. }
  2889. }
  2890. if( wd.flag&BF_SHORT )
  2891. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  2892. else // BF_LONG (there's no other choice)
  2893. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  2894. if( tsd->sc.data[SC_DEF_RATE] )
  2895. cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
  2896. if( cardfix != 1000 )
  2897. ATK_RATE( cardfix / 10 );
  2898. }
  2899. if( flag.infdef )
  2900. { //Plants receive 1 damage when hit
  2901. short class_ = status_get_class(target);
  2902. if( flag.hit || wd.damage > 0 )
  2903. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  2904. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  2905. wd.damage2 = wd.div_;
  2906. if( flag.hit && class_ == MOBID_EMPERIUM ) {
  2907. if(wd.damage2 > 0) {
  2908. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2909. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2910. }
  2911. else if(wd.damage > 0) {
  2912. wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2913. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2914. }
  2915. return wd;
  2916. }
  2917. if( !(battle_config.skill_min_damage&1) )
  2918. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  2919. return wd;
  2920. }
  2921. if (sd) {
  2922. if (!flag.rh && flag.lh) { //Move lh damage to the rh
  2923. wd.damage = wd.damage2;
  2924. wd.damage2 = 0;
  2925. flag.rh=1;
  2926. flag.lh=0;
  2927. } else if(flag.rh && flag.lh) { //Dual-wield
  2928. if (wd.damage) {
  2929. if( (skill = pc_checkskill(sd,AS_RIGHT)) )
  2930. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2931. else if( (skill = pc_checkskill(sd,KO_RIGHT)) )
  2932. wd.damage = wd.damage * (70 + (skill * 10))/100;
  2933. if(wd.damage < 1) wd.damage = 1;
  2934. }
  2935. if (wd.damage2) {
  2936. if( (skill = pc_checkskill(sd,AS_LEFT)) )
  2937. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2938. else if( (skill = pc_checkskill(sd,KO_LEFT)) )
  2939. wd.damage2 = wd.damage2 * (50 + (skill * 10))/100;
  2940. if(wd.damage2 < 1) wd.damage2 = 1;
  2941. }
  2942. } else if(sd->status.weapon == W_KATAR && !skill_num) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  2943. skill = pc_checkskill(sd,TF_DOUBLE);
  2944. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2945. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  2946. flag.lh = 1;
  2947. }
  2948. }
  2949. if(!flag.rh && wd.damage)
  2950. wd.damage=0;
  2951. if(!flag.lh && wd.damage2)
  2952. wd.damage2=0;
  2953. if( wd.damage + wd.damage2 )
  2954. { //There is a total damage value
  2955. if(!wd.damage2)
  2956. {
  2957. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  2958. if( map_flag_gvg2(target->m) )
  2959. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2960. else if( map[target->m].flag.battleground )
  2961. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2962. }
  2963. else if(!wd.damage)
  2964. {
  2965. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  2966. if( map_flag_gvg2(target->m) )
  2967. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2968. else if( map[target->m].flag.battleground )
  2969. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2970. }
  2971. else
  2972. {
  2973. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  2974. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  2975. if( map_flag_gvg2(target->m) )
  2976. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2977. else if( map[target->m].flag.battleground )
  2978. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2979. wd.damage2 = (d2*100/d1)*wd.damage/100;
  2980. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  2981. wd.damage-=wd.damage2;
  2982. }
  2983. }
  2984. //Reject Sword bugreport:4493 by Daegaladh
  2985. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  2986. (src->type!=BL_PC || (
  2987. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  2988. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  2989. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  2990. )) &&
  2991. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  2992. ) {
  2993. wd.damage = wd.damage * 50 / 100;
  2994. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
  2995. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  2996. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  2997. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  2998. }
  2999. if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  3000. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  3001. wd.damage += md.damage;
  3002. }
  3003. if( sc ) {
  3004. //SG_FUSION hp penalty [Komurka]
  3005. if (sc->data[SC_FUSION]) {
  3006. int hp= sstatus->max_hp;
  3007. if (sd && tsd) {
  3008. hp = 8*hp/100;
  3009. if (100*sstatus->hp <= 20*sstatus->max_hp)
  3010. hp = sstatus->hp;
  3011. } else
  3012. hp = 2*hp/100; //2% hp loss per hit
  3013. status_zap(src, hp, 0);
  3014. }
  3015. /**
  3016. * affecting non-skills
  3017. **/
  3018. if( !skill_num ) {
  3019. /**
  3020. * RK Enchant Blade
  3021. **/
  3022. if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
  3023. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  3024. ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  3025. }
  3026. }
  3027. }
  3028. if( skill_num == LG_RAYOFGENESIS ) {
  3029. struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
  3030. wd.damage += md.damage;
  3031. }
  3032. return wd;
  3033. }
  3034. /*==========================================
  3035. * battle_calc_magic_attack [DracoRPG]
  3036. *------------------------------------------*/
  3037. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  3038. {
  3039. int i, nk;
  3040. short s_ele = 0;
  3041. unsigned int skillratio = 100; //Skill dmg modifiers.
  3042. struct map_session_data *sd, *tsd;
  3043. struct Damage ad;
  3044. struct status_data *sstatus = status_get_status_data(src);
  3045. struct status_data *tstatus = status_get_status_data(target);
  3046. struct {
  3047. unsigned imdef : 1;
  3048. unsigned infdef : 1;
  3049. } flag;
  3050. memset(&ad,0,sizeof(ad));
  3051. memset(&flag,0,sizeof(flag));
  3052. if(src==NULL || target==NULL)
  3053. {
  3054. nullpo_info(NLP_MARK);
  3055. return ad;
  3056. }
  3057. //Initial Values
  3058. ad.damage = 1;
  3059. ad.div_=skill_get_num(skill_num,skill_lv);
  3060. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  3061. ad.dmotion=tstatus->dmotion;
  3062. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  3063. ad.flag=BF_MAGIC|BF_SKILL;
  3064. ad.dmg_lv=ATK_DEF;
  3065. nk = skill_get_nk(skill_num);
  3066. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  3067. sd = BL_CAST(BL_PC, src);
  3068. tsd = BL_CAST(BL_PC, target);
  3069. if( skill_num == SO_PSYCHIC_WAVE ) {
  3070. struct status_change *sc = status_get_sc(src);
  3071. if( sc && sc->count && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  3072. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) ) {
  3073. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
  3074. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
  3075. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  3076. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
  3077. } else {
  3078. //#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case.
  3079. //, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas.
  3080. //Initialize variables that will be used afterwards
  3081. s_ele = skill_get_ele(skill_num, skill_lv);
  3082. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  3083. s_ele = sstatus->rhw.ele;
  3084. else if (s_ele == -2) //Use status element
  3085. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3086. else if( s_ele == -3 ) //Use random element
  3087. s_ele = rnd()%ELE_MAX;
  3088. }
  3089. } else {
  3090. //Initialize variables that will be used afterwards
  3091. s_ele = skill_get_ele(skill_num, skill_lv);
  3092. if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
  3093. s_ele = sstatus->rhw.ele;
  3094. if( sd ){ //Summoning 10 talisman will endow your weapon
  3095. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  3096. if( i < 5) s_ele = i;
  3097. }
  3098. }else if (s_ele == -2) //Use status element
  3099. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3100. else if( s_ele == -3 ) //Use random element
  3101. s_ele = rnd()%ELE_MAX;
  3102. }
  3103. //Set miscellaneous data that needs be filled
  3104. if(sd) {
  3105. sd->state.arrow_atk = 0;
  3106. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  3107. }
  3108. //Skill Range Criteria
  3109. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3110. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  3111. if( target->type == BL_SKILL){
  3112. TBL_SKILL *su = (TBL_SKILL*)target;
  3113. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  3114. flag.infdef = 1;
  3115. }
  3116. switch(skill_num)
  3117. {
  3118. case MG_FIREWALL:
  3119. case NJ_KAENSIN:
  3120. ad.dmotion = 0; //No flinch animation.
  3121. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  3122. ad.blewcount = 0; //No knockback
  3123. break;
  3124. case PR_SANCTUARY:
  3125. ad.dmotion = 0; //No flinch animation.
  3126. break;
  3127. }
  3128. if (!flag.infdef) //No need to do the math for plants
  3129. {
  3130. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  3131. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  3132. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3133. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  3134. //Adds an absolute value to damage. 100 = +100 damage
  3135. #define MATK_ADD( a ) { ad.damage+= a; }
  3136. switch (skill_num)
  3137. { //Calc base damage according to skill
  3138. case AL_HEAL:
  3139. case PR_BENEDICTIO:
  3140. case PR_SANCTUARY:
  3141. /**
  3142. * Arch Bishop
  3143. **/
  3144. case AB_HIGHNESSHEAL:
  3145. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  3146. break;
  3147. case PR_ASPERSIO:
  3148. ad.damage = 40;
  3149. break;
  3150. case ALL_RESURRECTION:
  3151. case PR_TURNUNDEAD:
  3152. //Undead check is on skill_castend_damageid code.
  3153. #ifdef RENEWAL
  3154. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  3155. + 300 - 300*tstatus->hp/tstatus->max_hp;
  3156. #else
  3157. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  3158. + 200 - 200*tstatus->hp/tstatus->max_hp;
  3159. #endif
  3160. if(i > 700) i = 700;
  3161. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  3162. ad.damage = tstatus->hp;
  3163. else {
  3164. #ifdef RENEWAL
  3165. ad.damage = skill_lv * (sstatus->matk_min + sstatus->matk_max);
  3166. #else
  3167. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  3168. #endif
  3169. }
  3170. break;
  3171. case PF_SOULBURN:
  3172. ad.damage = tstatus->sp * 2;
  3173. break;
  3174. /**
  3175. * Arch Bishop
  3176. **/
  3177. case AB_RENOVATIO:
  3178. //Damage calculation from iRO wiki. [Jobbie]
  3179. ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
  3180. break;
  3181. default:
  3182. {
  3183. #ifdef RENEWAL //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK)
  3184. /**
  3185. * min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK
  3186. * max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK
  3187. * yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and
  3188. * -> statusMATK holds the %Matk modifier stuff from earlier and lastly:
  3189. * -> the mdef part is not applied at this point, but later.
  3190. **/ //1:bugreport:5101 //1:bugreport:5101
  3191. MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) ));
  3192. #else //Ancient MATK Appliance
  3193. if (sstatus->matk_max > sstatus->matk_min) {
  3194. MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min));
  3195. } else {
  3196. MATK_ADD(sstatus->matk_min);
  3197. }
  3198. #endif
  3199. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  3200. if(mflag>0)
  3201. ad.damage/= mflag;
  3202. else
  3203. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3204. }
  3205. switch(skill_num){
  3206. case MG_NAPALMBEAT:
  3207. skillratio += skill_lv*10-30;
  3208. break;
  3209. case MG_FIREBALL:
  3210. #ifdef RENEWAL
  3211. skillratio += 20*skill_lv;
  3212. #else
  3213. skillratio += skill_lv*10-30;
  3214. #endif
  3215. break;
  3216. case MG_SOULSTRIKE:
  3217. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  3218. skillratio += 5*skill_lv;
  3219. break;
  3220. case MG_FIREWALL: {
  3221. struct status_change *sc = status_get_sc(src);
  3222. skillratio -= 50;
  3223. if( sc && sc->data[SC_PYROTECHNIC_OPTION] )
  3224. skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
  3225. }
  3226. break;
  3227. case MG_COLDBOLT: {
  3228. struct status_change *sc = status_get_sc(src);
  3229. if ( sc && sc->count ) {
  3230. if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  3231. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  3232. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  3233. ad.flag = BF_WEAPON|BF_SHORT;
  3234. ad.type = 0;
  3235. }
  3236. if( sc->data[SC_AQUAPLAY_OPTION] )
  3237. skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100;
  3238. }
  3239. }
  3240. break;
  3241. case MG_FIREBOLT: {
  3242. struct status_change *sc = status_get_sc(src);
  3243. if ( sc && sc->count ) {
  3244. if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  3245. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
  3246. ad.div_ = 1;
  3247. ad.flag = BF_WEAPON|BF_SHORT;
  3248. ad.type = 0;
  3249. }
  3250. if( sc->data[SC_PYROTECHNIC_OPTION] )
  3251. skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
  3252. }
  3253. }
  3254. break;
  3255. case MG_LIGHTNINGBOLT: {
  3256. struct status_change *sc = status_get_sc(src);
  3257. if ( sc && sc->count ) {
  3258. if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  3259. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
  3260. ad.div_ = 1;
  3261. ad.flag = BF_WEAPON|BF_SHORT;
  3262. ad.type = 0;
  3263. }
  3264. if( sc->data[SC_GUST_OPTION] )
  3265. skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
  3266. }
  3267. }
  3268. break;
  3269. case MG_THUNDERSTORM: {
  3270. struct status_change *sc = status_get_sc(src);
  3271. /**
  3272. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  3273. **/
  3274. #ifndef RENEWAL
  3275. skillratio -= 20;
  3276. #endif
  3277. if( sc && sc->data[SC_GUST_OPTION] )
  3278. skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
  3279. }
  3280. break;
  3281. case MG_FROSTDIVER:
  3282. skillratio += 10*skill_lv;
  3283. break;
  3284. case AL_HOLYLIGHT:
  3285. skillratio += 25;
  3286. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  3287. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  3288. break;
  3289. case AL_RUWACH:
  3290. skillratio += 45;
  3291. break;
  3292. case WZ_FROSTNOVA:
  3293. skillratio += (100+skill_lv*10)*2/3-100;
  3294. break;
  3295. case WZ_FIREPILLAR:
  3296. if (skill_lv > 10)
  3297. skillratio += 100;
  3298. else
  3299. skillratio -= 80;
  3300. break;
  3301. case WZ_SIGHTRASHER:
  3302. skillratio += 20*skill_lv;
  3303. break;
  3304. case WZ_WATERBALL:
  3305. skillratio += 30*skill_lv;
  3306. break;
  3307. case WZ_STORMGUST:
  3308. skillratio += 40*skill_lv;
  3309. break;
  3310. case HW_NAPALMVULCAN:
  3311. skillratio += 10*skill_lv-30;
  3312. break;
  3313. case SL_STIN:
  3314. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  3315. break;
  3316. case SL_STUN:
  3317. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  3318. break;
  3319. case SL_SMA:
  3320. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  3321. break;
  3322. case NJ_KOUENKA:
  3323. skillratio -= 10;
  3324. break;
  3325. case NJ_KAENSIN:
  3326. skillratio -= 50;
  3327. break;
  3328. case NJ_BAKUENRYU:
  3329. skillratio += 50*(skill_lv-1);
  3330. break;
  3331. case NJ_HYOUSYOURAKU:
  3332. skillratio += 50*skill_lv;
  3333. break;
  3334. case NJ_RAIGEKISAI:
  3335. skillratio += 60 + 40*skill_lv;
  3336. break;
  3337. case NJ_KAMAITACHI:
  3338. case NPC_ENERGYDRAIN:
  3339. skillratio += 100*skill_lv;
  3340. break;
  3341. case NPC_EARTHQUAKE:
  3342. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  3343. break;
  3344. #ifdef RENEWAL
  3345. case WZ_HEAVENDRIVE:
  3346. case WZ_METEOR:
  3347. skillratio += 25;
  3348. break;
  3349. case WZ_VERMILION:
  3350. {
  3351. int interval = 0, per = interval , ratio = per;
  3352. while( (per++) < skill_lv ){
  3353. ratio += interval;
  3354. if(per%3==0) interval += 20;
  3355. }
  3356. if( skill_lv > 9 )
  3357. ratio -= 10;
  3358. skillratio += ratio;
  3359. }
  3360. break;
  3361. case NJ_HUUJIN:
  3362. skillratio += 50;
  3363. break;
  3364. #else
  3365. case WZ_VERMILION:
  3366. skillratio += 20*skill_lv-20;
  3367. break;
  3368. #endif
  3369. /**
  3370. * Arch Bishop
  3371. **/
  3372. case AB_JUDEX:
  3373. skillratio += 180 + 20 * skill_lv;
  3374. if (skill_lv > 4) skillratio += 20;
  3375. RE_LVL_DMOD(100);
  3376. break;
  3377. case AB_ADORAMUS:
  3378. skillratio += 400 + 100 * skill_lv;
  3379. RE_LVL_DMOD(100);
  3380. break;
  3381. case AB_DUPLELIGHT_MAGIC:
  3382. skillratio += 100 + 20 * skill_lv;
  3383. break;
  3384. /**
  3385. * Warlock
  3386. **/
  3387. case WL_SOULEXPANSION:
  3388. skillratio += 300 + 100 * skill_lv + sstatus->int_;
  3389. RE_LVL_DMOD(100);
  3390. break;
  3391. case WL_FROSTMISTY:
  3392. skillratio += 100 + 100 * skill_lv;
  3393. RE_LVL_DMOD(100);
  3394. break;
  3395. case WL_JACKFROST: {
  3396. struct status_change *tsc = status_get_sc(target);
  3397. if( tsc && tsc->data[SC_FREEZING] ){
  3398. skillratio += 900 + 300 * skill_lv;
  3399. RE_LVL_DMOD(100);
  3400. }else{
  3401. skillratio += 400 + 100 * skill_lv;
  3402. RE_LVL_DMOD(150);
  3403. }
  3404. }
  3405. break;
  3406. case WL_DRAINLIFE:
  3407. skillratio = 200 * skill_lv + sstatus->int_;
  3408. RE_LVL_DMOD(100);
  3409. break;
  3410. case WL_CRIMSONROCK:
  3411. skillratio += 1200 + 300 * skill_lv;
  3412. RE_LVL_DMOD(100);
  3413. break;
  3414. case WL_HELLINFERNO:
  3415. skillratio = 300 * skill_lv;
  3416. RE_LVL_DMOD(100);
  3417. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster痴 Base Level / 100 ) x 4/5 }] %
  3418. // Fire : MATK [{( Skill Level x 300 ) x ( Caster痴 Base Level / 100 ) /5 }] %
  3419. if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
  3420. skillratio /= 5;
  3421. break;
  3422. case WL_COMET: {
  3423. struct status_change * sc = status_get_sc(src);
  3424. if( sc )
  3425. i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
  3426. else
  3427. i = 8;
  3428. if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
  3429. else
  3430. if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
  3431. else
  3432. if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
  3433. else
  3434. skillratio = 800 + 200 * skill_lv;
  3435. }
  3436. break;
  3437. case WL_CHAINLIGHTNING_ATK:
  3438. skillratio += 100 + 300 * skill_lv;
  3439. RE_LVL_DMOD(100);
  3440. break;
  3441. case WL_EARTHSTRAIN:
  3442. skillratio += 1900 + 100 * skill_lv;
  3443. RE_LVL_DMOD(100);
  3444. break;
  3445. case WL_TETRAVORTEX_FIRE:
  3446. case WL_TETRAVORTEX_WATER:
  3447. case WL_TETRAVORTEX_WIND:
  3448. case WL_TETRAVORTEX_GROUND:
  3449. skillratio += 400 + 500 * skill_lv;
  3450. break;
  3451. case WL_SUMMON_ATK_FIRE:
  3452. case WL_SUMMON_ATK_WATER:
  3453. case WL_SUMMON_ATK_WIND:
  3454. case WL_SUMMON_ATK_GROUND:
  3455. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  3456. RE_LVL_DMOD(100);
  3457. break;
  3458. case LG_RAYOFGENESIS:
  3459. skillratio = (skillratio + 200) * skill_lv;
  3460. RE_LVL_DMOD(100);
  3461. break;
  3462. case LG_SHIELDSPELL:// [(Caster痴 Base Level x 4) + (Shield MDEF x 100) + (Caster痴 INT x 2)] %
  3463. if( sd ) {
  3464. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  3465. } else
  3466. skillratio += 1900; //2000%
  3467. break;
  3468. case WM_METALICSOUND:
  3469. skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
  3470. break;
  3471. case WM_SEVERE_RAINSTORM:
  3472. skillratio += 50 * skill_lv;
  3473. break;
  3474. case WM_REVERBERATION_MAGIC:
  3475. // MATK [{(Skill Level x 100) + 100} x Caster痴 Base Level / 100] %
  3476. skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3477. RE_LVL_DMOD(100);
  3478. break;
  3479. case SO_FIREWALK: {
  3480. struct status_change * sc = status_get_sc(src);
  3481. skillratio = 300;
  3482. RE_LVL_DMOD(100);
  3483. if( sc && sc->data[SC_HEATER_OPTION] )
  3484. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3485. }
  3486. break;
  3487. case SO_ELECTRICWALK: {
  3488. struct status_change * sc = status_get_sc(src);
  3489. skillratio = 300;
  3490. RE_LVL_DMOD(100);
  3491. if( sc && sc->data[SC_BLAST_OPTION] )
  3492. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3493. }
  3494. break;
  3495. case SO_EARTHGRAVE: {
  3496. struct status_change * sc = status_get_sc(src);
  3497. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  3498. RE_LVL_DMOD(100);
  3499. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3500. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3501. }
  3502. break;
  3503. case SO_DIAMONDDUST: {
  3504. struct status_change * sc = status_get_sc(src);
  3505. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  3506. RE_LVL_DMOD(100);
  3507. if( sc && sc->data[SC_COOLER_OPTION] )
  3508. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3509. }
  3510. break;
  3511. case SO_POISON_BUSTER: {
  3512. struct status_change * sc = status_get_sc(src);
  3513. skillratio += 1100 + 300 * skill_lv;
  3514. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3515. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3516. }
  3517. break;
  3518. case SO_PSYCHIC_WAVE: {
  3519. struct status_change * sc = status_get_sc(src);
  3520. skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
  3521. RE_LVL_DMOD(100);
  3522. if( sc ){
  3523. if( sc->data[SC_HEATER_OPTION] )
  3524. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3525. else if(sc->data[SC_COOLER_OPTION] )
  3526. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3527. else if(sc->data[SC_BLAST_OPTION] )
  3528. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3529. else if(sc->data[SC_CURSED_SOIL_OPTION] )
  3530. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
  3531. }
  3532. }
  3533. break;
  3534. case SO_VARETYR_SPEAR: {
  3535. struct status_change * sc = status_get_sc(src);
  3536. skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
  3537. RE_LVL_DMOD(100);
  3538. if( sc && sc->data[SC_BLAST_OPTION] )
  3539. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3540. }
  3541. break;
  3542. case SO_CLOUD_KILL: {
  3543. struct status_change * sc = status_get_sc(src);
  3544. skillratio += -100 + skill_lv * 40;
  3545. RE_LVL_DMOD(100);
  3546. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3547. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3548. }
  3549. break;
  3550. case GN_DEMONIC_FIRE:
  3551. if( skill_lv > 20)
  3552. { // Fire expansion Lv.2
  3553. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
  3554. }
  3555. else if( skill_lv > 10 )
  3556. { // Fire expansion Lv.1
  3557. skillratio += 110 + 20 * (skill_lv - 10) / 2;
  3558. }
  3559. else
  3560. skillratio += 110 + 20 * skill_lv;
  3561. break;
  3562. // Magical Elemental Spirits Attack Skills
  3563. case EL_FIRE_MANTLE:
  3564. case EL_WATER_SCREW:
  3565. skillratio += 900;
  3566. break;
  3567. case EL_FIRE_ARROW:
  3568. case EL_ROCK_CRUSHER_ATK:
  3569. skillratio += 200;
  3570. break;
  3571. case EL_FIRE_BOMB:
  3572. case EL_ICE_NEEDLE:
  3573. case EL_HURRICANE_ATK:
  3574. skillratio += 400;
  3575. break;
  3576. case EL_FIRE_WAVE:
  3577. case EL_TYPOON_MIS_ATK:
  3578. skillratio += 1100;
  3579. break;
  3580. case MH_ERASER_CUTTER:
  3581. if (skill_lv >= 3)
  3582. skillratio += 800 + 200 * skill_lv ;
  3583. else
  3584. skillratio += 500 + 400 * skill_lv;
  3585. break;
  3586. }
  3587. MATK_RATE(skillratio);
  3588. //Constant/misc additions from skills
  3589. if (skill_num == WZ_FIREPILLAR)
  3590. MATK_ADD(50);
  3591. }
  3592. }
  3593. if(sd) {
  3594. //Damage bonuses
  3595. if ((i = pc_skillatk_bonus(sd, skill_num)))
  3596. ad.damage += ad.damage*i/100;
  3597. //Ignore Defense?
  3598. if (!flag.imdef && (
  3599. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
  3600. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
  3601. sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
  3602. ))
  3603. flag.imdef = 1;
  3604. }
  3605. if(!flag.imdef){
  3606. defType mdef = tstatus->mdef;
  3607. int mdef2= tstatus->mdef2;
  3608. if(sd) {
  3609. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  3610. i+= sd->ignore_mdef[tstatus->race];
  3611. if (i)
  3612. {
  3613. if (i > 100) i = 100;
  3614. mdef -= mdef * i/100;
  3615. //mdef2-= mdef2* i/100;
  3616. }
  3617. }
  3618. #ifdef RENEWAL
  3619. /**
  3620. * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF)
  3621. * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
  3622. * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
  3623. **/
  3624. if(mdef < -111) mdef = -111; // value smaller -111 brings back the damage to origin up to -223.
  3625. ad.damage = ad.damage * 1115 / (1115 + mdef * 10) - mdef2;
  3626. #else
  3627. if(battle_config.magic_defense_type)
  3628. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  3629. else
  3630. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  3631. #endif
  3632. }
  3633. if (skill_num == NPC_EARTHQUAKE)
  3634. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  3635. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  3636. if(mflag>0)
  3637. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  3638. else
  3639. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3640. }
  3641. if(ad.damage<1)
  3642. ad.damage=1;
  3643. if (!(nk&NK_NO_ELEFIX))
  3644. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3645. if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
  3646. { //Apply the physical part of the skill's damage. [Skotlex]
  3647. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3648. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  3649. if( src == target )
  3650. {
  3651. if( src->type == BL_PC )
  3652. ad.damage = ad.damage/2;
  3653. else
  3654. ad.damage = 0;
  3655. }
  3656. }
  3657. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  3658. short t_class = status_get_class(target);
  3659. short cardfix=1000;
  3660. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  3661. if (!(nk&NK_NO_ELEFIX))
  3662. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  3663. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  3664. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  3665. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  3666. if(sd->add_mdmg[i].class_ == t_class) {
  3667. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  3668. continue;
  3669. }
  3670. }
  3671. if (cardfix != 1000)
  3672. MATK_RATE(cardfix/10);
  3673. }
  3674. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3675. { // Target cards.
  3676. short s_race2 = status_get_race2(src);
  3677. short s_class= status_get_class(src);
  3678. int cardfix=1000;
  3679. if (!(nk&NK_NO_ELEFIX))
  3680. {
  3681. int ele_fix = tsd->subele[s_ele];
  3682. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3683. {
  3684. if(tsd->subele2[i].ele != s_ele) continue;
  3685. if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
  3686. tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
  3687. tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
  3688. continue;
  3689. ele_fix += tsd->subele2[i].rate;
  3690. }
  3691. cardfix=cardfix*(100-ele_fix)/100;
  3692. }
  3693. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3694. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  3695. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3696. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3697. if( sstatus->race != RC_DEMIHUMAN )
  3698. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3699. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  3700. if(tsd->add_mdef[i].class_ == s_class) {
  3701. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  3702. break;
  3703. }
  3704. }
  3705. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  3706. if ( ad.flag&BF_SHORT )
  3707. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  3708. else
  3709. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  3710. cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
  3711. if( tsd->sc.data[SC_MDEF_RATE] )
  3712. cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
  3713. if (cardfix != 1000)
  3714. MATK_RATE( cardfix / 10 );
  3715. }
  3716. }
  3717. damage_div_fix(ad.damage, ad.div_);
  3718. if (flag.infdef && ad.damage)
  3719. ad.damage = ad.damage>0?1:-1;
  3720. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  3721. if( map_flag_gvg2(target->m) )
  3722. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3723. else if( map[target->m].flag.battleground )
  3724. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3725. switch( skill_num ) { /* post-calc modifiers */
  3726. case SO_VARETYR_SPEAR: { // Physical damage.
  3727. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3728. ad.damage += wd.damage;
  3729. break;
  3730. }
  3731. //case HM_ERASER_CUTTER:
  3732. }
  3733. return ad;
  3734. }
  3735. /*==========================================
  3736. * その他ダ??[ジ計算
  3737. *------------------------------------------*/
  3738. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  3739. {
  3740. int skill;
  3741. short i, nk;
  3742. short s_ele;
  3743. struct map_session_data *sd, *tsd;
  3744. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  3745. struct status_data *sstatus = status_get_status_data(src);
  3746. struct status_data *tstatus = status_get_status_data(target);
  3747. memset(&md,0,sizeof(md));
  3748. if( src == NULL || target == NULL ){
  3749. nullpo_info(NLP_MARK);
  3750. return md;
  3751. }
  3752. //Some initial values
  3753. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  3754. md.dmotion=tstatus->dmotion;
  3755. md.div_=skill_get_num( skill_num,skill_lv );
  3756. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  3757. md.dmg_lv=ATK_DEF;
  3758. md.flag=BF_MISC|BF_SKILL;
  3759. nk = skill_get_nk(skill_num);
  3760. sd = BL_CAST(BL_PC, src);
  3761. tsd = BL_CAST(BL_PC, target);
  3762. if(sd) {
  3763. sd->state.arrow_atk = 0;
  3764. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  3765. }
  3766. s_ele = skill_get_ele(skill_num, skill_lv);
  3767. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3768. s_ele = ELE_NEUTRAL;
  3769. else if (s_ele == -3) //Use random element
  3770. s_ele = rnd()%ELE_MAX;
  3771. //Skill Range Criteria
  3772. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3773. switch( skill_num )
  3774. {
  3775. #ifdef RENEWAL
  3776. case HT_LANDMINE:
  3777. case MA_LANDMINE:
  3778. case HT_BLASTMINE:
  3779. case HT_CLAYMORETRAP:
  3780. md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
  3781. md.damage += md.damage * (rnd()%20-10) / 100;
  3782. md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
  3783. break;
  3784. #else
  3785. case HT_LANDMINE:
  3786. case MA_LANDMINE:
  3787. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  3788. break;
  3789. case HT_BLASTMINE:
  3790. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  3791. break;
  3792. case HT_CLAYMORETRAP:
  3793. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  3794. break;
  3795. #endif
  3796. case HT_BLITZBEAT:
  3797. case SN_FALCONASSAULT:
  3798. //Blitz-beat Damage.
  3799. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  3800. skill=0;
  3801. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  3802. if(mflag > 1) //Autocasted Blitz.
  3803. nk|=NK_SPLASHSPLIT;
  3804. if (skill_num == SN_FALCONASSAULT)
  3805. {
  3806. //Div fix of Blitzbeat
  3807. skill = skill_get_num(HT_BLITZBEAT, 5);
  3808. damage_div_fix(md.damage, skill);
  3809. //Falcon Assault Modifier
  3810. md.damage=md.damage*(150+70*skill_lv)/100;
  3811. }
  3812. break;
  3813. case TF_THROWSTONE:
  3814. md.damage=50;
  3815. break;
  3816. case BA_DISSONANCE:
  3817. md.damage=30+skill_lv*10;
  3818. if (sd)
  3819. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  3820. break;
  3821. case NPC_SELFDESTRUCTION:
  3822. md.damage = sstatus->hp;
  3823. break;
  3824. case NPC_SMOKING:
  3825. md.damage=3;
  3826. break;
  3827. case NPC_DARKBREATH:
  3828. md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
  3829. if(md.damage > 9999) md.damage = 9999;
  3830. break;
  3831. case PA_PRESSURE:
  3832. md.damage=500+300*skill_lv;
  3833. break;
  3834. case PA_GOSPEL:
  3835. md.damage = 1+rnd()%9999;
  3836. break;
  3837. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  3838. if(tstatus->vit+sstatus->int_) //crash fix
  3839. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  3840. else
  3841. md.damage = 0;
  3842. if (tsd) md.damage>>=1;
  3843. if (md.damage < 0 || md.damage > INT_MAX>>1)
  3844. //Overflow prevention, will anyone whine if I cap it to a few billion?
  3845. //Not capped to INT_MAX to give some room for further damage increase.
  3846. md.damage = INT_MAX>>1;
  3847. break;
  3848. case NJ_ZENYNAGE:
  3849. case KO_MUCHANAGE:
  3850. md.damage = skill_get_zeny(skill_num ,skill_lv);
  3851. if (!md.damage) md.damage = 2;
  3852. md.damage = rand()%md.damage + md.damage / (skill_num==NJ_ZENYNAGE?1:2) ;
  3853. if (is_boss(target))
  3854. md.damage=md.damage / (skill_num==NJ_ZENYNAGE?3:2);
  3855. else if (tsd) // need confirmation for KO_MUCHANAGE
  3856. md.damage=md.damage/2;
  3857. break;
  3858. case GS_FLING:
  3859. md.damage = sd?sd->status.job_level:status_get_lv(src);
  3860. break;
  3861. case HVAN_EXPLOSION: //[orn]
  3862. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  3863. break ;
  3864. case ASC_BREAKER:
  3865. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  3866. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  3867. break;
  3868. case HW_GRAVITATION:
  3869. md.damage = 200+200*skill_lv;
  3870. md.dmotion = 0; //No flinch animation.
  3871. break;
  3872. case NPC_EVILLAND:
  3873. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  3874. break;
  3875. case RK_DRAGONBREATH:
  3876. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  3877. RE_LVL_MDMOD(150);
  3878. if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  3879. md.flag |= BF_LONG|BF_WEAPON;
  3880. break;
  3881. /**
  3882. * Ranger
  3883. **/
  3884. case RA_CLUSTERBOMB:
  3885. case RA_FIRINGTRAP:
  3886. case RA_ICEBOUNDTRAP:
  3887. md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ;
  3888. RE_LVL_TMDMOD();
  3889. md.damage = md.damage * (20 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) );
  3890. md.damage = (md.damage?md.damage:1) / (skill_num == RA_CLUSTERBOMB?50:100);
  3891. break;
  3892. /**
  3893. * Mechanic
  3894. **/
  3895. case NC_SELFDESTRUCTION:
  3896. {
  3897. short totaldef = tstatus->def2 + (short)status_get_def(target);
  3898. md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
  3899. RE_LVL_MDMOD(100);
  3900. md.damage += status_get_hp(src) - totaldef;
  3901. }
  3902. break;
  3903. case GN_THORNS_TRAP:
  3904. md.damage = 100 + 200 * skill_lv + sstatus->int_;
  3905. break;
  3906. case GN_HELLS_PLANT_ATK:
  3907. //[{( Hell Plant Skill Level x Caster痴 Base Level ) x 10 } + {( Caster痴 INT x 7 ) / 2 } x { 18 + ( Caster痴 Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  3908. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) );
  3909. break;
  3910. case KO_HAPPOKUNAI:
  3911. {
  3912. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3913. short totaldef = tstatus->def2 + (short)status_get_def(target);
  3914. md.damage = wd.damage * 60 * (5 + skill_lv) / 100;
  3915. md.damage -= totaldef;
  3916. }
  3917. break;
  3918. case KO_MAKIBISHI:
  3919. md.damage = 20 * skill_lv;
  3920. break;
  3921. }
  3922. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  3923. if(mflag>0)
  3924. md.damage/= mflag;
  3925. else
  3926. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3927. }
  3928. damage_div_fix(md.damage, md.div_);
  3929. if (!(nk&NK_IGNORE_FLEE))
  3930. {
  3931. struct status_change *sc = status_get_sc(target);
  3932. i = 0; //Temp for "hit or no hit"
  3933. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  3934. i = 1;
  3935. else {
  3936. short
  3937. flee = tstatus->flee,
  3938. #ifdef RENEWAL
  3939. hitrate = 0; //Default hitrate
  3940. #else
  3941. hitrate = 80; //Default hitrate
  3942. #endif
  3943. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  3944. unsigned char attacker_count; //256 max targets should be a sane max
  3945. attacker_count = unit_counttargeted(target);
  3946. if(attacker_count >= battle_config.agi_penalty_count)
  3947. {
  3948. if (battle_config.agi_penalty_type == 1)
  3949. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  3950. else //asume type 2: absolute reduction
  3951. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  3952. if(flee < 1) flee = 1;
  3953. }
  3954. }
  3955. hitrate+= sstatus->hit - flee;
  3956. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  3957. if(rnd()%100 < hitrate)
  3958. i = 1;
  3959. }
  3960. if (!i) {
  3961. md.damage = 0;
  3962. md.dmg_lv=ATK_FLEE;
  3963. }
  3964. }
  3965. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3966. {// misc damage reduction from equipment
  3967. int cardfix = 10000;
  3968. int race2 = status_get_race2(src);
  3969. if (!(nk&NK_NO_ELEFIX))
  3970. {
  3971. int ele_fix = tsd->subele[s_ele];
  3972. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3973. {
  3974. if(tsd->subele2[i].ele != s_ele) continue;
  3975. if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
  3976. tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
  3977. tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
  3978. continue;
  3979. ele_fix += tsd->subele2[i].rate;
  3980. }
  3981. cardfix=cardfix*(100-ele_fix)/100;
  3982. }
  3983. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3984. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  3985. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3986. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3987. if( sstatus->race != RC_DEMIHUMAN )
  3988. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3989. cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
  3990. if( md.flag&BF_SHORT )
  3991. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  3992. else // BF_LONG (there's no other choice)
  3993. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  3994. if (cardfix != 10000)
  3995. md.damage= (int)( (int64)md.damage * cardfix / 10000 );
  3996. }
  3997. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  3998. md.damage += md.damage*i/100;
  3999. if(md.damage < 0)
  4000. md.damage = 0;
  4001. else if(md.damage && tstatus->mode&MD_PLANT){
  4002. switch(skill_num){
  4003. case HT_LANDMINE:
  4004. case MA_LANDMINE:
  4005. case HT_BLASTMINE:
  4006. case HT_CLAYMORETRAP:
  4007. case RA_CLUSTERBOMB:
  4008. #ifdef RENEWAL
  4009. break;
  4010. #endif
  4011. default:
  4012. md.damage = 1;
  4013. }
  4014. }else if( target->type == BL_SKILL ){
  4015. TBL_SKILL *su = (TBL_SKILL*)target;
  4016. if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
  4017. md.damage = 1;
  4018. }
  4019. if(!(nk&NK_NO_ELEFIX))
  4020. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  4021. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  4022. if( map_flag_gvg2(target->m) )
  4023. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  4024. else if( map[target->m].flag.battleground )
  4025. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  4026. switch( skill_num ) {
  4027. case RA_FIRINGTRAP:
  4028. case RA_ICEBOUNDTRAP:
  4029. if( md.damage == 1 ) break;
  4030. case RA_CLUSTERBOMB:
  4031. {
  4032. struct Damage wd;
  4033. wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  4034. md.damage += wd.damage;
  4035. }
  4036. break;
  4037. case NJ_ZENYNAGE:
  4038. if( sd ) {
  4039. if ( md.damage > sd->status.zeny )
  4040. md.damage = sd->status.zeny;
  4041. pc_payzeny(sd, md.damage);
  4042. }
  4043. break;
  4044. }
  4045. return md;
  4046. }
  4047. /*==========================================
  4048. * ダ??[ジ計算一括?�?用
  4049. *------------------------------------------*/
  4050. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  4051. {
  4052. struct Damage d;
  4053. switch(attack_type) {
  4054. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  4055. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  4056. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  4057. default:
  4058. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  4059. memset(&d,0,sizeof(d));
  4060. break;
  4061. }
  4062. if( d.damage + d.damage2 < 1 )
  4063. { //Miss/Absorbed
  4064. //Weapon attacks should go through to cause additional effects.
  4065. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  4066. d.dmg_lv = ATK_MISS;
  4067. d.dmotion = 0;
  4068. }
  4069. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  4070. d.dmg_lv = ATK_DEF;
  4071. return d;
  4072. }
  4073. //Calculates BF_WEAPON returned damage.
  4074. int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){
  4075. struct map_session_data* sd = NULL;
  4076. int rdamage = 0, damage = *dmg;
  4077. struct status_change* sc;
  4078. sd = BL_CAST(BL_PC, bl);
  4079. sc = status_get_sc(bl);
  4080. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  4081. int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100;
  4082. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  4083. if( rdamage > max_damage ) rdamage = max_damage;
  4084. }else if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
  4085. //ATK [{(Target痴 HP / 100) x Skill Level} x Caster痴 Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4086. int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
  4087. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4088. rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4089. skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4090. clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage,
  4091. 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  4092. clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
  4093. status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
  4094. status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
  4095. return 0; // Just put here to minimize redundancy
  4096. }else if (flag & BF_SHORT) {//Bounces back part of the damage.
  4097. if ( sd && sd->bonus.short_weapon_damage_return ) {
  4098. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  4099. if(rdamage < 1) rdamage = 1;
  4100. }
  4101. if( sc && sc->count ) {
  4102. if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) {
  4103. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  4104. if (rdamage < 1) rdamage = 1;
  4105. }
  4106. if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  4107. int dir = map_calc_dir(bl,src->x,src->y),
  4108. t_dir = unit_getdir(bl), rd1 = 0;
  4109. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  4110. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  4111. *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage.
  4112. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  4113. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  4114. rdamage += rd1;
  4115. if (rdamage < 1) rdamage = 1;
  4116. }
  4117. }
  4118. }
  4119. } else {
  4120. if (sd && sd->bonus.long_weapon_damage_return) {
  4121. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  4122. if (rdamage < 1) rdamage = 1;
  4123. }
  4124. }
  4125. return rdamage;
  4126. }
  4127. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  4128. {
  4129. struct weapon_data *wd;
  4130. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  4131. for (i = 0; i < 4; i++) {
  4132. //First two iterations: Right hand
  4133. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  4134. else { wd = &sd->left_weapon; damage = &ldamage; }
  4135. if (*damage <= 0) continue;
  4136. //First and Third iterations: race, other two boss/nonboss state
  4137. if (i == 0 || i == 2)
  4138. type = race;
  4139. else
  4140. type = boss?RC_BOSS:RC_NONBOSS;
  4141. hp = wd->hp_drain[type].value;
  4142. if (wd->hp_drain[type].rate)
  4143. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  4144. sp = wd->sp_drain[type].value;
  4145. if (wd->sp_drain[type].rate)
  4146. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  4147. if (hp) {
  4148. if (wd->hp_drain[type].type)
  4149. rhp += hp;
  4150. thp += hp;
  4151. }
  4152. if (sp) {
  4153. if (wd->sp_drain[type].type)
  4154. rsp += sp;
  4155. tsp += sp;
  4156. }
  4157. }
  4158. if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
  4159. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  4160. if( sd->sp_gain_race_attack[race] )
  4161. tsp += sd->sp_gain_race_attack[race];
  4162. if( sd->hp_gain_race_attack[race] )
  4163. thp += sd->hp_gain_race_attack[race];
  4164. if (!thp && !tsp) return;
  4165. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  4166. if (rhp || rsp)
  4167. status_zap(tbl, rhp, rsp);
  4168. }
  4169. // Deals the same damage to targets in area. [pakpil]
  4170. int battle_damage_area( struct block_list *bl, va_list ap) {
  4171. unsigned int tick;
  4172. int amotion, dmotion, damage;
  4173. struct block_list *src;
  4174. nullpo_ret(bl);
  4175. tick=va_arg(ap, unsigned int);
  4176. src=va_arg(ap,struct block_list *);
  4177. amotion=va_arg(ap,int);
  4178. dmotion=va_arg(ap,int);
  4179. damage=va_arg(ap,int);
  4180. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  4181. return 0;
  4182. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  4183. map_freeblock_lock();
  4184. if( src->type == BL_PC )
  4185. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
  4186. if( amotion )
  4187. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
  4188. else
  4189. status_fix_damage(src,bl,damage,0);
  4190. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
  4191. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4192. map_freeblock_unlock();
  4193. }
  4194. return 0;
  4195. }
  4196. /*==========================================
  4197. * 通??U撃?�?まとめ
  4198. *------------------------------------------*/
  4199. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  4200. struct map_session_data *sd = NULL, *tsd = NULL;
  4201. struct status_data *sstatus, *tstatus;
  4202. struct status_change *sc, *tsc;
  4203. int damage,rdamage=0,rdelay=0;
  4204. int skillv;
  4205. struct Damage wd;
  4206. nullpo_retr(ATK_NONE, src);
  4207. nullpo_retr(ATK_NONE, target);
  4208. if (src->prev == NULL || target->prev == NULL)
  4209. return ATK_NONE;
  4210. sd = BL_CAST(BL_PC, src);
  4211. tsd = BL_CAST(BL_PC, target);
  4212. sstatus = status_get_status_data(src);
  4213. tstatus = status_get_status_data(target);
  4214. sc = status_get_sc(src);
  4215. tsc = status_get_sc(target);
  4216. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  4217. sc = NULL;
  4218. if (tsc && !tsc->count)
  4219. tsc = NULL;
  4220. if (sd)
  4221. {
  4222. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  4223. if (sd->state.arrow_atk)
  4224. {
  4225. int index = sd->equip_index[EQI_AMMO];
  4226. if (index<0) {
  4227. clif_arrow_fail(sd,0);
  4228. return ATK_NONE;
  4229. }
  4230. //Ammo check by Ishizu-chan
  4231. if (sd->inventory_data[index])
  4232. switch (sd->status.weapon) {
  4233. case W_BOW:
  4234. if (sd->inventory_data[index]->look != A_ARROW) {
  4235. clif_arrow_fail(sd,0);
  4236. return ATK_NONE;
  4237. }
  4238. break;
  4239. case W_REVOLVER:
  4240. case W_RIFLE:
  4241. case W_GATLING:
  4242. case W_SHOTGUN:
  4243. if (sd->inventory_data[index]->look != A_BULLET) {
  4244. clif_arrow_fail(sd,0);
  4245. return ATK_NONE;
  4246. }
  4247. break;
  4248. case W_GRENADE:
  4249. if (sd->inventory_data[index]->look != A_GRENADE) {
  4250. clif_arrow_fail(sd,0);
  4251. return ATK_NONE;
  4252. }
  4253. break;
  4254. }
  4255. }
  4256. }
  4257. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  4258. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  4259. if (sc && sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&2))
  4260. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4261. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  4262. {
  4263. int dir = map_calc_dir(target,src->x,src->y);
  4264. int t_dir = unit_getdir(target);
  4265. int dist = distance_bl(src, target);
  4266. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  4267. {
  4268. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  4269. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  4270. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  4271. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  4272. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  4273. return ATK_BLOCK;
  4274. }
  4275. }
  4276. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  4277. {
  4278. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  4279. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  4280. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  4281. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  4282. { //Target locked.
  4283. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  4284. clif_bladestop(target, src->id, 1);
  4285. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  4286. return ATK_BLOCK;
  4287. }
  4288. }
  4289. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  4290. int triple_rate= 30 - skillv; //Base Rate
  4291. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  4292. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  4293. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  4294. }
  4295. if (rnd()%100 < triple_rate) {
  4296. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  4297. return ATK_DEF;
  4298. return ATK_MISS;
  4299. }
  4300. }
  4301. if (sc) {
  4302. if (sc->data[SC_SACRIFICE]) {
  4303. int skilllv = sc->data[SC_SACRIFICE]->val1;
  4304. damage_lv ret_val;
  4305. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  4306. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  4307. /**
  4308. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  4309. * For futher information: bugreport:4950
  4310. **/
  4311. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
  4312. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  4313. if( ret_val == ATK_NONE )
  4314. return ATK_MISS;
  4315. return ret_val;
  4316. }
  4317. if (sc->data[SC_MAGICALATTACK]) {
  4318. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  4319. return ATK_DEF;
  4320. return ATK_MISS;
  4321. }
  4322. if( sc->data[SC_GT_ENERGYGAIN] ) {
  4323. if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
  4324. pc_addspiritball(sd,
  4325. skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
  4326. sc->data[SC_GT_ENERGYGAIN]->val1);
  4327. }
  4328. }
  4329. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  4330. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  4331. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  4332. if( sc && sc->count ) {
  4333. if (sc->data[SC_EXEEDBREAK]) {
  4334. wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100;
  4335. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  4336. }
  4337. if( sc->data[SC_SPELLFIST] ) {
  4338. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  4339. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  4340. wd.damage = ad.damage;
  4341. }else
  4342. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  4343. }
  4344. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  4345. wd.damage *= 3; // Triple Damage
  4346. if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
  4347. pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  4348. sc->data[SC_FEARBREEZE]->val4 = 0;
  4349. }
  4350. }
  4351. if (sd && sd->state.arrow_atk) //Consume arrow.
  4352. battle_consume_ammo(sd, 0, 0);
  4353. damage = wd.damage + wd.damage2;
  4354. if( damage > 0 && src != target )
  4355. {
  4356. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  4357. { // Activates it only from melee damage
  4358. int skillid;
  4359. if( rnd()%2 == 1 )
  4360. skillid = AB_DUPLELIGHT_MELEE;
  4361. else
  4362. skillid = AB_DUPLELIGHT_MAGIC;
  4363. skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  4364. }
  4365. rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
  4366. if( rdamage > 0 ) {
  4367. if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
  4368. if( src != target )// Don't reflect your own damage (Grand Cross)
  4369. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
  4370. } else {
  4371. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  4372. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  4373. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  4374. }
  4375. }
  4376. }
  4377. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  4378. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  4379. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  4380. if ( target->type == BL_SKILL && damage > 0 ){
  4381. TBL_SKILL *su = (TBL_SKILL*)target;
  4382. if( su->group && su->group->skill_id == HT_BLASTMINE)
  4383. skill_blown(src, target, 3, -1, 0);
  4384. }
  4385. map_freeblock_lock();
  4386. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  4387. if( tsc ) {
  4388. if( tsc->data[SC_DEVOTION] ) {
  4389. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  4390. struct block_list *d_bl = map_id2bl(sce->val1);
  4391. if( d_bl && (
  4392. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  4393. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  4394. ) && check_distance_bl(target, d_bl, sce->val3) )
  4395. {
  4396. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  4397. status_fix_damage(NULL, d_bl, damage, 0);
  4398. }
  4399. else
  4400. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  4401. } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
  4402. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  4403. if( ed ) {
  4404. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  4405. skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  4406. }
  4407. } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  4408. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  4409. if( e_bl && !status_isdead(e_bl) ) {
  4410. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
  4411. status_damage(target,e_bl,damage,0,0,0);
  4412. // Just show damage in target.
  4413. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
  4414. map_freeblock_unlock();
  4415. return ATK_NONE;
  4416. }
  4417. }
  4418. }
  4419. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  4420. int sp = 0;
  4421. int skillid = sc->data[SC_AUTOSPELL]->val2;
  4422. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  4423. int i = rnd()%100;
  4424. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  4425. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  4426. if (i >= 50) skilllv -= 2;
  4427. else if (i >= 15) skilllv--;
  4428. if (skilllv < 1) skilllv = 1;
  4429. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  4430. if (status_charge(src, 0, sp)) {
  4431. switch (skill_get_casttype(skillid)) {
  4432. case CAST_GROUND:
  4433. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  4434. break;
  4435. case CAST_NODAMAGE:
  4436. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  4437. break;
  4438. case CAST_DAMAGE:
  4439. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  4440. break;
  4441. }
  4442. }
  4443. }
  4444. if (sd) {
  4445. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  4446. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
  4447. {
  4448. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  4449. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  4450. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  4451. sd->state.autocast = 1;
  4452. skill_consume_requirement(sd,r_skill,r_lv,3);
  4453. switch( skill_get_casttype(r_skill) ) {
  4454. case CAST_GROUND:
  4455. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  4456. break;
  4457. case CAST_NODAMAGE:
  4458. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  4459. break;
  4460. case CAST_DAMAGE:
  4461. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  4462. break;
  4463. }
  4464. sd->state.autocast = 0;
  4465. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  4466. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  4467. }
  4468. }
  4469. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  4470. if (battle_config.left_cardfix_to_right)
  4471. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  4472. else
  4473. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  4474. }
  4475. }
  4476. if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  4477. if(tsd && src != target)
  4478. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  4479. battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
  4480. }
  4481. if (tsc) {
  4482. if (tsc->data[SC_POISONREACT] &&
  4483. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  4484. || sstatus->def_ele == ELE_POISON) &&
  4485. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  4486. status_check_skilluse(target, src, TF_POISON, 0)
  4487. ) { //Poison React
  4488. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  4489. if (sstatus->def_ele == ELE_POISON) {
  4490. sce->val2 = 0;
  4491. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  4492. } else {
  4493. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  4494. --sce->val2;
  4495. }
  4496. if (sce->val2 <= 0)
  4497. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  4498. }
  4499. }
  4500. map_freeblock_unlock();
  4501. return wd.dmg_lv;
  4502. }
  4503. int battle_check_undead(int race,int element)
  4504. {
  4505. if(battle_config.undead_detect_type == 0) {
  4506. if(element == ELE_UNDEAD)
  4507. return 1;
  4508. }
  4509. else if(battle_config.undead_detect_type == 1) {
  4510. if(race == RC_UNDEAD)
  4511. return 1;
  4512. }
  4513. else {
  4514. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  4515. return 1;
  4516. }
  4517. return 0;
  4518. }
  4519. //Returns the upmost level master starting with the given object
  4520. struct block_list* battle_get_master(struct block_list *src)
  4521. {
  4522. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  4523. do {
  4524. prev = src;
  4525. switch (src->type) {
  4526. case BL_PET:
  4527. if (((TBL_PET*)src)->msd)
  4528. src = (struct block_list*)((TBL_PET*)src)->msd;
  4529. break;
  4530. case BL_MOB:
  4531. if (((TBL_MOB*)src)->master_id)
  4532. src = map_id2bl(((TBL_MOB*)src)->master_id);
  4533. break;
  4534. case BL_HOM:
  4535. if (((TBL_HOM*)src)->master)
  4536. src = (struct block_list*)((TBL_HOM*)src)->master;
  4537. break;
  4538. case BL_MER:
  4539. if (((TBL_MER*)src)->master)
  4540. src = (struct block_list*)((TBL_MER*)src)->master;
  4541. break;
  4542. case BL_ELEM:
  4543. if (((TBL_ELEM*)src)->master)
  4544. src = (struct block_list*)((TBL_ELEM*)src)->master;
  4545. break;
  4546. case BL_SKILL:
  4547. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  4548. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  4549. break;
  4550. }
  4551. } while (src && src != prev);
  4552. return prev;
  4553. }
  4554. /*==========================================
  4555. * Checks the state between two targets (rewritten by Skotlex)
  4556. * (enemy, friend, party, guild, etc)
  4557. * See battle.h for possible values/combinations
  4558. * to be used here (BCT_* constants)
  4559. * Return value is:
  4560. * 1: flag holds true (is enemy, party, etc)
  4561. * -1: flag fails
  4562. * 0: Invalid target (non-targetable ever)
  4563. *------------------------------------------*/
  4564. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  4565. {
  4566. int m,state = 0; //Initial state none
  4567. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  4568. struct block_list *s_bl = src, *t_bl = target;
  4569. nullpo_ret(src);
  4570. nullpo_ret(target);
  4571. m = target->m;
  4572. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  4573. //objects involved.
  4574. if( (t_bl = battle_get_master(target)) == NULL )
  4575. t_bl = target;
  4576. if( (s_bl = battle_get_master(src)) == NULL )
  4577. s_bl = src;
  4578. if ( s_bl->type == BL_PC ) {
  4579. switch( t_bl->type ) {
  4580. case BL_MOB: // Source => PC, Target => MOB
  4581. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  4582. return 0;
  4583. break;
  4584. case BL_PC:
  4585. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  4586. return 0;
  4587. break;
  4588. default:/* anything else goes */
  4589. break;
  4590. }
  4591. }
  4592. switch( target->type ) { // Checks on actual target
  4593. case BL_PC: {
  4594. struct status_change* sc = status_get_sc(src);
  4595. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  4596. return -1; //Cannot be targeted yet.
  4597. if( sc && sc->count ) {
  4598. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  4599. return -1;
  4600. }
  4601. }
  4602. break;
  4603. case BL_MOB:
  4604. if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  4605. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  4606. s_bl->type == BL_PC && src->type != BL_MOB) || ((TBL_MOB*)target)->special_state.ai == 4) //Zanzoe
  4607. { //Targettable by players
  4608. state |= BCT_ENEMY;
  4609. strip_enemy = 0;
  4610. }
  4611. break;
  4612. case BL_SKILL:
  4613. {
  4614. TBL_SKILL *su = (TBL_SKILL*)target;
  4615. if( !su->group )
  4616. return 0;
  4617. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
  4618. switch( battle_getcurrentskill(src) ) {
  4619. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  4620. if( !map[m].flag.pvp && !map[m].flag.gvg )
  4621. break;
  4622. case 0://you can hit them without skills
  4623. case MA_REMOVETRAP:
  4624. case HT_REMOVETRAP:
  4625. case AC_SHOWER:
  4626. case MA_SHOWER:
  4627. case WZ_SIGHTRASHER:
  4628. case WZ_SIGHTBLASTER:
  4629. case SM_MAGNUM:
  4630. case MS_MAGNUM:
  4631. case RA_DETONATOR:
  4632. case RA_SENSITIVEKEEN:
  4633. case GN_CRAZYWEED:
  4634. case RK_STORMBLAST:
  4635. case RK_PHANTOMTHRUST:
  4636. case SR_RAMPAGEBLASTER:
  4637. case NC_COLDSLOWER:
  4638. case NC_SELFDESTRUCTION:
  4639. #ifdef RENEWAL
  4640. case KN_BOWLINGBASH:
  4641. case KN_SPEARSTAB:
  4642. case LK_SPIRALPIERCE:
  4643. case ML_SPIRALPIERCE:
  4644. case MO_FINGEROFFENSIVE:
  4645. case MO_INVESTIGATE:
  4646. case MO_TRIPLEATTACK:
  4647. case MO_EXTREMITYFIST:
  4648. case CR_HOLYCROSS:
  4649. case ASC_METEORASSAULT:
  4650. case RG_RAID:
  4651. case MC_CARTREVOLUTION:
  4652. #endif
  4653. state |= BCT_ENEMY;
  4654. strip_enemy = 0;
  4655. break;
  4656. default:
  4657. if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
  4658. state |= BCT_ENEMY;
  4659. strip_enemy = 0;
  4660. }else
  4661. return 0;
  4662. }
  4663. } else if (su->group->skill_id==WZ_ICEWALL ||
  4664. su->group->skill_id == GN_WALLOFTHORN) {
  4665. state |= BCT_ENEMY;
  4666. strip_enemy = 0;
  4667. } else //Excepting traps and icewall, you should not be able to target skills.
  4668. return 0;
  4669. }
  4670. break;
  4671. //Valid targets with no special checks here.
  4672. case BL_MER:
  4673. case BL_HOM:
  4674. case BL_ELEM:
  4675. break;
  4676. //All else not specified is an invalid target.
  4677. default:
  4678. return 0;
  4679. }
  4680. switch( t_bl->type )
  4681. { //Checks on target master
  4682. case BL_PC:
  4683. {
  4684. struct map_session_data *sd;
  4685. if( t_bl == s_bl ) break;
  4686. sd = BL_CAST(BL_PC, t_bl);
  4687. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  4688. return 0; // Global inminuty only to Attacks
  4689. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  4690. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  4691. if( sd->state.killable ) {
  4692. state |= BCT_ENEMY; // Everything can kill it
  4693. strip_enemy = 0;
  4694. }
  4695. break;
  4696. }
  4697. case BL_MOB:
  4698. {
  4699. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  4700. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  4701. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  4702. break;
  4703. }
  4704. default: break; //other type doesn't have slave yet
  4705. }
  4706. switch( src->type ) { //Checks on actual src type
  4707. case BL_PET:
  4708. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  4709. return 0; //Pet may not attack non-mobs.
  4710. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  4711. return 0; //pet may not attack Guardians/Emperium
  4712. break;
  4713. case BL_SKILL: {
  4714. struct skill_unit *su = (struct skill_unit *)src;
  4715. if (!su->group)
  4716. return 0;
  4717. if (su->group->src_id == target->id) {
  4718. int inf2 = skill_get_inf2(su->group->skill_id);
  4719. if (inf2&INF2_NO_TARGET_SELF)
  4720. return -1;
  4721. if (inf2&INF2_TARGET_SELF)
  4722. return 1;
  4723. }
  4724. }
  4725. break;
  4726. case BL_MER:
  4727. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY)
  4728. return 0; //mercenary may not attack Emperium
  4729. break;
  4730. }
  4731. switch( s_bl->type )
  4732. { //Checks on source master
  4733. case BL_PC:
  4734. {
  4735. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  4736. if( s_bl != t_bl )
  4737. {
  4738. if( sd->state.killer )
  4739. {
  4740. state |= BCT_ENEMY; // Can kill anything
  4741. strip_enemy = 0;
  4742. }
  4743. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  4744. {
  4745. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  4746. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  4747. else
  4748. return 0; // You can't target anything out of your duel
  4749. }
  4750. }
  4751. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM )
  4752. return 0; //If you don't belong to a guild, can't target emperium.
  4753. if( t_bl->type != BL_PC )
  4754. state |= BCT_ENEMY; //Natural enemy.
  4755. break;
  4756. }
  4757. case BL_MOB:
  4758. {
  4759. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  4760. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  4761. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  4762. if( !md->special_state.ai )
  4763. { //Normal mobs
  4764. if( (target->type == BL_MOB && t_bl->type == BL_PC && ((TBL_MOB*)target)->special_state.ai < 4) ||
  4765. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) )
  4766. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  4767. else
  4768. state |= BCT_ENEMY; //However, all else are enemies.
  4769. }
  4770. else
  4771. {
  4772. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  4773. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  4774. }
  4775. break;
  4776. }
  4777. default:
  4778. //Need some sort of default behaviour for unhandled types.
  4779. if (t_bl->type != s_bl->type)
  4780. state |= BCT_ENEMY;
  4781. break;
  4782. }
  4783. if( (flag&BCT_ALL) == BCT_ALL )
  4784. { //All actually stands for all attackable chars
  4785. if( target->type&BL_CHAR )
  4786. return 1;
  4787. else
  4788. return -1;
  4789. }
  4790. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  4791. return -1;
  4792. if( t_bl == s_bl )
  4793. { //No need for further testing.
  4794. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  4795. if( state&BCT_ENEMY && strip_enemy )
  4796. state&=~BCT_ENEMY;
  4797. return (flag&state)?1:-1;
  4798. }
  4799. if( map_flag_vs(m) )
  4800. { //Check rivalry settings.
  4801. int sbg_id = 0, tbg_id = 0;
  4802. if( map[m].flag.battleground )
  4803. {
  4804. sbg_id = bg_team_get_id(s_bl);
  4805. tbg_id = bg_team_get_id(t_bl);
  4806. }
  4807. if( flag&(BCT_PARTY|BCT_ENEMY) )
  4808. {
  4809. int s_party = status_get_party_id(s_bl);
  4810. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  4811. state |= BCT_PARTY;
  4812. else
  4813. state |= BCT_ENEMY;
  4814. }
  4815. if( flag&(BCT_GUILD|BCT_ENEMY) )
  4816. {
  4817. int s_guild = status_get_guild_id(s_bl);
  4818. int t_guild = status_get_guild_id(t_bl);
  4819. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  4820. state |= BCT_GUILD;
  4821. else
  4822. state |= BCT_ENEMY;
  4823. }
  4824. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  4825. state &= ~BCT_ENEMY;
  4826. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  4827. { // Prevent novice engagement on pk_mode (feature by Valaris)
  4828. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  4829. if (
  4830. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4831. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4832. (int)sd->status.base_level < battle_config.pk_min_level ||
  4833. (int)sd2->status.base_level < battle_config.pk_min_level ||
  4834. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  4835. )
  4836. state &= ~BCT_ENEMY;
  4837. }
  4838. }
  4839. else
  4840. { //Non pvp/gvg, check party/guild settings.
  4841. if( flag&BCT_PARTY || state&BCT_ENEMY )
  4842. {
  4843. int s_party = status_get_party_id(s_bl);
  4844. if(s_party && s_party == status_get_party_id(t_bl))
  4845. state |= BCT_PARTY;
  4846. }
  4847. if( flag&BCT_GUILD || state&BCT_ENEMY )
  4848. {
  4849. int s_guild = status_get_guild_id(s_bl);
  4850. int t_guild = status_get_guild_id(t_bl);
  4851. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  4852. state |= BCT_GUILD;
  4853. }
  4854. }
  4855. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  4856. state = BCT_NEUTRAL;
  4857. //Alliance state takes precedence over enemy one.
  4858. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  4859. state&=~BCT_ENEMY;
  4860. return (flag&state)?1:-1;
  4861. }
  4862. /*==========================================
  4863. * 射程判定
  4864. *------------------------------------------*/
  4865. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  4866. {
  4867. int d;
  4868. nullpo_retr(false, src);
  4869. nullpo_retr(false, bl);
  4870. if( src->m != bl->m )
  4871. return false;
  4872. #ifndef CIRCULAR_AREA
  4873. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  4874. int dx = src->x - bl->x, dy = src->y - bl->y;
  4875. if( !check_distance(dx, dy, range) )
  4876. return false;
  4877. } else
  4878. #endif
  4879. if( !check_distance_bl(src, bl, range) )
  4880. return false;
  4881. if( (d = distance_bl(src, bl)) < 2 )
  4882. return true; // No need for path checking.
  4883. if( d > AREA_SIZE )
  4884. return false; // Avoid targetting objects beyond your range of sight.
  4885. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  4886. }
  4887. static const struct _battle_data {
  4888. const char* str;
  4889. int* val;
  4890. int defval;
  4891. int min;
  4892. int max;
  4893. } battle_data[] = {
  4894. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  4895. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  4896. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  4897. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  4898. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  4899. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  4900. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  4901. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  4902. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  4903. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  4904. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  4905. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  4906. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  4907. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  4908. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  4909. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  4910. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  4911. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  4912. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  4913. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  4914. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  4915. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  4916. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  4917. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  4918. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  4919. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  4920. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  4921. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  4922. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  4923. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  4924. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  4925. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  4926. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  4927. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  4928. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  4929. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  4930. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  4931. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  4932. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  4933. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  4934. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  4935. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  4936. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  4937. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  4938. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  4939. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  4940. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  4941. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  4942. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  4943. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  4944. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  4945. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  4946. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  4947. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  4948. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  4949. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  4950. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  4951. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  4952. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  4953. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  4954. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  4955. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  4956. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  4957. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  4958. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  4959. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  4960. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  4961. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  4962. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  4963. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  4964. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  4965. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  4966. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  4967. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  4968. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  4969. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  4970. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  4971. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  4972. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  4973. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  4974. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  4975. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  4976. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  4977. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  4978. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  4979. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  4980. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  4981. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  4982. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  4983. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  4984. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  4985. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  4986. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  4987. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  4988. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  4989. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  4990. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  4991. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  4992. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  4993. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  4994. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  4995. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  4996. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  4997. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  4998. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  4999. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  5000. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  5001. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  5002. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  5003. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  5004. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  5005. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  5006. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  5007. { "item_check", &battle_config.item_check, 0, 0, 1, },
  5008. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  5009. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  5010. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  5011. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  5012. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  5013. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  5014. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  5015. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  5016. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  5017. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  5018. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  5019. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  5020. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  5021. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  5022. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  5023. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  5024. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  5025. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  5026. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  5027. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  5028. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  5029. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  5030. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  5031. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  5032. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  5033. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  5034. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  5035. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  5036. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  5037. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  5038. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  5039. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  5040. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  5041. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  5042. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  5043. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  5044. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  5045. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  5046. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  5047. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  5048. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  5049. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  5050. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  5051. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  5052. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  5053. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  5054. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  5055. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  5056. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  5057. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  5058. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  5059. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  5060. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  5061. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  5062. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  5063. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  5064. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  5065. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  5066. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  5067. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  5068. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  5069. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  5070. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  5071. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  5072. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  5073. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  5074. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  5075. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  5076. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  5077. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  5078. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  5079. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  5080. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  5081. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  5082. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  5083. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  5084. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  5085. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  5086. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  5087. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  5088. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  5089. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  5090. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  5091. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  5092. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  5093. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  5094. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  5095. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  5096. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  5097. // eAthena additions
  5098. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  5099. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  5100. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  5101. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  5102. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  5103. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  5104. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  5105. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  5106. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  5107. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  5108. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  5109. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  5110. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  5111. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  5112. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  5113. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  5114. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  5115. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  5116. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  5117. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  5118. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  5119. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  5120. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  5121. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  5122. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  5123. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  5124. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  5125. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  5126. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  5127. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  5128. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  5129. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  5130. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  5131. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  5132. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  5133. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  5134. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  5135. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  5136. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  5137. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  5138. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  5139. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  5140. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  5141. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  5142. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  5143. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  5144. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  5145. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
  5146. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  5147. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  5148. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  5149. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  5150. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  5151. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  5152. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  5153. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  5154. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  5155. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  5156. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  5157. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  5158. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  5159. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  5160. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  5161. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  5162. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  5163. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  5164. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  5165. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  5166. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  5167. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  5168. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  5169. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  5170. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  5171. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  5172. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  5173. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  5174. { "display_version", &battle_config.display_version, 1, 0, 1, },
  5175. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  5176. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  5177. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  5178. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  5179. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  5180. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  5181. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  5182. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  5183. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  5184. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  5185. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  5186. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  5187. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  5188. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  5189. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  5190. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  5191. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  5192. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  5193. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  5194. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  5195. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  5196. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  5197. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  5198. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  5199. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  5200. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  5201. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  5202. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  5203. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  5204. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  5205. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  5206. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  5207. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  5208. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  5209. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  5210. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  5211. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  5212. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  5213. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  5214. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  5215. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  5216. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  5217. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  5218. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  5219. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  5220. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  5221. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  5222. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  5223. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  5224. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  5225. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  5226. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  5227. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  5228. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  5229. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  5230. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  5231. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  5232. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  5233. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  5234. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  5235. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  5236. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  5237. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  5238. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  5239. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  5240. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  5241. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  5242. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  5243. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  5244. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  5245. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  5246. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  5247. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  5248. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  5249. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  5250. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  5251. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  5252. // BattleGround Settings
  5253. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  5254. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  5255. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  5256. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  5257. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  5258. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  5259. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  5260. /**
  5261. * rAthena
  5262. **/
  5263. { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, },
  5264. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, },
  5265. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  5266. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
  5267. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  5268. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  5269. { "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 },
  5270. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  5271. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  5272. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  5273. };
  5274. int battle_set_value(const char* w1, const char* w2)
  5275. {
  5276. int val = config_switch(w2);
  5277. int i;
  5278. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  5279. if (i == ARRAYLENGTH(battle_data))
  5280. return 0; // not found
  5281. if (val < battle_data[i].min || val > battle_data[i].max)
  5282. {
  5283. 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);
  5284. val = battle_data[i].defval;
  5285. }
  5286. *battle_data[i].val = val;
  5287. return 1;
  5288. }
  5289. int battle_get_value(const char* w1)
  5290. {
  5291. int i;
  5292. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  5293. if (i == ARRAYLENGTH(battle_data))
  5294. return 0; // not found
  5295. else
  5296. return *battle_data[i].val;
  5297. }
  5298. void battle_set_defaults()
  5299. {
  5300. int i;
  5301. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  5302. *battle_data[i].val = battle_data[i].defval;
  5303. }
  5304. void battle_adjust_conf()
  5305. {
  5306. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  5307. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  5308. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
  5309. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  5310. battle_config.max_cart_weight *= 10;
  5311. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  5312. battle_config.max_def = 100;
  5313. if(battle_config.min_hitrate > battle_config.max_hitrate)
  5314. battle_config.min_hitrate = battle_config.max_hitrate;
  5315. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  5316. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  5317. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  5318. battle_config.day_duration = 60000;
  5319. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  5320. battle_config.night_duration = 60000;
  5321. #if PACKETVER < 20100427
  5322. if( battle_config.feature_buying_store ) {
  5323. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  5324. battle_config.feature_buying_store = 0;
  5325. }
  5326. #endif
  5327. #if PACKETVER < 20100803
  5328. if( battle_config.feature_search_stores ) {
  5329. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  5330. battle_config.feature_search_stores = 0;
  5331. }
  5332. #endif
  5333. #ifndef CELL_NOSTACK
  5334. if (battle_config.cell_stack_limit != 1)
  5335. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  5336. #endif
  5337. }
  5338. int battle_config_read(const char* cfgName)
  5339. {
  5340. char line[1024], w1[1024], w2[1024];
  5341. FILE* fp;
  5342. static int count = 0;
  5343. if (count == 0)
  5344. battle_set_defaults();
  5345. count++;
  5346. fp = fopen(cfgName,"r");
  5347. if (fp == NULL)
  5348. ShowError("File not found: %s\n", cfgName);
  5349. else
  5350. {
  5351. while(fgets(line, sizeof(line), fp))
  5352. {
  5353. if (line[0] == '/' && line[1] == '/')
  5354. continue;
  5355. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  5356. continue;
  5357. if (strcmpi(w1, "import") == 0)
  5358. battle_config_read(w2);
  5359. else
  5360. if (battle_set_value(w1, w2) == 0)
  5361. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  5362. }
  5363. fclose(fp);
  5364. }
  5365. count--;
  5366. if (count == 0)
  5367. battle_adjust_conf();
  5368. return 0;
  5369. }
  5370. void do_init_battle(void)
  5371. {
  5372. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  5373. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  5374. }
  5375. void do_final_battle(void)
  5376. {
  5377. ers_destroy(delay_damage_ers);
  5378. }