battle.cpp 440 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <cmath>
  5. #include <cstdlib>
  6. #include <common/cbasetypes.hpp>
  7. #include <common/ers.hpp>
  8. #include <common/malloc.hpp>
  9. #include <common/nullpo.hpp>
  10. #include <common/random.hpp>
  11. #include <common/showmsg.hpp>
  12. #include <common/socket.hpp>
  13. #include <common/strlib.hpp>
  14. #include <common/timer.hpp>
  15. #include <common/utils.hpp>
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. using namespace rathena;
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. // Early declaration
  36. int battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only);
  37. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  38. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  39. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv);
  40. /**
  41. * Returns the current/list skill used by the bl
  42. * @param bl
  43. * @return skill_id
  44. */
  45. uint16 battle_getcurrentskill(struct block_list *bl)
  46. {
  47. struct unit_data *ud;
  48. if( bl->type == BL_SKILL ) {
  49. struct skill_unit *su = (struct skill_unit*)bl;
  50. return (su && su->group?su->group->skill_id:0);
  51. }
  52. ud = unit_bl2ud(bl);
  53. return (ud?ud->skill_id:0);
  54. }
  55. /**
  56. * Get random targeting enemy
  57. * @param bl
  58. * @param ap
  59. * @return Found target (1) or not found (0)
  60. */
  61. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  62. {
  63. struct block_list **bl_list;
  64. struct unit_data *ud;
  65. int target_id;
  66. int *c;
  67. bl_list = va_arg(ap, struct block_list **);
  68. c = va_arg(ap, int *);
  69. target_id = va_arg(ap, int);
  70. if (bl->id == target_id)
  71. return 0;
  72. if (*c >= 24)
  73. return 0;
  74. if ( !(ud = unit_bl2ud(bl)) )
  75. return 0;
  76. if (ud->target == target_id || ud->skilltarget == target_id) {
  77. bl_list[(*c)++] = bl;
  78. return 1;
  79. }
  80. return 0;
  81. }
  82. /**
  83. * Returns list of targets
  84. * @param target
  85. * @return Target list
  86. */
  87. struct block_list* battle_gettargeted(struct block_list *target)
  88. {
  89. struct block_list *bl_list[24];
  90. int c = 0;
  91. nullpo_retr(nullptr, target);
  92. memset(bl_list, 0, sizeof(bl_list));
  93. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  94. if ( c == 0 )
  95. return nullptr;
  96. if( c > 24 )
  97. c = 24;
  98. return bl_list[rnd()%c];
  99. }
  100. /**
  101. * Returns the ID of the current targeted character of the passed bl
  102. * @param bl
  103. * @return Target Unit ID
  104. * @author [Skotlex]
  105. */
  106. int battle_gettarget(struct block_list* bl)
  107. {
  108. switch (bl->type) {
  109. case BL_PC: return ((map_session_data*)bl)->ud.target;
  110. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  111. case BL_PET: return ((struct pet_data*)bl)->target_id;
  112. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  113. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  114. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  115. }
  116. return 0;
  117. }
  118. /**
  119. * Get random enemy
  120. * @param bl
  121. * @param ap
  122. * @return Found target (1) or not found (0)
  123. */
  124. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  125. {
  126. struct block_list **bl_list;
  127. struct block_list *target;
  128. int *c;
  129. bl_list = va_arg(ap, struct block_list **);
  130. c = va_arg(ap, int *);
  131. target = va_arg(ap, struct block_list *);
  132. if (bl->id == target->id)
  133. return 0;
  134. if (*c >= 24)
  135. return 0;
  136. if (status_isdead(bl))
  137. return 0;
  138. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  139. bl_list[(*c)++] = bl;
  140. return 1;
  141. }
  142. return 0;
  143. }
  144. /**
  145. * Returns list of enemies within given range
  146. * @param target
  147. * @param type
  148. * @param range
  149. * @return Target list
  150. * @author [Skotlex]
  151. */
  152. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  153. {
  154. struct block_list *bl_list[24];
  155. int c = 0;
  156. memset(bl_list, 0, sizeof(bl_list));
  157. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  158. if ( c == 0 )
  159. return nullptr;
  160. if( c > 24 )
  161. c = 24;
  162. return bl_list[rnd()%c];
  163. }
  164. /**
  165. * Get random enemy within area
  166. * @param bl
  167. * @param ap
  168. * @return Found target (1) or not found (0)
  169. */
  170. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  171. {
  172. struct block_list **bl_list, *src;
  173. int *c, ignore_id;
  174. bl_list = va_arg(ap, struct block_list **);
  175. c = va_arg(ap, int *);
  176. src = va_arg(ap, struct block_list *);
  177. ignore_id = va_arg(ap, int);
  178. if( bl->id == src->id || bl->id == ignore_id )
  179. return 0; // Ignores Caster and a possible pre-target
  180. if( *c >= 23 )
  181. return 0;
  182. if( status_isdead(bl) )
  183. return 0;
  184. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  185. bl_list[(*c)++] = bl;
  186. return 1;
  187. }
  188. return 0;
  189. }
  190. /**
  191. * Returns list of enemies within an area
  192. * @param src
  193. * @param x
  194. * @param y
  195. * @param range
  196. * @param type
  197. * @param ignore_id
  198. * @return Target list
  199. */
  200. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  201. {
  202. struct block_list *bl_list[24];
  203. int c = 0;
  204. memset(bl_list, 0, sizeof(bl_list));
  205. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  206. if( c == 0 )
  207. return nullptr;
  208. if( c >= 24 )
  209. c = 23;
  210. return bl_list[rnd()%c];
  211. }
  212. /**
  213. * Deals damage without delay, applies additional effects and triggers monster events
  214. * This function is called from battle_delay_damage or battle_delay_damage_sub
  215. * All other instances of battle damage should also go through this function (i.e. anything that displays a damage number)
  216. * Consider calling this function or battle_fix_damage instead status_fix_damage directly
  217. * @param src: Source of damage
  218. * @param target: Target of damage
  219. * @param damage: Damage to be dealt
  220. * @param delay: Damage delay
  221. * @param skill_lv: Level of skill used
  222. * @param skill_id: ID of skill used
  223. * @param dmg_lv: State of the attack (miss, etc.)
  224. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  225. * @param additional_effects: Whether additional effects should be applied (otherwise it's just damage+coma)
  226. * @param isspdamage: If the damage is done to SP
  227. * @param tick: Current tick
  228. * @return HP+SP+AP (0 if HP/SP/AP remained unchanged)
  229. */
  230. int battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  231. int dmg_change;
  232. map_session_data* sd = nullptr;
  233. if (src)
  234. sd = BL_CAST(BL_PC, src);
  235. map_freeblock_lock();
  236. if (isspdamage)
  237. dmg_change = status_fix_spdamage(src, target, damage, delay, skill_id);
  238. else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type))
  239. dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack
  240. else
  241. dmg_change = status_fix_damage(src, target, damage, delay, skill_id);
  242. if (attack_type && !status_isdead(target) && additional_effects)
  243. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  244. if (dmg_lv > ATK_BLOCK && attack_type && additional_effects)
  245. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  246. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  247. if (target->type == BL_MOB && additional_effects) {
  248. mob_data *md = BL_CAST(BL_MOB, target);
  249. if (md != nullptr) {
  250. // Trigger monster skill condition for non-skill attacks.
  251. if (!status_isdead(target) && src != target) {
  252. if (damage > 0)
  253. mobskill_event(md, src, tick, attack_type, damage);
  254. if (skill_id > 0)
  255. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  256. }
  257. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  258. if (damage > 0 && (attack_type & BF_NORMAL))
  259. md->norm_attacked_id = md->attacked_id;
  260. }
  261. }
  262. map_freeblock_unlock();
  263. return dmg_change;
  264. }
  265. /// Damage Delayed Structure
  266. struct delay_damage {
  267. int src_id;
  268. int target_id;
  269. int64 damage;
  270. t_tick delay;
  271. unsigned short distance;
  272. uint16 skill_lv;
  273. uint16 skill_id;
  274. enum damage_lv dmg_lv;
  275. unsigned short attack_type;
  276. bool additional_effects;
  277. enum bl_type src_type;
  278. bool isspdamage;
  279. };
  280. TIMER_FUNC(battle_delay_damage_sub){
  281. struct delay_damage *dat = (struct delay_damage *)data;
  282. if ( dat ) {
  283. struct block_list* src = map_id2bl(dat->src_id);
  284. struct block_list* target = map_id2bl(dat->target_id);
  285. if (target && !status_isdead(target)) {
  286. if( src && target->m == src->m &&
  287. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  288. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  289. {
  290. //Deal damage
  291. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  292. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  293. battle_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  294. }
  295. }
  296. map_session_data *sd = BL_CAST(BL_PC, src);
  297. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  298. sd->state.hold_recalc = false;
  299. status_calc_pc(sd, SCO_FORCE);
  300. }
  301. }
  302. ers_free(delay_damage_ers, dat);
  303. return 0;
  304. }
  305. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  306. {
  307. struct delay_damage *dat;
  308. status_change *sc;
  309. struct block_list *d_tbl = nullptr;
  310. struct block_list *e_tbl = nullptr;
  311. nullpo_ret(src);
  312. nullpo_ret(target);
  313. sc = status_get_sc(target);
  314. if (sc) {
  315. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  316. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  317. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  318. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  319. }
  320. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  321. damage > 0 && skill_id != CR_REFLECTSHIELD
  322. #ifndef RENEWAL
  323. && skill_id != PA_PRESSURE
  324. #endif
  325. ) {
  326. map_session_data* tsd = BL_CAST( BL_PC, target );
  327. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  328. pc_setstand( tsd, true );
  329. skill_sit( tsd, 0 );
  330. }
  331. damage = 0;
  332. }
  333. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  334. //Deal damage
  335. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  336. return 0;
  337. }
  338. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  339. dat->src_id = src->id;
  340. dat->target_id = target->id;
  341. dat->skill_id = skill_id;
  342. dat->skill_lv = skill_lv;
  343. dat->attack_type = attack_type;
  344. dat->damage = damage;
  345. dat->dmg_lv = dmg_lv;
  346. dat->delay = ddelay;
  347. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  348. dat->additional_effects = additional_effects;
  349. dat->src_type = src->type;
  350. dat->isspdamage = isspdamage;
  351. if (src->type != BL_PC && amotion > 1000)
  352. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  353. if( src->type == BL_PC )
  354. ((TBL_PC*)src)->delayed_damage++;
  355. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  356. return 0;
  357. }
  358. int battle_fix_damage(struct block_list* src, struct block_list* target, int64 damage, t_tick walkdelay, uint16 skill_id) {
  359. return battle_damage(src, target, damage, walkdelay, 0, skill_id, ATK_DEF, BF_MISC, false, gettick(), false);
  360. }
  361. /**
  362. * Does attribute fix modifiers.
  363. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  364. * Note: Passing src/target == nullptr is perfectly valid, it skips SC_ checks.
  365. * @param src
  366. * @param target
  367. * @param damage
  368. * @param atk_elem
  369. * @param def_type
  370. * @param def_lv
  371. * @param flag 0x1 = allow to return negative values even if config for healing through negative resist is disabled
  372. * @return damage
  373. */
  374. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv, int flag)
  375. {
  376. status_change *sc = nullptr, *tsc = nullptr;
  377. int ratio;
  378. if (src) sc = status_get_sc(src);
  379. if (target) tsc = status_get_sc(target);
  380. if (!CHK_ELEMENT(atk_elem))
  381. atk_elem = rnd()%ELE_ALL;
  382. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  383. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  384. return damage;
  385. }
  386. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  387. if (sc && sc->count) { //increase dmg by src status
  388. switch(atk_elem){
  389. case ELE_FIRE:
  390. if (sc->getSCE(SC_VOLCANO))
  391. #ifdef RENEWAL
  392. ratio += sc->getSCE(SC_VOLCANO)->val3;
  393. #else
  394. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  395. #endif
  396. break;
  397. case ELE_WIND:
  398. if (sc->getSCE(SC_VIOLENTGALE))
  399. #ifdef RENEWAL
  400. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  401. #else
  402. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  403. #endif
  404. break;
  405. case ELE_WATER:
  406. if (sc->getSCE(SC_DELUGE))
  407. #ifdef RENEWAL
  408. ratio += sc->getSCE(SC_DELUGE)->val3;
  409. #else
  410. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  411. #endif
  412. break;
  413. case ELE_GHOST:
  414. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  415. ratio += sc->getSCE(SC_TELEKINESIS_INTENSE)->val3;
  416. break;
  417. }
  418. }
  419. if( target && target->type == BL_SKILL ) {
  420. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  421. struct skill_unit *su = (struct skill_unit*)target;
  422. std::shared_ptr<s_skill_unit_group> sg;
  423. struct block_list *src2;
  424. if( !su || !su->alive || (sg = su->group) == nullptr || !sg || sg->val3 == -1 ||
  425. (src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(src2) )
  426. return 0;
  427. if( sg->unit_id != UNT_FIREWALL ) {
  428. int x,y;
  429. x = sg->val3 >> 16;
  430. y = sg->val3 & 0xffff;
  431. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  432. sg->val3 = -1;
  433. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  434. }
  435. }
  436. }
  437. if (tsc && tsc->count) { //increase dmg by target status
  438. switch(atk_elem) {
  439. case ELE_FIRE:
  440. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  441. #ifdef RENEWAL
  442. ratio += 100;
  443. #else
  444. damage *= 2;
  445. #endif
  446. //Remove a unit group or end whole status change
  447. status_change_end(target, SC_SPIDERWEB);
  448. }
  449. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  450. status_change_end(target, SC_THORNSTRAP);
  451. if (tsc->getSCE(SC_CRYSTALIZE))
  452. status_change_end(target, SC_CRYSTALIZE);
  453. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  454. #ifdef RENEWAL
  455. ratio += 50;
  456. #else
  457. damage += (int64)(damage * 50 / 100);
  458. #endif
  459. if( tsc->getSCE(SC_WIDEWEB) ) {
  460. #ifdef RENEWAL
  461. ratio += 100;
  462. #else
  463. damage *= 2;
  464. #endif
  465. status_change_end(target,SC_WIDEWEB);
  466. }
  467. if( tsc->getSCE(SC_BURNT) ) {
  468. #ifdef RENEWAL
  469. ratio += 400;
  470. #else
  471. damage += (int64)(damage * 400 / 100);
  472. #endif
  473. }
  474. break;
  475. case ELE_HOLY:
  476. if (tsc->getSCE(SC_ORATIO))
  477. #ifdef RENEWAL
  478. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  479. #else
  480. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  481. #endif
  482. break;
  483. case ELE_POISON:
  484. if (tsc->getSCE(SC_VENOMIMPRESS))
  485. #ifdef RENEWAL
  486. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  487. #else
  488. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  489. #endif
  490. if (tsc->getSCE(SC_CLOUD_POISON)) {
  491. #ifdef RENEWAL
  492. ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
  493. #else
  494. damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
  495. #endif
  496. }
  497. break;
  498. case ELE_WIND:
  499. if (tsc->getSCE(SC_WATER_INSIGNIA))
  500. #ifdef RENEWAL
  501. ratio += 50;
  502. #else
  503. damage += (int64)(damage * 50 / 100);
  504. #endif
  505. if (tsc->getSCE(SC_CRYSTALIZE)) {
  506. uint16 skill_id = battle_getcurrentskill(src);
  507. if (skill_get_type(skill_id)&BF_MAGIC)
  508. #ifdef RENEWAL
  509. ratio += 50;
  510. #else
  511. damage += (int64)(damage * 50 / 100);
  512. #endif
  513. }
  514. break;
  515. case ELE_WATER:
  516. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  517. #ifdef RENEWAL
  518. ratio += 50;
  519. #else
  520. damage += (int64)(damage * 50 / 100);
  521. #endif
  522. if (tsc->getSCE(SC_MISTYFROST))
  523. #ifdef RENEWAL
  524. ratio += 15;
  525. #else
  526. damage += (int64)(damage * 15 / 100);
  527. #endif
  528. break;
  529. case ELE_EARTH:
  530. if (tsc->getSCE(SC_WIND_INSIGNIA))
  531. #ifdef RENEWAL
  532. ratio += 50;
  533. #else
  534. damage += (int64)(damage * 50 / 100);
  535. #endif
  536. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  537. break;
  538. case ELE_NEUTRAL:
  539. if (tsc->getSCE(SC_ANTI_M_BLAST))
  540. #ifdef RENEWAL
  541. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  542. #else
  543. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  544. #endif
  545. break;
  546. case ELE_DARK:
  547. if (tsc->getSCE(SC_SOULCURSE)) {
  548. if (status_get_class_(target) == CLASS_BOSS)
  549. #ifdef RENEWAL
  550. ratio += 20;
  551. #else
  552. damage += (int64)(damage * 20 / 100);
  553. #endif
  554. else
  555. #ifdef RENEWAL
  556. ratio += 100;
  557. #else
  558. damage *= 2;
  559. #endif
  560. }
  561. break;
  562. }
  563. if (tsc->getSCE(SC_MAGIC_POISON))
  564. #ifdef RENEWAL
  565. ratio += 50;
  566. #else
  567. damage += (int64)(damage * 50 / 100);
  568. #endif
  569. }
  570. if (battle_config.attr_recover == 0 && !(flag & 1) && ratio < 0)
  571. ratio = 0;
  572. #ifdef RENEWAL
  573. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  574. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  575. #else
  576. damage = (int64)((damage*ratio)/100);
  577. #endif
  578. //Damage can be negative, see battle_config.attr_recover
  579. return damage;
  580. }
  581. /**
  582. * Calculates card bonuses damage adjustments.
  583. * @param attack_type @see enum e_battle_flag
  584. * @param src Attacker
  585. * @param target Target
  586. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  587. * @param rh_ele Right-hand weapon element
  588. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  589. * @param damage Original damage
  590. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  591. * 3: Calculates attacker bonuses in both hands.
  592. * 2: Calculates attacker bonuses in right-hand only.
  593. * 0 or 1: Only calculates target bonuses.
  594. * @param flag Misc value of skill & damage flags
  595. * @return damage Damage diff between original damage and after calculation
  596. */
  597. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  598. map_session_data *sd, ///< Attacker session data if BL_PC
  599. *tsd; ///< Target session data if BL_PC
  600. int cardfix = 1000;
  601. int s_class, ///< Attacker class
  602. t_class; ///< Target class
  603. std::vector<e_race2> s_race2, /// Attacker Race2
  604. t_race2; ///< Target Race2
  605. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  606. struct status_data *sstatus, ///< Attacker status data
  607. *tstatus; ///< Target status data
  608. int64 original_damage;
  609. if( !damage )
  610. return 0;
  611. original_damage = damage;
  612. sd = BL_CAST(BL_PC, src);
  613. tsd = BL_CAST(BL_PC, target);
  614. t_class = status_get_class(target);
  615. s_class = status_get_class(src);
  616. sstatus = status_get_status_data(src);
  617. tstatus = status_get_status_data(target);
  618. s_race2 = status_get_race2(src);
  619. t_race2 = status_get_race2(target);
  620. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  621. // When the attacker is a monster, then all bonuses on BF_WEAPON will work and no bonuses on BF_MAGIC
  622. // Does not impact the attack type
  623. if (src && src->type == BL_MOB && battle_config.cardfix_monster_physical) {
  624. flag |= BF_WEAPON;
  625. flag &= ~BF_MAGIC;
  626. }
  627. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  628. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  629. switch( attack_type ) {
  630. case BF_MAGIC:
  631. // Affected by attacker ATK bonuses
  632. if( sd && !nk[NK_IGNOREATKCARD] ) {
  633. int32 race2_val = 0;
  634. for (const auto &raceit : t_race2)
  635. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  636. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  637. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  638. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  639. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  640. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  641. }
  642. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  643. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  644. for (const auto &it : sd->add_mdmg) {
  645. if (it.id == t_class) {
  646. cardfix = cardfix * (100 + it.val) / 100;
  647. break;
  648. }
  649. }
  650. APPLY_CARDFIX(damage, cardfix);
  651. }
  652. // Affected by target DEF bonuses
  653. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  654. cardfix = 1000; // reset var for target
  655. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  656. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  657. for (const auto &it : tsd->subele2) {
  658. if (it.ele != ELE_ALL && it.ele != rh_ele)
  659. continue;
  660. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  661. ((it.flag)&flag)&BF_RANGEMASK &&
  662. ((it.flag)&flag)&BF_SKILLMASK))
  663. continue;
  664. ele_fix += it.rate;
  665. }
  666. if (s_defele != ELE_NONE)
  667. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  668. cardfix = cardfix * (100 - ele_fix) / 100;
  669. }
  670. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  671. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  672. int32 race_fix = 0;
  673. for (const auto &raceit : s_race2)
  674. race_fix += tsd->indexed_bonus.subrace2[raceit];
  675. cardfix = cardfix * (100 - race_fix) / 100;
  676. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  677. for (const auto &it : tsd->subrace3) {
  678. if (it.race != RC_ALL && it.race != sstatus->race)
  679. continue;
  680. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  681. ((it.flag)&flag)&BF_RANGEMASK &&
  682. ((it.flag)&flag)&BF_SKILLMASK))
  683. continue;
  684. race_fix += it.rate;
  685. }
  686. cardfix = cardfix * (100 - race_fix) / 100;
  687. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  688. for (const auto &it : tsd->add_mdef) {
  689. if (it.id == s_class) {
  690. cardfix = cardfix * (100 - it.val) / 100;
  691. break;
  692. }
  693. }
  694. #ifndef RENEWAL
  695. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  696. if( flag&BF_SHORT )
  697. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  698. else if (!nk[NK_IGNORELONGCARD])
  699. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  700. #endif
  701. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  702. if( tsd->sc.getSCE(SC_MDEF_RATE) )
  703. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_MDEF_RATE)->val1) / 100;
  704. APPLY_CARDFIX(damage, cardfix);
  705. }
  706. break;
  707. case BF_WEAPON:
  708. // Affected by attacker ATK bonuses
  709. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  710. short cardfix_ = 1000;
  711. if( sd->state.arrow_atk ) { // Ranged attack
  712. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  713. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  714. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  715. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  716. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  717. for (const auto &it : sd->right_weapon.addele2) {
  718. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  719. continue;
  720. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  721. ((it.flag)&flag)&BF_RANGEMASK &&
  722. ((it.flag)&flag)&BF_SKILLMASK))
  723. continue;
  724. ele_fix += it.rate;
  725. }
  726. cardfix = cardfix * (100 + ele_fix) / 100;
  727. }
  728. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  729. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  730. int32 race_fix = 0;
  731. for (const auto &raceit : t_race2)
  732. race_fix += sd->right_weapon.addrace2[raceit];
  733. cardfix = cardfix * (100 + race_fix) / 100;
  734. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  735. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  736. } else { // Melee attack
  737. int skill = 0;
  738. // Calculates each right & left hand weapon bonuses separatedly
  739. if( !battle_config.left_cardfix_to_right ) {
  740. // Right-handed weapon
  741. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  742. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  743. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  744. for (const auto &it : sd->right_weapon.addele2) {
  745. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  746. continue;
  747. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  748. ((it.flag)&flag)&BF_RANGEMASK &&
  749. ((it.flag)&flag)&BF_SKILLMASK))
  750. continue;
  751. ele_fix += it.rate;
  752. }
  753. cardfix = cardfix * (100 + ele_fix) / 100;
  754. }
  755. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  756. for (const auto &raceit : t_race2)
  757. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  758. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  759. if( left&1 ) { // Left-handed weapon
  760. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  761. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  762. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  763. for (const auto &it : sd->left_weapon.addele2) {
  764. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  765. continue;
  766. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  767. ((it.flag)&flag)&BF_RANGEMASK &&
  768. ((it.flag)&flag)&BF_SKILLMASK))
  769. continue;
  770. ele_fix_lh += it.rate;
  771. }
  772. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  773. }
  774. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  775. for (const auto &raceit : t_race2)
  776. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  777. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  778. }
  779. }
  780. // Calculates right & left hand weapon as unity
  781. else {
  782. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  783. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  784. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  785. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  786. for (const auto &it : sd->right_weapon.addele2) {
  787. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  788. continue;
  789. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  790. ((it.flag)&flag)&BF_RANGEMASK &&
  791. ((it.flag)&flag)&BF_SKILLMASK))
  792. continue;
  793. ele_fix += it.rate;
  794. }
  795. for (const auto &it : sd->left_weapon.addele2) {
  796. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  797. continue;
  798. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  799. ((it.flag)&flag)&BF_RANGEMASK &&
  800. ((it.flag)&flag)&BF_SKILLMASK))
  801. continue;
  802. ele_fix += it.rate;
  803. }
  804. cardfix = cardfix * (100 + ele_fix) / 100;
  805. //}
  806. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  807. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  808. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  809. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  810. for (const auto &raceit : t_race2)
  811. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  812. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  813. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  814. }
  815. #ifndef RENEWAL
  816. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  817. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  818. #endif
  819. }
  820. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  821. for (const auto &it : sd->right_weapon.add_dmg) {
  822. if (it.id == t_class) {
  823. cardfix = cardfix * (100 + it.val) / 100;
  824. break;
  825. }
  826. }
  827. if( left&1 ) {
  828. for (const auto &it : sd->left_weapon.add_dmg) {
  829. if (it.id == t_class) {
  830. cardfix_ = cardfix_ * (100 + it.val) / 100;
  831. break;
  832. }
  833. }
  834. }
  835. #ifndef RENEWAL
  836. if (flag & BF_SHORT)
  837. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  838. if( flag&BF_LONG )
  839. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  840. #endif
  841. if (left&1) {
  842. APPLY_CARDFIX(damage, cardfix_);
  843. } else {
  844. APPLY_CARDFIX(damage, cardfix);
  845. }
  846. }
  847. // Affected by target DEF bonuses
  848. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  849. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  850. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  851. for (const auto &it : tsd->subele2) {
  852. if (it.ele != ELE_ALL && it.ele != rh_ele)
  853. continue;
  854. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  855. ((it.flag)&flag)&BF_RANGEMASK &&
  856. ((it.flag)&flag)&BF_SKILLMASK))
  857. continue;
  858. ele_fix += it.rate;
  859. }
  860. cardfix = cardfix * (100 - ele_fix) / 100;
  861. if( left&1 && lh_ele != rh_ele ) {
  862. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  863. for (const auto &it : tsd->subele2) {
  864. if (it.ele != ELE_ALL && it.ele != lh_ele)
  865. continue;
  866. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  867. ((it.flag)&flag)&BF_RANGEMASK &&
  868. ((it.flag)&flag)&BF_SKILLMASK))
  869. continue;
  870. ele_fix_lh += it.rate;
  871. }
  872. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  873. }
  874. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  875. }
  876. int32 race_fix = 0;
  877. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  878. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  879. for (const auto &raceit : s_race2)
  880. race_fix += tsd->indexed_bonus.subrace2[raceit];
  881. cardfix = cardfix * (100 - race_fix) / 100;
  882. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  883. for (const auto &it : tsd->subrace3) {
  884. if (it.race != RC_ALL && it.race != sstatus->race)
  885. continue;
  886. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  887. ((it.flag)&flag)&BF_RANGEMASK &&
  888. ((it.flag)&flag)&BF_SKILLMASK))
  889. continue;
  890. race_fix += it.rate;
  891. }
  892. cardfix = cardfix * (100 - race_fix) / 100;
  893. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  894. for (const auto &it : tsd->add_def) {
  895. if (it.id == s_class) {
  896. cardfix = cardfix * (100 - it.val) / 100;
  897. break;
  898. }
  899. }
  900. if( flag&BF_SHORT )
  901. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  902. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  903. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  904. if( tsd->sc.getSCE(SC_DEF_RATE) )
  905. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_DEF_RATE)->val1) / 100;
  906. APPLY_CARDFIX(damage, cardfix);
  907. }
  908. break;
  909. case BF_MISC:
  910. // Affected by target DEF bonuses
  911. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  912. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  913. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  914. for (const auto &it : tsd->subele2) {
  915. if (it.ele != rh_ele)
  916. continue;
  917. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  918. ((it.flag)&flag)&BF_RANGEMASK &&
  919. ((it.flag)&flag)&BF_SKILLMASK))
  920. continue;
  921. ele_fix += it.rate;
  922. }
  923. if (s_defele != ELE_NONE)
  924. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  925. cardfix = cardfix * (100 - ele_fix) / 100;
  926. }
  927. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  928. for (const auto &it : tsd->subrace3) {
  929. if (it.race != RC_ALL && it.race != sstatus->race)
  930. continue;
  931. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  932. ((it.flag)&flag)&BF_RANGEMASK &&
  933. ((it.flag)&flag)&BF_SKILLMASK))
  934. continue;
  935. race_fix += it.rate;
  936. }
  937. cardfix = cardfix * (100 - race_fix) / 100;
  938. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  939. race_fix = 0;
  940. for (const auto &raceit : s_race2)
  941. race_fix += tsd->indexed_bonus.subrace2[raceit];
  942. cardfix = cardfix * (100 - race_fix) / 100;
  943. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  944. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  945. if( flag&BF_SHORT )
  946. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  947. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  948. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  949. APPLY_CARDFIX(damage, cardfix);
  950. }
  951. break;
  952. }
  953. #undef APPLY_CARDFIX
  954. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  955. }
  956. /**
  957. * Absorb damage based on criteria
  958. * @param bl
  959. * @param d Damage
  960. **/
  961. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  962. int64 dmg_ori = 0, dmg_new = 0;
  963. nullpo_retv(bl);
  964. nullpo_retv(d);
  965. if (!d->damage && !d->damage2)
  966. return;
  967. switch (bl->type) {
  968. case BL_PC:
  969. {
  970. map_session_data *sd = BL_CAST(BL_PC, bl);
  971. if (!sd)
  972. return;
  973. dmg_ori = dmg_new = d->damage + d->damage2;
  974. if (sd->bonus.absorb_dmg_maxhp) {
  975. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  976. if (dmg_ori > hp)
  977. dmg_new = dmg_ori - hp;
  978. }
  979. if (sd->bonus.absorb_dmg_maxhp2) {
  980. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  981. if (dmg_ori > hp) {
  982. dmg_new = hp;
  983. }
  984. }
  985. }
  986. break;
  987. }
  988. if (dmg_ori == dmg_new)
  989. return;
  990. if (!d->damage2)
  991. d->damage = dmg_new;
  992. else if (!d->damage)
  993. d->damage2 = dmg_new;
  994. else {
  995. d->damage = dmg_new;
  996. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  997. if (d->damage2 < 1)
  998. d->damage2 = 1;
  999. d->damage = d->damage - d->damage2;
  1000. }
  1001. }
  1002. /**
  1003. * Check for active statuses that block damage
  1004. * @param src: Attacker
  1005. * @param target: Target of attack
  1006. * @param sc: Status Change data
  1007. * @param d: Damage data
  1008. * @param damage: Damage received as a reference
  1009. * @param skill_id: Skill ID
  1010. * @param skill_lv: Skill level
  1011. * @return True: Damage inflicted, False: Missed
  1012. **/
  1013. bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  1014. if (!src || !target || !sc || !d)
  1015. return true;
  1016. status_change_entry *sce;
  1017. int flag = d->flag;
  1018. // SC Types that must be first because they may or may not block damage
  1019. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  1020. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1021. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  1022. if (sce->val2 >= 0)
  1023. damage = 0;
  1024. else
  1025. damage = -sce->val2;
  1026. }
  1027. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1028. status_change_end(target, SC_KYRIE);
  1029. }
  1030. int element;
  1031. if (flag & BF_WEAPON) {
  1032. struct status_data *sstatus = status_get_status_data(src);
  1033. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1034. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1035. else
  1036. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1037. } else if(flag & BF_MAGIC)
  1038. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1039. else
  1040. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1041. switch( element ){
  1042. case ELE_NEUTRAL:
  1043. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1044. damage = 0;
  1045. return false;
  1046. }
  1047. break;
  1048. case ELE_WATER:
  1049. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1050. damage = 0;
  1051. return false;
  1052. }
  1053. break;
  1054. case ELE_EARTH:
  1055. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1056. damage = 0;
  1057. return false;
  1058. }
  1059. break;
  1060. case ELE_FIRE:
  1061. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1062. damage = 0;
  1063. return false;
  1064. }
  1065. break;
  1066. case ELE_WIND:
  1067. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1068. damage = 0;
  1069. return false;
  1070. }
  1071. break;
  1072. case ELE_DARK:
  1073. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1074. damage = 0;
  1075. return false;
  1076. }
  1077. break;
  1078. case ELE_HOLY:
  1079. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1080. damage = 0;
  1081. return false;
  1082. }
  1083. break;
  1084. case ELE_POISON:
  1085. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1086. damage = 0;
  1087. return false;
  1088. }
  1089. break;
  1090. case ELE_GHOST:
  1091. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1092. damage = 0;
  1093. return false;
  1094. }
  1095. break;
  1096. case ELE_UNDEAD:
  1097. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1098. damage = 0;
  1099. return false;
  1100. }
  1101. break;
  1102. }
  1103. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1104. clif_specialeffect(target, EF_GUARD, AREA);
  1105. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1106. if (sce->val3 >= 0)
  1107. damage = 0;
  1108. else
  1109. damage = -sce->val3;
  1110. if (sce->val3 <= 0)
  1111. status_change_end(target, SC_P_ALTER);
  1112. }
  1113. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1114. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1115. if (sce->val2 >= 0)
  1116. damage = 0;
  1117. else
  1118. damage = -sce->val2;
  1119. if (sce->val2 <= 0)
  1120. status_change_end(target, SC_TUNAPARTY);
  1121. }
  1122. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1123. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1124. if (sce->val2 <= 0)
  1125. status_change_end(target, SC_DIMENSION1);
  1126. return false;
  1127. }
  1128. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1129. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1130. if (sce->val2 <= 0)
  1131. status_change_end(target, SC_DIMENSION2);
  1132. return false;
  1133. }
  1134. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1135. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1136. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1137. if (flag & BF_WEAPON) {
  1138. if (sce->val2 >= 0)
  1139. damage = 0;
  1140. else
  1141. damage = -sce->val2;
  1142. }
  1143. if (sce->val2 <= 0)
  1144. status_change_end(target, SC_GUARDIAN_S);
  1145. }
  1146. // Weapon Blocking can be triggered while the above statuses are active.
  1147. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1148. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1149. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1150. d->dmg_lv = ATK_BLOCK;
  1151. return false;
  1152. }
  1153. if (damage == 0)
  1154. return false;
  1155. // ATK_BLOCK Type
  1156. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1157. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1158. if (group) {
  1159. d->dmg_lv = ATK_BLOCK;
  1160. switch (sce->val2) {
  1161. case MG_SAFETYWALL:
  1162. if (--group->val2 <= 0) {
  1163. skill_delunitgroup(group);
  1164. break;
  1165. }
  1166. #ifdef RENEWAL
  1167. if (group->val3 - damage > 0)
  1168. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1169. else
  1170. skill_delunitgroup(group);
  1171. #endif
  1172. break;
  1173. case MH_STEINWAND:
  1174. if (--group->val2 <= 0) {
  1175. skill_delunitgroup(group);
  1176. break;
  1177. }
  1178. if (group->val3 - damage > 0)
  1179. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1180. else
  1181. skill_delunitgroup(group);
  1182. break;
  1183. }
  1184. return false;
  1185. }
  1186. status_change_end(target, SC_SAFETYWALL);
  1187. }
  1188. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1189. #ifdef RENEWAL
  1190. (sc->getSCE(SC_BASILICA_CELL)
  1191. #else
  1192. (sc->getSCE(SC_BASILICA)
  1193. #endif
  1194. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1195. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1196. sc->getSCE(SC__MANHOLE) ||
  1197. sc->getSCE(SC_KINGS_GRACE) ||
  1198. sc->getSCE(SC_GRAVITYCONTROL)
  1199. )
  1200. {
  1201. d->dmg_lv = ATK_BLOCK;
  1202. return false;
  1203. }
  1204. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1205. if (skill_id == MG_NAPALMBEAT ||
  1206. skill_id == MG_SOULSTRIKE ||
  1207. skill_id == WL_SOULEXPANSION ||
  1208. skill_id == AG_SOUL_VC_STRIKE ||
  1209. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1210. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1211. {
  1212. if (skill_id == WL_SOULEXPANSION)
  1213. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1214. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1215. } else {
  1216. d->dmg_lv = ATK_BLOCK;
  1217. return false;
  1218. }
  1219. }
  1220. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1221. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1222. d->dmg_lv = ATK_BLOCK;
  1223. if (sce->val3 <= 0) { // Shield Down
  1224. sce->val2--;
  1225. if (sce->val2 > 0) {
  1226. clif_millenniumshield(target, sce->val2);
  1227. sce->val3 = 1000; // Next shield
  1228. } else
  1229. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1230. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1231. }
  1232. return false;
  1233. }
  1234. // ATK_MISS Type
  1235. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1236. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1237. block_list *d_bl;
  1238. int delay;
  1239. // different delay depending on skill level [celest]
  1240. if (sce->val1 <= 5)
  1241. delay = 300;
  1242. else if (sce->val1 > 5 && sce->val1 <= 9)
  1243. delay = 200;
  1244. else
  1245. delay = 100;
  1246. map_session_data *sd = map_id2sd(target->id);
  1247. if (sd && pc_issit(sd))
  1248. pc_setstand(sd, true);
  1249. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1250. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1251. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1252. check_distance_bl(target, d_bl, sce_d->val3))
  1253. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1254. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1255. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1256. d->dmg_lv = ATK_MISS;
  1257. return false;
  1258. } else {
  1259. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1260. unit_set_walkdelay(target, gettick(), delay, 1);
  1261. #ifdef RENEWAL
  1262. if (sc->getSCE(SC_SHRINK))
  1263. sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1264. #else
  1265. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1266. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1267. #endif
  1268. d->dmg_lv = ATK_MISS;
  1269. return false;
  1270. }
  1271. }
  1272. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1273. #ifndef RENEWAL
  1274. || skill_id == CR_ACIDDEMONSTRATION
  1275. #endif
  1276. )) {
  1277. d->dmg_lv = ATK_MISS;
  1278. return false;
  1279. }
  1280. // ATK_DEF Type
  1281. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1282. uint8 dir = map_calc_dir(target, src->x, src->y);
  1283. if (unit_movepos(target, src->x - dirx[dir], src->y - diry[dir], 1, 1)) {
  1284. clif_blown(target);
  1285. unit_setdir(target, dir);
  1286. }
  1287. d->dmg_lv = ATK_DEF;
  1288. status_change_end(target, SC_LIGHTNINGWALK);
  1289. return false;
  1290. }
  1291. // Other
  1292. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1293. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1294. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1295. return false;
  1296. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1297. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1298. if (skill_id == LK_PARRYING) {
  1299. unit_data *ud = unit_bl2ud(target);
  1300. if (ud != nullptr) // Delay the next attack
  1301. ud->attackabletime = gettick() + status_get_adelay(target);
  1302. }
  1303. return false;
  1304. }
  1305. if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1306. map_session_data *sd = map_id2sd(target->id);
  1307. if (sd && pc_issit(sd))
  1308. pc_setstand(sd, true); //Stand it to dodge.
  1309. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1310. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1311. return false;
  1312. }
  1313. if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1314. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1315. //Shouldn't end until Breaker's non-weapon part connects.
  1316. #ifndef RENEWAL
  1317. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1318. #endif
  1319. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1320. status_change_end(target, SC_KAUPE);
  1321. return false;
  1322. }
  1323. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1324. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1325. return false;
  1326. }
  1327. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1328. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1329. if (!status_isdead(src))
  1330. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1331. if (sce) {
  1332. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1333. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1334. }
  1335. //Both need to be consumed if they are active.
  1336. if (sce && --sce->val2 <= 0)
  1337. status_change_end(target, SC_UTSUSEMI);
  1338. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1339. status_change_end(target, SC_BUNSINJYUTSU);
  1340. return false;
  1341. }
  1342. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1343. if (damage > 0 && (flag & sce->val2)) {
  1344. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1345. if(flag & BF_WEAPON) {
  1346. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1347. } else {
  1348. clif_specialeffect_value(target, 1143, heal, AREA);
  1349. }
  1350. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1351. status_heal(target, damage, 0, 0);
  1352. damage = 0;
  1353. return false;
  1354. }
  1355. }
  1356. return true;
  1357. }
  1358. /**
  1359. * Check damage through status.
  1360. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1361. * After this we apply bg/gvg reduction
  1362. * @param src
  1363. * @param bl
  1364. * @param d
  1365. * @param damage
  1366. * @param skill_id
  1367. * @param skill_lv
  1368. * @return damage
  1369. */
  1370. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1371. {
  1372. map_session_data *sd = nullptr, *tsd = BL_CAST(BL_PC, src);
  1373. struct status_change_entry *sce;
  1374. int div_ = d->div_, flag = d->flag;
  1375. nullpo_ret(bl);
  1376. if( !damage )
  1377. return 0;
  1378. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1379. return 0;
  1380. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1381. && skill_get_casttype(skill_id) == CAST_GROUND )
  1382. return 0;
  1383. if (bl->type == BL_PC) {
  1384. sd=(map_session_data *)bl;
  1385. //Special no damage states
  1386. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1387. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1388. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1389. damage -= damage * sd->special_state.no_magic_damage / 100;
  1390. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1391. damage -= damage * sd->special_state.no_misc_damage / 100;
  1392. if(!damage)
  1393. return 0;
  1394. }
  1395. switch (skill_id) {
  1396. #ifndef RENEWAL
  1397. case PA_PRESSURE:
  1398. case HW_GRAVITATION:
  1399. #endif
  1400. case SP_SOULEXPLOSION:
  1401. // Adjust these based on any possible PK damage rates.
  1402. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1403. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1404. return damage; //These skills bypass everything else.
  1405. }
  1406. status_change* tsc = status_get_sc(bl); //check target status
  1407. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1408. // So can defense sphere's but what the heck is that??? [Rytech]
  1409. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1410. // Adjust this based on any possible PK damage rates.
  1411. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1412. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1413. return damage;
  1414. }
  1415. if( tsc && tsc->count ) {
  1416. // Damage increasing effects
  1417. #ifdef RENEWAL // Flat +400% damage from melee
  1418. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1419. damage *= 4;
  1420. #endif
  1421. if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON))
  1422. damage += damage * 15 / 100;
  1423. if (tsc->getSCE(SC_SHIELDCHAINRUSH))
  1424. damage += damage / 10;
  1425. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1426. if (src->type != BL_MER || !skill_id)
  1427. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1428. #ifndef RENEWAL
  1429. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1430. #endif
  1431. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1432. }
  1433. #ifdef RENEWAL
  1434. if( tsc->getSCE(SC_RAID) ) {
  1435. if (status_get_class_(bl) == CLASS_BOSS)
  1436. damage += damage * 15 / 100;
  1437. else
  1438. damage += damage * 30 / 100;
  1439. }
  1440. #endif
  1441. if( damage ) {
  1442. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1443. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1444. status_change_end(bl,SC_DEEPSLEEP);
  1445. }
  1446. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1447. switch(tsd->status.weapon) {
  1448. case W_MACE:
  1449. case W_2HMACE:
  1450. case W_1HAXE:
  1451. case W_2HAXE:
  1452. damage += damage / 2;
  1453. break;
  1454. case W_MUSICAL:
  1455. case W_WHIP:
  1456. if(!tsd->state.arrow_atk)
  1457. break;
  1458. [[fallthrough]];
  1459. case W_BOW:
  1460. case W_REVOLVER:
  1461. case W_RIFLE:
  1462. case W_GATLING:
  1463. case W_SHOTGUN:
  1464. case W_GRENADE:
  1465. case W_DAGGER:
  1466. case W_1HSWORD:
  1467. case W_2HSWORD:
  1468. damage -= damage / 2;
  1469. break;
  1470. }
  1471. }
  1472. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1473. status_change_end(bl,SC_VOICEOFSIREN);
  1474. }
  1475. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1476. damage *= 2;
  1477. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1478. int bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1479. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1480. damage += damage * 666 / 100; //Custom value
  1481. if (status_get_class_(bl) == CLASS_BOSS)
  1482. bonus /= 2;
  1483. damage += damage * bonus / 100;
  1484. }
  1485. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1486. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1487. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1488. damage += damage * 50 / 100;
  1489. }
  1490. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1491. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1492. // Damage reductions
  1493. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1494. #ifndef RENEWAL
  1495. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1496. if( map_flag_vs(bl->m) )
  1497. damage = (int64)damage*2/3; //Receive 66% damage
  1498. else
  1499. damage /= 2; //Receive 50% damage
  1500. }
  1501. #endif
  1502. if (tsc->getSCE(SC_DEFENDER) &&
  1503. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1504. #ifdef RENEWAL
  1505. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1506. #else
  1507. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1508. #endif
  1509. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1510. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1511. damage -= damage * 20 / 100;
  1512. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1513. if(flag&BF_SKILL) //25% reduction
  1514. damage -= damage * 25 / 100;
  1515. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1516. damage /= 4; //75% reduction
  1517. }
  1518. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1519. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1520. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1521. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1522. if(flag&BF_WEAPON)
  1523. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1524. else if(flag&BF_MAGIC)
  1525. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1526. }
  1527. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1528. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1529. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1530. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1531. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1532. }
  1533. if (tsc->getSCE(SC_WATER_BARRIER))
  1534. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1535. if (tsc->getSCE(SC_SU_STOOP))
  1536. damage -= damage * 90 / 100;
  1537. // Compressed code, fixed by map.hpp [Epoque]
  1538. if (src->type == BL_MOB) {
  1539. std::vector<e_race2> race2 = status_get_race2(src);
  1540. for (const auto &raceit : race2) {
  1541. switch (raceit) {
  1542. case RC2_MANUK:
  1543. if (sce = tsc->getSCE(SC_MANU_DEF))
  1544. damage -= damage * sce->val1 / 100;
  1545. break;
  1546. case RC2_SPLENDIDE:
  1547. if (sce = tsc->getSCE(SC_SPL_DEF))
  1548. damage -= damage * sce->val1 / 100;
  1549. break;
  1550. case RC2_OGH_ATK_DEF:
  1551. if (tsc->getSCE(SC_GLASTHEIM_DEF))
  1552. return 0;
  1553. break;
  1554. case RC2_OGH_HIDDEN:
  1555. if (sce = tsc->getSCE(SC_GLASTHEIM_HIDDEN))
  1556. damage -= damage * sce->val1 / 100;
  1557. break;
  1558. case RC2_BIO5_ACOLYTE_MERCHANT:
  1559. if (sce = tsc->getSCE(SC_LHZ_DUN_N1))
  1560. damage -= damage * sce->val2 / 100;
  1561. break;
  1562. case RC2_BIO5_MAGE_ARCHER:
  1563. if (sce = tsc->getSCE(SC_LHZ_DUN_N2))
  1564. damage -= damage * sce->val2 / 100;
  1565. break;
  1566. case RC2_BIO5_SWORDMAN_THIEF:
  1567. if (sce = tsc->getSCE(SC_LHZ_DUN_N3))
  1568. damage -= damage * sce->val2 / 100;
  1569. break;
  1570. case RC2_BIO5_MVP:
  1571. if (sce = tsc->getSCE(SC_LHZ_DUN_N4))
  1572. damage -= damage * sce->val2 / 100;
  1573. break;
  1574. }
  1575. }
  1576. }
  1577. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1578. sce->val3&flag && sce->val4&flag)
  1579. damage /= tsc->getSCE(SC_ARMOR)->val2;
  1580. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1581. #ifdef RENEWAL
  1582. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1583. #else
  1584. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1585. #endif
  1586. ) )
  1587. {
  1588. struct status_data *status = status_get_status_data(bl);
  1589. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1590. per /=20; //Uses 20% SP intervals.
  1591. //SP Cost: 1% + 0.5% per every 20% SP
  1592. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1593. status_change_end(bl, SC_ENERGYCOAT);
  1594. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1595. }
  1596. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1597. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1598. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1599. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1600. damage = i64max(damage, 1);
  1601. }
  1602. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1603. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1604. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1605. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1606. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1607. else if (flag&(BF_WEAPON|BF_SHORT))
  1608. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1609. }
  1610. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1611. if (flag&BF_WEAPON)
  1612. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1613. if (flag&BF_MAGIC)
  1614. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1615. }
  1616. #ifdef RENEWAL
  1617. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1618. if( tsc->getSCE(SC_STEELBODY) )
  1619. damage = damage > 10 ? damage / 10 : 1;
  1620. #endif
  1621. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1622. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1623. status_change_end(bl, SC_BITE);
  1624. status_change_end(bl, SC_ANKLE);
  1625. status_change_end(bl, SC_ELECTRICSHOCKER);
  1626. }
  1627. if (!damage)
  1628. return 0;
  1629. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1630. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1631. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1632. int spheres = 5;
  1633. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1634. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1635. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1636. }
  1637. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1638. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1639. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1640. hom_addspiritball(hd, 10);
  1641. }
  1642. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1643. status_change_spread(bl, src);
  1644. } //End of target SC_ check
  1645. //SC effects from caster side.
  1646. status_change* sc = status_get_sc(src);
  1647. if (sc && sc->count) {
  1648. if (sc->getSCE(SC_BREAKINGLIMIT)) {
  1649. switch (skill_id) {
  1650. case HN_SHIELD_CHAIN_RUSH:
  1651. case HN_DOUBLEBOWLINGBASH:
  1652. damage += damage * 120 / 100;
  1653. break;
  1654. case HN_MEGA_SONIC_BLOW:
  1655. case HN_SPIRAL_PIERCE_MAX:
  1656. damage *= 2;
  1657. break;
  1658. }
  1659. }
  1660. if (sc->getSCE(SC_RULEBREAK)) {
  1661. switch (skill_id) {
  1662. case HN_METEOR_STORM_BUSTER:
  1663. case HN_GROUND_GRAVITATION:
  1664. damage += damage / 2;
  1665. break;
  1666. case HN_JUPITEL_THUNDER_STORM:
  1667. case HN_JACK_FROST_NOVA:
  1668. case HN_HELLS_DRIVE:
  1669. damage += damage * 70 / 100;
  1670. break;
  1671. case HN_NAPALM_VULCAN_STRIKE:
  1672. damage += damage * 40 / 100;
  1673. break;
  1674. }
  1675. }
  1676. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1677. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1678. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1679. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1680. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1681. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1682. // [Epoque]
  1683. if (bl->type == BL_MOB) {
  1684. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1685. std::vector<e_race2> race2 = status_get_race2(bl);
  1686. for (const auto &raceit : race2) {
  1687. switch (raceit) {
  1688. case RC2_MANUK:
  1689. if (sce = sc->getSCE(SC_MANU_ATK))
  1690. damage += damage * sce->val1 / 100;
  1691. break;
  1692. case RC2_SPLENDIDE:
  1693. if (sce = sc->getSCE(SC_SPL_ATK))
  1694. damage += damage * sce->val1 / 100;
  1695. break;
  1696. case RC2_OGH_ATK_DEF:
  1697. if (sc->getSCE(SC_GLASTHEIM_ATK))
  1698. damage *= 2;
  1699. break;
  1700. case RC2_BIO5_SWORDMAN_THIEF:
  1701. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1702. damage += damage * sce->val1 / 100;
  1703. break;
  1704. case RC2_BIO5_ACOLYTE_MERCHANT:
  1705. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1706. damage += damage * sce->val1 / 100;
  1707. break;
  1708. case RC2_BIO5_MAGE_ARCHER:
  1709. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1710. damage += damage * sce->val1 / 100;
  1711. break;
  1712. case RC2_BIO5_MVP:
  1713. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1714. damage += damage * sce->val1 / 100;
  1715. break;
  1716. }
  1717. }
  1718. }
  1719. }
  1720. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1721. damage += damage * 10 / 100;
  1722. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1723. sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
  1724. }
  1725. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1726. status_change_spread(src, bl);
  1727. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1728. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1729. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1730. }
  1731. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1732. damage += damage * sce->val1 / 100;
  1733. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1734. damage += damage * sce->val1 / 100;
  1735. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1736. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1737. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1738. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1739. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1740. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1741. clif_specialeffect(src, 1208, AREA);
  1742. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1743. }
  1744. }
  1745. } //End of caster SC_ check
  1746. //PK damage rates
  1747. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1748. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1749. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1750. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1751. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1752. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1753. )
  1754. damage = div_;
  1755. }
  1756. if (sd && pc_ismadogear(sd)) {
  1757. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1758. }
  1759. // Target status (again), required for RELIEVE
  1760. sc = status_get_sc(bl);
  1761. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1762. if (sc && sc->count) {
  1763. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1764. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1765. }
  1766. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1767. mob_data *md = BL_CAST(BL_MOB, bl);
  1768. if (md && md->damagetaken != 100)
  1769. damage = i64max(damage * md->damagetaken / 100, 1);
  1770. }
  1771. if (tsc && tsc->count) {
  1772. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1773. return 0;
  1774. }
  1775. return damage;
  1776. }
  1777. /**
  1778. * Determines whether battleground target can be hit
  1779. * @param src: Source of attack
  1780. * @param bl: Target of attack
  1781. * @param skill_id: Skill ID used
  1782. * @param flag: Special flags
  1783. * @return Can be hit (true) or can't be hit (false)
  1784. */
  1785. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1786. {
  1787. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1788. struct unit_data *ud = unit_bl2ud(bl);
  1789. if (ud && ud->immune_attack)
  1790. return false;
  1791. if (md && md->bg_id) {
  1792. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1793. return false;
  1794. if (src->type == BL_PC) {
  1795. map_session_data *sd = map_id2sd(src->id);
  1796. if (sd && sd->bg_id == md->bg_id)
  1797. return false;
  1798. }
  1799. }
  1800. return true;
  1801. }
  1802. /**
  1803. * Calculates BG related damage adjustments.
  1804. * @param src
  1805. * @param bl
  1806. * @param damage
  1807. * @param skill_id
  1808. * @param flag
  1809. * @return damage
  1810. * Credits:
  1811. * Original coder Skotlex
  1812. * Initial refactoring by Baalberith
  1813. * Refined and optimized by helvetica
  1814. */
  1815. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1816. {
  1817. if( !damage )
  1818. return 0;
  1819. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1820. return 0;
  1821. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1822. return damage; //skill that ignore bg map reduction
  1823. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1824. if( flag&BF_WEAPON )
  1825. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1826. if( flag&BF_MAGIC )
  1827. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1828. if( flag&BF_MISC )
  1829. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1830. } else { //Normal attacks get reductions based on range.
  1831. if( flag&BF_SHORT )
  1832. damage = damage * battle_config.bg_short_damage_rate / 100;
  1833. if( flag&BF_LONG )
  1834. damage = damage * battle_config.bg_long_damage_rate / 100;
  1835. }
  1836. damage = i64max(damage,1); //min 1 damage
  1837. return damage;
  1838. }
  1839. /**
  1840. * Determines whether target can be hit
  1841. * @param src
  1842. * @param bl
  1843. * @param skill_id
  1844. * @param flag
  1845. * @return Can be hit (true) or can't be hit (false)
  1846. */
  1847. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1848. {
  1849. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1850. struct unit_data *ud = unit_bl2ud(bl);
  1851. int class_ = status_get_class(bl);
  1852. if (ud && ud->immune_attack)
  1853. return false;
  1854. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1855. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1856. return false;
  1857. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1858. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1859. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1860. return false;
  1861. if (g != nullptr) {
  1862. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1863. return false; // [MouseJstr]
  1864. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1865. return false;
  1866. }
  1867. }
  1868. }
  1869. return true;
  1870. }
  1871. /**
  1872. * Calculates GVG related damage adjustments.
  1873. * @param src
  1874. * @param bl
  1875. * @param damage
  1876. * @param skill_id
  1877. * @param flag
  1878. * @return damage
  1879. */
  1880. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1881. {
  1882. if (!damage) //No reductions to make.
  1883. return 0;
  1884. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1885. return 0;
  1886. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1887. return damage;
  1888. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1889. if (flag&BF_WEAPON)
  1890. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1891. if (flag&BF_MAGIC)
  1892. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1893. if (flag&BF_MISC)
  1894. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1895. } else { //Normal attacks get reductions based on range.
  1896. if (flag & BF_SHORT)
  1897. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1898. if (flag & BF_LONG)
  1899. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1900. }
  1901. damage = i64max(damage,1);
  1902. return damage;
  1903. }
  1904. /**
  1905. * Calculates PK related damage adjustments (between players only).
  1906. * @param src: Source object
  1907. * @param bl: Target object
  1908. * @param damage: Damage being done
  1909. * @param skill_id: Skill used
  1910. * @param flag: Battle flag type
  1911. * @return Modified damage
  1912. */
  1913. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
  1914. if (damage == 0) // No reductions to make.
  1915. return 0;
  1916. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1917. return damage;
  1918. if (src.type == BL_PC && bl.type == BL_PC) {
  1919. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1920. if (flag & BF_WEAPON)
  1921. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1922. if (flag & BF_MAGIC)
  1923. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1924. if (flag & BF_MISC)
  1925. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1926. } else { //Normal attacks get reductions based on range.
  1927. if (flag & BF_SHORT)
  1928. damage = damage * battle_config.pk_short_damage_rate / 100;
  1929. if (flag & BF_LONG)
  1930. damage = damage * battle_config.pk_long_damage_rate / 100;
  1931. }
  1932. }
  1933. return i64max(damage, 1);
  1934. }
  1935. /**
  1936. * HP/SP drain calculation
  1937. * @param damage Damage inflicted to the enemy
  1938. * @param rate Success chance 1000 = 100%
  1939. * @param per HP/SP drained
  1940. * @return diff
  1941. */
  1942. static int battle_calc_drain(int64 damage, int rate, int per)
  1943. {
  1944. int64 diff = 0;
  1945. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1946. diff = (damage * per) / 100;
  1947. if (diff == 0) {
  1948. if (per > 0)
  1949. diff = 1;
  1950. else
  1951. diff = -1;
  1952. }
  1953. }
  1954. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1955. }
  1956. /**
  1957. * Passive skill damage increases
  1958. * @param sd
  1959. * @param target
  1960. * @param dmg
  1961. * @param type
  1962. * @return damage
  1963. */
  1964. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1965. {
  1966. int64 damage;
  1967. struct status_data *status = status_get_status_data(target);
  1968. int weapon, skill;
  1969. #ifdef RENEWAL
  1970. damage = 0;
  1971. #else
  1972. damage = dmg;
  1973. #endif
  1974. nullpo_ret(sd);
  1975. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1976. target->type == BL_MOB && //This bonus doesn't work against players.
  1977. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1978. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1979. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1980. damage += (skill * 5);
  1981. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1982. damage += (skill * 10);
  1983. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1984. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1985. damage += (skill * 4);
  1986. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1987. damage += sd->status.str;
  1988. }
  1989. #ifdef RENEWAL
  1990. //Weapon Research bonus applies to all weapons
  1991. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1992. damage += (skill * 2);
  1993. #endif
  1994. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1995. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1996. // Kagerou/Oboro Spirit Charm bonus
  1997. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1998. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1999. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  2000. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  2001. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  2002. damage += damage * 30 / 100;
  2003. }
  2004. if(type == 0)
  2005. weapon = sd->weapontype1;
  2006. else
  2007. weapon = sd->weapontype2;
  2008. switch(weapon) {
  2009. case W_1HSWORD:
  2010. #ifdef RENEWAL
  2011. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2012. damage += (skill * 3);
  2013. #endif
  2014. case W_DAGGER:
  2015. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  2016. damage += (skill * 4);
  2017. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  2018. damage += skill * 10;
  2019. break;
  2020. case W_2HSWORD:
  2021. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  2022. damage += (skill * 4);
  2023. break;
  2024. case W_1HSPEAR:
  2025. case W_2HSPEAR:
  2026. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  2027. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  2028. damage += (skill * 4);
  2029. else
  2030. damage += (skill * 5);
  2031. // Increase damage by level of KN_SPEARMASTERY * 10
  2032. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  2033. damage += (skill * 10);
  2034. }
  2035. break;
  2036. case W_1HAXE:
  2037. case W_2HAXE:
  2038. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2039. damage += (skill * 3);
  2040. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2041. damage += (skill * 5);
  2042. break;
  2043. case W_MACE:
  2044. case W_2HMACE:
  2045. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  2046. damage += (skill * 3);
  2047. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2048. damage += (skill * 4);
  2049. break;
  2050. case W_FIST:
  2051. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2052. damage += (skill * 10);
  2053. [[fallthrough]];
  2054. case W_KNUCKLE:
  2055. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2056. damage += (skill * 3);
  2057. break;
  2058. case W_MUSICAL:
  2059. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2060. damage += (skill * 3);
  2061. break;
  2062. case W_WHIP:
  2063. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2064. damage += (skill * 3);
  2065. break;
  2066. case W_BOOK:
  2067. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2068. damage += (skill * 3);
  2069. break;
  2070. case W_KATAR:
  2071. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2072. damage += (skill * 3);
  2073. break;
  2074. }
  2075. return damage;
  2076. }
  2077. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2078. * @param sd Player
  2079. * @param damage Current damage
  2080. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2081. */
  2082. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int lr_type) {
  2083. if (!sd)
  2084. return;
  2085. //rodatazone says that Overrefine bonuses are part of baseatk
  2086. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2087. if (lr_type == EQI_HAND_L) {
  2088. if (sd->left_weapon.overrefine)
  2089. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2090. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2091. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2092. }
  2093. else if (lr_type == EQI_HAND_R) {
  2094. if (sd->right_weapon.overrefine)
  2095. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2096. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2097. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2098. }
  2099. }
  2100. #ifdef RENEWAL
  2101. static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  2102. {
  2103. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2104. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2105. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2106. }
  2107. static int battle_calc_status_attack(struct status_data *status, short hand)
  2108. {
  2109. //left-hand penalty on sATK is always 50% [Baalberith]
  2110. if (hand == EQI_HAND_L)
  2111. return status->batk;
  2112. else
  2113. return 2 * status->batk;
  2114. }
  2115. /**
  2116. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2117. * @param src Block list of attacker
  2118. * @param tstatus Target's status data
  2119. * @param wa Weapon attack data
  2120. * @param sd Player
  2121. * @return Base weapon damage
  2122. */
  2123. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  2124. {
  2125. struct status_data *status = status_get_status_data(src);
  2126. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2127. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2128. uint16 atkmax = atkmin;
  2129. int64 damage = atkmin;
  2130. bool weapon_perfection = false;
  2131. status_change *sc = status_get_sc(src);
  2132. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2133. short base_stat;
  2134. switch (sd->status.weapon) {
  2135. case W_BOW:
  2136. case W_MUSICAL:
  2137. case W_WHIP:
  2138. case W_REVOLVER:
  2139. case W_RIFLE:
  2140. case W_GATLING:
  2141. case W_SHOTGUN:
  2142. case W_GRENADE:
  2143. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2144. base_stat = status->str;
  2145. else
  2146. base_stat = status->dex;
  2147. break;
  2148. default:
  2149. base_stat = status->str;
  2150. break;
  2151. }
  2152. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2153. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2154. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  2155. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  2156. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2157. damage = atkmax;
  2158. else
  2159. damage = rnd_value(atkmin, atkmax);
  2160. }
  2161. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2162. weapon_perfection = true;
  2163. battle_add_weapon_damage(sd, &damage, type);
  2164. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2165. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2166. }
  2167. #endif
  2168. /*==========================================
  2169. * Calculates the standard damage of a normal attack assuming it hits
  2170. * This applies to pre-renewal and non-sd in renewal
  2171. *------------------------------------------
  2172. * Pass damage2 as nullptr to not calc it.
  2173. * Flag values (see e_base_damage_flag):
  2174. * &1 : Critical hit
  2175. * &2 : Arrow attack
  2176. * &4 : Skill is Magic Crasher
  2177. * &8 : Skip target size adjustment (Weapon Perfection)
  2178. * &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)
  2179. *
  2180. * Credits:
  2181. * Original coder Skotlex
  2182. * Initial refactoring by Baalberith
  2183. * Refined and optimized by helvetica
  2184. */
  2185. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, unsigned short t_size, int flag)
  2186. {
  2187. unsigned int atkmin = 0, atkmax = 0;
  2188. short type = 0;
  2189. int64 damage = 0;
  2190. map_session_data *sd = nullptr;
  2191. nullpo_retr(damage, src);
  2192. sd = BL_CAST(BL_PC, src);
  2193. if (!sd) { //Mobs/Pets
  2194. #ifndef RENEWAL
  2195. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2196. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2197. #endif
  2198. if(flag&BDMG_MAGIC) {
  2199. atkmin = status->matk_min;
  2200. atkmax = status->matk_max;
  2201. } else {
  2202. atkmin = wa->atk;
  2203. atkmax = wa->atk2;
  2204. }
  2205. if (atkmin > atkmax)
  2206. atkmin = atkmax;
  2207. } else { //PCs
  2208. atkmax = wa->atk;
  2209. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2210. if (!(flag&BDMG_CRIT) || (flag&BDMG_ARROW)) { //Normal attacks
  2211. atkmin = status->dex;
  2212. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2213. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2214. if (atkmin > atkmax)
  2215. atkmin = atkmax;
  2216. if(flag&BDMG_ARROW) { //Bows
  2217. atkmin = atkmin*atkmax/100;
  2218. if (atkmin > atkmax)
  2219. atkmax = atkmin;
  2220. }
  2221. }
  2222. }
  2223. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2224. atkmin = atkmax;
  2225. //Weapon Damage calculation
  2226. if (!(flag&BDMG_CRIT))
  2227. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2228. else
  2229. damage = atkmax;
  2230. if (sd) {
  2231. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2232. if (flag&BDMG_ARROW && sd->bonus.arrow_atk)
  2233. damage += ( (flag&BDMG_CRIT) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2234. // Size fix only for players
  2235. if (!(sd->special_state.no_sizefix || (flag&BDMG_NOSIZE)))
  2236. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2237. } else if (src->type == BL_ELEM) {
  2238. status_change *ele_sc = status_get_sc(src);
  2239. int ele_class = status_get_class(src);
  2240. if (ele_sc) {
  2241. switch (ele_class) {
  2242. case ELEMENTALID_AGNI_S:
  2243. case ELEMENTALID_AGNI_M:
  2244. case ELEMENTALID_AGNI_L:
  2245. case ELEMENTALID_ARDOR:
  2246. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2247. damage += damage * 20 / 100;
  2248. break;
  2249. case ELEMENTALID_AQUA_S:
  2250. case ELEMENTALID_AQUA_M:
  2251. case ELEMENTALID_AQUA_L:
  2252. case ELEMENTALID_DILUVIO:
  2253. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2254. damage += damage * 20 / 100;
  2255. break;
  2256. case ELEMENTALID_VENTUS_S:
  2257. case ELEMENTALID_VENTUS_M:
  2258. case ELEMENTALID_VENTUS_L:
  2259. case ELEMENTALID_PROCELLA:
  2260. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2261. damage += damage * 20 / 100;
  2262. break;
  2263. case ELEMENTALID_TERA_S:
  2264. case ELEMENTALID_TERA_M:
  2265. case ELEMENTALID_TERA_L:
  2266. case ELEMENTALID_TERREMOTUS:
  2267. case ELEMENTALID_SERPENS:
  2268. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2269. damage += damage * 20 / 100;
  2270. break;
  2271. }
  2272. }
  2273. }
  2274. //Finally, add baseatk
  2275. if(flag&BDMG_MAGIC)
  2276. damage += status->matk_min;
  2277. else
  2278. damage += status->batk;
  2279. if (sd)
  2280. battle_add_weapon_damage(sd, &damage, type);
  2281. #ifdef RENEWAL
  2282. if (flag&BDMG_CRIT)
  2283. damage = (damage * 14) / 10;
  2284. #endif
  2285. return damage;
  2286. }
  2287. /*==========================================
  2288. * Consumes ammo for the given skill.
  2289. *------------------------------------------
  2290. * Credits:
  2291. * Original coder Skotlex
  2292. * Initial refactoring by Baalberith
  2293. * Refined and optimized by helvetica
  2294. */
  2295. void battle_consume_ammo(map_session_data*sd, int skill, int lv)
  2296. {
  2297. int qty = 1;
  2298. if( sd == nullptr ){
  2299. return;
  2300. }
  2301. if (!battle_config.arrow_decrement)
  2302. return;
  2303. if (skill) {
  2304. qty = skill_get_ammo_qty(skill, lv);
  2305. if (!qty) qty = 1;
  2306. if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){
  2307. qty += 4;
  2308. }
  2309. }
  2310. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2311. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2312. sd->state.arrow_atk = 0;
  2313. }
  2314. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2315. {
  2316. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2317. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2318. return BF_SHORT;
  2319. switch (skill_id) {
  2320. case AC_SHOWER:
  2321. case AM_DEMONSTRATION:
  2322. // When monsters use Arrow Shower or Bomb, it is always short range
  2323. if (src->type == BL_MOB)
  2324. return BF_SHORT;
  2325. break;
  2326. #ifdef RENEWAL
  2327. case KN_BRANDISHSPEAR:
  2328. // Renewal changes to ranged physical damage
  2329. #endif
  2330. case SR_RAMPAGEBLASTER:
  2331. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2332. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2333. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2334. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2335. case NW_THE_VIGILANTE_AT_NIGHT:
  2336. return BF_LONG;
  2337. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2338. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2339. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2340. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2341. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2342. case MT_RUSH_QUAKE: // 9 cell cast range.
  2343. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2344. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2345. //case ABC_DEFT_STAB: // 2 cell cast range???
  2346. case NPC_MAXPAIN_ATK:
  2347. return BF_SHORT;
  2348. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2349. map_session_data *sd = BL_CAST(BL_PC, src);
  2350. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2351. return BF_LONG;
  2352. break;
  2353. }
  2354. case DK_HACKANDSLASHER:
  2355. case DK_HACKANDSLASHER_ATK: {
  2356. map_session_data* sd = BL_CAST( BL_PC, src );
  2357. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2358. return BF_LONG;
  2359. }
  2360. break;
  2361. }
  2362. }
  2363. //Skill Range Criteria
  2364. if (battle_config.skillrange_by_distance &&
  2365. (src->type&battle_config.skillrange_by_distance)
  2366. ) { //based on distance between src/target [Skotlex]
  2367. if (check_distance_bl(src, target, 3))
  2368. return BF_SHORT;
  2369. return BF_LONG;
  2370. }
  2371. //based on used skill's range
  2372. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2373. return BF_SHORT;
  2374. return BF_LONG;
  2375. }
  2376. static int battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2377. {
  2378. if (sd->skillblown.empty())
  2379. return 0;
  2380. //Apply the bonus blewcount. [Skotlex]
  2381. for (const auto &it : sd->skillblown) {
  2382. if (it.id == skill_id)
  2383. return it.val;
  2384. }
  2385. return 0;
  2386. }
  2387. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2388. switch( bl->type ){
  2389. case BL_PC:
  2390. return SKILLDMG_PC;
  2391. case BL_MOB:
  2392. if( status_get_class_(bl) == CLASS_BOSS ){
  2393. return SKILLDMG_BOSS;
  2394. }else{
  2395. return SKILLDMG_MOB;
  2396. }
  2397. default:
  2398. return SKILLDMG_OTHER;
  2399. }
  2400. }
  2401. /**
  2402. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2403. * @param src
  2404. * @param target
  2405. * @param skill_id
  2406. * @return Skill damage rate
  2407. */
  2408. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2409. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2410. if (!skill || !skill->damage.map)
  2411. return 0;
  2412. s_skill_damage *damage = &skill->damage;
  2413. //check the adjustment works for specified type
  2414. if (!(damage->caster&src->type))
  2415. return 0;
  2416. map_data *mapdata = map_getmapdata(src->m);
  2417. if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) ||
  2418. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2419. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2420. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2421. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2422. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2423. {
  2424. return damage->rate[battle_skill_damage_type(target)];
  2425. }
  2426. return 0;
  2427. }
  2428. /**
  2429. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2430. * @param src
  2431. * @param target
  2432. * @param skill_id
  2433. * @return Skill damage rate
  2434. */
  2435. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2436. map_data *mapdata = map_getmapdata(src->m);
  2437. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2438. return 0;
  2439. int rate = 0;
  2440. // Damage rate for all skills at this map
  2441. if (mapdata->damage_adjust.caster&src->type)
  2442. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2443. if (mapdata->skill_damage.empty())
  2444. return rate;
  2445. // Damage rate for specified skill at this map
  2446. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2447. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2448. }
  2449. return rate;
  2450. }
  2451. /**
  2452. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2453. * @param src
  2454. * @param target
  2455. * @param skill_id
  2456. * @return Total damage rate
  2457. */
  2458. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2459. nullpo_ret(src);
  2460. if (!target || !skill_id)
  2461. return 0;
  2462. skill_id = skill_dummy2skill_id(skill_id);
  2463. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2464. }
  2465. /**
  2466. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2467. * @param sd: Player who has Chorus skill active
  2468. * @return Bonus value based on party count
  2469. */
  2470. int battle_calc_chorusbonus(map_session_data *sd) {
  2471. #ifdef RENEWAL // No bonus in renewal
  2472. return 0;
  2473. #endif
  2474. int members = 0;
  2475. if (!sd || !sd->status.party_id)
  2476. return 0;
  2477. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2478. if (members < 3)
  2479. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2480. if (members > 7)
  2481. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2482. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2483. }
  2484. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2485. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2486. /*=======================================================
  2487. * Should infinite defense be applied on target? (plant)
  2488. *-------------------------------------------------------
  2489. * Credits:
  2490. * Original coder Skotlex
  2491. * Initial refactoring by Baalberith
  2492. * Refined and optimized by helvetica
  2493. * flag - see e_battle_flag
  2494. */
  2495. bool is_infinite_defense(struct block_list *target, int flag)
  2496. {
  2497. struct status_data *tstatus = status_get_status_data(target);
  2498. if(target->type == BL_SKILL) {
  2499. TBL_SKILL *su = ((TBL_SKILL*)target);
  2500. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2501. return true;
  2502. }
  2503. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2504. return true;
  2505. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2506. return true;
  2507. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2508. return true;
  2509. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2510. return true;
  2511. status_change* tsc = status_get_sc(target);
  2512. if (tsc && tsc->getSCE(SC_INVINCIBLE))
  2513. return true;
  2514. return false;
  2515. }
  2516. /*========================
  2517. * Is attack arrow based?
  2518. *------------------------
  2519. * Credits:
  2520. * Original coder Skotlex
  2521. * Initial refactoring by Baalberith
  2522. * Refined and optimized by helvetica
  2523. */
  2524. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2525. {
  2526. if(src != nullptr) {
  2527. struct status_data *sstatus = status_get_status_data(src);
  2528. map_session_data *sd = BL_CAST(BL_PC, src);
  2529. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
  2530. || skill_id == HT_FREEZINGTRAP || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2531. } else
  2532. return false;
  2533. }
  2534. /*=========================================
  2535. * Is attack right handed? By default yes.
  2536. *-----------------------------------------
  2537. * Credits:
  2538. * Original coder Skotlex
  2539. * Initial refactoring by Baalberith
  2540. * Refined and optimized by helvetica
  2541. */
  2542. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2543. {
  2544. if(src != nullptr) {
  2545. map_session_data *sd = BL_CAST(BL_PC, src);
  2546. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2547. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2548. return false;
  2549. }
  2550. return true;
  2551. }
  2552. /*=======================================
  2553. * Is attack left handed? By default no.
  2554. *---------------------------------------
  2555. * Credits:
  2556. * Original coder Skotlex
  2557. * Initial refactoring by Baalberith
  2558. * Refined and optimized by helvetica
  2559. */
  2560. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2561. {
  2562. if(src != nullptr) {
  2563. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2564. if(!skill_id) {
  2565. map_session_data *sd = BL_CAST(BL_PC, src);
  2566. if (sd) {
  2567. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2568. return true;
  2569. if (sd->status.weapon == W_KATAR)
  2570. return true;
  2571. }
  2572. struct status_data *sstatus = status_get_status_data(src);
  2573. if (sstatus->lhw.atk)
  2574. return true;
  2575. }
  2576. }
  2577. return false;
  2578. }
  2579. /*=============================
  2580. * Do we score a critical hit?
  2581. *-----------------------------
  2582. * Credits:
  2583. * Original coder Skotlex
  2584. * Initial refactoring by Baalberith
  2585. * Refined and optimized by helvetica
  2586. */
  2587. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2588. {
  2589. if (!first_call)
  2590. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2591. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2592. return true;
  2593. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2594. return false;
  2595. struct status_data *sstatus = status_get_status_data(src);
  2596. if( sstatus->cri )
  2597. {
  2598. map_session_data *sd = BL_CAST(BL_PC, src);
  2599. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2600. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2601. return false;
  2602. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2603. return false;
  2604. }
  2605. struct status_data *tstatus = status_get_status_data(target);
  2606. status_change *sc = status_get_sc(src);
  2607. status_change *tsc = status_get_sc(target);
  2608. map_session_data *tsd = BL_CAST(BL_PC, target);
  2609. short cri = sstatus->cri;
  2610. if (sd) {
  2611. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2612. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2613. cri += sd->bonus.arrow_cri;
  2614. cri += sd->bonus.critical_rangeatk;
  2615. }
  2616. }
  2617. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2618. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2619. //The official equation is *2, but that only applies when sd's do critical.
  2620. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2621. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2622. if( tsc && tsc->getSCE(SC_SLEEP) )
  2623. cri *= 2;
  2624. switch(skill_id) {
  2625. case 0:
  2626. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2627. break;
  2628. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2629. status_change_end(src, SC_AUTOCOUNTER);
  2630. [[fallthrough]];
  2631. case KN_AUTOCOUNTER:
  2632. if(battle_config.auto_counter_type &&
  2633. (battle_config.auto_counter_type&src->type))
  2634. return true;
  2635. else
  2636. cri *= 2;
  2637. break;
  2638. case SN_SHARPSHOOTING:
  2639. case MA_SHARPSHOOTING:
  2640. #ifdef RENEWAL
  2641. cri += 300; // !TODO: Confirm new bonus
  2642. #else
  2643. cri += 200;
  2644. #endif
  2645. break;
  2646. case NJ_KIRIKAGE:
  2647. cri += 250 + 50*skill_lv;
  2648. break;
  2649. #ifdef RENEWAL
  2650. case ASC_BREAKER:
  2651. #endif
  2652. case GC_CROSSIMPACT:
  2653. case SHC_SAVAGE_IMPACT:
  2654. case SHC_ETERNAL_SLASH:
  2655. case SHC_IMPACT_CRATER:
  2656. cri /= 2;
  2657. break;
  2658. case WH_GALESTORM:
  2659. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2660. return false;
  2661. break;
  2662. case NW_ONLY_ONE_BULLET:
  2663. case NW_SPIRAL_SHOOTING:
  2664. if( sd == nullptr || sd->weapontype1 != W_RIFLE ){
  2665. return false;
  2666. }
  2667. break;
  2668. case NW_MAGAZINE_FOR_ONE:
  2669. if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){
  2670. return false;
  2671. }
  2672. break;
  2673. }
  2674. if(tsd && tsd->bonus.critical_def)
  2675. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2676. return (rnd()%1000 < cri);
  2677. }
  2678. return false;
  2679. }
  2680. /*==========================================================
  2681. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2682. *----------------------------------------------------------
  2683. * Credits:
  2684. * Original coder Skotlex
  2685. * Initial refactoring by Baalberith
  2686. * Refined and optimized by helvetica
  2687. */
  2688. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2689. {
  2690. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2691. return 2;
  2692. if(src != nullptr) {
  2693. map_session_data *sd = BL_CAST(BL_PC, src);
  2694. struct status_data *tstatus = status_get_status_data(target);
  2695. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2696. #ifndef RENEWAL
  2697. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2698. #endif
  2699. )
  2700. { //Elemental/Racial adjustments
  2701. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2702. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2703. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2704. )
  2705. if (weapon_position == EQI_HAND_R)
  2706. return 1;
  2707. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2708. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2709. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2710. )
  2711. { //Pass effect onto right hand if configured so. [Skotlex]
  2712. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2713. if (weapon_position == EQI_HAND_R)
  2714. return 1;
  2715. }
  2716. else if (weapon_position == EQI_HAND_L)
  2717. return 1;
  2718. }
  2719. }
  2720. }
  2721. return 0;
  2722. }
  2723. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2724. {
  2725. if (skill_id == 0) {
  2726. if (is_splash) {
  2727. std::bitset<NK_MAX> tmp_nk;
  2728. tmp_nk.set(NK_IGNOREATKCARD);
  2729. tmp_nk.set(NK_IGNOREFLEE);
  2730. return tmp_nk;
  2731. } else
  2732. return 0;
  2733. } else
  2734. return skill_db.find(skill_id)->nk;
  2735. }
  2736. /*=============================
  2737. * Checks if attack is hitting
  2738. *-----------------------------
  2739. * Credits:
  2740. * Original coder Skotlex
  2741. * Initial refactoring by Baalberith
  2742. * Refined and optimized by helvetica
  2743. */
  2744. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2745. {
  2746. struct status_data *sstatus = status_get_status_data(src);
  2747. struct status_data *tstatus = status_get_status_data(target);
  2748. status_change *sc = status_get_sc(src);
  2749. status_change *tsc = status_get_sc(target);
  2750. map_session_data *sd = BL_CAST(BL_PC, src);
  2751. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2752. short flee, hitrate;
  2753. if (!first_call)
  2754. return (wd->dmg_lv != ATK_FLEE);
  2755. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2756. return true;
  2757. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2758. return true;
  2759. else if (sc && sc->getSCE(SC_FUSION))
  2760. return true;
  2761. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2762. return true;
  2763. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2764. return true;
  2765. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2766. return true;
  2767. else if (nk[NK_IGNOREFLEE])
  2768. return true;
  2769. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2770. return false;
  2771. flee = tstatus->flee;
  2772. #ifdef RENEWAL
  2773. hitrate = 0; //Default hitrate
  2774. #else
  2775. hitrate = 80; //Default hitrate
  2776. #endif
  2777. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2778. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2779. if(attacker_count >= battle_config.agi_penalty_count) {
  2780. if (battle_config.agi_penalty_type == 1)
  2781. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2782. else //assume type 2: absolute reduction
  2783. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2784. if(flee < 1)
  2785. flee = 1;
  2786. }
  2787. }
  2788. hitrate += sstatus->hit - flee;
  2789. //Fogwall's hit penalty is only for normal ranged attacks.
  2790. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2791. hitrate -= 50;
  2792. if(sd && is_skill_using_arrow(src, skill_id))
  2793. hitrate += sd->bonus.arrow_hit;
  2794. #ifdef RENEWAL
  2795. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2796. hitrate += pc_checkskill(sd,AC_VULTURE);
  2797. #endif
  2798. if(skill_id) {
  2799. switch(skill_id) { //Hit skill modifiers
  2800. //It is proven that bonus is applied on final hitrate, not hit.
  2801. case SM_BASH:
  2802. case MS_BASH:
  2803. hitrate += hitrate * 5 * skill_lv / 100;
  2804. break;
  2805. case MS_MAGNUM:
  2806. case SM_MAGNUM:
  2807. hitrate += hitrate * 10 * skill_lv / 100;
  2808. break;
  2809. case KN_AUTOCOUNTER:
  2810. case NPC_WATERATTACK:
  2811. case NPC_GROUNDATTACK:
  2812. case NPC_FIREATTACK:
  2813. case NPC_WINDATTACK:
  2814. case NPC_POISONATTACK:
  2815. case NPC_HOLYATTACK:
  2816. case NPC_DARKNESSATTACK:
  2817. case NPC_TELEKINESISATTACK:
  2818. case NPC_UNDEADATTACK:
  2819. case NPC_CHANGEUNDEAD:
  2820. case NPC_EARTHQUAKE:
  2821. case NPC_POISON:
  2822. case NPC_BLINDATTACK:
  2823. case NPC_SILENCEATTACK:
  2824. case NPC_STUNATTACK:
  2825. case NPC_PETRIFYATTACK:
  2826. case NPC_CURSEATTACK:
  2827. case NPC_SLEEPATTACK:
  2828. case NPC_BLEEDING:
  2829. case NPC_BLEEDING2:
  2830. hitrate += hitrate * 20 / 100;
  2831. break;
  2832. case NPC_FIREBREATH:
  2833. case NPC_ICEBREATH:
  2834. case NPC_ICEBREATH2:
  2835. case NPC_THUNDERBREATH:
  2836. case NPC_ACIDBREATH:
  2837. case NPC_DARKNESSBREATH:
  2838. hitrate *= 2;
  2839. break;
  2840. case KN_PIERCE:
  2841. case ML_PIERCE:
  2842. hitrate += hitrate * 5 * skill_lv / 100;
  2843. break;
  2844. case AS_SONICBLOW:
  2845. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2846. #ifdef RENEWAL
  2847. hitrate += hitrate * 90 / 100;
  2848. #else
  2849. hitrate += hitrate * 50 / 100;
  2850. #endif
  2851. break;
  2852. #ifdef RENEWAL
  2853. case RG_BACKSTAP:
  2854. hitrate += skill_lv; // !TODO: What's the rate increase?
  2855. break;
  2856. #endif
  2857. case RK_SONICWAVE:
  2858. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2859. break;
  2860. case MC_CARTREVOLUTION:
  2861. case GN_CART_TORNADO:
  2862. case GN_CARTCANNON:
  2863. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2864. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2865. break;
  2866. case LG_BANISHINGPOINT:
  2867. hitrate += 5 * skill_lv;
  2868. break;
  2869. case GC_VENOMPRESSURE:
  2870. hitrate += 10 + 4 * skill_lv;
  2871. break;
  2872. case SC_FATALMENACE:
  2873. if (skill_lv < 6)
  2874. hitrate -= 35 - 5 * skill_lv;
  2875. else if (skill_lv > 6)
  2876. hitrate += 5 * skill_lv - 30;
  2877. break;
  2878. case RL_SLUGSHOT:
  2879. {
  2880. int8 dist = distance_bl(src, target);
  2881. if (dist > 3) {
  2882. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2883. // -10:-9:-8:-7:-6
  2884. dist -= 3;
  2885. hitrate -= ((11 - skill_lv) * dist);
  2886. }
  2887. }
  2888. break;
  2889. }
  2890. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2891. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2892. if (sd) {
  2893. int skill = 0;
  2894. // Weaponry Research hidden bonus
  2895. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2896. hitrate += hitrate * ( 2 * skill ) / 100;
  2897. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2898. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2899. hitrate += 3 * skill;
  2900. }
  2901. if (sc) {
  2902. if (sc->getSCE(SC_MTF_ASPD))
  2903. hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
  2904. if (sc->getSCE(SC_MTF_ASPD2))
  2905. hitrate += sc->getSCE(SC_MTF_ASPD2)->val2;
  2906. }
  2907. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2908. if(skill_id == PA_SHIELDCHAIN)
  2909. hitrate += 20; //Rapid Smiting gives a flat +20 hit after the hitrate was capped
  2910. return (rnd()%100 < hitrate);
  2911. }
  2912. /*==========================================
  2913. * If attack ignores def.
  2914. *------------------------------------------
  2915. * Credits:
  2916. * Original coder Skotlex
  2917. * Initial refactoring by Baalberith
  2918. * Refined and optimized by helvetica
  2919. */
  2920. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2921. {
  2922. struct status_data *tstatus = status_get_status_data(target);
  2923. status_change *sc = status_get_sc(src);
  2924. map_session_data *sd = BL_CAST(BL_PC, src);
  2925. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2926. #ifndef RENEWAL
  2927. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2928. return true;
  2929. else
  2930. #endif
  2931. if (sc && sc->getSCE(SC_FUSION))
  2932. return true;
  2933. if( sd != nullptr ){
  2934. switch( skill_id ){
  2935. case RK_WINDCUTTER:
  2936. if( sd->status.weapon == W_2HSWORD ){
  2937. return true;
  2938. }
  2939. break;
  2940. case NW_THE_VIGILANTE_AT_NIGHT:
  2941. if( sd->status.weapon == W_GATLING ){
  2942. return true;
  2943. }
  2944. break;
  2945. case NW_ONLY_ONE_BULLET:
  2946. if( sd->status.weapon == W_REVOLVER ){
  2947. return true;
  2948. }
  2949. break;
  2950. }
  2951. }
  2952. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2953. { //Ignore Defense?
  2954. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2955. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2956. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2957. if (weapon_position == EQI_HAND_R)
  2958. return true;
  2959. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2960. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2961. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2962. {
  2963. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2964. if (weapon_position == EQI_HAND_R)
  2965. return true;
  2966. } else if (weapon_position == EQI_HAND_L)
  2967. return true;
  2968. }
  2969. }
  2970. return nk[NK_IGNOREDEFENSE] != 0;
  2971. }
  2972. /**
  2973. * This function lists which skills are unaffected by refine bonus, masteries, Star Crumbs and Spirit Spheres
  2974. * This function is also used to determine if atkpercent applies
  2975. * @param skill_id: Skill being used
  2976. * @param chk_flag: The bonus that is currently being checked for, see e_bonus_chk_flag
  2977. * @return true = bonus applies; false = bonus does not apply
  2978. */
  2979. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id, e_bonus_chk_flag chk_flag)
  2980. {
  2981. switch (skill_id) {
  2982. // PC skills that are unaffected
  2983. case PA_SHIELDCHAIN:
  2984. case CR_SHIELDBOOMERANG:
  2985. case AM_ACIDTERROR:
  2986. case MO_INVESTIGATE:
  2987. case MO_EXTREMITYFIST:
  2988. case PA_SACRIFICE:
  2989. case RK_DRAGONBREATH:
  2990. case RK_DRAGONBREATH_WATER:
  2991. case NC_SELFDESTRUCTION:
  2992. case LG_SHIELDPRESS:
  2993. case LG_EARTHDRIVE:
  2994. case NPC_DRAGONBREATH:
  2995. return false;
  2996. case LK_SPIRALPIERCE:
  2997. // Spiral Pierce is influenced only by refine bonus and Star Crumbs for players
  2998. if (chk_flag != BCHK_REFINE && chk_flag != BCHK_STAR)
  2999. return false;
  3000. break;
  3001. }
  3002. return true;
  3003. }
  3004. #ifdef RENEWAL
  3005. /*========================================
  3006. * Calculate equipment ATK for renewal ATK
  3007. *----------------------------------------
  3008. * Credits:
  3009. * Original coder Skotlex
  3010. * Initial refactoring by Baalberith
  3011. * Refined and optimized by helvetica
  3012. */
  3013. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  3014. {
  3015. if(src != nullptr) {
  3016. int eatk = 0;
  3017. struct status_data *status = status_get_status_data(src);
  3018. map_session_data *sd = BL_CAST(BL_PC, src);
  3019. if (sd) // add arrow atk if using an applicable skill
  3020. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  3021. return eatk + status->eatk;
  3022. }
  3023. return 0; // shouldn't happen but just in case
  3024. }
  3025. #endif
  3026. /*========================================
  3027. * Returns the element type of attack
  3028. *----------------------------------------
  3029. * Credits:
  3030. * Original coder Skotlex
  3031. * Initial refactoring by Baalberith
  3032. * Refined and optimized by helvetica
  3033. */
  3034. int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  3035. {
  3036. map_session_data *sd = BL_CAST(BL_PC, src);
  3037. status_change *sc = status_get_sc(src);
  3038. struct status_data *sstatus = status_get_status_data(src);
  3039. int element = skill_get_ele(skill_id, skill_lv);
  3040. //Take weapon's element
  3041. if( !skill_id || element == ELE_WEAPON ) {
  3042. if (weapon_position == EQI_HAND_R)
  3043. element = sstatus->rhw.ele;
  3044. else
  3045. element = sstatus->lhw.ele;
  3046. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  3047. element = sd->bonus.arrow_ele;
  3048. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3049. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3050. // on official endows override all other elements [helvetica]
  3051. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  3052. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  3053. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  3054. element = status_get_attack_sc_element(src,sc);
  3055. else if( element == ELE_RANDOM ) //Use random element
  3056. element = rnd()%ELE_ALL;
  3057. switch( skill_id ) {
  3058. case GS_GROUNDDRIFT:
  3059. element = wd->miscflag; //element comes in flag.
  3060. break;
  3061. case LK_SPIRALPIERCE:
  3062. if (!sd)
  3063. element = ELE_NEUTRAL; //forced neutral for monsters
  3064. break;
  3065. case RK_DRAGONBREATH:
  3066. if (sc) {
  3067. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  3068. element = ELE_DARK;
  3069. else if (sc->getSCE(SC_GIANTGROWTH))
  3070. element = ELE_HOLY;
  3071. }
  3072. break;
  3073. case RK_DRAGONBREATH_WATER:
  3074. if (sc) {
  3075. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  3076. element = ELE_NEUTRAL;
  3077. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  3078. element = ELE_GHOST;
  3079. }
  3080. break;
  3081. case LG_HESPERUSLIT:
  3082. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  3083. element = ELE_HOLY;
  3084. break;
  3085. case GN_CARTCANNON:
  3086. case NC_ARMSCANNON:
  3087. if (sd && sd->state.arrow_atk > 0)
  3088. element = sd->bonus.arrow_ele;
  3089. break;
  3090. case SJ_PROMINENCEKICK:
  3091. element = ELE_FIRE;
  3092. break;
  3093. case RL_H_MINE:
  3094. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  3095. element = ELE_FIRE;
  3096. break;
  3097. case NW_BASIC_GRENADE:
  3098. case NW_HASTY_FIRE_IN_THE_HOLE:
  3099. case NW_GRENADES_DROPPING:
  3100. case NW_MISSION_BOMBARD:
  3101. // Night Watch Grenade Fragment elementals affecting those skills.
  3102. if( sc != nullptr ){
  3103. if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){
  3104. element = ELE_WATER;
  3105. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){
  3106. element = ELE_WIND;
  3107. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){
  3108. element = ELE_EARTH;
  3109. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){
  3110. element = ELE_FIRE;
  3111. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){
  3112. element = ELE_DARK;
  3113. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){
  3114. element = ELE_HOLY;
  3115. }
  3116. }
  3117. break;
  3118. }
  3119. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  3120. element = ELE_HOLY;
  3121. // calc_flag means the element should be calculated for damage only
  3122. if (calc_for_damage_only)
  3123. return element;
  3124. #ifdef RENEWAL
  3125. if (skill_id == CR_SHIELDBOOMERANG)
  3126. element = ELE_NEUTRAL;
  3127. #endif
  3128. return element;
  3129. }
  3130. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3131. int element = skill_get_ele(skill_id, skill_lv);
  3132. map_session_data *sd = BL_CAST(BL_PC, src);
  3133. status_change *sc = status_get_sc(src);
  3134. struct status_data *sstatus = status_get_status_data(src);
  3135. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3136. element = sstatus->rhw.ele;
  3137. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3138. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3139. } else if (element == ELE_ENDOWED) //Use status element
  3140. element = status_get_attack_sc_element(src,status_get_sc(src));
  3141. else if (element == ELE_RANDOM) //Use random element
  3142. element = rnd()%ELE_ALL;
  3143. switch(skill_id) {
  3144. case NPC_EARTHQUAKE:
  3145. element = ELE_NEUTRAL;
  3146. break;
  3147. case WL_HELLINFERNO:
  3148. if (mflag & 2) { // ELE_DARK
  3149. element = ELE_DARK;
  3150. }
  3151. break;
  3152. case NPC_PSYCHIC_WAVE:
  3153. case SO_PSYCHIC_WAVE:
  3154. if( sc && sc->count ) {
  3155. static const std::vector<sc_type> types = {
  3156. SC_HEATER_OPTION,
  3157. SC_COOLER_OPTION,
  3158. SC_BLAST_OPTION,
  3159. SC_CURSED_SOIL_OPTION,
  3160. SC_FLAMETECHNIC_OPTION,
  3161. SC_COLD_FORCE_OPTION,
  3162. SC_GRACE_BREEZE_OPTION,
  3163. SC_EARTH_CARE_OPTION,
  3164. SC_DEEP_POISONING_OPTION
  3165. };
  3166. for( sc_type type : types ){
  3167. if( sc->getSCE( type ) ){
  3168. element = sc->getSCE( type )->val3;
  3169. break;
  3170. }
  3171. }
  3172. }
  3173. break;
  3174. case KO_KAIHOU:
  3175. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3176. element = sd->spiritcharm_type;
  3177. break;
  3178. case AB_ADORAMUS:
  3179. if (sc && sc->getSCE(SC_ANCILLA))
  3180. element = ELE_NEUTRAL;
  3181. break;
  3182. case LG_RAYOFGENESIS:
  3183. if (sc && sc->getSCE(SC_INSPIRATION))
  3184. element = ELE_NEUTRAL;
  3185. break;
  3186. case WM_REVERBERATION:
  3187. case TR_METALIC_FURY:
  3188. case TR_SOUNDBLEND:
  3189. if (sd)
  3190. element = sd->bonus.arrow_ele;
  3191. break;
  3192. }
  3193. return element;
  3194. }
  3195. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3196. int element = skill_get_ele(skill_id, skill_lv);
  3197. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3198. element = ELE_NEUTRAL;
  3199. else if (element == ELE_RANDOM) //Use random element
  3200. element = rnd()%ELE_ALL;
  3201. return element;
  3202. }
  3203. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  3204. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  3205. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3206. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3207. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3208. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  3209. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  3210. //Adds an absolute value to damage. 100 = +100 damage
  3211. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3212. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  3213. #ifdef RENEWAL
  3214. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3215. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3216. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3217. #else
  3218. #define RE_ALLATK_ADD(wd, a) {;}
  3219. #define RE_ALLATK_RATE(wd, a) {;}
  3220. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3221. #endif
  3222. /**
  3223. * Cap both damage and basedamage of damage struct to a minimum value
  3224. * @param wd: Weapon damage structure
  3225. * @param src: Source of the attack
  3226. * @param skill_id: Skill ID of the skill used by source
  3227. * @param min: Minimum value to which damage should be capped
  3228. */
  3229. static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) {
  3230. if (is_attack_right_handed(&src, skill_id)) {
  3231. wd.damage = cap_value(wd.damage, min, INT64_MAX);
  3232. #ifndef RENEWAL
  3233. wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX);
  3234. #endif
  3235. }
  3236. // Left-hand damage is always capped to 0
  3237. if (is_attack_left_handed(&src, skill_id)) {
  3238. wd.damage2 = cap_value(wd.damage2, 0, INT64_MAX);
  3239. }
  3240. }
  3241. /**
  3242. * Returns the bonus damage granted by Spirit Spheres
  3243. * As we delete the spheres before calculating the damage, we need some kind of logic to figure out how many were available
  3244. * Each skill handles this in its own way, this function handles the different cases
  3245. * @param wd: Weapon damage structure
  3246. * @param src: Source of the attack
  3247. * @param skill_id: Skill ID of the skill used by source
  3248. * @param min: Minimum value to which damage should be capped
  3249. */
  3250. static int battle_get_spiritball_damage(struct Damage& wd, struct block_list& src, uint16 skill_id) {
  3251. map_session_data* sd = BL_CAST(BL_PC, &src);
  3252. // Return 0 for non-players
  3253. if (!sd)
  3254. return 0;
  3255. int damage = 0;
  3256. switch (skill_id) {
  3257. case MO_INVESTIGATE:
  3258. #ifndef RENEWAL
  3259. case MO_FINGEROFFENSIVE:
  3260. #endif
  3261. // These skills used as many spheres as they do hits
  3262. damage = (wd.div_ + sd->spiritball) * 3;
  3263. break;
  3264. case MO_EXTREMITYFIST:
  3265. // These skills store the number of spheres the player had before cast
  3266. damage = sd->spiritball_old * 3;
  3267. break;
  3268. default:
  3269. // Any skills that do not consume spheres or do not care
  3270. damage = sd->spiritball * 3;
  3271. break;
  3272. }
  3273. return damage;
  3274. }
  3275. /*========================================
  3276. * Do element damage modifier calculation
  3277. *----------------------------------------
  3278. * Credits:
  3279. * Original coder Skotlex
  3280. * Initial refactoring by Baalberith
  3281. * Refined and optimized by helvetica
  3282. */
  3283. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3284. {
  3285. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3286. map_session_data* sd = BL_CAST(BL_PC, src);
  3287. status_change* sc = status_get_sc(src);
  3288. struct status_data* sstatus = status_get_status_data(src);
  3289. struct status_data* tstatus = status_get_status_data(target);
  3290. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3291. // Elemental attribute fix
  3292. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3293. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3294. switch (skill_id) {
  3295. case PA_SACRIFICE:
  3296. case RK_DRAGONBREATH:
  3297. case RK_DRAGONBREATH_WATER:
  3298. case NC_SELFDESTRUCTION:
  3299. case HFLI_SBR44:
  3300. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3301. if (is_attack_left_handed(src, skill_id))
  3302. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3303. break;
  3304. default:
  3305. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3306. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3307. #ifdef RENEWAL
  3308. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3309. #endif
  3310. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3311. if (is_attack_left_handed(src, skill_id))
  3312. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3313. #ifdef RENEWAL
  3314. }
  3315. #endif
  3316. break;
  3317. }
  3318. // Forced to neutral skills [helvetica]
  3319. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3320. switch (skill_id) {
  3321. #ifdef RENEWAL
  3322. case MO_INVESTIGATE:
  3323. case CR_SHIELDBOOMERANG:
  3324. case PA_SHIELDCHAIN:
  3325. #endif
  3326. case MC_CARTREVOLUTION:
  3327. case HW_MAGICCRASHER:
  3328. case SR_FALLENEMPIRE:
  3329. case SR_CRESCENTELBOW_AUTOSPELL:
  3330. case SR_GATEOFHELL:
  3331. case GN_FIRE_EXPANSION_ACID:
  3332. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3333. if (is_attack_left_handed(src, skill_id))
  3334. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3335. break;
  3336. }
  3337. }
  3338. #ifndef RENEWAL
  3339. // These mastery bonuses are non-elemental and should apply even if the attack misses
  3340. // They are still increased by the EDP/Magnum Break bonus damage (WATK_ELEMENT)
  3341. // In renewal these bonuses do not apply when the attack misses
  3342. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_STAR)) {
  3343. // Star Crumb bonus damage
  3344. ATK_ADD2(wd->damage, wd->damage2, sd->right_weapon.star, sd->left_weapon.star);
  3345. }
  3346. // Check if general mastery bonuses apply (above check is only for Star Crumb)
  3347. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) {
  3348. // Spirit Sphere bonus damage
  3349. ATK_ADD(wd->damage, wd->damage2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3350. // Skill-specific bonuses
  3351. switch(skill_id) {
  3352. case TF_POISON:
  3353. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv);
  3354. // Envenom applies the attribute table to the base damage and then again to the final damage
  3355. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3356. break;
  3357. case NJ_SYURIKEN:
  3358. ATK_ADD(wd->damage, wd->damage2, 4 * skill_lv);
  3359. if (sd) {
  3360. ATK_ADD(wd->damage, wd->damage2, 3 * pc_checkskill(sd, NJ_TOBIDOUGU));
  3361. ATK_ADD(wd->damage, wd->damage2, sd->bonus.arrow_atk);
  3362. }
  3363. // Applies attribute table on neutral element to the final damage
  3364. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3365. break;
  3366. case NJ_KUNAI:
  3367. if (sd) {
  3368. ATK_ADD(wd->damage, wd->damage2, 3 * sd->bonus.arrow_atk);
  3369. }
  3370. // Applies attribute table on neutral element to the final damage
  3371. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3372. break;
  3373. }
  3374. }
  3375. // These bonuses do not apply to skills that ignore +% damage cards
  3376. // If damage was reduced below 0 and was not increased again to a positive value through mastery bonuses, these bonuses are ignored
  3377. // Any of these are only applied to your right hand weapon in pre-renewal
  3378. if (!nk[NK_IGNOREELEMENT] && !nk[NK_IGNOREATKCARD] && (wd->damage > 0 || wd->damage2 > 0) && sc) {
  3379. // EDP bonus damage
  3380. // This has to be applied after mastery bonuses but still before the elemental extra damage
  3381. if (sc->getSCE(SC_EDP))
  3382. wd->damage += (wd->damage * sc->getSCE(SC_EDP)->val3) / 100;
  3383. // This adds a percentual damage bonus based on the damage you would deal with a normal attack
  3384. // Applies only to player damage; monsters and mercenaries don't get this damage boost
  3385. if (sd && sc->getSCE(SC_WATK_ELEMENT)) {
  3386. // Pretend the normal attack was of the element stored in the status change
  3387. wd->basedamage = battle_attr_fix(src, target, wd->basedamage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv, 1);
  3388. // Star Crumb bonus damage
  3389. wd->basedamage += sd->right_weapon.star;
  3390. // Spirit Sphere bonus damage
  3391. wd->basedamage += battle_get_spiritball_damage(*wd, *src, skill_id);
  3392. // Add percent of the base damage to the damage
  3393. wd->damage += (wd->basedamage * sc->getSCE(SC_WATK_ELEMENT)->val2) / 100;
  3394. }
  3395. }
  3396. #endif
  3397. // Cap damage to 0
  3398. if (battle_config.attr_recover == 0)
  3399. battle_min_damage(*wd, *src, skill_id, 0);
  3400. }
  3401. /*==================================
  3402. * Calculate weapon mastery damages
  3403. *----------------------------------
  3404. * Credits:
  3405. * Original coder Skotlex
  3406. * Initial refactoring by Baalberith
  3407. * Refined and optimized by helvetica
  3408. */
  3409. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3410. {
  3411. map_session_data *sd = BL_CAST(BL_PC, src);
  3412. status_change *sc = status_get_sc(src);
  3413. struct status_data *sstatus = status_get_status_data(src);
  3414. int t_class = status_get_class(target);
  3415. #ifndef RENEWAL
  3416. if (sd) {
  3417. wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0);
  3418. }
  3419. #endif
  3420. // Check if mastery damage applies to current skill
  3421. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3422. { //Add mastery damage
  3423. uint16 skill;
  3424. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3425. #ifdef RENEWAL
  3426. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3427. #endif
  3428. if (is_attack_left_handed(src, skill_id)) {
  3429. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3430. #ifdef RENEWAL
  3431. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3432. #endif
  3433. }
  3434. #ifdef RENEWAL
  3435. //General skill masteries
  3436. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3437. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3438. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3439. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3440. // Star Crumb bonus damage
  3441. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, sd->right_weapon.star, sd->left_weapon.star);
  3442. // Spirit Sphere bonus damage
  3443. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3444. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  3445. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3446. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3447. }
  3448. #endif
  3449. switch(skill_id) {
  3450. case RA_WUGDASH:
  3451. case RA_WUGSTRIKE:
  3452. case RA_WUGBITE:
  3453. if (sd) {
  3454. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3455. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3456. #ifdef RENEWAL
  3457. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3458. #endif
  3459. }
  3460. break;
  3461. }
  3462. if (sc) { // Status change considered as masteries
  3463. #ifdef RENEWAL
  3464. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3465. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3466. #endif
  3467. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3468. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3469. #ifdef RENEWAL
  3470. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3471. #endif
  3472. }
  3473. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3474. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3475. #ifdef RENEWAL
  3476. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3477. #endif
  3478. }
  3479. if (sc->getSCE(SC_P_ALTER)) {
  3480. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3481. #ifdef RENEWAL
  3482. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3483. #endif
  3484. }
  3485. }
  3486. }
  3487. }
  3488. #ifdef RENEWAL
  3489. /*=========================================
  3490. * Calculate the various Renewal ATK parts
  3491. *-----------------------------------------
  3492. * Credits:
  3493. * Original coder Skotlex
  3494. * Initial refactoring by Baalberith
  3495. * Refined and optimized by helvetica
  3496. */
  3497. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3498. {
  3499. struct status_data *sstatus = status_get_status_data(src);
  3500. struct status_data *tstatus = status_get_status_data(target);
  3501. map_session_data *sd = BL_CAST(BL_PC, src);
  3502. bool critical = false;
  3503. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3504. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3505. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3506. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3507. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3508. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3509. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3510. } else { // status atk is considered neutral on normal attacks [helvetica]
  3511. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3512. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3513. }
  3514. // Check critical
  3515. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3516. critical = true;
  3517. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3518. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3519. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3520. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3521. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3522. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3523. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3524. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3525. wd->weaponAtk += bonus_atk;
  3526. wd->weaponAtk2 += bonus_atk2;
  3527. }
  3528. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3529. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3530. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3531. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3532. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3533. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3534. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3535. if (sd && sd->bonus.atk_rate) {
  3536. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3537. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3538. }
  3539. //Mastery ATK is a special kind of ATK that has no elemental properties
  3540. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3541. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3542. wd->damage = 0;
  3543. wd->damage2 = 0;
  3544. }
  3545. #endif
  3546. /*==========================================================
  3547. * Calculate basic ATK that goes into the skill ATK formula
  3548. *----------------------------------------------------------
  3549. * Credits:
  3550. * Original coder Skotlex
  3551. * Initial refactoring by Baalberith
  3552. * Refined and optimized by helvetica
  3553. */
  3554. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3555. {
  3556. status_change *sc = status_get_sc(src);
  3557. struct status_data *sstatus = status_get_status_data(src);
  3558. struct status_data *tstatus = status_get_status_data(target);
  3559. map_session_data *sd = BL_CAST(BL_PC, src);
  3560. map_session_data *tsd = BL_CAST(BL_PC, target);
  3561. uint16 bflag = BDMG_NONE;
  3562. #ifndef RENEWAL
  3563. uint16 i;
  3564. #endif
  3565. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3566. switch (skill_id) { //Calc base damage according to skill
  3567. case PA_SACRIFICE:
  3568. wd->damage = sstatus->max_hp* 9/100;
  3569. wd->damage2 = 0;
  3570. #ifdef RENEWAL
  3571. wd->weaponAtk = wd->damage;
  3572. wd->weaponAtk2 = wd->damage2;
  3573. #endif
  3574. break;
  3575. #ifdef RENEWAL
  3576. case LK_SPIRALPIERCE:
  3577. case ML_SPIRALPIERCE:
  3578. if (sd) {
  3579. short index = sd->equip_index[EQI_HAND_R];
  3580. if (index >= 0 &&
  3581. sd->inventory_data[index] &&
  3582. sd->inventory_data[index]->type == IT_WEAPON)
  3583. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3584. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3585. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3586. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3587. case SZ_SMALL: //Small: 115%
  3588. ATK_RATE(wd->damage, wd->damage2, 115);
  3589. RE_ALLATK_RATE(wd, 115);
  3590. break;
  3591. //case SZ_MEDIUM: //Medium: 100%
  3592. case SZ_BIG: //Large: 85%
  3593. ATK_RATE(wd->damage, wd->damage2, 85);
  3594. RE_ALLATK_RATE(wd, 85);
  3595. break;
  3596. }
  3597. } else {
  3598. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3599. }
  3600. #else
  3601. case NJ_ISSEN:
  3602. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3603. wd->damage2 = 0;
  3604. break;
  3605. case LK_SPIRALPIERCE:
  3606. case ML_SPIRALPIERCE:
  3607. if (sd) {
  3608. short index = sd->equip_index[EQI_HAND_R];
  3609. if (index >= 0 &&
  3610. sd->inventory_data[index] &&
  3611. sd->inventory_data[index]->type == IT_WEAPON)
  3612. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3613. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3614. } else {
  3615. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3616. }
  3617. i = sstatus->str/10;
  3618. i*=i;
  3619. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3620. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3621. case SZ_SMALL: //Small: 125%
  3622. ATK_RATE(wd->damage, wd->damage2, 125);
  3623. break;
  3624. //case SZ_MEDIUM: //Medium: 100%
  3625. case SZ_BIG: //Large: 75%
  3626. ATK_RATE(wd->damage, wd->damage2, 75);
  3627. break;
  3628. }
  3629. #endif
  3630. break;
  3631. case CR_SHIELDBOOMERANG:
  3632. case PA_SHIELDCHAIN:
  3633. wd->damage = sstatus->batk;
  3634. if (sd) {
  3635. short index = sd->equip_index[EQI_HAND_L];
  3636. //Base damage of shield skills is [batk + 4*refine + weight]
  3637. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3638. ATK_ADD(wd->damage, wd->damage2, 4 * sd->inventory.u.items_inventory[index].refine);
  3639. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3640. #ifdef RENEWAL
  3641. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, 4 * sd->inventory.u.items_inventory[index].refine);
  3642. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3643. #endif
  3644. }
  3645. #ifndef RENEWAL
  3646. // Shield Boomerang and Rapid Smiting calculate DEF before the skill ratio
  3647. battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  3648. #endif
  3649. } else
  3650. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3651. break;
  3652. case RK_DRAGONBREATH:
  3653. case RK_DRAGONBREATH_WATER:
  3654. {
  3655. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3656. if(status_get_lv(src) > 100)
  3657. damagevalue = damagevalue * status_get_lv(src) / 100;
  3658. if(sd) {
  3659. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3660. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3661. } else {
  3662. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3663. }
  3664. }
  3665. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3666. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3667. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3668. #ifdef RENEWAL
  3669. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3670. #endif
  3671. wd->flag |= BF_LONG;
  3672. }
  3673. break;
  3674. case NC_SELFDESTRUCTION: {
  3675. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3676. if(status_get_lv(src) > 100)
  3677. damagevalue = damagevalue * status_get_lv(src) / 100;
  3678. damagevalue = damagevalue + sstatus->hp;
  3679. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3680. #ifdef RENEWAL
  3681. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3682. #endif
  3683. }
  3684. break;
  3685. case KO_HAPPOKUNAI:
  3686. if(sd) {
  3687. short index = sd->equip_index[EQI_AMMO];
  3688. int damagevalue = 3 * (
  3689. #ifdef RENEWAL
  3690. 2 *
  3691. #endif
  3692. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3693. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3694. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3695. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3696. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3697. #ifdef RENEWAL
  3698. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3699. #endif
  3700. } else
  3701. ATK_ADD(wd->damage, wd->damage2, 5000);
  3702. break;
  3703. case HFLI_SBR44: //[orn]
  3704. if(src->type == BL_HOM)
  3705. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3706. break;
  3707. default:
  3708. // Flags that apply to both pre-renewal and renewal
  3709. bflag = BDMG_NONE;
  3710. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) bflag |= BDMG_CRIT;
  3711. if (!skill_id && sc && sc->getSCE(SC_CHANGE)) bflag |= BDMG_MAGIC;
  3712. #ifdef RENEWAL
  3713. if (sd)
  3714. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3715. else {
  3716. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3717. if (is_attack_left_handed(src, skill_id))
  3718. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3719. }
  3720. #else
  3721. // Pre-renewal exclusive flags
  3722. if (skill_id == HW_MAGICCRASHER) bflag |= BDMG_MAGIC;
  3723. if (sc && sc->getSCE(SC_WEAPONPERFECTION)) bflag |= BDMG_NOSIZE;
  3724. if (is_skill_using_arrow(src, skill_id) && sd) {
  3725. switch(sd->status.weapon) {
  3726. case W_BOW:
  3727. bflag |= BDMG_ARROW;
  3728. break;
  3729. case W_REVOLVER:
  3730. case W_RIFLE:
  3731. case W_GATLING:
  3732. case W_SHOTGUN:
  3733. case W_GRENADE:
  3734. // Criticals with any guns are calculated like melee criticals
  3735. if (!(bflag & BDMG_CRIT)) {
  3736. bflag |= BDMG_ARROW;
  3737. }
  3738. break;
  3739. default:
  3740. // Attacks that use ammo are calculated like melee attacks as long as no ranged weapon is equipped
  3741. // Some skills manually add arrow_atk as mastery bonus later (e.g. Throw Shuriken, Throw Kunai)
  3742. break;
  3743. }
  3744. }
  3745. if (skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING)
  3746. bflag &= ~(BDMG_CRIT); // Sharpshooting just ignores DEF/FLEE but damage is like a normal attack
  3747. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3748. if (is_attack_left_handed(src, skill_id))
  3749. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3750. #endif
  3751. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3752. if(wd->miscflag > 0) {
  3753. wd->damage /= wd->miscflag;
  3754. #ifdef RENEWAL
  3755. wd->statusAtk /= wd->miscflag;
  3756. wd->weaponAtk /= wd->miscflag;
  3757. wd->equipAtk /= wd->miscflag;
  3758. wd->masteryAtk /= wd->miscflag;
  3759. #endif
  3760. } else
  3761. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3762. }
  3763. //Add any bonuses that modify the base atk (pre-skills)
  3764. if(sd) {
  3765. int skill;
  3766. #ifndef RENEWAL
  3767. if (sd->bonus.crit_atk_rate && (bflag & BDMG_CRIT)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3768. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3769. }
  3770. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3771. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3772. // Reduce count by one (self) [Tydus1]
  3773. i -= 1;
  3774. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3775. }
  3776. }
  3777. #else
  3778. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3779. ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
  3780. RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
  3781. }
  3782. #endif
  3783. }
  3784. #ifndef RENEWAL
  3785. if (tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && (bflag & BDMG_CRIT)) {
  3786. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3787. }
  3788. //Acid Terror ignores DEF but will substract VIT from base attack value instead
  3789. if (skill_id == AM_ACIDTERROR)
  3790. ATK_ADD(wd->damage, wd->damage2, -tstatus->def2);
  3791. #endif
  3792. break;
  3793. } //End switch(skill_id)
  3794. }
  3795. //For quick div adjustment.
  3796. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3797. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3798. /*================================================= [Playtester]
  3799. * Applies DAMAGE_DIV_FIX and checks for min damage
  3800. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3801. * @param skill_id: ID of the skill that deals damage
  3802. * @return Modified damage struct
  3803. *------------------------------------------------*/
  3804. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3805. {
  3806. if(d->damage) {
  3807. DAMAGE_DIV_FIX(d->damage, d->div_);
  3808. //Min damage
  3809. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3810. d->damage = d->div_;
  3811. } else if (d->div_ < 0) {
  3812. d->div_ *= -1;
  3813. }
  3814. }
  3815. /*=======================================
  3816. * Check for and calculate multi attacks
  3817. *---------------------------------------
  3818. * Credits:
  3819. * Original coder Skotlex
  3820. * Initial refactoring by Baalberith
  3821. * Refined and optimized by helvetica
  3822. */
  3823. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3824. {
  3825. map_session_data *sd = BL_CAST(BL_PC, src);
  3826. status_change *sc = status_get_sc(src);
  3827. status_change *tsc = status_get_sc(target);
  3828. struct status_data *tstatus = status_get_status_data(target);
  3829. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3830. short i;
  3831. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3832. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3833. {
  3834. int chance = rnd()%100;
  3835. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3836. case 5:
  3837. if (chance < 4) {
  3838. wd->div_ = 5;
  3839. break;
  3840. } // 3 % chance to attack 5 times.
  3841. [[fallthrough]];
  3842. case 4:
  3843. if (chance < 7) {
  3844. wd->div_ = 4;
  3845. break;
  3846. } // 6 % chance to attack 4 times.
  3847. [[fallthrough]];
  3848. case 3:
  3849. if (chance < 10) {
  3850. wd->div_ = 3;
  3851. break;
  3852. } // 9 % chance to attack 3 times.
  3853. [[fallthrough]];
  3854. case 2:
  3855. case 1:
  3856. if (chance < 13) {
  3857. wd->div_ = 2;
  3858. break;
  3859. } // 12 % chance to attack 2 times.
  3860. }
  3861. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3862. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3863. if (wd->div_ > 1)
  3864. wd->type = DMG_MULTI_HIT;
  3865. }
  3866. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3867. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3868. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3869. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3870. { //Success chance is not added, the higher one is used [Skotlex]
  3871. int max_rate = 0;
  3872. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3873. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3874. else
  3875. #ifdef RENEWAL
  3876. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3877. #else
  3878. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3879. #endif
  3880. if( rnd()%100 < max_rate ) {
  3881. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3882. wd->type = DMG_MULTI_HIT;
  3883. }
  3884. }
  3885. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3886. || (sc && sc->count && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3887. && rnd()%100 < 5*skill_lv ) //Success rate
  3888. {
  3889. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3890. wd->type = DMG_MULTI_HIT;
  3891. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3892. }
  3893. }
  3894. switch (skill_id) {
  3895. case RK_WINDCUTTER:
  3896. if (sd && sd->weapontype1 == W_2HSWORD)
  3897. wd->div_ = 2;
  3898. break;
  3899. case SC_FATALMENACE:
  3900. if (sd && sd->weapontype1 == W_DAGGER)
  3901. wd->div_++;
  3902. break;
  3903. case SR_RIDEINLIGHTNING:
  3904. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3905. break;
  3906. case RL_QD_SHOT:
  3907. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3908. break;
  3909. case KO_JYUMONJIKIRI:
  3910. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3911. wd->div_ = wd->div_ * -1;// needs more info
  3912. break;
  3913. case MH_BLAZING_AND_FURIOUS: {
  3914. struct homun_data *hd = BL_CAST(BL_HOM, src);
  3915. if (hd) {
  3916. wd->div_ = hd->homunculus.spiritball;
  3917. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  3918. }
  3919. break;
  3920. }
  3921. case ABC_FRENZY_SHOT:
  3922. if( rnd_chance( 5 * skill_lv, 100 ) ){
  3923. wd->div_ = 3;
  3924. }
  3925. break;
  3926. #ifdef RENEWAL
  3927. case AS_POISONREACT:
  3928. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3929. if (skill_lv > 0) {
  3930. if(rnd()%100 < (7 * skill_lv)) {
  3931. wd->div_++;
  3932. }
  3933. }
  3934. break;
  3935. #endif
  3936. case NW_SPIRAL_SHOOTING:
  3937. if (sd && sd->weapontype1 == W_GRENADE)
  3938. wd->div_ += 1;
  3939. break;
  3940. case NW_MAGAZINE_FOR_ONE:
  3941. if (sd && sd->weapontype1 == W_GATLING)
  3942. wd->div_ += 4;
  3943. break;
  3944. case NW_THE_VIGILANTE_AT_NIGHT:
  3945. if (sd && sd->weapontype1 == W_GATLING)
  3946. wd->div_ += 3;
  3947. break;
  3948. }
  3949. }
  3950. /**
  3951. * Calculates the percentual attack modificator (ATKpercent) based on status changes
  3952. * These bonuses are added together and the percent is applied to the damage before the defense reduction in pre-renewal
  3953. * In renewal this simply sets the base skillratio before the actual skill ratio of the skill used is added
  3954. * This bonus works as a separate unit to the rest (e.g., if one of these is not applied to a skill, then we know none are)
  3955. * Do not add additional status changes here unless they are confirmed to use ATKpercent
  3956. * @param bl: Object to calc atkpercent for
  3957. * @param skill_id: Skill used by object
  3958. * @param sc: Object's status change information
  3959. * @return atkpercent with cap_value(watk,0,USHRT_MAX)
  3960. */
  3961. static unsigned short battle_get_atkpercent(struct block_list& bl, uint16 skill_id, status_change& sc)
  3962. {
  3963. if (bl.type == BL_PC && !battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3964. return 100;
  3965. int atkpercent = 100;
  3966. if (sc.getSCE(SC_CURSE))
  3967. atkpercent -= 25;
  3968. if (sc.getSCE(SC_PROVOKE))
  3969. atkpercent += sc.getSCE(SC_PROVOKE)->val2;
  3970. if (sc.getSCE(SC_STRIPWEAPON) && bl.type != BL_PC)
  3971. atkpercent -= sc.getSCE(SC_STRIPWEAPON)->val2;
  3972. if (sc.getSCE(SC_CONCENTRATION))
  3973. atkpercent += sc.getSCE(SC_CONCENTRATION)->val2;
  3974. if (sc.getSCE(SC_TRUESIGHT))
  3975. atkpercent += 2 * sc.getSCE(SC_TRUESIGHT)->val1;
  3976. if (sc.getSCE(SC_JOINTBEAT) && sc.getSCE(SC_JOINTBEAT)->val2 & BREAK_WAIST)
  3977. atkpercent -= 25;
  3978. if (sc.getSCE(SC_INCATKRATE))
  3979. atkpercent += sc.getSCE(SC_INCATKRATE)->val1;
  3980. if (sc.getSCE(SC_POWERUP))
  3981. atkpercent += sc.getSCE(SC_POWERUP)->val1;
  3982. if (sc.getSCE(SC_SKE))
  3983. atkpercent += 300;
  3984. if (sc.getSCE(SC_BLOODLUST))
  3985. atkpercent += sc.getSCE(SC_BLOODLUST)->val2;
  3986. if (sc.getSCE(SC_FLEET))
  3987. atkpercent += sc.getSCE(SC_FLEET)->val3;
  3988. if (sc.getSCE(SC_INVINCIBLE))
  3989. atkpercent += sc.getSCE(SC_INVINCIBLE)->val2;
  3990. /* Only few selected skills should use this function, DO NOT ADD any that are not caused by the skills listed below
  3991. * TODO:
  3992. * GD_GUARDUP (2*skLevel+8)
  3993. * EL_WATERBARRIER (-3)
  3994. * SC_ENERVATION (-30/-40/-50)
  3995. * MH_EQC (skLevel*5)
  3996. * MH_VOLCANIC_ASH (-50)
  3997. */
  3998. return (unsigned short)cap_value(atkpercent, 0, USHRT_MAX);
  3999. }
  4000. /*======================================================
  4001. * Calculate skill level ratios for weapon-based skills
  4002. *------------------------------------------------------
  4003. * Credits:
  4004. * Original coder Skotlex
  4005. * Initial refactoring by Baalberith
  4006. * Refined and optimized by helvetica
  4007. */
  4008. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4009. {
  4010. map_session_data *sd = BL_CAST(BL_PC, src);
  4011. map_session_data *tsd = BL_CAST(BL_PC, target);
  4012. status_change *sc = status_get_sc(src);
  4013. status_change *tsc = status_get_sc(target);
  4014. struct status_data *sstatus = status_get_status_data(src);
  4015. struct status_data *tstatus = status_get_status_data(target);
  4016. int skillratio = 100;
  4017. int i;
  4018. //Skill damage modifiers that stack linearly
  4019. if(sc && skill_id != PA_SACRIFICE) {
  4020. #ifdef RENEWAL
  4021. //ATK percent modifier (in renewal, it's applied before the skillratio)
  4022. skillratio = battle_get_atkpercent(*src, skill_id, *sc);
  4023. #endif
  4024. if(sc->getSCE(SC_OVERTHRUST))
  4025. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  4026. if(sc->getSCE(SC_MAXOVERTHRUST))
  4027. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  4028. if(sc->getSCE(SC_BERSERK))
  4029. #ifndef RENEWAL
  4030. skillratio += 100;
  4031. #else
  4032. skillratio += 200;
  4033. #endif
  4034. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  4035. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  4036. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  4037. short index = sd->equip_index[EQI_HAND_R];
  4038. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4039. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  4040. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  4041. }
  4042. status_change_end(src,SC_CRUSHSTRIKE);
  4043. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  4044. } else {
  4045. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  4046. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  4047. skillratio += 125;
  4048. else
  4049. skillratio += 250;
  4050. }
  4051. }
  4052. }
  4053. }
  4054. switch(skill_id) {
  4055. case SM_BASH:
  4056. case MS_BASH:
  4057. skillratio += 30 * skill_lv;
  4058. break;
  4059. case SM_MAGNUM:
  4060. case MS_MAGNUM:
  4061. if(wd->miscflag == 1)
  4062. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  4063. else
  4064. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  4065. break;
  4066. case MC_MAMMONITE:
  4067. skillratio += 50 * skill_lv;
  4068. break;
  4069. case HT_POWER:
  4070. skillratio += -50 + 8 * sstatus->str;
  4071. break;
  4072. case AC_DOUBLE:
  4073. case MA_DOUBLE:
  4074. skillratio += 10 * (skill_lv - 1);
  4075. break;
  4076. case AC_SHOWER:
  4077. case MA_SHOWER:
  4078. #ifdef RENEWAL
  4079. skillratio += 50 + 10 * skill_lv;
  4080. #else
  4081. skillratio += -25 + 5 * skill_lv;
  4082. #endif
  4083. break;
  4084. case AC_CHARGEARROW:
  4085. case MA_CHARGEARROW:
  4086. skillratio += 50;
  4087. break;
  4088. case KN_PIERCE:
  4089. skillratio += 10 * skill_lv;
  4090. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4091. skillratio *= 2;
  4092. break;
  4093. case ML_PIERCE:
  4094. skillratio += 10 * skill_lv;
  4095. break;
  4096. case MER_CRASH:
  4097. skillratio += 10 * skill_lv;
  4098. break;
  4099. case KN_SPEARSTAB:
  4100. skillratio += 20 * skill_lv;
  4101. break;
  4102. case KN_SPEARBOOMERANG:
  4103. skillratio += 50 * skill_lv;
  4104. break;
  4105. #ifdef RENEWAL
  4106. case KN_BRANDISHSPEAR:
  4107. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  4108. break;
  4109. #else
  4110. case KN_BRANDISHSPEAR:
  4111. #endif
  4112. case ML_BRANDISH:
  4113. {
  4114. int ratio = 100 + 20 * skill_lv;
  4115. skillratio += -100 + ratio;
  4116. if(skill_lv > 3 && wd->miscflag == 0)
  4117. skillratio += ratio / 2;
  4118. if(skill_lv > 6 && wd->miscflag == 0)
  4119. skillratio += ratio / 4;
  4120. if(skill_lv > 9 && wd->miscflag == 0)
  4121. skillratio += ratio / 8;
  4122. if(skill_lv > 6 && wd->miscflag == 1)
  4123. skillratio += ratio / 2;
  4124. if(skill_lv > 9 && wd->miscflag == 1)
  4125. skillratio += ratio / 4;
  4126. if(skill_lv > 9 && wd->miscflag == 2)
  4127. skillratio += ratio / 2;
  4128. }
  4129. break;
  4130. case KN_BOWLINGBASH:
  4131. case MS_BOWLINGBASH:
  4132. skillratio += 40 * skill_lv;
  4133. break;
  4134. case AS_GRIMTOOTH:
  4135. skillratio += 20 * skill_lv;
  4136. break;
  4137. case AS_POISONREACT:
  4138. skillratio += 30 * skill_lv;
  4139. break;
  4140. case AS_SONICBLOW:
  4141. #ifdef RENEWAL
  4142. skillratio += 100 + 100 * skill_lv;
  4143. if (tstatus->hp < (tstatus->max_hp / 2))
  4144. skillratio += skillratio / 2;
  4145. #else
  4146. skillratio += 200 + 50 * skill_lv;
  4147. if (sd && pc_checkskill(sd, AS_SONICACCEL) > 0)
  4148. skillratio += skillratio / 10;
  4149. #endif
  4150. break;
  4151. case TF_SPRINKLESAND:
  4152. skillratio += 30;
  4153. break;
  4154. case MC_CARTREVOLUTION:
  4155. skillratio += 50;
  4156. if(sd && sd->cart_weight)
  4157. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  4158. else if (!sd)
  4159. skillratio += 100; //Max damage for non players.
  4160. break;
  4161. case NPC_PIERCINGATT:
  4162. skillratio += -25; //75% base damage
  4163. break;
  4164. case NPC_COMBOATTACK:
  4165. skillratio += 25 * skill_lv;
  4166. break;
  4167. case NPC_RANDOMATTACK:
  4168. case NPC_WATERATTACK:
  4169. case NPC_GROUNDATTACK:
  4170. case NPC_FIREATTACK:
  4171. case NPC_WINDATTACK:
  4172. case NPC_POISONATTACK:
  4173. case NPC_HOLYATTACK:
  4174. case NPC_DARKNESSATTACK:
  4175. case NPC_UNDEADATTACK:
  4176. case NPC_TELEKINESISATTACK:
  4177. case NPC_BLOODDRAIN:
  4178. case NPC_ACIDBREATH:
  4179. case NPC_DARKNESSBREATH:
  4180. case NPC_FIREBREATH:
  4181. case NPC_ICEBREATH:
  4182. case NPC_ICEBREATH2:
  4183. case NPC_THUNDERBREATH:
  4184. case NPC_HELLJUDGEMENT:
  4185. case NPC_HELLJUDGEMENT2:
  4186. case NPC_PULSESTRIKE:
  4187. skillratio += 100 * (skill_lv - 1);
  4188. break;
  4189. case NPC_REVERBERATION_ATK:
  4190. skillratio += 400 + 200 * skill_lv;
  4191. break;
  4192. case RG_BACKSTAP:
  4193. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  4194. skillratio += (200 + 40 * skill_lv) / 2;
  4195. else
  4196. skillratio += 200 + 40 * skill_lv;
  4197. break;
  4198. case RG_RAID:
  4199. #ifdef RENEWAL
  4200. skillratio += -100 + 50 + skill_lv * 150;
  4201. #else
  4202. skillratio += 40 * skill_lv;
  4203. #endif
  4204. break;
  4205. case RG_INTIMIDATE:
  4206. skillratio += 30 * skill_lv;
  4207. break;
  4208. case CR_SHIELDCHARGE:
  4209. skillratio += 20 * skill_lv;
  4210. break;
  4211. case CR_SHIELDBOOMERANG:
  4212. #ifdef RENEWAL
  4213. skillratio += -100 + skill_lv * 80;
  4214. #else
  4215. skillratio += 30 * skill_lv;
  4216. #endif
  4217. break;
  4218. case NPC_DARKCROSS:
  4219. case CR_HOLYCROSS:
  4220. #ifdef RENEWAL
  4221. if(sd && sd->status.weapon == W_2HSPEAR)
  4222. skillratio += 70 * skill_lv;
  4223. else
  4224. #endif
  4225. skillratio += 35 * skill_lv;
  4226. break;
  4227. case AM_DEMONSTRATION:
  4228. skillratio += 20 * skill_lv;
  4229. break;
  4230. case AM_ACIDTERROR:
  4231. #ifdef RENEWAL
  4232. skillratio += -100 + 200 * skill_lv;
  4233. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  4234. skillratio += 100; // !TODO: What's this bonus increase?
  4235. #else
  4236. skillratio += -50 + 50 * skill_lv;
  4237. #endif
  4238. break;
  4239. case MO_FINGEROFFENSIVE:
  4240. #ifdef RENEWAL
  4241. skillratio += 500 + skill_lv * 200;
  4242. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4243. skillratio += skillratio / 2;
  4244. #else
  4245. skillratio += 50 * skill_lv;
  4246. #endif
  4247. break;
  4248. case MO_INVESTIGATE:
  4249. #ifdef RENEWAL
  4250. skillratio += -100 + 100 * skill_lv;
  4251. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4252. skillratio += skillratio / 2;
  4253. #else
  4254. skillratio += 75 * skill_lv;
  4255. #endif
  4256. break;
  4257. case MO_EXTREMITYFIST:
  4258. skillratio += 700 + sstatus->sp * 10;
  4259. #ifdef RENEWAL
  4260. if (wd->miscflag&1)
  4261. skillratio *= 2; // More than 5 spirit balls active
  4262. #endif
  4263. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  4264. break;
  4265. case MO_TRIPLEATTACK:
  4266. skillratio += 20 * skill_lv;
  4267. break;
  4268. case MO_CHAINCOMBO:
  4269. #ifdef RENEWAL
  4270. skillratio += 150 + 50 * skill_lv;
  4271. if (sd && sd->status.weapon == W_KNUCKLE)
  4272. skillratio *= 2;
  4273. #else
  4274. skillratio += 50 + 50 * skill_lv;
  4275. #endif
  4276. break;
  4277. case MO_COMBOFINISH:
  4278. #ifdef RENEWAL
  4279. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4280. #else
  4281. skillratio += 140 + 60 * skill_lv;
  4282. #endif
  4283. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4284. skillratio += skillratio * 50 / 100;
  4285. break;
  4286. case BA_MUSICALSTRIKE:
  4287. case DC_THROWARROW:
  4288. #ifdef RENEWAL
  4289. skillratio += 10 + 40 * skill_lv;
  4290. #else
  4291. skillratio += 25 + 25 * skill_lv;
  4292. #endif
  4293. break;
  4294. case CH_TIGERFIST:
  4295. #ifdef RENEWAL
  4296. skillratio += 400 + 150 * skill_lv;
  4297. RE_LVL_DMOD(100);
  4298. #else
  4299. skillratio += -60 + 100 * skill_lv;
  4300. #endif
  4301. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4302. skillratio += skillratio * 50 / 100;
  4303. break;
  4304. case CH_CHAINCRUSH:
  4305. #ifdef RENEWAL
  4306. skillratio += -100 + 200 * skill_lv;
  4307. RE_LVL_DMOD(100);
  4308. #else
  4309. skillratio += 300 + 100 * skill_lv;
  4310. #endif
  4311. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4312. skillratio += skillratio * 50 / 100;
  4313. break;
  4314. case CH_PALMSTRIKE:
  4315. #ifdef RENEWAL
  4316. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4317. RE_LVL_DMOD(100);
  4318. #else
  4319. skillratio += 100 + 100 * skill_lv;
  4320. #endif
  4321. break;
  4322. case LK_HEADCRUSH:
  4323. skillratio += 40 * skill_lv;
  4324. break;
  4325. case LK_JOINTBEAT:
  4326. skillratio += 10 * skill_lv - 50;
  4327. if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  4328. skillratio *= 2;
  4329. break;
  4330. #ifdef RENEWAL
  4331. // Renewal: skill ratio applies to entire damage [helvetica]
  4332. case LK_SPIRALPIERCE:
  4333. skillratio += 50 + 50 * skill_lv;
  4334. RE_LVL_DMOD(100);
  4335. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4336. skillratio *= 2;
  4337. break;
  4338. case ML_SPIRALPIERCE:
  4339. skillratio += 50 + 50 * skill_lv;
  4340. RE_LVL_DMOD(100);
  4341. break;
  4342. #endif
  4343. case ASC_METEORASSAULT:
  4344. #ifdef RENEWAL
  4345. skillratio += 100 + 120 * skill_lv;
  4346. RE_LVL_DMOD(100);
  4347. #else
  4348. skillratio += -60 + 40 * skill_lv;
  4349. #endif
  4350. break;
  4351. case SN_SHARPSHOOTING:
  4352. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4353. if (wd->miscflag & 2) // Splash damage bonus
  4354. skillratio += -100 + 140 * skill_lv;
  4355. else
  4356. skillratio += 100 + 50 * skill_lv;
  4357. break;
  4358. }
  4359. [[fallthrough]];
  4360. case MA_SHARPSHOOTING:
  4361. #ifdef RENEWAL
  4362. skillratio += -100 + 300 + 300 * skill_lv;
  4363. RE_LVL_DMOD(100);
  4364. #else
  4365. skillratio += 100 + 50 * skill_lv;
  4366. #endif
  4367. break;
  4368. #ifdef RENEWAL
  4369. case CR_ACIDDEMONSTRATION:
  4370. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4371. if (target->type == BL_PC)
  4372. skillratio /= 2;
  4373. break;
  4374. #endif
  4375. case CG_ARROWVULCAN:
  4376. #ifdef RENEWAL
  4377. skillratio += 400 + 100 * skill_lv;
  4378. RE_LVL_DMOD(100);
  4379. #else
  4380. skillratio += 100 + 100 * skill_lv;
  4381. #endif
  4382. break;
  4383. case AS_SPLASHER:
  4384. #ifdef RENEWAL
  4385. skillratio += -100 + 400 + 100 * skill_lv;
  4386. #else
  4387. skillratio += 400 + 50 * skill_lv;
  4388. #endif
  4389. if(sd)
  4390. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4391. break;
  4392. case ASC_BREAKER:
  4393. #ifdef RENEWAL
  4394. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4395. RE_LVL_DMOD(100);
  4396. #else
  4397. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4398. skillratio += -100 + 100 * skill_lv;
  4399. #endif
  4400. break;
  4401. case PA_SACRIFICE:
  4402. skillratio += -10 + 10 * skill_lv;
  4403. break;
  4404. case PA_SHIELDCHAIN:
  4405. #ifdef RENEWAL
  4406. skillratio = -100 + 300 + 200 * skill_lv;
  4407. if( sd != nullptr ){
  4408. int16 index = sd->equip_index[EQI_HAND_L];
  4409. // Damage affected by the shield's weight and refine.
  4410. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4411. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4412. }
  4413. // Damage affected by shield mastery
  4414. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4415. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4416. }
  4417. }
  4418. RE_LVL_DMOD(100);
  4419. #else
  4420. skillratio += 30 * skill_lv;
  4421. #endif
  4422. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4423. skillratio += skillratio * 50 / 100;
  4424. break;
  4425. case WS_CARTTERMINATION:
  4426. i = 10 * (16 - skill_lv);
  4427. if (i < 1) i = 1;
  4428. //Preserve damage ratio when max cart weight is changed.
  4429. if (sd && sd->cart_weight)
  4430. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4431. else if (!sd)
  4432. skillratio += 80000 / i - 100;
  4433. break;
  4434. case TK_DOWNKICK:
  4435. case TK_STORMKICK:
  4436. skillratio += 60 + 20 * skill_lv;
  4437. break;
  4438. case TK_TURNKICK:
  4439. case TK_COUNTER:
  4440. skillratio += 90 + 30 * skill_lv;
  4441. break;
  4442. case TK_JUMPKICK:
  4443. //Different damage formulas depending on damage trigger
  4444. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4445. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4446. else if (wd->miscflag) {
  4447. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4448. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4449. skillratio *= 2;
  4450. }
  4451. else
  4452. skillratio += -70 + 10 * skill_lv;
  4453. break;
  4454. case GS_TRIPLEACTION:
  4455. skillratio += 50 * skill_lv;
  4456. break;
  4457. case GS_BULLSEYE:
  4458. //Only works well against brute/demihumans non bosses.
  4459. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  4460. skillratio += 400;
  4461. break;
  4462. case GS_TRACKING:
  4463. skillratio += 100 * (skill_lv + 1);
  4464. break;
  4465. case GS_PIERCINGSHOT:
  4466. #ifdef RENEWAL
  4467. if (sd && sd->weapontype1 == W_RIFLE)
  4468. skillratio += 150 + 30 * skill_lv;
  4469. else
  4470. skillratio += 100 + 20 * skill_lv;
  4471. #else
  4472. skillratio += 20 * skill_lv;
  4473. #endif
  4474. break;
  4475. case GS_RAPIDSHOWER:
  4476. skillratio += 400 + 50 * skill_lv;
  4477. break;
  4478. case GS_DESPERADO:
  4479. skillratio += 50 * (skill_lv - 1);
  4480. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4481. skillratio *= 2;
  4482. break;
  4483. case GS_DUST:
  4484. skillratio += 50 * skill_lv;
  4485. break;
  4486. case GS_FULLBUSTER:
  4487. skillratio += 100 * (skill_lv + 2);
  4488. break;
  4489. case GS_SPREADATTACK:
  4490. #ifdef RENEWAL
  4491. skillratio += 30 * skill_lv;
  4492. #else
  4493. skillratio += 20 * (skill_lv - 1);
  4494. #endif
  4495. break;
  4496. #ifdef RENEWAL
  4497. case GS_GROUNDDRIFT:
  4498. skillratio += 100 + 20 * skill_lv;
  4499. break;
  4500. #endif
  4501. case NJ_HUUMA:
  4502. #ifdef RENEWAL
  4503. skillratio += -150 + 250 * skill_lv;
  4504. #else
  4505. skillratio += 50 + 150 * skill_lv;
  4506. #endif
  4507. break;
  4508. case NJ_TATAMIGAESHI:
  4509. skillratio += 10 * skill_lv;
  4510. #ifdef RENEWAL
  4511. skillratio *= 2;
  4512. #endif
  4513. break;
  4514. case NJ_KASUMIKIRI:
  4515. #ifdef RENEWAL
  4516. skillratio += 20 * skill_lv;
  4517. #else
  4518. skillratio += 10 * skill_lv;
  4519. #endif
  4520. break;
  4521. case NJ_KIRIKAGE:
  4522. #ifdef RENEWAL
  4523. skillratio += -50 + 150 * skill_lv;
  4524. #else
  4525. skillratio += 100 * (skill_lv - 1);
  4526. #endif
  4527. break;
  4528. #ifdef RENEWAL
  4529. case NJ_SYURIKEN:
  4530. skillratio += 5 * skill_lv;
  4531. break;
  4532. case NJ_KUNAI:
  4533. skillratio += -100 + 100 * skill_lv;
  4534. break;
  4535. case KN_CHARGEATK:
  4536. skillratio += 600;
  4537. break;
  4538. case AS_VENOMKNIFE:
  4539. skillratio += 400;
  4540. break;
  4541. #else
  4542. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4543. int k = (wd->miscflag-1)/3;
  4544. if (k < 0)
  4545. k = 0;
  4546. else if (k > 4)
  4547. k = 4;
  4548. skillratio += 100 * k;
  4549. }
  4550. break;
  4551. #endif
  4552. case HT_PHANTASMIC:
  4553. #ifdef RENEWAL
  4554. skillratio += 400;
  4555. #else
  4556. skillratio += 50;
  4557. #endif
  4558. break;
  4559. case MO_BALKYOUNG:
  4560. #ifdef RENEWAL
  4561. skillratio += 700;
  4562. #else
  4563. skillratio += 200;
  4564. #endif
  4565. break;
  4566. case HFLI_MOON: //[orn]
  4567. skillratio += 10 + 110 * skill_lv;
  4568. break;
  4569. case HFLI_SBR44: //[orn]
  4570. skillratio += 100 * (skill_lv - 1);
  4571. break;
  4572. case NPC_VAMPIRE_GIFT:
  4573. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4574. break;
  4575. case RK_SONICWAVE:
  4576. skillratio += -100 + 1050 + 150 * skill_lv;
  4577. RE_LVL_DMOD(100);
  4578. break;
  4579. case RK_HUNDREDSPEAR:
  4580. skillratio += -100 + 600 + 200 * skill_lv;
  4581. if (sd)
  4582. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4583. if (sc) {
  4584. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4585. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4586. }
  4587. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4588. skillratio *= 2;
  4589. }
  4590. RE_LVL_DMOD(100);
  4591. break;
  4592. case RK_WINDCUTTER:
  4593. if (sd) {
  4594. if (sd->weapontype1 == W_2HSWORD)
  4595. skillratio += -100 + 250 * skill_lv;
  4596. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4597. skillratio += -100 + 400 * skill_lv;
  4598. else
  4599. skillratio += -100 + 300 * skill_lv;
  4600. } else
  4601. skillratio += -100 + 300 * skill_lv;
  4602. RE_LVL_DMOD(100);
  4603. break;
  4604. case RK_IGNITIONBREAK:
  4605. skillratio += -100 + 450 * skill_lv;
  4606. RE_LVL_DMOD(100);
  4607. break;
  4608. case NPC_IGNITIONBREAK:
  4609. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4610. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4611. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4612. i = distance_bl(src,target);
  4613. if (i < 2)
  4614. skillratio += -100 + 500 * (skill_lv + 1);
  4615. else if (i < 4)
  4616. skillratio += -100 + 250 + 500 * skill_lv;
  4617. else
  4618. skillratio += -100 + 500 * skill_lv;
  4619. break;
  4620. case RK_STORMBLAST:
  4621. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4622. RE_LVL_DMOD(100);
  4623. break;
  4624. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4625. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4626. RE_LVL_DMOD(150); // Base level bonus.
  4627. break;
  4628. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4629. case GC_CROSSIMPACT:
  4630. skillratio += -100 + 1400 + 150 * skill_lv;
  4631. RE_LVL_DMOD(100);
  4632. break;
  4633. case GC_COUNTERSLASH:
  4634. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4635. skillratio += -100 + 300 + 150 * skill_lv;
  4636. RE_LVL_DMOD(120);
  4637. break;
  4638. case GC_VENOMPRESSURE:
  4639. skillratio += 900;
  4640. break;
  4641. case GC_PHANTOMMENACE:
  4642. skillratio += 200;
  4643. break;
  4644. case GC_ROLLINGCUTTER:
  4645. skillratio += -100 + 50 + 80 * skill_lv;
  4646. RE_LVL_DMOD(100);
  4647. break;
  4648. case GC_CROSSRIPPERSLASHER:
  4649. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4650. RE_LVL_DMOD(100);
  4651. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4652. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4653. break;
  4654. case GC_DARKCROW:
  4655. skillratio += 100 * (skill_lv - 1);
  4656. break;
  4657. case AB_DUPLELIGHT_MELEE:
  4658. skillratio += 50 + 15 * skill_lv;
  4659. break;
  4660. case NPC_ARROWSTORM:
  4661. if (skill_lv > 4)
  4662. skillratio += 1900;
  4663. else
  4664. skillratio += 900;
  4665. break;
  4666. case NPC_DRAGONBREATH:
  4667. if (skill_lv > 5)
  4668. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4669. else
  4670. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4671. break;
  4672. case RA_ARROWSTORM:
  4673. if (sc && sc->getSCE(SC_FEARBREEZE))
  4674. skillratio += -100 + 200 + 250 * skill_lv;
  4675. else
  4676. skillratio += -100 + 200 + 180 * skill_lv;
  4677. RE_LVL_DMOD(100);
  4678. break;
  4679. case RA_AIMEDBOLT:
  4680. if (sc && sc->getSCE(SC_FEARBREEZE))
  4681. skillratio += -100 + 800 + 35 * skill_lv;
  4682. else
  4683. skillratio += -100 + 500 + 20 * skill_lv;
  4684. RE_LVL_DMOD(100);
  4685. break;
  4686. case RA_CLUSTERBOMB:
  4687. skillratio += 100 + 100 * skill_lv;
  4688. break;
  4689. case RA_WUGDASH:// ATK 300%
  4690. skillratio += 200;
  4691. break;
  4692. case RA_WUGSTRIKE:
  4693. skillratio += -100 + 200 * skill_lv;
  4694. break;
  4695. case RA_WUGBITE:
  4696. skillratio += 300 + 200 * skill_lv;
  4697. if (skill_lv == 5)
  4698. skillratio += 100;
  4699. break;
  4700. case RA_SENSITIVEKEEN:
  4701. skillratio += 50 * skill_lv;
  4702. break;
  4703. case NC_BOOSTKNUCKLE:
  4704. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4705. RE_LVL_DMOD(100);
  4706. break;
  4707. case NC_PILEBUNKER:
  4708. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4709. RE_LVL_DMOD(100);
  4710. break;
  4711. case NC_VULCANARM:
  4712. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4713. RE_LVL_DMOD(100);
  4714. break;
  4715. case NC_FLAMELAUNCHER:
  4716. case NC_COLDSLOWER:
  4717. skillratio += 200 + 300 * skill_lv;
  4718. RE_LVL_DMOD(150);
  4719. break;
  4720. case NC_ARMSCANNON:
  4721. skillratio += -100 + 400 + 350 * skill_lv;
  4722. RE_LVL_DMOD(100);
  4723. break;
  4724. case NC_AXEBOOMERANG:
  4725. skillratio += 150 + 50 * skill_lv;
  4726. if (sd) {
  4727. short index = sd->equip_index[EQI_HAND_R];
  4728. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4729. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4730. }
  4731. RE_LVL_DMOD(100);
  4732. break;
  4733. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4734. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4735. RE_LVL_DMOD(100);
  4736. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4737. skillratio *= 2;
  4738. break;
  4739. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4740. skillratio += 350 + 50 * skill_lv;
  4741. break;
  4742. case NC_AXETORNADO:
  4743. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4744. if (sc && sc->getSCE(SC_AXE_STOMP))
  4745. skillratio += 380;
  4746. RE_LVL_DMOD(100);
  4747. break;
  4748. case SC_FATALMENACE:
  4749. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4750. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4751. skillratio += 30 * skill_lv;
  4752. }
  4753. RE_LVL_DMOD(100);
  4754. break;
  4755. case SC_TRIANGLESHOT:
  4756. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4757. RE_LVL_DMOD(100);
  4758. break;
  4759. case SC_FEINTBOMB:
  4760. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4761. RE_LVL_DMOD(120);
  4762. break;
  4763. case LG_CANNONSPEAR:
  4764. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4765. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4766. skillratio += 400;
  4767. }
  4768. RE_LVL_DMOD(100);
  4769. break;
  4770. case LG_BANISHINGPOINT:
  4771. skillratio += -100 + ( 100 * skill_lv );
  4772. if( sd != nullptr ){
  4773. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4774. }
  4775. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4776. skillratio += 800;
  4777. }
  4778. RE_LVL_DMOD(100);
  4779. break;
  4780. case LG_SHIELDPRESS:
  4781. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4782. if (sd) {
  4783. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4784. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4785. }
  4786. short index = sd->equip_index[EQI_HAND_L];
  4787. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4788. skillratio += sd->inventory_data[index]->weight / 10;
  4789. }
  4790. RE_LVL_DMOD(100);
  4791. break;
  4792. case LG_PINPOINTATTACK:
  4793. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4794. RE_LVL_DMOD(120);
  4795. break;
  4796. case LG_RAGEBURST:
  4797. if (sd && sd->spiritball_old)
  4798. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4799. else
  4800. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4801. RE_LVL_DMOD(100);
  4802. break;
  4803. case LG_MOONSLASHER:
  4804. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4805. RE_LVL_DMOD(100);
  4806. break;
  4807. case LG_OVERBRAND:
  4808. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4809. skillratio += -100 + 500 * skill_lv;
  4810. else
  4811. skillratio += -100 + 350 * skill_lv;
  4812. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4813. RE_LVL_DMOD(100);
  4814. break;
  4815. case LG_EARTHDRIVE:
  4816. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4817. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4818. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4819. }
  4820. RE_LVL_DMOD(100);
  4821. break;
  4822. case LG_HESPERUSLIT:
  4823. if (sc && sc->getSCE(SC_INSPIRATION))
  4824. skillratio += -100 + 450 * skill_lv;
  4825. else
  4826. skillratio += -100 + 300 * skill_lv;
  4827. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4828. RE_LVL_DMOD(100);
  4829. break;
  4830. case SR_EARTHSHAKER:
  4831. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4832. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4833. skillratio += -100 + 300 * skill_lv;
  4834. RE_LVL_DMOD(100);
  4835. skillratio += status_get_str(src) * 3;
  4836. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4837. skillratio += -100 + 400 * skill_lv;
  4838. RE_LVL_DMOD(100);
  4839. skillratio += status_get_str(src) * 2;
  4840. }
  4841. break;
  4842. case SR_DRAGONCOMBO:
  4843. skillratio += 100 + 80 * skill_lv;
  4844. RE_LVL_DMOD(100);
  4845. break;
  4846. case SR_FALLENEMPIRE:
  4847. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4848. skillratio += 300 * skill_lv;
  4849. RE_LVL_DMOD(150);
  4850. break;
  4851. case SR_TIGERCANNON:
  4852. {
  4853. unsigned int hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4854. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4855. if (wd->miscflag&8)
  4856. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4857. skillratio += -100 + (hp + sp) / 2;
  4858. else
  4859. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4860. skillratio += -100 + (hp + sp) / 4;
  4861. RE_LVL_DMOD(100);
  4862. }
  4863. if (sc->getSCE(SC_GT_REVITALIZE))
  4864. skillratio += skillratio * 30 / 100;
  4865. break;
  4866. case SR_SKYNETBLOW:
  4867. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4868. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4869. RE_LVL_DMOD(100);
  4870. break;
  4871. case SR_RAMPAGEBLASTER:
  4872. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4873. skillratio += 1400 + 550 * skill_lv;
  4874. RE_LVL_DMOD(120);
  4875. } else {
  4876. skillratio += 900 + 350 * skill_lv;
  4877. RE_LVL_DMOD(150);
  4878. }
  4879. if (sc->getSCE(SC_GT_CHANGE))
  4880. skillratio += skillratio * 30 / 100;
  4881. break;
  4882. case SR_KNUCKLEARROW:
  4883. if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  4884. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4885. if (tsd && tsd->weight)
  4886. skillratio += 100 * tsd->weight / tsd->max_weight;
  4887. RE_LVL_DMOD(150);
  4888. } else {
  4889. if (status_get_class_(target) == CLASS_BOSS)
  4890. skillratio += 400 + 200 * skill_lv;
  4891. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4892. skillratio += 400 + 100 * skill_lv;
  4893. RE_LVL_DMOD(100);
  4894. }
  4895. if (sc->getSCE(SC_GT_CHANGE))
  4896. skillratio += skillratio * 30 / 100;
  4897. break;
  4898. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4899. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4900. RE_LVL_DMOD(100);
  4901. break;
  4902. case SR_GATEOFHELL:
  4903. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4904. skillratio += -100 + 800 * skill_lv;
  4905. else
  4906. skillratio += -100 + 500 * skill_lv;
  4907. RE_LVL_DMOD(100);
  4908. if (sc->getSCE(SC_GT_REVITALIZE))
  4909. skillratio += skillratio * 30 / 100;
  4910. break;
  4911. case SR_GENTLETOUCH_QUIET:
  4912. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4913. RE_LVL_DMOD(100);
  4914. break;
  4915. case SR_HOWLINGOFLION:
  4916. skillratio += -100 + 500 * skill_lv;
  4917. RE_LVL_DMOD(100);
  4918. break;
  4919. case SR_RIDEINLIGHTNING:
  4920. skillratio += -100 + 40 * skill_lv;
  4921. if (sd && sd->status.weapon == W_KNUCKLE)
  4922. skillratio += 50 * skill_lv;
  4923. RE_LVL_DMOD(100);
  4924. break;
  4925. case WM_SEVERE_RAINSTORM_MELEE:
  4926. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4927. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4928. if (wd->miscflag&4) // Whip/Instrument equipped
  4929. skillratio += 20 * skill_lv;
  4930. RE_LVL_DMOD(100);
  4931. break;
  4932. case WM_GREAT_ECHO:
  4933. skillratio += -100 + 250 + 500 * skill_lv;
  4934. if (sd) {
  4935. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4936. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4937. skillratio *= 2;
  4938. }
  4939. RE_LVL_DMOD(100);
  4940. break;
  4941. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4942. skillratio += -100 + 200 * skill_lv;
  4943. if(sd && sd->cart_weight)
  4944. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4945. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  4946. skillratio *= 2;
  4947. }
  4948. break;
  4949. case GN_CARTCANNON:
  4950. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4951. RE_LVL_DMOD(100);
  4952. break;
  4953. case GN_SPORE_EXPLOSION:
  4954. skillratio += -100 + 400 + 200 * skill_lv;
  4955. RE_LVL_DMOD(100);
  4956. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  4957. skillratio *= 2;
  4958. break;
  4959. case GN_WALLOFTHORN:
  4960. skillratio += 10 * skill_lv;
  4961. break;
  4962. case GN_CRAZYWEED_ATK:
  4963. skillratio += -100 + 700 + 100 * skill_lv;
  4964. RE_LVL_DMOD(100);
  4965. break;
  4966. case GN_SLINGITEM_RANGEMELEEATK:
  4967. if( sd ) {
  4968. switch( sd->itemid ) {
  4969. case ITEMID_APPLE_BOMB:
  4970. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4971. break;
  4972. case ITEMID_COCONUT_BOMB:
  4973. case ITEMID_PINEAPPLE_BOMB:
  4974. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4975. break;
  4976. case ITEMID_MELON_BOMB:
  4977. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4978. break;
  4979. case ITEMID_BANANA_BOMB:
  4980. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4981. break;
  4982. case ITEMID_BLACK_LUMP:
  4983. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4984. break;
  4985. case ITEMID_BLACK_HARD_LUMP:
  4986. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4987. break;
  4988. case ITEMID_VERY_HARD_LUMP:
  4989. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4990. break;
  4991. }
  4992. RE_LVL_DMOD(100);
  4993. }
  4994. break;
  4995. case GN_HELLS_PLANT_ATK:
  4996. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4997. RE_LVL_DMOD(100);
  4998. break;
  4999. // Physical Elemantal Spirits Attack Skills
  5000. case EL_CIRCLE_OF_FIRE:
  5001. case EL_FIRE_BOMB_ATK:
  5002. case EL_STONE_RAIN:
  5003. skillratio += 200;
  5004. break;
  5005. case EL_FIRE_WAVE_ATK:
  5006. skillratio += 500;
  5007. break;
  5008. case EL_TIDAL_WEAPON:
  5009. skillratio += 1400;
  5010. break;
  5011. case EL_WIND_SLASH:
  5012. skillratio += 100;
  5013. break;
  5014. case EL_HURRICANE:
  5015. skillratio += 600;
  5016. break;
  5017. case EL_TYPOON_MIS:
  5018. case EL_WATER_SCREW_ATK:
  5019. skillratio += 900;
  5020. break;
  5021. case EL_STONE_HAMMER:
  5022. skillratio += 400;
  5023. break;
  5024. case EL_ROCK_CRUSHER:
  5025. skillratio += 700;
  5026. break;
  5027. case KO_JYUMONJIKIRI:
  5028. skillratio += -100 + 200 * skill_lv;
  5029. RE_LVL_DMOD(120);
  5030. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  5031. skillratio += skill_lv * status_get_lv(src);
  5032. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5033. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5034. break;
  5035. case KO_HUUMARANKA:
  5036. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  5037. RE_LVL_DMOD(100);
  5038. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5039. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5040. break;
  5041. case KO_SETSUDAN:
  5042. skillratio += 100 * (skill_lv - 1);
  5043. RE_LVL_DMOD(100);
  5044. if (tsc) {
  5045. struct status_change_entry *sce;
  5046. if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
  5047. skillratio += 200 * sce->val1;
  5048. }
  5049. break;
  5050. case KO_BAKURETSU:
  5051. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  5052. RE_LVL_DMOD(120);
  5053. skillratio += 10 * (sd ? sd->status.job_level : 1);
  5054. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5055. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5056. break;
  5057. case KO_MAKIBISHI:
  5058. skillratio += -100 + 20 * skill_lv;
  5059. break;
  5060. case MH_NEEDLE_OF_PARALYZE:
  5061. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5062. break;
  5063. case MH_TOXIN_OF_MANDARA:
  5064. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5065. break;
  5066. case MH_NEEDLE_STINGER:
  5067. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5068. break;
  5069. case MH_STAHL_HORN:
  5070. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  5071. break;
  5072. case MH_GLANZEN_SPIES:
  5073. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  5074. break;
  5075. case MH_LAVA_SLIDE:
  5076. skillratio += -100 + 50 * skill_lv;
  5077. break;
  5078. case MH_BLAST_FORGE:
  5079. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5080. break;
  5081. case MH_SONIC_CRAW:
  5082. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  5083. break;
  5084. case MH_BLAZING_AND_FURIOUS:
  5085. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5086. break;
  5087. case MH_THE_ONE_FIGHTER_RISES:
  5088. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5089. break;
  5090. case MH_SILVERVEIN_RUSH:
  5091. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  5092. break;
  5093. case MH_MIDNIGHT_FRENZY:
  5094. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  5095. break;
  5096. case MH_MAGMA_FLOW:
  5097. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  5098. break;
  5099. case RL_MASS_SPIRAL:
  5100. skillratio += -100 + 200 * skill_lv;
  5101. break;
  5102. case RL_FIREDANCE:
  5103. skillratio += 100 + 100 * skill_lv;
  5104. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  5105. RE_LVL_DMOD(100);
  5106. break;
  5107. case RL_BANISHING_BUSTER:
  5108. skillratio += -100 + 1000 + 200 * skill_lv;
  5109. RE_LVL_DMOD(100);
  5110. break;
  5111. case RL_S_STORM:
  5112. skillratio += -100 + 1700 + 200 * skill_lv;
  5113. break;
  5114. case RL_SLUGSHOT:
  5115. if (target->type == BL_MOB)
  5116. skillratio += -100 + 1200 * skill_lv;
  5117. else
  5118. skillratio += -100 + 2000 * skill_lv;
  5119. skillratio *= 2 + tstatus->size;
  5120. break;
  5121. case RL_D_TAIL:
  5122. skillratio += -100 + 500 + 200 * skill_lv;
  5123. if (sd && (wd->miscflag & 8))
  5124. skillratio *= 2;
  5125. RE_LVL_DMOD(100);
  5126. break;
  5127. case RL_R_TRIP:
  5128. skillratio += -100 + 350 * skill_lv;
  5129. RE_LVL_DMOD(100);
  5130. break;
  5131. case RL_R_TRIP_PLUSATK:
  5132. skillratio += -100 + 300 + 300 * skill_lv;
  5133. break;
  5134. case RL_H_MINE:
  5135. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  5136. skillratio += -100 + 500 + 300 * skill_lv;
  5137. else // 200 + 200 * SkillLv
  5138. skillratio += -100 + 200 + 200 * skill_lv;
  5139. break;
  5140. case RL_HAMMER_OF_GOD:
  5141. skillratio += -100 + 100 * skill_lv;
  5142. if (sd) {
  5143. if (wd->miscflag & 8)
  5144. skillratio += 400 * sd->spiritball_old;
  5145. else
  5146. skillratio += 150 * sd->spiritball_old;
  5147. }
  5148. RE_LVL_DMOD(100);
  5149. break;
  5150. case RL_FIRE_RAIN:
  5151. case RL_AM_BLAST:
  5152. skillratio += -100 + 3500 + 300 * skill_lv;
  5153. break;
  5154. case SU_BITE:
  5155. skillratio += 100;
  5156. break;
  5157. case SU_SCRATCH:
  5158. skillratio += -50 + 50 * skill_lv;
  5159. break;
  5160. case SU_SCAROFTAROU:
  5161. skillratio += -100 + 100 * skill_lv;
  5162. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5163. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5164. break;
  5165. case SU_PICKYPECK:
  5166. case SU_PICKYPECK_DOUBLE_ATK:
  5167. skillratio += 100 + 100 * skill_lv;
  5168. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  5169. skillratio *= 2;
  5170. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5171. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5172. break;
  5173. case SU_LUNATICCARROTBEAT:
  5174. case SU_LUNATICCARROTBEAT2:
  5175. skillratio += 100 + 100 * skill_lv;
  5176. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5177. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5178. if (status_get_lv(src) > 99)
  5179. skillratio += sstatus->str;
  5180. RE_LVL_DMOD(100);
  5181. break;
  5182. case SU_SVG_SPIRIT:
  5183. skillratio += 150 + 150 * skill_lv;
  5184. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5185. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5186. break;
  5187. case SJ_FULLMOONKICK:
  5188. skillratio += 1000 + 100 * skill_lv;
  5189. RE_LVL_DMOD(100);
  5190. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  5191. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  5192. break;
  5193. case SJ_NEWMOONKICK:
  5194. skillratio += 600 + 100 * skill_lv;
  5195. break;
  5196. case SJ_STAREMPEROR:
  5197. skillratio += 700 + 200 * skill_lv;
  5198. break;
  5199. case SJ_SOLARBURST:
  5200. skillratio += 900 + 220 * skill_lv;
  5201. RE_LVL_DMOD(100);
  5202. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  5203. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  5204. break;
  5205. case SJ_PROMINENCEKICK:
  5206. skillratio += 50 + 50 * skill_lv;
  5207. break;
  5208. case SJ_FALLINGSTAR_ATK:
  5209. case SJ_FALLINGSTAR_ATK2:
  5210. skillratio += 100 * skill_lv;
  5211. RE_LVL_DMOD(100);
  5212. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  5213. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  5214. break;
  5215. case DK_SERVANTWEAPON_ATK:
  5216. skillratio += -100 + 600 + 850 * skill_lv;
  5217. skillratio += 5 * sstatus->pow;
  5218. RE_LVL_DMOD(100);
  5219. break;
  5220. case DK_SERVANT_W_PHANTOM:
  5221. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  5222. RE_LVL_DMOD(100);
  5223. break;
  5224. case DK_SERVANT_W_DEMOL:
  5225. skillratio += -100 + 500 * skill_lv;
  5226. RE_LVL_DMOD(100);
  5227. break;
  5228. case DK_HACKANDSLASHER:
  5229. case DK_HACKANDSLASHER_ATK:
  5230. skillratio += -100 + 350 + 820 * skill_lv;
  5231. skillratio += 7 * sstatus->pow;
  5232. RE_LVL_DMOD(100);
  5233. break;
  5234. case DK_DRAGONIC_AURA:
  5235. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  5236. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5237. skillratio += 150 * skill_lv;
  5238. RE_LVL_DMOD(100);
  5239. break;
  5240. case DK_MADNESS_CRUSHER:
  5241. skillratio += -100 + 1000 + 3800 * skill_lv;
  5242. skillratio += 10 * sstatus->pow;
  5243. if( sd != nullptr ){
  5244. int16 index = sd->equip_index[EQI_HAND_R];
  5245. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  5246. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  5247. }
  5248. }
  5249. RE_LVL_DMOD(100);
  5250. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  5251. skillratio *= 2;
  5252. break;
  5253. case DK_STORMSLASH:
  5254. skillratio += -100 + 300 + 750 * skill_lv;
  5255. skillratio += 5 * sstatus->pow;
  5256. RE_LVL_DMOD(100);
  5257. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
  5258. skillratio *= 2;
  5259. break;
  5260. case DK_DRAGONIC_BREATH:
  5261. skillratio += -100 + 50 + 350 * skill_lv;
  5262. skillratio += 7 * sstatus->pow;
  5263. if (sc && sc->getSCE(SC_DRAGONIC_AURA)) {
  5264. skillratio += 3 * sstatus->pow;
  5265. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2))
  5266. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100;
  5267. } else {
  5268. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2))
  5269. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100;
  5270. }
  5271. RE_LVL_DMOD(100);
  5272. break;
  5273. case IQ_OLEUM_SANCTUM:
  5274. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  5275. RE_LVL_DMOD(100);
  5276. break;
  5277. case IQ_MASSIVE_F_BLASTER:
  5278. skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
  5279. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  5280. skillratio += 150 * skill_lv;
  5281. RE_LVL_DMOD(100);
  5282. break;
  5283. case IQ_EXPOSION_BLASTER:
  5284. skillratio += -100 + 450 + 2600 * skill_lv;
  5285. skillratio += 10 * sstatus->pow;
  5286. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  5287. skillratio += 950 * skill_lv;
  5288. }
  5289. RE_LVL_DMOD(100);
  5290. break;
  5291. case IQ_FIRST_BRAND:
  5292. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  5293. RE_LVL_DMOD(100);
  5294. break;
  5295. case IQ_SECOND_FLAME:
  5296. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  5297. RE_LVL_DMOD(100);
  5298. break;
  5299. case IQ_SECOND_FAITH:
  5300. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  5301. RE_LVL_DMOD(100);
  5302. break;
  5303. case IQ_SECOND_JUDGEMENT:
  5304. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  5305. RE_LVL_DMOD(100);
  5306. break;
  5307. case IQ_THIRD_PUNISH:
  5308. skillratio += -100 + 450 + 1800 * skill_lv;
  5309. skillratio += 10 * sstatus->pow;
  5310. RE_LVL_DMOD(100);
  5311. break;
  5312. case IQ_THIRD_FLAME_BOMB:
  5313. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  5314. skillratio += sstatus->max_hp * 20 / 100;
  5315. RE_LVL_DMOD(100);
  5316. break;
  5317. case IQ_THIRD_CONSECRATION:
  5318. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5319. RE_LVL_DMOD(100);
  5320. break;
  5321. case IG_GRAND_JUDGEMENT:
  5322. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5323. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5324. skillratio += 100 + 150 * skill_lv;
  5325. RE_LVL_DMOD(100);
  5326. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5327. skillratio += skillratio * i / 100;
  5328. break;
  5329. case IG_SHIELD_SHOOTING:
  5330. skillratio += -100 + 1000 + 3500 * skill_lv;
  5331. skillratio += 10 * sstatus->pow;
  5332. skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5333. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5334. short index = sd->equip_index[EQI_HAND_L];
  5335. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5336. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5337. skillratio += sd->inventory.u.items_inventory[index].refine * 100;
  5338. }
  5339. }
  5340. RE_LVL_DMOD(100);
  5341. break;
  5342. case IG_OVERSLASH:
  5343. skillratio += -100 + 220 * skill_lv;
  5344. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
  5345. skillratio += 7 * sstatus->pow;
  5346. RE_LVL_DMOD(100);
  5347. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5348. skillratio += skillratio * i / 100;
  5349. break;
  5350. case CD_EFFLIGO:
  5351. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5352. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5353. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5354. skillratio += 150 * skill_lv;
  5355. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5356. }
  5357. RE_LVL_DMOD(100);
  5358. break;
  5359. case CD_PETITIO:
  5360. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
  5361. RE_LVL_DMOD(100);
  5362. break;
  5363. case SHC_DANCING_KNIFE:
  5364. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5365. RE_LVL_DMOD(100);
  5366. break;
  5367. case SHC_SAVAGE_IMPACT:
  5368. skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow;
  5369. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5370. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5371. }
  5372. RE_LVL_DMOD(100);
  5373. break;
  5374. case SHC_ETERNAL_SLASH:
  5375. skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow;
  5376. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5377. skillratio += 120 * skill_lv + sstatus->pow;
  5378. }
  5379. RE_LVL_DMOD(100);
  5380. break;
  5381. case SHC_SHADOW_STAB:
  5382. skillratio += -100 + 550 * skill_lv;
  5383. skillratio += 5 * sstatus->pow;
  5384. if (wd->miscflag & SKILL_ALTDMG_FLAG) {
  5385. skillratio += 100 * skill_lv + 2 * sstatus->pow;
  5386. }
  5387. RE_LVL_DMOD(100);
  5388. break;
  5389. case SHC_IMPACT_CRATER:
  5390. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5391. RE_LVL_DMOD(100);
  5392. break;
  5393. case SHC_FATAL_SHADOW_CROW:
  5394. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5395. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5396. skillratio += 150 * skill_lv;
  5397. RE_LVL_DMOD(100);
  5398. break;
  5399. case MT_AXE_STOMP:
  5400. skillratio += -100 + 450 + 1150 * skill_lv;
  5401. skillratio += 5 * sstatus->pow;
  5402. RE_LVL_DMOD(100);
  5403. break;
  5404. case MT_MIGHTY_SMASH:
  5405. skillratio += -100 + 80 + 240 * skill_lv;
  5406. skillratio += 5 * sstatus->pow;
  5407. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5408. skillratio += 20;
  5409. skillratio += 5 * sstatus->pow;
  5410. }
  5411. RE_LVL_DMOD(100);
  5412. break;
  5413. case MT_RUSH_QUAKE:
  5414. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5415. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5416. skillratio += 150 * skill_lv;
  5417. RE_LVL_DMOD(100);
  5418. break;
  5419. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5420. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5421. RE_LVL_DMOD(100);
  5422. break;
  5423. case MT_SPARK_BLASTER:
  5424. skillratio += -100 + 600 + 1400 * skill_lv;
  5425. skillratio += 5 * sstatus->pow;
  5426. RE_LVL_DMOD(100);
  5427. break;
  5428. case MT_TRIPLE_LASER:
  5429. skillratio += -100 + 650 + 1150 * skill_lv;
  5430. skillratio += 12 * sstatus->pow;
  5431. RE_LVL_DMOD(100);
  5432. break;
  5433. case ABC_ABYSS_DAGGER:
  5434. skillratio += -100 + 350 + 1400 * skill_lv;
  5435. skillratio += 5 * sstatus->pow;
  5436. RE_LVL_DMOD(100);
  5437. break;
  5438. case ABC_UNLUCKY_RUSH:
  5439. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5440. RE_LVL_DMOD(100);
  5441. break;
  5442. case ABC_CHAIN_REACTION_SHOT:
  5443. skillratio += -100 + 850 * skill_lv;
  5444. skillratio += 15 * sstatus->con;
  5445. RE_LVL_DMOD(100);
  5446. break;
  5447. case ABC_CHAIN_REACTION_SHOT_ATK:
  5448. skillratio += -100 + 800 + 2550 * skill_lv;
  5449. skillratio += 15 * sstatus->con;
  5450. RE_LVL_DMOD(100);
  5451. break;
  5452. case ABC_DEFT_STAB:
  5453. skillratio += -100 + 700 + 550 * skill_lv;
  5454. skillratio += 7 * sstatus->pow;
  5455. RE_LVL_DMOD(100);
  5456. break;
  5457. case ABC_FRENZY_SHOT:
  5458. skillratio += -100 + 250 + 800 * skill_lv;
  5459. skillratio += 15 * sstatus->con;
  5460. RE_LVL_DMOD(100);
  5461. break;
  5462. case WH_HAWKRUSH:
  5463. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5464. if (sd)
  5465. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5466. RE_LVL_DMOD(100);
  5467. break;
  5468. case WH_HAWKBOOMERANG:
  5469. skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
  5470. if (sd)
  5471. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5472. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5473. skillratio += skillratio * 50 / 100;
  5474. RE_LVL_DMOD(100);
  5475. break;
  5476. case WH_GALESTORM:
  5477. skillratio += -100 + 1350 * skill_lv;
  5478. skillratio += 10 * sstatus->con;
  5479. RE_LVL_DMOD(100);
  5480. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5481. skillratio += skillratio * 50 / 100;
  5482. break;
  5483. case WH_CRESCIVE_BOLT:
  5484. skillratio += -100 + 500 + 1300 * skill_lv;
  5485. skillratio += 5 * sstatus->con;
  5486. RE_LVL_DMOD(100);
  5487. if (sc) {
  5488. if (sc->getSCE(SC_CRESCIVEBOLT))
  5489. skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5490. if (sc->getSCE(SC_CALAMITYGALE)) {
  5491. skillratio += skillratio * 20 / 100;
  5492. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5493. skillratio += skillratio * 50 / 100;
  5494. }
  5495. }
  5496. break;
  5497. case WH_DEEPBLINDTRAP:
  5498. case WH_SOLIDTRAP:
  5499. case WH_SWIFTTRAP:
  5500. case WH_FLAMETRAP:
  5501. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5502. RE_LVL_DMOD(100);
  5503. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5504. break;
  5505. case BO_ACIDIFIED_ZONE_WATER:
  5506. case BO_ACIDIFIED_ZONE_GROUND:
  5507. case BO_ACIDIFIED_ZONE_WIND:
  5508. case BO_ACIDIFIED_ZONE_FIRE:
  5509. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5510. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5511. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5512. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5513. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5514. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5515. skillratio += skillratio * 50 / 100;
  5516. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5517. skillratio += skillratio * 50 / 100;
  5518. }
  5519. RE_LVL_DMOD(100);
  5520. break;
  5521. case BO_EXPLOSIVE_POWDER:
  5522. skillratio += -100 + 500 + 650 * skill_lv;
  5523. skillratio += 5 * sstatus->pow;
  5524. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5525. skillratio += 100 * skill_lv;
  5526. RE_LVL_DMOD(100);
  5527. break;
  5528. case BO_MAYHEMIC_THORNS:
  5529. skillratio += -100 + 200 + 300 * skill_lv;
  5530. skillratio += 5 * sstatus->pow;
  5531. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5532. skillratio += 150;
  5533. RE_LVL_DMOD(100);
  5534. break;
  5535. case TR_ROSEBLOSSOM:
  5536. skillratio += -100 + 200 + 2000 * skill_lv;
  5537. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5538. skillratio += 3 * sstatus->con;
  5539. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5540. skillratio += 200 * skill_lv;
  5541. }
  5542. RE_LVL_DMOD(100);
  5543. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5544. skillratio *= 2;
  5545. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5546. skillratio += skillratio * 50 / 100;
  5547. }
  5548. break;
  5549. case TR_ROSEBLOSSOM_ATK:
  5550. skillratio += -100 + 250 + 2800 * skill_lv;
  5551. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5552. skillratio += 3 * sstatus->con;
  5553. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5554. skillratio += 200 * skill_lv;
  5555. }
  5556. RE_LVL_DMOD(100);
  5557. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5558. skillratio *= 2;
  5559. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5560. skillratio += skillratio * 50 / 100;
  5561. }
  5562. break;
  5563. case TR_RHYTHMSHOOTING:
  5564. skillratio += -100 + 550 + 950 * skill_lv;
  5565. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5566. skillratio += 5 * sstatus->con;
  5567. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  5568. skillratio += 300 + 100 * skill_lv;
  5569. skillratio += 2 * sstatus->con;
  5570. }
  5571. RE_LVL_DMOD(100);
  5572. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5573. skillratio *= 2;
  5574. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5575. skillratio += skillratio * 50 / 100;
  5576. }
  5577. break;
  5578. case ABR_BATTLE_BUSTER:// Need official formula.
  5579. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5580. skillratio += -100 + 8000;
  5581. break;
  5582. case ABR_INFINITY_BUSTER:// Need official formula.
  5583. skillratio += -100 + 50000;
  5584. break;
  5585. case HN_SPIRAL_PIERCE_MAX:
  5586. skillratio += -100 + 1000 + 1500 * skill_lv;
  5587. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5588. skillratio += 5 * sstatus->pow;
  5589. switch (status_get_size(target)){
  5590. case SZ_SMALL:
  5591. skillratio = skillratio * 150 / 100;
  5592. break;
  5593. case SZ_MEDIUM:
  5594. skillratio = skillratio * 130 / 100;
  5595. break;
  5596. case SZ_BIG:
  5597. skillratio = skillratio * 120 / 100;
  5598. break;
  5599. }
  5600. RE_LVL_DMOD(100);
  5601. break;
  5602. case HN_SHIELD_CHAIN_RUSH:
  5603. skillratio += -100 + 850 + 1050 * skill_lv;
  5604. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5605. skillratio += 5 * sstatus->pow;
  5606. RE_LVL_DMOD(100);
  5607. break;
  5608. case HN_MEGA_SONIC_BLOW:
  5609. skillratio += -100 + 900 + 750 * skill_lv;
  5610. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv;
  5611. skillratio += 5 * sstatus->pow;
  5612. if (status_get_hp(target) < status_get_max_hp(target) / 2)
  5613. skillratio *= 2;
  5614. RE_LVL_DMOD(100);
  5615. break;
  5616. case HN_DOUBLEBOWLINGBASH:
  5617. skillratio += -100 + 250 + 400 * skill_lv;
  5618. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5619. skillratio += 5 * sstatus->pow;
  5620. RE_LVL_DMOD(100);
  5621. break;
  5622. case NW_HASTY_FIRE_IN_THE_HOLE:
  5623. skillratio += -100 + 1500 + 1500 * skill_lv;
  5624. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
  5625. skillratio += 5 * sstatus->con;
  5626. RE_LVL_DMOD(100);
  5627. break;
  5628. case NW_BASIC_GRENADE:
  5629. skillratio += -100 + 1500 + 2100 * skill_lv;
  5630. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
  5631. skillratio += 5 * sstatus->con;
  5632. RE_LVL_DMOD(100);
  5633. break;
  5634. case NW_GRENADES_DROPPING:
  5635. skillratio += -100 + 550 + 850 * skill_lv;
  5636. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5637. skillratio += 5 * sstatus->con;
  5638. RE_LVL_DMOD(100);
  5639. break;
  5640. case NW_WILD_FIRE:
  5641. skillratio += -100 + 1500 + 3000 * skill_lv;
  5642. skillratio += 5 * sstatus->con;
  5643. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5644. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
  5645. if (sd && sd->weapontype1 == W_SHOTGUN)
  5646. skillratio += 200 * skill_lv;
  5647. RE_LVL_DMOD(100);
  5648. break;
  5649. case NW_MAGAZINE_FOR_ONE:
  5650. skillratio += -100 + 250 + 500 * skill_lv;
  5651. skillratio += 5 * sstatus->con;
  5652. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5653. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5654. if (sd && sd->weapontype1 == W_REVOLVER)
  5655. skillratio += 50 + 300 * skill_lv;
  5656. RE_LVL_DMOD(100);
  5657. break;
  5658. case NW_SPIRAL_SHOOTING:
  5659. skillratio += -100 + 1200 + 1700 * skill_lv;
  5660. skillratio += 5 * sstatus->con;
  5661. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5662. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
  5663. if (sd && sd->weapontype1 == W_RIFLE)
  5664. skillratio += 200 + 1100 * skill_lv;
  5665. RE_LVL_DMOD(100);
  5666. break;
  5667. case NW_ONLY_ONE_BULLET:
  5668. skillratio += -100 + 1200 + 3000 * skill_lv;
  5669. skillratio += 5 * sstatus->con;
  5670. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5671. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
  5672. if (sd && sd->weapontype1 == W_REVOLVER) {
  5673. skillratio += 400 * skill_lv;
  5674. }
  5675. RE_LVL_DMOD(100);
  5676. break;
  5677. case NW_THE_VIGILANTE_AT_NIGHT:
  5678. if (sd && sd->weapontype1 == W_GATLING) {
  5679. skillratio += -100 + 300 * skill_lv;
  5680. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5681. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5682. } else {
  5683. skillratio += -100 + 800 + 700 * skill_lv;
  5684. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5685. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv;
  5686. }
  5687. skillratio += 5 * sstatus->con;
  5688. RE_LVL_DMOD(100);
  5689. break;
  5690. case NW_MISSION_BOMBARD:
  5691. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5692. skillratio += -100 + 5000 + 1800 * skill_lv;
  5693. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100;
  5694. }else{
  5695. skillratio += -100 + 800 + 200 * skill_lv;
  5696. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5697. }
  5698. skillratio += 5 * sstatus->con;
  5699. RE_LVL_DMOD(100);
  5700. break;
  5701. }
  5702. return skillratio;
  5703. }
  5704. /*==================================================================================================
  5705. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  5706. *--------------------------------------------------------------------------------------------------*
  5707. * Credits:
  5708. * Original coder Skotlex
  5709. * Initial refactoring by Baalberith
  5710. * Refined and optimized by helvetica
  5711. */
  5712. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5713. {
  5714. map_session_data *sd = BL_CAST(BL_PC, src);
  5715. map_session_data *tsd = BL_CAST(BL_PC, target);
  5716. struct status_data *sstatus = status_get_status_data(src);
  5717. struct status_data *tstatus = status_get_status_data(target);
  5718. int64 atk = 0;
  5719. //Constant/misc additions from skills
  5720. switch (skill_id) {
  5721. case MO_EXTREMITYFIST:
  5722. atk = 250 + 150 * skill_lv;
  5723. break;
  5724. case PA_SHIELDCHAIN:
  5725. if (sd) {
  5726. short index = sd->equip_index[EQI_HAND_L];
  5727. // Bonus damage: [max(100, Random(100, 0.7*weight + pow(skill level + refine)))]
  5728. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5729. // First calculate the random part of the bonus
  5730. int bonus = (7 * sd->inventory_data[index]->weight) / 100;
  5731. bonus += static_cast<decltype(bonus)>(pow(skill_lv + sd->inventory.u.items_inventory[index].refine, 2));
  5732. // Now get a random value between 100 and the random part
  5733. atk = max(100, rnd_value(100, bonus));
  5734. }
  5735. }
  5736. break;
  5737. #ifndef RENEWAL
  5738. case GS_MAGICALBULLET:
  5739. if (sstatus->matk_max > sstatus->matk_min)
  5740. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  5741. else
  5742. atk = sstatus->matk_min;
  5743. break;
  5744. #endif
  5745. #ifdef RENEWAL
  5746. case HT_FREEZINGTRAP:
  5747. if(sd)
  5748. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  5749. break;
  5750. #endif
  5751. case GC_COUNTERSLASH:
  5752. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  5753. break;
  5754. case LG_SHIELDPRESS:
  5755. if (sd) {
  5756. int damagevalue = 0;
  5757. short index = sd->equip_index[EQI_HAND_L];
  5758. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  5759. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  5760. atk = damagevalue;
  5761. }
  5762. break;
  5763. }
  5764. return atk;
  5765. }
  5766. /*==============================================================
  5767. * Stackable SC bonuses added on top of calculated skill damage
  5768. *--------------------------------------------------------------
  5769. * Credits:
  5770. * Original coder Skotlex
  5771. * Initial refactoring by Baalberith
  5772. * Refined and optimized by helvetica
  5773. */
  5774. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5775. {
  5776. map_session_data *sd = BL_CAST(BL_PC, src);
  5777. status_change *sc = status_get_sc(src);
  5778. struct status_data *sstatus = status_get_status_data(src);
  5779. struct status_data *tstatus = status_get_status_data(target);
  5780. uint8 anger_id = 0; // SLS Anger
  5781. // Kagerou/Oboro Earth Charm effect +15% wATK
  5782. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5783. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  5784. #ifdef RENEWAL
  5785. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  5786. #endif
  5787. }
  5788. //The following are applied on top of current damage and are stackable.
  5789. if (sc) {
  5790. #ifdef RENEWAL
  5791. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  5792. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  5793. if (sc->getSCE(SC_DRUMBATTLE))
  5794. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  5795. if (sc->getSCE(SC_MADNESSCANCEL))
  5796. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  5797. if (sc->getSCE(SC_MAGICALBULLET)) {
  5798. short tmdef = tstatus->mdef + tstatus->mdef2;
  5799. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5800. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5801. } else {
  5802. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5803. }
  5804. }
  5805. if (sc->getSCE(SC_GATLINGFEVER))
  5806. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  5807. #else
  5808. //ATK percent modifier (in pre-renewal, it's applied multiplicatively after the skill ratio)
  5809. ATK_RATE(wd->damage, wd->damage2, battle_get_atkpercent(*src, skill_id, *sc));
  5810. ATK_RATER(wd->basedamage, battle_get_atkpercent(*src, 0, *sc));
  5811. #endif
  5812. if (sc->getSCE(SC_SPIRIT)) {
  5813. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  5814. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5815. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5816. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  5817. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5818. RE_ALLATK_ADDRATE(wd, 100);
  5819. }
  5820. }
  5821. if (sc->getSCE(SC_GT_CHANGE))
  5822. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  5823. #ifdef RENEWAL
  5824. if (sc->getSCE(SC_EDP)) {
  5825. switch(skill_id) {
  5826. // Renewal: Venom Splasher, Meteor Assault, Grimtooth and Venom Knife ignore EDP
  5827. case TF_SPRINKLESAND:
  5828. case AS_SPLASHER:
  5829. case ASC_METEORASSAULT:
  5830. case AS_GRIMTOOTH:
  5831. case AS_VENOMKNIFE:
  5832. break; // skills above have no effect with EDP
  5833. default: // fall through to apply EDP bonuses
  5834. // Renewal EDP formula [helvetica]
  5835. // weapon atk * (2.5 + (edp level * .3))
  5836. // equip atk * (2.5 + (edp level * .3))
  5837. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5838. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5839. break;
  5840. }
  5841. }
  5842. #endif
  5843. if (sc->getSCE(SC_DANCEWITHWUG)) {
  5844. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5845. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5846. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5847. }
  5848. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5849. #ifdef RENEWAL
  5850. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5851. #endif
  5852. }
  5853. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  5854. ATK_ADD(wd->damage, wd->damage2, 200);
  5855. #ifdef RENEWAL
  5856. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5857. #endif
  5858. }
  5859. if (sc->getSCE(SC_EQC)) {
  5860. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  5861. #ifdef RENEWAL
  5862. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  5863. #endif
  5864. }
  5865. if(sc->getSCE(SC_STYLE_CHANGE)) {
  5866. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5867. if(hd) {
  5868. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5869. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5870. }
  5871. }
  5872. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5873. switch(skill_id) {
  5874. case RA_WUGDASH:
  5875. case RA_WUGSTRIKE:
  5876. case RA_WUGBITE:
  5877. break;
  5878. default:
  5879. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  5880. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  5881. break;
  5882. }
  5883. }
  5884. if (sc->getSCE(SC_HEAT_BARREL)) {
  5885. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  5886. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  5887. }
  5888. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5889. if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
  5890. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5891. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5892. }
  5893. if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
  5894. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5895. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5896. }
  5897. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  5898. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5899. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5900. }
  5901. }
  5902. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  5903. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  5904. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  5905. }
  5906. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  5907. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  5908. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  5909. }
  5910. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  5911. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  5912. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  5913. }
  5914. if (sc->getSCE(SC_MIRACLE))
  5915. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5916. if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG)
  5917. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3);
  5918. }
  5919. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5920. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5921. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5922. RE_ALLATK_ADDRATE(wd, 20);
  5923. }
  5924. }
  5925. if (sd != nullptr && !anger_id)
  5926. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5927. uint16 anger_level;
  5928. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5929. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5930. if (anger_id == 2)
  5931. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5932. if (anger_level < 4)
  5933. skillratio /= 12 - 3 * anger_level;
  5934. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5935. #ifdef RENEWAL
  5936. RE_ALLATK_ADDRATE(wd, skillratio);
  5937. #endif
  5938. }
  5939. }
  5940. /*====================================
  5941. * Calc defense damage reduction
  5942. *------------------------------------
  5943. * Credits:
  5944. * Original coder Skotlex
  5945. * Initial refactoring by Baalberith
  5946. * Refined and optimized by helvetica
  5947. */
  5948. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5949. {
  5950. map_session_data *sd = BL_CAST(BL_PC, src);
  5951. map_session_data *tsd = BL_CAST(BL_PC, target);
  5952. status_change *sc = status_get_sc(src);
  5953. status_change *tsc = status_get_sc(target);
  5954. struct status_data *sstatus = status_get_status_data(src);
  5955. struct status_data *tstatus = status_get_status_data(target);
  5956. //Defense reduction
  5957. short vit_def;
  5958. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5959. short def2 = tstatus->def2;
  5960. if (sd) {
  5961. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5962. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5963. if (i) {
  5964. i = min(i,100); //cap it to 100 for 0 def min
  5965. def1 -= def1 * i / 100;
  5966. def2 -= def2 * i / 100;
  5967. }
  5968. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5969. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5970. short si = 10 * sd->spiritcharm;
  5971. def1 = (def1 * (100 + si)) / 100;
  5972. }
  5973. }
  5974. if (sc && sc->getSCE(SC_EXPIATIO)) {
  5975. short i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  5976. i = min(i,100); //cap it to 100 for 0 def min
  5977. def1 = (def1*(100-i))/100;
  5978. def2 = (def2*(100-i))/100;
  5979. }
  5980. if (tsc) {
  5981. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  5982. short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  5983. def1 = (def1 * (100 + i)) / 100;
  5984. }
  5985. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  5986. short i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  5987. i = min(i,100); //cap it to 100 for 0 def min
  5988. def1 = (def1*(100-i))/100;
  5989. def2 = (def2*(100-i))/100;
  5990. }
  5991. if (tsc->getSCE(SC_GT_REVITALIZE))
  5992. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  5993. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  5994. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  5995. }
  5996. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  5997. unsigned char target_count; //256 max targets should be a sane max
  5998. //Official servers limit the count to 22 targets
  5999. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  6000. if(target_count >= battle_config.vit_penalty_count) {
  6001. if(battle_config.vit_penalty_type == 1) {
  6002. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6003. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6004. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6005. } else { //Assume type 2
  6006. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6007. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6008. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6009. }
  6010. }
  6011. if(def2 < 1)
  6012. def2 = 1;
  6013. }
  6014. #ifdef RENEWAL
  6015. if (skill_id == AM_ACIDTERROR)
  6016. def2 = 0; // Ignore only status defense.
  6017. #endif
  6018. //Damage reduction based on vitality
  6019. if (tsd) { //Sd vit-eq
  6020. int skill;
  6021. #ifndef RENEWAL
  6022. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  6023. vit_def = ((3 * def2) / 10);
  6024. vit_def += rnd_value(0, max(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1));
  6025. vit_def += (def2 / 2);
  6026. #else
  6027. vit_def = def2;
  6028. #endif
  6029. if (src->type == BL_MOB && (battle_check_undead(sstatus->race, sstatus->def_ele) || sstatus->race == RC_DEMON) && //This bonus already doesn't work vs players
  6030. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  6031. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  6032. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  6033. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  6034. vit_def += skill*5;
  6035. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  6036. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  6037. vit_def += skill * 10;
  6038. } else { //Mob-Pet vit-eq
  6039. #ifndef RENEWAL
  6040. //VIT + rnd(0,[VIT/20]^2-1)
  6041. vit_def = (def2/20)*(def2/20);
  6042. if (tsc && tsc->getSCE(SC_SKA))
  6043. vit_def += 100; //Eska increases the random part of the formula by 100
  6044. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  6045. #else
  6046. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  6047. vit_def = def2;
  6048. #endif
  6049. }
  6050. if (battle_config.weapon_defense_type) {
  6051. vit_def += def1*battle_config.weapon_defense_type;
  6052. def1 = 0;
  6053. }
  6054. #ifdef RENEWAL
  6055. switch(skill_id) {
  6056. case RK_DRAGONBREATH:
  6057. case RK_DRAGONBREATH_WATER:
  6058. case NC_ARMSCANNON:
  6059. case GN_CARTCANNON:
  6060. if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  6061. return;
  6062. if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  6063. return;
  6064. [[fallthrough]];
  6065. case CR_GRANDCROSS: // Grand Cross is marked as "IgnoreDefense" in renewal as it's applied at the end after already combining ATK and MATK
  6066. case NPC_GRANDDARKNESS:
  6067. // Defense reduction by flat value.
  6068. // This completely bypasses the normal RE DEF Reduction formula.
  6069. wd->damage -= (def1 + vit_def);
  6070. if (is_attack_left_handed(src, skill_id))
  6071. wd->damage2 -= (def1 + vit_def);
  6072. break;
  6073. /**
  6074. * RE DEF Reduction
  6075. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  6076. * Pierce defence gains 1 atk per def/2
  6077. */
  6078. default:
  6079. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  6080. def1 = -399;
  6081. ATK_ADD2(wd->damage, wd->damage2,
  6082. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  6083. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  6084. );
  6085. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  6086. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  6087. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  6088. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  6089. break;
  6090. }
  6091. #else
  6092. if (def1 > 100) def1 = 100;
  6093. ATK_RATE2(wd->damage, wd->damage2,
  6094. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  6095. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  6096. );
  6097. ATK_RATER(wd->basedamage, 100 - def1);
  6098. ATK_ADD2(wd->damage, wd->damage2,
  6099. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  6100. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  6101. );
  6102. wd->basedamage -= vit_def;
  6103. #endif
  6104. }
  6105. /*====================================
  6106. * Modifiers ignoring DEF
  6107. *------------------------------------
  6108. * Credits:
  6109. * Original coder Skotlex
  6110. * Initial refactoring by Baalberith
  6111. * Refined and optimized by helvetica
  6112. */
  6113. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6114. {
  6115. map_session_data *sd = BL_CAST(BL_PC, src);
  6116. status_change *sc = status_get_sc(src);
  6117. struct status_data *sstatus = status_get_status_data(src);
  6118. // Post skill/vit reduction damage increases
  6119. #ifndef RENEWAL
  6120. //Refine bonus
  6121. if (sd) {
  6122. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_REFINE)) {
  6123. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  6124. }
  6125. wd->basedamage += sstatus->rhw.atk2;
  6126. }
  6127. //After DEF reduction, damage can be negative, refine bonus works against that value
  6128. //After refinement bonus was applied, damage is capped to 1, then masteries are applied
  6129. battle_min_damage(*wd, *src, skill_id, 1);
  6130. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  6131. #endif
  6132. if (sc) { // SC skill damages
  6133. if (sc->getSCE(SC_AURABLADE)
  6134. #ifndef RENEWAL
  6135. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  6136. #endif
  6137. ) {
  6138. #ifdef RENEWAL
  6139. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  6140. #else
  6141. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  6142. #endif
  6143. }
  6144. }
  6145. //Set to min of 1
  6146. battle_min_damage(*wd, *src, skill_id, 1);
  6147. #ifdef RENEWAL
  6148. switch (skill_id) {
  6149. case AS_SONICBLOW:
  6150. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  6151. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  6152. break;
  6153. }
  6154. #endif
  6155. }
  6156. /*=================================================================================
  6157. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  6158. *---------------------------------------------------------------------------------
  6159. * Credits:
  6160. * Original coder Skotlex
  6161. * Initial refactoring by Baalberith
  6162. * Refined and optimized by helvetica
  6163. */
  6164. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6165. {
  6166. struct status_data *tstatus = status_get_status_data(target);
  6167. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  6168. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6169. status_change_end(src, SC_CAMOUFLAGE);
  6170. //Plants receive 1 damage when hit
  6171. if( attack_hits || wd->damage > 0 )
  6172. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  6173. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  6174. map_session_data *sd = BL_CAST(BL_PC, src);
  6175. if (sd && sd->status.weapon == W_KATAR)
  6176. wd->damage2 = 0; //No backhand damage against plants
  6177. else
  6178. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  6179. }
  6180. if (attack_hits && target->type == BL_MOB) {
  6181. status_change *sc = status_get_sc(target);
  6182. int64 damage_dummy = 1;
  6183. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  6184. wd->damage = wd->damage2 = 0;
  6185. return;
  6186. }
  6187. }
  6188. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  6189. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  6190. wd->damage = wd->damage2 = 0;
  6191. return;
  6192. }
  6193. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6194. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6195. if (wd->damage > 0) {
  6196. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  6197. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6198. } else if (wd->damage2 > 0) {
  6199. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  6200. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6201. }
  6202. return;
  6203. }
  6204. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  6205. battle_apply_div_fix(wd, skill_id);
  6206. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  6207. if(wd->damage > 1 && wd->damage2 > 0) {
  6208. wd->damage = 1;
  6209. wd->damage2 = 1;
  6210. }
  6211. }
  6212. /*========================================================================================
  6213. * Perform left/right hand weapon damage calculation based on previously calculated damage
  6214. *----------------------------------------------------------------------------------------
  6215. * Credits:
  6216. * Original coder Skotlex
  6217. * Initial refactoring by Baalberith
  6218. * Refined and optimized by helvetica
  6219. */
  6220. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6221. {
  6222. map_session_data *sd = BL_CAST(BL_PC, src);
  6223. if (sd) {
  6224. int skill;
  6225. if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  6226. skill = pc_checkskill(sd,TF_DOUBLE);
  6227. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  6228. #ifdef RENEWAL
  6229. } else if(is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  6230. #else
  6231. } else if(is_attack_left_handed(src, skill_id)) { //Dual-wield
  6232. #endif
  6233. // If you only have a weapon in the left hand, then your main hand damage will be identical to an unarmed attack
  6234. if (is_attack_right_handed(src, skill_id) && wd->damage) {
  6235. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  6236. skill = pc_checkskill(sd,AS_RIGHT);
  6237. ATK_RATER(wd->damage, 50 + (skill * 10))
  6238. }
  6239. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6240. skill = pc_checkskill(sd,KO_RIGHT);
  6241. ATK_RATER(wd->damage, 70 + (skill * 10))
  6242. }
  6243. if(wd->damage < 1)
  6244. wd->damage = 1;
  6245. }
  6246. // Left hand damage will always be adjusted, even if you don't have a weapon in the main hand
  6247. if (wd->damage2) {
  6248. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  6249. skill = pc_checkskill(sd,AS_LEFT);
  6250. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  6251. }
  6252. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6253. skill = pc_checkskill(sd,KO_LEFT);
  6254. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  6255. }
  6256. if(wd->damage2 < 1)
  6257. wd->damage2 = 1;
  6258. }
  6259. }
  6260. }
  6261. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  6262. wd->damage=0;
  6263. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  6264. wd->damage2=0;
  6265. }
  6266. /**
  6267. * Check if bl is devoted by someone
  6268. * @param bl
  6269. * @return 'd_bl' if devoted or nullptr if not devoted
  6270. */
  6271. struct block_list *battle_check_devotion(struct block_list *bl) {
  6272. struct block_list *d_bl = nullptr;
  6273. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  6274. status_change *sc = status_get_sc(bl);
  6275. if (sc && sc->getSCE(SC_DEVOTION))
  6276. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  6277. }
  6278. return d_bl;
  6279. }
  6280. /*==========================================
  6281. * BG/GvG attack modifiers
  6282. *------------------------------------------
  6283. * Credits:
  6284. * Original coder Skotlex
  6285. * Initial refactoring by Baalberith
  6286. * Refined and optimized by helvetica
  6287. */
  6288. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6289. {
  6290. if( wd->damage + wd->damage2 ) { //There is a total damage value
  6291. if( src != target && //Don't reflect your own damage (Grand Cross)
  6292. (!skill_id || skill_id ||
  6293. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  6294. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6295. map_session_data *tsd = BL_CAST(BL_PC, target);
  6296. struct status_data *sstatus = status_get_status_data(src);
  6297. t_tick tick = gettick(), rdelay = 0;
  6298. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  6299. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  6300. struct block_list *d_bl = battle_check_devotion(src);
  6301. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6302. if( tsd )
  6303. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6304. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  6305. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  6306. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6307. }
  6308. }
  6309. struct map_data *mapdata = map_getmapdata(target->m);
  6310. if(!wd->damage2) {
  6311. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  6312. if( mapdata_flag_gvg2(mapdata) )
  6313. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  6314. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6315. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  6316. }
  6317. else if(!wd->damage) {
  6318. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  6319. if( mapdata_flag_gvg2(mapdata) )
  6320. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6321. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6322. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6323. }
  6324. else {
  6325. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  6326. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  6327. if (mapdata_flag_gvg2(mapdata)) {
  6328. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6329. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6330. }
  6331. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  6332. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  6333. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6334. }
  6335. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  6336. }
  6337. }
  6338. }
  6339. /*==========================================
  6340. * final ATK modifiers - after BG/GvG calc
  6341. *------------------------------------------
  6342. * Credits:
  6343. * Original coder Skotlex
  6344. * Initial refactoring by Baalberith
  6345. * Refined and optimized by helvetica
  6346. */
  6347. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6348. {
  6349. map_session_data *sd = BL_CAST(BL_PC, src);
  6350. map_session_data *tsd = BL_CAST(BL_PC, target);
  6351. status_change *sc = status_get_sc(src);
  6352. status_change *tsc = status_get_sc(target);
  6353. struct status_data *sstatus = status_get_status_data(src);
  6354. struct status_data *tstatus = status_get_status_data(target);
  6355. int skill_damage = 0;
  6356. //Reject Sword bugreport:4493 by Daegaladh
  6357. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  6358. (src->type!=BL_PC || (
  6359. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  6360. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  6361. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  6362. )) &&
  6363. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  6364. )
  6365. {
  6366. ATK_RATER(wd->damage, 50)
  6367. clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
  6368. battle_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  6369. if (status_isdead(target))
  6370. return;
  6371. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  6372. status_change_end(target, SC_REJECTSWORD);
  6373. }
  6374. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  6375. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  6376. int64 rdamage = 0;
  6377. int ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  6378. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  6379. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  6380. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  6381. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  6382. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  6383. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
  6384. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  6385. battle_fix_damage(target, src, rdamage, 0, SR_CRESCENTELBOW);
  6386. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  6387. status_change_end(target, SC_CRESCENTELBOW);
  6388. }
  6389. if( sc ) {
  6390. //SC_FUSION hp penalty [Komurka]
  6391. if (sc->getSCE(SC_FUSION)) {
  6392. unsigned int hp = sstatus->max_hp;
  6393. if (sd && tsd) {
  6394. hp = hp / 13;
  6395. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  6396. hp = sstatus->hp;
  6397. } else
  6398. hp = 2*hp/100; //2% hp loss per hit
  6399. status_zap(src, hp, 0);
  6400. }
  6401. if (sc->getSCE(SC_VIGOR))
  6402. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  6403. // Only affecting non-skills
  6404. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  6405. if (sc->getSCE(SC_ENCHANTBLADE)) {
  6406. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  6407. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  6408. if (sstatus->matk_max > sstatus->matk_min)
  6409. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  6410. else
  6411. enchant_dmg = enchant_dmg + sstatus->matk_min;
  6412. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  6413. if (enchant_dmg > 0)
  6414. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  6415. }
  6416. }
  6417. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6418. status_change_end(src, SC_CAMOUFLAGE);
  6419. }
  6420. #ifndef RENEWAL
  6421. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  6422. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  6423. wd->damage += md.damage;
  6424. }
  6425. #endif
  6426. // Skill damage adjustment
  6427. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  6428. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  6429. }
  6430. /*====================================================
  6431. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  6432. *----------------------------------------------------
  6433. * Credits:
  6434. * Original coder Skotlex
  6435. * Initial refactoring by Baalberith
  6436. * Refined and optimized by helvetica
  6437. */
  6438. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6439. {
  6440. struct status_data *sstatus = status_get_status_data(src);
  6441. struct status_data *tstatus = status_get_status_data(target);
  6442. status_change *sc = status_get_sc(src);
  6443. map_session_data *sd = BL_CAST(BL_PC, src);
  6444. struct Damage wd;
  6445. wd.type = DMG_NORMAL; //Normal attack
  6446. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  6447. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  6448. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  6449. /*if(skill_id == KN_AUTOCOUNTER)
  6450. wd.amotion /= 2; */
  6451. wd.dmotion = tstatus->dmotion;
  6452. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  6453. wd.miscflag = wflag;
  6454. wd.flag = BF_WEAPON; //Initial Flag
  6455. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  6456. wd.isspdamage = false;
  6457. wd.damage = wd.damage2 =
  6458. #ifdef RENEWAL
  6459. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6460. wd.percentAtk = wd.percentAtk2 =
  6461. #else
  6462. wd.basedamage =
  6463. #endif
  6464. 0;
  6465. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6466. if(sd)
  6467. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6468. if (skill_id) {
  6469. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6470. switch(skill_id)
  6471. {
  6472. #ifdef RENEWAL
  6473. case RG_BACKSTAP:
  6474. if (sd && sd->status.weapon == W_DAGGER)
  6475. wd.div_ = 2;
  6476. break;
  6477. case MO_CHAINCOMBO:
  6478. if (sd && sd->status.weapon == W_KNUCKLE)
  6479. wd.div_ = -6;
  6480. break;
  6481. #endif
  6482. case MH_SONIC_CRAW:{
  6483. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6484. wd.div_ = hd->homunculus.spiritball;
  6485. }
  6486. break;
  6487. case MO_FINGEROFFENSIVE:
  6488. if (sd) {
  6489. if (battle_config.finger_offensive_type)
  6490. wd.div_ = 1;
  6491. #ifndef RENEWAL
  6492. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6493. wd.div_ = sd->spiritball + sd->spiritball_old;
  6494. #endif
  6495. }
  6496. break;
  6497. case KN_PIERCE:
  6498. case ML_PIERCE:
  6499. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6500. break;
  6501. case TF_DOUBLE: //For NPC used skill.
  6502. case GS_CHAINACTION:
  6503. wd.type = DMG_MULTI_HIT;
  6504. break;
  6505. case GS_GROUNDDRIFT:
  6506. wd.amotion = sstatus->amotion;
  6507. [[fallthrough]];
  6508. case KN_SPEARSTAB:
  6509. #ifndef RENEWAL
  6510. case KN_BOWLINGBASH:
  6511. #endif
  6512. case MS_BOWLINGBASH:
  6513. case MO_BALKYOUNG:
  6514. case TK_TURNKICK:
  6515. wd.blewcount = 0;
  6516. break;
  6517. #ifdef RENEWAL
  6518. case KN_BOWLINGBASH:
  6519. if (sd && sd->status.weapon == W_2HSWORD) {
  6520. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6521. wd.div_ = 3;
  6522. else if (wd.miscflag >= 4)
  6523. wd.div_ = 4;
  6524. }
  6525. break;
  6526. #endif
  6527. case KN_AUTOCOUNTER:
  6528. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6529. break;
  6530. case LK_SPIRALPIERCE:
  6531. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6532. break;
  6533. case RK_WINDCUTTER:
  6534. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6535. wd.flag |= BF_LONG;
  6536. break;
  6537. case NC_BOOSTKNUCKLE:
  6538. case NC_VULCANARM:
  6539. case NC_ARMSCANNON:
  6540. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6541. wd.div_ = 2;
  6542. break;
  6543. case NC_POWERSWING:
  6544. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6545. wd.div_ = -2;
  6546. break;
  6547. case GN_CARTCANNON:
  6548. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6549. wd.div_ = 2;
  6550. break;
  6551. case DK_SERVANT_W_PHANTOM:
  6552. case DK_SERVANT_W_DEMOL:
  6553. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6554. wd.div_ = sd->servantball + sd->servantball_old;
  6555. break;
  6556. case IQ_THIRD_FLAME_BOMB:
  6557. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6558. break;
  6559. case IG_OVERSLASH:
  6560. if( wd.miscflag >= 4 ){
  6561. wd.div_ = 7;
  6562. }else if( wd.miscflag >= 2 ){
  6563. wd.div_ = 5;
  6564. }
  6565. break;
  6566. case SHC_ETERNAL_SLASH:
  6567. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6568. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6569. break;
  6570. case SHC_IMPACT_CRATER:
  6571. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6572. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6573. break;
  6574. case MT_AXE_STOMP:
  6575. if (sd && sd->status.weapon == W_2HAXE)
  6576. wd.div_ = 3;
  6577. break;
  6578. case SHC_SAVAGE_IMPACT:
  6579. wd.div_ = wd.div_ + wd.miscflag;
  6580. break;
  6581. case MT_MIGHTY_SMASH:
  6582. if (sc && sc->getSCE(SC_AXE_STOMP))
  6583. wd.div_ = 7;
  6584. break;
  6585. case BO_EXPLOSIVE_POWDER:
  6586. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6587. wd.div_ = 5;
  6588. break;
  6589. case BO_MAYHEMIC_THORNS:
  6590. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6591. wd.div_ = 4;
  6592. break;
  6593. case HN_DOUBLEBOWLINGBASH:
  6594. if (wd.miscflag > 1)
  6595. wd.div_ += min(4, wd.miscflag);
  6596. break;
  6597. }
  6598. } else {
  6599. bool is_long = false;
  6600. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6601. is_long = true;
  6602. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6603. }
  6604. return wd;
  6605. }
  6606. /**
  6607. * Check if we should reflect the damage and calculate it if so
  6608. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6609. * @param wd : weapon damage
  6610. * @param src : bl who did the attack
  6611. * @param target : target of the attack
  6612. * @param skill_id : id of casted skill, 0 = basic atk
  6613. * @param skill_lv : lvl of skill casted
  6614. */
  6615. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6616. {
  6617. // Don't reflect your own damage (Grand Cross)
  6618. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6619. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6620. {
  6621. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6622. map_session_data *tsd = BL_CAST(BL_PC, target);
  6623. status_change *tsc = status_get_sc(target);
  6624. struct status_data *sstatus = status_get_status_data(src);
  6625. struct unit_data *ud = unit_bl2ud(target);
  6626. t_tick tick = gettick(), rdelay = 0;
  6627. if (!tsc)
  6628. return;
  6629. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6630. if (sce) {
  6631. sce->val2 = (int)damage;
  6632. if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
  6633. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6634. }
  6635. // Calculate skill reflect damage separately
  6636. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6637. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6638. if( rdamage > 0 ) {
  6639. struct block_list *d_bl = battle_check_devotion(src);
  6640. status_change *sc = status_get_sc(src);
  6641. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6642. rdamage /= 2;
  6643. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6644. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6645. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6646. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6647. if( tsd )
  6648. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6649. // It appears that official servers give skill reflect damage a longer delay
  6650. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6651. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6652. }
  6653. }
  6654. }
  6655. }
  6656. /*============================================
  6657. * Calculate "weapon"-type attacks and skills
  6658. *--------------------------------------------
  6659. * Credits:
  6660. * Original coder Skotlex
  6661. * Initial refactoring by Baalberith
  6662. * Refined and optimized by helvetica
  6663. */
  6664. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6665. {
  6666. map_session_data *sd, *tsd;
  6667. struct Damage wd;
  6668. status_change *sc = status_get_sc(src);
  6669. status_change *tsc = status_get_sc(target);
  6670. struct status_data *sstatus = status_get_status_data(src);
  6671. struct status_data *tstatus = status_get_status_data(target);
  6672. int right_element, left_element;
  6673. bool infdef = false;
  6674. memset(&wd,0,sizeof(wd));
  6675. if (src == nullptr || target == nullptr) {
  6676. nullpo_info(NLP_MARK);
  6677. return wd;
  6678. }
  6679. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6680. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6681. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6682. if (sc && !sc->count)
  6683. sc = nullptr; //Skip checking as there are no status changes active.
  6684. if (tsc && !tsc->count)
  6685. tsc = nullptr; //Skip checking as there are no status changes active.
  6686. sd = BL_CAST(BL_PC, src);
  6687. tsd = BL_CAST(BL_PC, target);
  6688. //Check for Lucky Dodge
  6689. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6690. wd.type = DMG_LUCY_DODGE;
  6691. wd.dmg_lv = ATK_LUCKY;
  6692. if(wd.div_ < 0)
  6693. wd.div_ *= -1;
  6694. return wd;
  6695. }
  6696. // on official check for multi hit first so we can override crit on double attack [helvetica]
  6697. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  6698. // crit check is next since crits always hit on official [helvetica]
  6699. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  6700. #if PACKETVER >= 20161207
  6701. if (wd.type&DMG_MULTI_HIT)
  6702. wd.type = DMG_MULTI_HIT_CRITICAL;
  6703. else
  6704. wd.type = DMG_CRITICAL;
  6705. #else
  6706. wd.type = DMG_CRITICAL;
  6707. #endif
  6708. }
  6709. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  6710. // check if we're landing a hit
  6711. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  6712. wd.dmg_lv = ATK_FLEE;
  6713. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  6714. #ifndef RENEWAL
  6715. // First call function with skill_id 0 to get base damage of a normal attack
  6716. battle_calc_skill_base_damage(&wd, src, target, 0, 0); // base damage
  6717. wd.basedamage = wd.damage;
  6718. // Now get actual skill damage
  6719. if (skill_id != 0)
  6720. #endif
  6721. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  6722. int64 ratio = 0;
  6723. #ifndef RENEWAL
  6724. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6725. ATK_RATE(wd.damage, wd.damage2, ratio);
  6726. #endif
  6727. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  6728. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  6729. #ifdef RENEWAL
  6730. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  6731. struct status_data *sstatus = status_get_status_data(src);
  6732. if (sstatus->matk_max > sstatus->matk_min) {
  6733. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6734. } else
  6735. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  6736. }
  6737. #endif
  6738. int i = 0;
  6739. #ifndef RENEWAL
  6740. // add any miscellaneous player ATK bonuses
  6741. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  6742. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6743. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6744. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6745. #endif
  6746. #ifdef RENEWAL
  6747. // In Renewal we only cardfix to the weapon and equip ATK
  6748. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6749. if (sd) {
  6750. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  6751. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  6752. if (is_attack_left_handed(src, skill_id)) {
  6753. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  6754. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  6755. }
  6756. }
  6757. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6758. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  6759. std::bitset<NK_MAX> ignoreele_nk = nk;
  6760. ignoreele_nk.set(NK_IGNOREELEMENT);
  6761. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  6762. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  6763. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  6764. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  6765. if (is_attack_left_handed(src, skill_id)) {
  6766. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  6767. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  6768. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  6769. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  6770. }
  6771. }
  6772. // final attack bonuses that aren't affected by cards
  6773. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6774. if (sd) { //monsters, homuns and pets have their damage computed directly
  6775. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  6776. if( is_attack_left_handed( src, skill_id ) ){
  6777. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
  6778. }
  6779. // Apply PATK mod
  6780. // But for Dragonbreaths it only applies if Dragonic Aura is skilled
  6781. if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
  6782. wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
  6783. if( is_attack_left_handed( src, skill_id ) ){
  6784. wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
  6785. }
  6786. }
  6787. // Apply MasteryATK
  6788. wd.damage += wd.masteryAtk;
  6789. if( is_attack_left_handed( src, skill_id ) ){
  6790. wd.damage2 += wd.masteryAtk2;
  6791. }
  6792. // Apply bonus damage
  6793. wd.damage += bonus_damage;
  6794. if( is_attack_left_handed( src, skill_id ) ){
  6795. wd.damage2 += bonus_damage;
  6796. }
  6797. // CritAtkRate modifier
  6798. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  6799. if (skill_id > 0) {
  6800. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  6801. if (is_attack_left_handed(src, skill_id))
  6802. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  6803. }
  6804. else {
  6805. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  6806. if (is_attack_left_handed(src, skill_id))
  6807. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  6808. }
  6809. }
  6810. if (wd.flag & BF_SHORT)
  6811. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  6812. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  6813. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  6814. }
  6815. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6816. ATK_RATE(wd.damage, wd.damage2, ratio);
  6817. // Advance Katar Mastery
  6818. if (sd) {
  6819. uint16 katar_skill;
  6820. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  6821. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  6822. }
  6823. // Res reduces physical damage by a percentage and
  6824. // is calculated before DEF and other reductions.
  6825. // This should be the official formula. [Rytech]
  6826. if ((wd.damage + wd.damage2) && tstatus->res > 0) {
  6827. short res = tstatus->res;
  6828. short ignore_res = 0;// Value used as a percentage.
  6829. if (sd)
  6830. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  6831. // Attacker status's that pierce Res.
  6832. if (sc) {
  6833. if (sc->getSCE(SC_A_TELUM))
  6834. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  6835. if (sc->getSCE(SC_POTENT_VENOM))
  6836. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  6837. }
  6838. ignore_res = min(ignore_res, 100);
  6839. if (ignore_res > 0)
  6840. res -= res * ignore_res / 100;
  6841. // Max damage reduction from Res is officially 50%.
  6842. // That means 625 Res is needed to hit that cap.
  6843. if (res > battle_config.max_res_mres_reduction)
  6844. res = battle_config.max_res_mres_reduction;
  6845. // Apply damage reduction.
  6846. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  6847. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  6848. }
  6849. #else
  6850. // final attack bonuses that aren't affected by cards
  6851. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6852. #endif
  6853. if (wd.damage + wd.damage2) {
  6854. #ifdef RENEWAL
  6855. // Check if attack ignores DEF (in pre-renewal we need to update base damage even when the skill ignores DEF)
  6856. if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  6857. #else
  6858. // Shield Boomerang and Rapid Smiting already calculated the defense before the skill ratio was applied
  6859. if(skill_id != PA_SHIELDCHAIN && skill_id != CR_SHIELDBOOMERANG)
  6860. #endif
  6861. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  6862. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  6863. }
  6864. #ifdef RENEWAL
  6865. // add any miscellaneous player ATK bonuses
  6866. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  6867. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6868. RE_ALLATK_ADDRATE(&wd, i);
  6869. }
  6870. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  6871. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6872. RE_ALLATK_ADDRATE(&wd, -i);
  6873. }
  6874. #endif
  6875. }
  6876. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  6877. #ifdef RENEWAL
  6878. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  6879. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  6880. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  6881. if (is_attack_left_handed(src, skill_id))
  6882. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  6883. } else
  6884. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  6885. if (tsd && tsd->bonus.crit_def_rate != 0)
  6886. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  6887. }
  6888. #endif
  6889. switch (skill_id) {
  6890. case TK_DOWNKICK:
  6891. case TK_STORMKICK:
  6892. case TK_TURNKICK:
  6893. case TK_COUNTER:
  6894. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6895. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6896. break;
  6897. case SR_TIGERCANNON:
  6898. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6899. if (wd.miscflag&8) {
  6900. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6901. } else
  6902. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6903. break;
  6904. case SR_GATEOFHELL: {
  6905. status_data *sstatus = status_get_status_data(src);
  6906. double bonus = 1 + skill_lv * 2 / 10;
  6907. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6908. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  6909. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6910. } else
  6911. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6912. }
  6913. break;
  6914. case MH_TINDER_BREAKER:
  6915. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6916. break;
  6917. case MH_CBC:
  6918. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6919. break;
  6920. case MH_EQC:
  6921. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6922. break;
  6923. case NPC_MAXPAIN_ATK:
  6924. if (sc) {
  6925. auto * sce = sc->getSCE(SC_MAXPAIN);
  6926. if (sce) {
  6927. if (sce->val2)
  6928. wd.damage = sce->val2 * skill_lv / 10;
  6929. else if (sce->val3)
  6930. wd.damage = sce->val3 * skill_lv / 10;
  6931. }
  6932. }
  6933. else
  6934. wd.damage = 0;
  6935. break;
  6936. }
  6937. if(sd) {
  6938. #ifndef RENEWAL
  6939. uint16 skill;
  6940. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6941. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6942. if (skill_id == GS_GROUNDDRIFT)
  6943. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6944. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6945. ATK_ADD(wd.damage, wd.damage2, 4);
  6946. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6947. switch(skill_id) {
  6948. case RK_DRAGONBREATH:
  6949. case RK_DRAGONBREATH_WATER:
  6950. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6951. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6952. if(is_attack_left_handed(src, skill_id))
  6953. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6954. }
  6955. break;
  6956. default:
  6957. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6958. if( is_attack_left_handed(src, skill_id ))
  6959. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6960. break;
  6961. }
  6962. #endif
  6963. }
  6964. #ifdef RENEWAL
  6965. // In renewal only do it for non player attacks
  6966. if( tsd && !sd ){
  6967. #else
  6968. if( tsd ){
  6969. #endif
  6970. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6971. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6972. if(is_attack_left_handed(src, skill_id))
  6973. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6974. }
  6975. // only do 1 dmg to plant, no need to calculate rest
  6976. if(infdef){
  6977. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6978. return wd;
  6979. }
  6980. //Apply DAMAGE_DIV_FIX and check for min damage
  6981. battle_apply_div_fix(&wd, skill_id);
  6982. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  6983. #ifdef RENEWAL
  6984. switch (skill_id) {
  6985. case NJ_ISSEN:
  6986. case GN_FIRE_EXPANSION_ACID:
  6987. return wd; //These skills will do a GVG fix later
  6988. default:
  6989. #endif
  6990. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  6991. #ifdef RENEWAL
  6992. break;
  6993. }
  6994. #endif
  6995. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  6996. battle_absorb_damage(target, &wd);
  6997. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  6998. return wd;
  6999. }
  7000. /*==========================================
  7001. * Calculate "magic"-type attacks and skills
  7002. *------------------------------------------
  7003. * Credits:
  7004. * Original coder DracoRPG
  7005. * Refined and optimized by helvetica
  7006. */
  7007. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7008. {
  7009. int i, skill_damage = 0;
  7010. short s_ele = 0;
  7011. TBL_PC *sd;
  7012. TBL_PC *tsd;
  7013. status_change *sc, *tsc;
  7014. struct Damage ad;
  7015. struct status_data *sstatus = status_get_status_data(src);
  7016. struct status_data *tstatus = status_get_status_data(target);
  7017. struct {
  7018. unsigned imdef : 1;
  7019. unsigned infdef : 1;
  7020. } flag;
  7021. memset(&ad,0,sizeof(ad));
  7022. memset(&flag,0,sizeof(flag));
  7023. if (src == nullptr || target == nullptr) {
  7024. nullpo_info(NLP_MARK);
  7025. return ad;
  7026. }
  7027. // Initial Values
  7028. // Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later
  7029. ad.damage = 1;
  7030. ad.div_ = skill_get_num(skill_id,skill_lv);
  7031. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  7032. ad.dmotion = tstatus->dmotion;
  7033. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  7034. ad.flag = BF_MAGIC|BF_SKILL;
  7035. ad.miscflag = mflag;
  7036. ad.dmg_lv = ATK_DEF;
  7037. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7038. std::bitset<NK_MAX> nk;
  7039. if (skill)
  7040. nk = skill->nk;
  7041. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  7042. sd = BL_CAST(BL_PC, src);
  7043. tsd = BL_CAST(BL_PC, target);
  7044. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  7045. sc = status_get_sc(src);
  7046. tsc = status_get_sc(target);
  7047. //Initialize variables that will be used afterwards
  7048. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  7049. switch(skill_id) {
  7050. case WL_HELLINFERNO:
  7051. if (mflag & 2) { // ELE_DARK
  7052. ad.div_ = 3;
  7053. }
  7054. break;
  7055. case NPC_PSYCHIC_WAVE:
  7056. case SO_PSYCHIC_WAVE:
  7057. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  7058. ad.div_ = 2;
  7059. break;
  7060. case AG_DESTRUCTIVE_HURRICANE:
  7061. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7062. ad.blewcount = 2;
  7063. break;
  7064. case AG_CRYSTAL_IMPACT:
  7065. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7066. ad.div_ = 2;
  7067. break;
  7068. case ABC_ABYSS_SQUARE:
  7069. if (mflag == 2)
  7070. ad.div_ = 2;
  7071. break;
  7072. case AG_CRIMSON_ARROW_ATK:
  7073. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7074. ad.div_ = 2;
  7075. }
  7076. break;
  7077. }
  7078. //Set miscellaneous data that needs be filled
  7079. if(sd) {
  7080. sd->state.arrow_atk = 0;
  7081. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  7082. }
  7083. //Skill Range Criteria
  7084. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7085. //Infinite defense (plant mode)
  7086. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  7087. switch(skill_id) {
  7088. case MG_FIREWALL:
  7089. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  7090. ad.blewcount = 0; //No knockback
  7091. [[fallthrough]];
  7092. case NJ_KAENSIN:
  7093. case PR_SANCTUARY:
  7094. ad.dmotion = 1; //No flinch animation.
  7095. break;
  7096. }
  7097. if (!flag.infdef) { //No need to do the math for plants
  7098. unsigned int skillratio = 100; //Skill dmg modifiers.
  7099. //Damage was set to 1 to simulate plant damage; if not plant, need to reinitialize damage with 0
  7100. ad.damage = 0;
  7101. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  7102. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  7103. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  7104. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  7105. //Adds an absolute value to damage. 100 = +100 damage
  7106. #define MATK_ADD(a) { ad.damage += a; }
  7107. //Calc base damage according to skill
  7108. switch (skill_id) {
  7109. case AL_HEAL:
  7110. case PR_BENEDICTIO:
  7111. case PR_SANCTUARY:
  7112. case AB_HIGHNESSHEAL:
  7113. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  7114. break;
  7115. case PR_ASPERSIO:
  7116. ad.damage = 40;
  7117. break;
  7118. case ALL_RESURRECTION:
  7119. case PR_TURNUNDEAD:
  7120. //Undead check is on skill_castend_damageid code.
  7121. #ifdef RENEWAL
  7122. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7123. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  7124. #else
  7125. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7126. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  7127. #endif
  7128. if(i > 700)
  7129. i = 700;
  7130. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  7131. ad.damage = tstatus->hp;
  7132. else {
  7133. #ifdef RENEWAL
  7134. if (sstatus->matk_max > sstatus->matk_min) {
  7135. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7136. } else {
  7137. MATK_ADD(sstatus->matk_min);
  7138. }
  7139. MATK_RATE(skill_lv);
  7140. #else
  7141. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  7142. #endif
  7143. }
  7144. break;
  7145. case NPC_DARKBREATH:
  7146. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  7147. break;
  7148. case PF_SOULBURN:
  7149. ad.damage = tstatus->sp * 2;
  7150. break;
  7151. case AB_RENOVATIO:
  7152. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  7153. break;
  7154. case NPC_EARTHQUAKE:
  7155. if (mflag & NPC_EARTHQUAKE_FLAG) {
  7156. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  7157. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  7158. }
  7159. if (src->type == BL_PC)
  7160. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  7161. else
  7162. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  7163. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  7164. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  7165. ad.damage /= mflag;
  7166. break;
  7167. case NPC_ICEMINE:
  7168. case NPC_FLAMECROSS:
  7169. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  7170. break;
  7171. default: {
  7172. if (sstatus->matk_max > sstatus->matk_min) {
  7173. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7174. } else {
  7175. MATK_ADD(sstatus->matk_min);
  7176. }
  7177. if (sd) { // Soul energy spheres adds MATK.
  7178. MATK_ADD(3*sd->soulball);
  7179. }
  7180. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  7181. if (mflag>0)
  7182. ad.damage /= mflag;
  7183. else
  7184. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7185. }
  7186. switch(skill_id) {
  7187. case MG_NAPALMBEAT:
  7188. skillratio += -30 + 10 * skill_lv;
  7189. break;
  7190. case MG_FIREBALL:
  7191. #ifdef RENEWAL
  7192. skillratio += 40 + 20 * skill_lv;
  7193. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  7194. skillratio = skillratio * 3 / 4;
  7195. #else
  7196. skillratio += -30 + 10 * skill_lv;
  7197. #endif
  7198. break;
  7199. case MG_SOULSTRIKE:
  7200. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  7201. skillratio += 5 * skill_lv;
  7202. break;
  7203. case MG_FIREWALL:
  7204. skillratio -= 50;
  7205. break;
  7206. case MG_FIREBOLT:
  7207. case MG_COLDBOLT:
  7208. case MG_LIGHTNINGBOLT:
  7209. if (sc) {
  7210. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  7211. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  7212. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  7213. skillratio *= 5;
  7214. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  7215. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  7216. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  7217. ad.flag = BF_WEAPON | BF_SHORT;
  7218. ad.type = DMG_NORMAL;
  7219. }
  7220. }
  7221. break;
  7222. case MG_THUNDERSTORM:
  7223. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  7224. #ifndef RENEWAL
  7225. skillratio -= 20;
  7226. #endif
  7227. break;
  7228. case MG_FROSTDIVER:
  7229. skillratio += 10 * skill_lv;
  7230. break;
  7231. case AL_HOLYLIGHT:
  7232. skillratio += 25;
  7233. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  7234. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  7235. break;
  7236. case AL_RUWACH:
  7237. skillratio += 45;
  7238. break;
  7239. case WZ_FROSTNOVA:
  7240. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  7241. break;
  7242. case WZ_FIREPILLAR:
  7243. if (sd && ad.div_ > 0)
  7244. ad.div_ *= -1; //For players, damage is divided by number of hits
  7245. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  7246. break;
  7247. case WZ_SIGHTRASHER:
  7248. skillratio += 20 * skill_lv;
  7249. break;
  7250. case WZ_WATERBALL:
  7251. skillratio += 30 * skill_lv;
  7252. break;
  7253. case WZ_STORMGUST:
  7254. #ifdef RENEWAL
  7255. skillratio -= 30; // Offset only once
  7256. skillratio += 50 * skill_lv;
  7257. #else
  7258. skillratio += 40 * skill_lv;
  7259. #endif
  7260. break;
  7261. #ifdef RENEWAL
  7262. case WZ_EARTHSPIKE:
  7263. skillratio += 100;
  7264. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  7265. skillratio += skillratio * 800 / 100;
  7266. break;
  7267. #endif
  7268. case HW_NAPALMVULCAN:
  7269. #ifdef RENEWAL
  7270. skillratio += -100 + 70 * skill_lv;
  7271. RE_LVL_DMOD(100);
  7272. #else
  7273. skillratio += 25;
  7274. #endif
  7275. break;
  7276. case SL_STIN: //Target size must be small (0) for full damage
  7277. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  7278. break;
  7279. case SL_STUN:
  7280. skillratio += 5 * skill_lv;
  7281. break;
  7282. case SL_SMA: //Base damage is 40% + lv%
  7283. skillratio += -60 + status_get_lv(src);
  7284. break;
  7285. case NJ_KOUENKA:
  7286. skillratio -= 10;
  7287. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7288. skillratio += 10 * sd->spiritcharm;
  7289. break;
  7290. case NJ_KAENSIN:
  7291. skillratio -= 50;
  7292. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7293. skillratio += 20 * sd->spiritcharm;
  7294. break;
  7295. case NJ_BAKUENRYU:
  7296. skillratio += 50 + 150 * skill_lv;
  7297. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7298. skillratio += 100 * sd->spiritcharm;
  7299. break;
  7300. case NJ_HYOUSENSOU:
  7301. #ifdef RENEWAL
  7302. skillratio -= 30;
  7303. if (sc && sc->getSCE(SC_SUITON))
  7304. skillratio += 2 * skill_lv;
  7305. #endif
  7306. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7307. skillratio += 20 * sd->spiritcharm;
  7308. break;
  7309. case NJ_HYOUSYOURAKU:
  7310. skillratio += 50 * skill_lv;
  7311. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7312. skillratio += 100 * sd->spiritcharm;
  7313. break;
  7314. case NJ_RAIGEKISAI:
  7315. #ifdef RENEWAL
  7316. skillratio += 100 * skill_lv;
  7317. #else
  7318. skillratio += 60 + 40 * skill_lv;
  7319. #endif
  7320. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7321. skillratio += 20 * sd->spiritcharm;
  7322. break;
  7323. case NJ_KAMAITACHI:
  7324. skillratio += 100 * skill_lv;
  7325. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7326. skillratio += 100 * sd->spiritcharm;
  7327. break;
  7328. case NJ_HUUJIN:
  7329. #ifdef RENEWAL
  7330. skillratio += 50;
  7331. #endif
  7332. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7333. skillratio += 10 * sd->spiritcharm;
  7334. break;
  7335. case NPC_ENERGYDRAIN:
  7336. skillratio += 100 * skill_lv;
  7337. break;
  7338. #ifdef RENEWAL
  7339. case WZ_HEAVENDRIVE:
  7340. case NPC_GROUNDDRIVE:
  7341. skillratio += 25;
  7342. break;
  7343. case WZ_METEOR:
  7344. skillratio += 25;
  7345. break;
  7346. case WZ_VERMILION:
  7347. if(sd)
  7348. skillratio += 300 + skill_lv * 100;
  7349. else
  7350. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  7351. break;
  7352. case PR_MAGNUS:
  7353. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  7354. skillratio += 30;
  7355. break;
  7356. case BA_DISSONANCE:
  7357. skillratio += skill_lv * 10;
  7358. if (sd)
  7359. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  7360. break;
  7361. case HW_GRAVITATION:
  7362. skillratio += -100 + 100 * skill_lv;
  7363. RE_LVL_DMOD(100);
  7364. break;
  7365. case PA_PRESSURE:
  7366. skillratio += -100 + 500 + 150 * skill_lv;
  7367. RE_LVL_DMOD(100);
  7368. break;
  7369. case WZ_SIGHTBLASTER:
  7370. skillratio += 500;
  7371. break;
  7372. #else
  7373. case WZ_VERMILION:
  7374. skillratio += 20 * skill_lv - 20;
  7375. break;
  7376. #endif
  7377. case AB_JUDEX:
  7378. skillratio += -100 + 300 + 70 * skill_lv;
  7379. RE_LVL_DMOD(100);
  7380. break;
  7381. case AB_ADORAMUS:
  7382. skillratio += - 100 + 300 + 250 * skill_lv;
  7383. RE_LVL_DMOD(100);
  7384. break;
  7385. case AB_DUPLELIGHT_MAGIC:
  7386. skillratio += 300 + 40 * skill_lv;
  7387. break;
  7388. case WL_SOULEXPANSION:
  7389. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7390. RE_LVL_DMOD(100);
  7391. break;
  7392. case WL_FROSTMISTY:
  7393. skillratio += -100 + 200 + 100 * skill_lv;
  7394. RE_LVL_DMOD(100);
  7395. break;
  7396. case NPC_JACKFROST:
  7397. if (tsc && tsc->getSCE(SC_FREEZING)) {
  7398. skillratio += 900 + 300 * skill_lv;
  7399. RE_LVL_DMOD(100);
  7400. } else {
  7401. skillratio += 400 + 100 * skill_lv;
  7402. RE_LVL_DMOD(150);
  7403. }
  7404. break;
  7405. case WL_JACKFROST:
  7406. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  7407. skillratio += -100 + 1200 + 600 * skill_lv;
  7408. else
  7409. skillratio += -100 + 1000 + 300 * skill_lv;
  7410. RE_LVL_DMOD(100);
  7411. break;
  7412. case WL_DRAINLIFE:
  7413. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  7414. RE_LVL_DMOD(100);
  7415. break;
  7416. case WL_CRIMSONROCK:
  7417. skillratio += -100 + 700 + 600 * skill_lv;
  7418. RE_LVL_DMOD(100);
  7419. break;
  7420. case WL_HELLINFERNO:
  7421. skillratio += -100 + 400 * skill_lv;
  7422. if (mflag & 2) // ELE_DARK
  7423. skillratio += 200;
  7424. RE_LVL_DMOD(100);
  7425. break;
  7426. case WL_COMET:
  7427. skillratio += -100 + 2500 + 700 * skill_lv;
  7428. RE_LVL_DMOD(100);
  7429. break;
  7430. case WL_CHAINLIGHTNING_ATK:
  7431. skillratio += 400 + 100 * skill_lv;
  7432. RE_LVL_DMOD(100);
  7433. if (mflag > 0)
  7434. skillratio += 100 * mflag;
  7435. break;
  7436. case WL_EARTHSTRAIN:
  7437. skillratio += -100 + 1000 + 600 * skill_lv;
  7438. RE_LVL_DMOD(100);
  7439. break;
  7440. case WL_TETRAVORTEX_FIRE:
  7441. case WL_TETRAVORTEX_WATER:
  7442. case WL_TETRAVORTEX_WIND:
  7443. case WL_TETRAVORTEX_GROUND:
  7444. skillratio += -100 + 800 + 400 * skill_lv;
  7445. break;
  7446. case WL_SUMMON_ATK_FIRE:
  7447. case WL_SUMMON_ATK_WATER:
  7448. case WL_SUMMON_ATK_WIND:
  7449. case WL_SUMMON_ATK_GROUND:
  7450. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  7451. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  7452. break;
  7453. case LG_RAYOFGENESIS:
  7454. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  7455. RE_LVL_DMOD(100);
  7456. break;
  7457. case NPC_RAYOFGENESIS:
  7458. skillratio += -100 + 200 * skill_lv;
  7459. break;
  7460. case WM_METALICSOUND:
  7461. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  7462. if (tsc && tsc->getSCE(SC_SLEEP))
  7463. skillratio += 100; // !TODO: Confirm target sleeping bonus
  7464. RE_LVL_DMOD(100);
  7465. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7466. skillratio += skillratio * 50 / 100;
  7467. break;
  7468. case WM_REVERBERATION:
  7469. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7470. skillratio += -100 + 700 + 300 * skill_lv;
  7471. RE_LVL_DMOD(100);
  7472. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7473. skillratio += skillratio * 50 / 100;
  7474. break;
  7475. case SO_FIREWALK:
  7476. skillratio += -100 + 60 * skill_lv;
  7477. RE_LVL_DMOD(100);
  7478. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7479. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7480. break;
  7481. case SO_ELECTRICWALK:
  7482. skillratio += -100 + 60 * skill_lv;
  7483. RE_LVL_DMOD(100);
  7484. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7485. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7486. break;
  7487. case NPC_FIREWALK:
  7488. case NPC_ELECTRICWALK:
  7489. skillratio += -100 + 100 * skill_lv;
  7490. break;
  7491. case SO_EARTHGRAVE:
  7492. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7493. RE_LVL_DMOD(100);
  7494. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7495. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7496. break;
  7497. case SO_DIAMONDDUST:
  7498. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7499. RE_LVL_DMOD(100);
  7500. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7501. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7502. break;
  7503. case SO_POISON_BUSTER:
  7504. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7505. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7506. skillratio += 200 * skill_lv;
  7507. RE_LVL_DMOD(100);
  7508. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7509. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7510. break;
  7511. case NPC_POISON_BUSTER:
  7512. skillratio += -100 + 1500 * skill_lv;
  7513. break;
  7514. case SO_PSYCHIC_WAVE:
  7515. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7516. RE_LVL_DMOD(100);
  7517. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7518. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7519. skillratio += 20;
  7520. break;
  7521. case NPC_PSYCHIC_WAVE:
  7522. skillratio += -100 + 500 * skill_lv;
  7523. break;
  7524. case SO_CLOUD_KILL:
  7525. skillratio += -100 + 40 * skill_lv;
  7526. RE_LVL_DMOD(100);
  7527. if (sc) {
  7528. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7529. skillratio += (sd ? sd->status.job_level : 0);
  7530. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7531. skillratio += skillratio * 1500 / 100;
  7532. }
  7533. break;
  7534. case NPC_CLOUD_KILL:
  7535. skillratio += -100 + 50 * skill_lv;
  7536. break;
  7537. case SO_VARETYR_SPEAR:
  7538. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7539. RE_LVL_DMOD(100);
  7540. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7541. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7542. break;
  7543. case GN_DEMONIC_FIRE:
  7544. if (skill_lv > 20) // Fire expansion Lv.2
  7545. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7546. else if (skill_lv > 10) { // Fire expansion Lv.1
  7547. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7548. RE_LVL_DMOD(100);
  7549. } else
  7550. skillratio += 10 + 20 * skill_lv;
  7551. break;
  7552. case KO_KAIHOU:
  7553. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7554. skillratio += -100 + 200 * sd->spiritcharm;
  7555. RE_LVL_DMOD(100);
  7556. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7557. }
  7558. break;
  7559. // Magical Elemental Spirits Attack Skills
  7560. case EL_FIRE_MANTLE:
  7561. case EL_WATER_SCREW:
  7562. skillratio += 900;
  7563. break;
  7564. case EL_FIRE_ARROW:
  7565. case EL_ROCK_CRUSHER_ATK:
  7566. skillratio += 200;
  7567. break;
  7568. case EL_FIRE_BOMB:
  7569. case EL_ICE_NEEDLE:
  7570. case EL_HURRICANE_ATK:
  7571. skillratio += 400;
  7572. break;
  7573. case EL_FIRE_WAVE:
  7574. case EL_TYPOON_MIS_ATK:
  7575. skillratio += 1100;
  7576. break;
  7577. case MH_ERASER_CUTTER:
  7578. case MH_XENO_SLASHER:
  7579. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7580. break;
  7581. case MH_TWISTER_CUTTER:
  7582. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7583. break;
  7584. case MH_ABSOLUTE_ZEPHYR:
  7585. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7586. break;
  7587. case MH_HEILIGE_STANGE:
  7588. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7589. break;
  7590. case MH_HEILIGE_PFERD:
  7591. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7592. break;
  7593. case MH_POISON_MIST:
  7594. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7595. break;
  7596. case SU_SV_STEMSPEAR:
  7597. skillratio += 600;
  7598. break;
  7599. case SU_CN_METEOR:
  7600. case SU_CN_METEOR2:
  7601. skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
  7602. RE_LVL_DMOD(100);
  7603. break;
  7604. case NPC_VENOMFOG:
  7605. skillratio += 600 + 100 * skill_lv;
  7606. break;
  7607. case NPC_COMET:
  7608. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7609. i = cap_value(i, 1, 4);
  7610. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7611. break;
  7612. case NPC_FIRESTORM:
  7613. skillratio += 200;
  7614. break;
  7615. case NPC_HELLBURNING:
  7616. skillratio += 900;
  7617. break;
  7618. case NPC_PULSESTRIKE2:
  7619. skillratio += 100;
  7620. break;
  7621. case SP_CURSEEXPLOSION:
  7622. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7623. skillratio += 1400 + 200 * skill_lv;
  7624. else
  7625. skillratio += 300 + 100 * skill_lv;
  7626. break;
  7627. case SP_SPA:
  7628. skillratio += 400 + 250 * skill_lv;
  7629. RE_LVL_DMOD(100);
  7630. break;
  7631. case SP_SHA:
  7632. skillratio += -100 + 5 * skill_lv;
  7633. break;
  7634. case SP_SWHOO:
  7635. skillratio += 1000 + 200 * skill_lv;
  7636. RE_LVL_DMOD(100);
  7637. break;
  7638. case NPC_STORMGUST2:
  7639. skillratio += 200 * skill_lv;
  7640. break;
  7641. case AG_DEADLY_PROJECTION:
  7642. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7643. RE_LVL_DMOD(100);
  7644. break;
  7645. case AG_DESTRUCTIVE_HURRICANE:
  7646. skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
  7647. RE_LVL_DMOD(100);
  7648. if (sc && sc->getSCE(SC_CLIMAX))
  7649. {
  7650. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7651. skillratio += skillratio * 150 / 100;
  7652. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  7653. skillratio -= skillratio * 20 / 100;
  7654. }
  7655. break;
  7656. case AG_RAIN_OF_CRYSTAL:
  7657. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7658. RE_LVL_DMOD(100);
  7659. break;
  7660. case AG_MYSTERY_ILLUSION:
  7661. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7662. RE_LVL_DMOD(100);
  7663. break;
  7664. case AG_VIOLENT_QUAKE_ATK:
  7665. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7666. RE_LVL_DMOD(100);
  7667. if (sc && sc->getSCE(SC_CLIMAX)) {
  7668. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  7669. skillratio /= 2;
  7670. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7671. skillratio *= 3;
  7672. }
  7673. break;
  7674. case AG_SOUL_VC_STRIKE:
  7675. skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
  7676. RE_LVL_DMOD(100);
  7677. break;
  7678. case AG_STRANTUM_TREMOR:
  7679. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  7680. RE_LVL_DMOD(100);
  7681. break;
  7682. case AG_ALL_BLOOM_ATK:
  7683. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7684. RE_LVL_DMOD(100);
  7685. if (sc && sc->getSCE(SC_CLIMAX)) {
  7686. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7687. skillratio *= 4;
  7688. }
  7689. break;
  7690. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  7691. skillratio += -100 + 85000 + 5 * sstatus->spl;
  7692. RE_LVL_DMOD(100);
  7693. break;
  7694. case AG_CRYSTAL_IMPACT:
  7695. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  7696. RE_LVL_DMOD(100);
  7697. if (sc && sc->getSCE(SC_CLIMAX)) {
  7698. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7699. skillratio += skillratio * 50 / 100;
  7700. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  7701. skillratio /= 2;
  7702. }
  7703. break;
  7704. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  7705. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  7706. RE_LVL_DMOD(100);
  7707. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  7708. skillratio += skillratio * 150 / 100;
  7709. break;
  7710. case AG_TORNADO_STORM:
  7711. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  7712. RE_LVL_DMOD(100);
  7713. break;
  7714. case AG_FLORAL_FLARE_ROAD:
  7715. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  7716. RE_LVL_DMOD(100);
  7717. break;
  7718. case AG_ASTRAL_STRIKE:
  7719. skillratio += -100 + 1800 * skill_lv + 10 * sstatus->spl;
  7720. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7721. skillratio += 340 * skill_lv;
  7722. RE_LVL_DMOD(100);
  7723. break;
  7724. case AG_ASTRAL_STRIKE_ATK:
  7725. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  7726. // Not confirmed, but if the main hit deal additional damage
  7727. // on certain races then the repeated damage should too right?
  7728. // Guessing a formula here for now. [Rytech]
  7729. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7730. skillratio += 200 * skill_lv;
  7731. RE_LVL_DMOD(100);
  7732. break;
  7733. case AG_ROCK_DOWN:
  7734. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7735. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7736. skillratio += 300 * skill_lv;
  7737. }
  7738. RE_LVL_DMOD(100);
  7739. break;
  7740. case AG_STORM_CANNON:
  7741. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7742. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7743. skillratio += 300 * skill_lv;
  7744. }
  7745. RE_LVL_DMOD(100);
  7746. break;
  7747. case AG_CRIMSON_ARROW:
  7748. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  7749. RE_LVL_DMOD(100);
  7750. break;
  7751. case AG_CRIMSON_ARROW_ATK:
  7752. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  7753. RE_LVL_DMOD(100);
  7754. break;
  7755. case AG_FROZEN_SLASH:
  7756. skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl;
  7757. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7758. skillratio += 150 + 350 * skill_lv;
  7759. }
  7760. RE_LVL_DMOD(100);
  7761. break;
  7762. case IG_JUDGEMENT_CROSS:
  7763. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  7764. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  7765. skillratio += 150 * skill_lv;
  7766. RE_LVL_DMOD(100);
  7767. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  7768. skillratio += skillratio * i / 100;
  7769. break;
  7770. case IG_CROSS_RAIN:
  7771. if( sc && sc->getSCE( SC_HOLY_S ) ){
  7772. skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7773. }else{
  7774. skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7775. }
  7776. skillratio += 7 * sstatus->spl;
  7777. RE_LVL_DMOD(100);
  7778. break;
  7779. case CD_ARBITRIUM:
  7780. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
  7781. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7782. RE_LVL_DMOD(100);
  7783. break;
  7784. case CD_ARBITRIUM_ATK:
  7785. skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
  7786. skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7787. RE_LVL_DMOD(100);
  7788. break;
  7789. case CD_PNEUMATICUS_PROCELLA:
  7790. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  7791. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7792. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  7793. skillratio += 50 + 150 * skill_lv;
  7794. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7795. }
  7796. RE_LVL_DMOD(100);
  7797. break;
  7798. case CD_FRAMEN:
  7799. skillratio += -100 + 1300 * skill_lv;
  7800. skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv;
  7801. skillratio += 5 * sstatus->spl;
  7802. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  7803. skillratio += 50 * skill_lv;
  7804. RE_LVL_DMOD(100);
  7805. break;
  7806. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  7807. skillratio += -100 + 500 + 5 * sstatus->spl;
  7808. RE_LVL_DMOD(100);
  7809. break;
  7810. case ABC_ABYSS_STRIKE:
  7811. skillratio += -100 + 2650 * skill_lv;
  7812. skillratio += 10 * sstatus->spl;
  7813. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  7814. skillratio += 200 * skill_lv;
  7815. RE_LVL_DMOD(100);
  7816. break;
  7817. case ABC_ABYSS_SQUARE:
  7818. skillratio += -100 + 750 * skill_lv;
  7819. skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv;
  7820. skillratio += 5 * sstatus->spl;
  7821. RE_LVL_DMOD(100);
  7822. break;
  7823. case TR_METALIC_FURY:
  7824. skillratio += -100 + 3850 * skill_lv;
  7825. // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
  7826. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  7827. skillratio += 800 * skill_lv;
  7828. skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
  7829. }
  7830. RE_LVL_DMOD(100);
  7831. break;
  7832. case TR_SOUNDBLEND:
  7833. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  7834. RE_LVL_DMOD(100);
  7835. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  7836. skillratio += skillratio * 100 / 100;
  7837. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  7838. skillratio += skillratio * 50 / 100;
  7839. }
  7840. break;
  7841. case EM_DIAMOND_STORM:
  7842. skillratio += -100 + 500 + 2400 * skill_lv;
  7843. skillratio += 5 * sstatus->spl;
  7844. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  7845. skillratio += 7300 + 200 * skill_lv;
  7846. skillratio += 5 * sstatus->spl;
  7847. }
  7848. RE_LVL_DMOD(100);
  7849. break;
  7850. case EM_LIGHTNING_LAND:
  7851. skillratio += -100 + 700 + 1100 * skill_lv;
  7852. skillratio += 5 * sstatus->spl;
  7853. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  7854. skillratio += 200 * skill_lv;
  7855. }
  7856. RE_LVL_DMOD(100);
  7857. break;
  7858. case EM_VENOM_SWAMP:
  7859. skillratio += -100 + 700 + 1100 * skill_lv;
  7860. skillratio += 5 * sstatus->spl;
  7861. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  7862. skillratio += 200 * skill_lv;
  7863. }
  7864. RE_LVL_DMOD(100);
  7865. break;
  7866. case EM_CONFLAGRATION:
  7867. skillratio += -100 + 700 + 1100 * skill_lv;
  7868. skillratio += 5 * sstatus->spl;
  7869. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  7870. skillratio += 200 * skill_lv;
  7871. }
  7872. RE_LVL_DMOD(100);
  7873. break;
  7874. case EM_TERRA_DRIVE:
  7875. skillratio += -100 + 500 + 2400 * skill_lv;
  7876. skillratio += 5 * sstatus->spl;
  7877. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  7878. skillratio += 7300 + 200 * skill_lv;
  7879. skillratio += 5 * sstatus->spl;
  7880. }
  7881. RE_LVL_DMOD(100);
  7882. break;
  7883. case ABC_FROM_THE_ABYSS_ATK:
  7884. skillratio += -100 + 150 + 650 * skill_lv;
  7885. skillratio += 5 * sstatus->spl;
  7886. RE_LVL_DMOD(100);
  7887. break;
  7888. case EM_ELEMENTAL_BUSTER_FIRE:
  7889. case EM_ELEMENTAL_BUSTER_WATER:
  7890. case EM_ELEMENTAL_BUSTER_WIND:
  7891. case EM_ELEMENTAL_BUSTER_GROUND:
  7892. case EM_ELEMENTAL_BUSTER_POISON:
  7893. skillratio += -100 + 550 + 2650 * skill_lv;
  7894. skillratio += 10 * sstatus->spl;
  7895. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7896. skillratio += 150 * skill_lv;
  7897. RE_LVL_DMOD(100);
  7898. break;
  7899. case EM_EL_FLAMEROCK:
  7900. skillratio += -100 + 2400;
  7901. if (ed)
  7902. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7903. break;
  7904. case EM_EL_AGE_OF_ICE:
  7905. skillratio += -100 + 3700;
  7906. if (ed)
  7907. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7908. break;
  7909. case EM_EL_STORM_WIND:
  7910. skillratio += -100 + 2600;
  7911. if (ed)
  7912. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7913. break;
  7914. case EM_EL_AVALANCHE:
  7915. skillratio += -100 + 450;
  7916. if (ed)
  7917. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7918. break;
  7919. case EM_EL_DEADLY_POISON:
  7920. skillratio += -100 + 700;
  7921. if (ed)
  7922. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7923. break;
  7924. case NPC_RAINOFMETEOR:
  7925. skillratio += 350; // unknown ratio
  7926. break;
  7927. case HN_NAPALM_VULCAN_STRIKE:
  7928. skillratio += -100 + 350 + 650 * skill_lv;
  7929. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7930. skillratio += 5 * sstatus->spl;
  7931. RE_LVL_DMOD(100);
  7932. break;
  7933. case HN_JUPITEL_THUNDER_STORM:
  7934. skillratio += -100 + 1800 * skill_lv;
  7935. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7936. skillratio += 5 * sstatus->spl;
  7937. RE_LVL_DMOD(100);
  7938. break;
  7939. case HN_HELLS_DRIVE:
  7940. skillratio += -100 + 1700 + 900 * skill_lv;
  7941. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7942. skillratio += 5 * sstatus->spl;
  7943. RE_LVL_DMOD(100);
  7944. break;
  7945. case HN_GROUND_GRAVITATION:
  7946. if (mflag & SKILL_ALTDMG_FLAG) {
  7947. skillratio += -100 + 3000 + 1500 * skill_lv;
  7948. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7949. ad.div_ = -2;
  7950. } else {
  7951. skillratio += -100 + 800 + 700 * skill_lv;
  7952. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv;
  7953. }
  7954. skillratio += 5 * sstatus->spl;
  7955. RE_LVL_DMOD(100);
  7956. break;
  7957. case HN_JACK_FROST_NOVA:
  7958. if (mflag & SKILL_ALTDMG_FLAG) {
  7959. skillratio += -100 + 200 * skill_lv;
  7960. } else {
  7961. skillratio += -100 + 400 + 500 * skill_lv;
  7962. }
  7963. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7964. skillratio += 5 * sstatus->spl;
  7965. RE_LVL_DMOD(100);
  7966. break;
  7967. case HN_METEOR_STORM_BUSTER:
  7968. if (mflag & SKILL_ALTDMG_FLAG) {
  7969. skillratio += -100 + 300 + 160 * skill_lv * 2;
  7970. ad.div_ = -3;
  7971. } else {
  7972. skillratio += -100 + 450 + 160 * skill_lv;
  7973. }
  7974. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv;
  7975. skillratio += 5 * sstatus->spl;
  7976. RE_LVL_DMOD(100);
  7977. break;
  7978. }
  7979. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  7980. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  7981. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  7982. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  7983. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  7984. skillratio += 25;
  7985. }
  7986. MATK_RATE(skillratio);
  7987. //Constant/misc additions from skills
  7988. if (skill_id == WZ_FIREPILLAR)
  7989. MATK_ADD(100 + 50 * skill_lv);
  7990. break;
  7991. }
  7992. }
  7993. #ifdef RENEWAL
  7994. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7995. #endif
  7996. if(sd) {
  7997. //Damage bonuses
  7998. if ((i = pc_skillatk_bonus(sd, skill_id)))
  7999. ad.damage += (int64)ad.damage*i/100;
  8000. //Ignore Defense?
  8001. if (!flag.imdef && (
  8002. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  8003. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  8004. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  8005. ))
  8006. flag.imdef = 1;
  8007. }
  8008. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8009. ad.damage -= (int64)ad.damage*i/100;
  8010. #ifdef RENEWAL
  8011. if (sd && sstatus->smatk > 0)
  8012. ad.damage += ad.damage * sstatus->smatk / 100;
  8013. // MRes reduces magical damage by a percentage and
  8014. // is calculated before MDEF and other reductions.
  8015. // This should be the official formula. [Rytech]
  8016. if (ad.damage && tstatus->mres > 0) {
  8017. short mres = tstatus->mres;
  8018. short ignore_mres = 0;// Value used as percentage.
  8019. if (sd)
  8020. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  8021. // Attacker status's that pierce MRes.
  8022. if (sc && sc->getSCE(SC_A_VITA))
  8023. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  8024. ignore_mres = min(ignore_mres, 100);
  8025. if (ignore_mres > 0)
  8026. mres -= mres * ignore_mres / 100;
  8027. // Max damage reduction from MRes is officially 50%.
  8028. // That means 625 MRes is needed to hit that cap.
  8029. if (mres > battle_config.max_res_mres_reduction)
  8030. mres = battle_config.max_res_mres_reduction;
  8031. // Apply damage reduction.
  8032. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  8033. }
  8034. #endif
  8035. if(!flag.imdef){
  8036. defType mdef = tstatus->mdef;
  8037. int mdef2= tstatus->mdef2;
  8038. if (sc && sc->getSCE(SC_EXPIATIO)) {
  8039. i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  8040. i = min(i, 100); //cap it to 100 for 5 mdef min
  8041. mdef -= mdef * i / 100;
  8042. //mdef2 -= mdef2 * i / 100;
  8043. }
  8044. if(sd) {
  8045. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  8046. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  8047. std::vector<e_race2> race2 = status_get_race2(target);
  8048. for (const auto &raceit : race2)
  8049. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  8050. if (i)
  8051. {
  8052. if (i > 100) i = 100;
  8053. mdef -= mdef * i/100;
  8054. //mdef2-= mdef2* i/100;
  8055. }
  8056. }
  8057. #ifdef RENEWAL
  8058. /**
  8059. * RE MDEF Reduction
  8060. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  8061. */
  8062. if (mdef < 0)
  8063. mdef = 0; // Negative eMDEF is treated as 0 on official
  8064. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  8065. #else
  8066. if(battle_config.magic_defense_type)
  8067. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  8068. else
  8069. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  8070. #endif
  8071. }
  8072. //Apply the physical part of the skill's damage. [Skotlex]
  8073. switch (skill_id) {
  8074. case CR_GRANDCROSS:
  8075. case NPC_GRANDDARKNESS: {
  8076. // Pre-re ATK = Take atk, apply def reduction and add refine bonus
  8077. // Final Damage = (ATK+MATK)*RATIO
  8078. // Renewal ATK = Take total atk
  8079. // Final Damage = ((ATK+MATK)/2)*RATIO - (tDEF + tMDEF)
  8080. // No need to go through the whole physical damage code
  8081. struct Damage wd = initialize_weapon_data(src, target, skill_id, skill_lv, mflag);
  8082. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv);
  8083. // Calculate ATK
  8084. #ifdef RENEWAL
  8085. if (sd)
  8086. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  8087. #else
  8088. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  8089. if (sd) {
  8090. wd.damage += sstatus->rhw.atk2;
  8091. }
  8092. #endif
  8093. // Combine ATK and MATK
  8094. #ifdef RENEWAL
  8095. ad.damage = (wd.damage + ad.damage) / 2;
  8096. #else
  8097. ad.damage = std::max((int64)1, wd.damage + ad.damage);
  8098. #endif
  8099. // Ratio
  8100. skillratio += 40 * skill_lv;
  8101. MATK_RATE(skillratio);
  8102. #ifdef RENEWAL
  8103. // Total defense reduction (renewal only)
  8104. battle_calc_defense_reduction(&ad, src, target, skill_id, skill_lv);
  8105. ad.damage -= (tstatus->mdef + tstatus->mdef2);
  8106. #endif
  8107. }
  8108. break;
  8109. }
  8110. if(ad.damage<1)
  8111. ad.damage=1;
  8112. else if(sc) { //only applies when hit
  8113. switch(skill_id) {
  8114. case MG_LIGHTNINGBOLT:
  8115. case MG_THUNDERSTORM:
  8116. if(sc->getSCE(SC_GUST_OPTION))
  8117. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8118. break;
  8119. case MG_FIREBOLT:
  8120. case MG_FIREWALL:
  8121. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  8122. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8123. break;
  8124. case MG_COLDBOLT:
  8125. case MG_FROSTDIVER:
  8126. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  8127. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8128. break;
  8129. case WZ_EARTHSPIKE:
  8130. case WZ_HEAVENDRIVE:
  8131. if(sc->getSCE(SC_PETROLOGY_OPTION))
  8132. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8133. break;
  8134. }
  8135. }
  8136. if (!nk[NK_IGNOREELEMENT])
  8137. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8138. #ifndef RENEWAL
  8139. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8140. #endif
  8141. switch (skill_id) {
  8142. case CR_GRANDCROSS:
  8143. case NPC_GRANDDARKNESS:
  8144. if (src == target) {
  8145. // Grand Cross on self first applies attr_fix, then cardfix and finally halves the damage
  8146. if (src->type == BL_PC)
  8147. ad.damage = ad.damage / 2;
  8148. else
  8149. ad.damage = 0;
  8150. }
  8151. else
  8152. // Grand Cross on target applies attr_fix, then cardfix and then attr_fix a second time
  8153. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8154. break;
  8155. }
  8156. } //Hint: Against plants damage will still be 1 at this point
  8157. //Apply DAMAGE_DIV_FIX and check for min damage
  8158. battle_apply_div_fix(&ad, skill_id);
  8159. struct map_data *mapdata = map_getmapdata(target->m);
  8160. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  8161. if (mapdata_flag_gvg2(mapdata))
  8162. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  8163. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8164. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  8165. // Skill damage adjustment
  8166. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8167. MATK_ADDRATE(skill_damage);
  8168. battle_absorb_damage(target, &ad);
  8169. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  8170. return ad;
  8171. }
  8172. /*==========================================
  8173. * Calculate "misc"-type attacks and skills
  8174. *------------------------------------------
  8175. * Credits:
  8176. * Original coder Skotlex
  8177. * Refined and optimized by helvetica
  8178. */
  8179. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  8180. {
  8181. int skill_damage = 0;
  8182. short i, s_ele;
  8183. map_session_data *sd, *tsd;
  8184. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  8185. struct status_data *sstatus = status_get_status_data(src);
  8186. struct status_data *tstatus = status_get_status_data(target);
  8187. status_change *ssc = status_get_sc(src);
  8188. memset(&md,0,sizeof(md));
  8189. if (src == nullptr || target == nullptr) {
  8190. nullpo_info(NLP_MARK);
  8191. return md;
  8192. }
  8193. //Some initial values
  8194. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  8195. md.dmotion = tstatus->dmotion;
  8196. md.div_ = skill_get_num(skill_id,skill_lv);
  8197. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  8198. md.dmg_lv = ATK_DEF;
  8199. md.flag = BF_MISC|BF_SKILL;
  8200. md.miscflag = mflag;
  8201. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  8202. std::bitset<NK_MAX> nk;
  8203. if (skill)
  8204. nk = skill->nk;
  8205. sd = BL_CAST(BL_PC, src);
  8206. tsd = BL_CAST(BL_PC, target);
  8207. if(sd) {
  8208. sd->state.arrow_atk = 0;
  8209. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  8210. }
  8211. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  8212. //Skill Range Criteria
  8213. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  8214. switch (skill_id) {
  8215. case TF_THROWSTONE:
  8216. if (sd)
  8217. md.damage = 50;
  8218. else
  8219. md.damage = 30;
  8220. md.flag |= BF_WEAPON;
  8221. break;
  8222. case NPC_KILLING_AURA:
  8223. md.damage = 10000;
  8224. break;
  8225. #ifdef RENEWAL
  8226. case HT_LANDMINE:
  8227. case MA_LANDMINE:
  8228. case HT_BLASTMINE:
  8229. case HT_CLAYMORETRAP:
  8230. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  8231. md.damage += md.damage * (rnd()%20 - 10) / 100;
  8232. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  8233. break;
  8234. #else
  8235. case HT_LANDMINE:
  8236. case MA_LANDMINE:
  8237. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8238. break;
  8239. case HT_BLASTMINE:
  8240. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0);
  8241. break;
  8242. case HT_CLAYMORETRAP:
  8243. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8244. break;
  8245. #endif
  8246. case HT_BLITZBEAT:
  8247. case SN_FALCONASSAULT:
  8248. {
  8249. uint16 skill;
  8250. //Blitz-beat Damage
  8251. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  8252. skill = 0;
  8253. #ifdef RENEWAL
  8254. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  8255. RE_LVL_MDMOD(100);
  8256. #else
  8257. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  8258. if(mflag > 1) //Autocasted Blitz
  8259. nk.set(NK_SPLASHSPLIT);
  8260. #endif
  8261. if (skill_id == SN_FALCONASSAULT) {
  8262. //Div fix of Blitzbeat
  8263. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  8264. //Falcon Assault Modifier
  8265. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  8266. }
  8267. }
  8268. break;
  8269. #ifndef RENEWAL
  8270. case BA_DISSONANCE:
  8271. md.damage = 30 + skill_lv * 10;
  8272. if (sd)
  8273. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  8274. break;
  8275. #endif
  8276. case NPC_SELFDESTRUCTION:
  8277. md.damage = sstatus->hp;
  8278. break;
  8279. case NPC_SMOKING:
  8280. md.damage = 3;
  8281. break;
  8282. case NPC_EVILLAND:
  8283. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  8284. break;
  8285. #ifndef RENEWAL
  8286. case ASC_BREAKER:
  8287. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  8288. nk.set(NK_IGNOREFLEE);
  8289. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  8290. break;
  8291. case HW_GRAVITATION:
  8292. md.damage = 200 + 200 * skill_lv;
  8293. md.dmotion = 0; //No flinch animation
  8294. break;
  8295. case PA_PRESSURE:
  8296. md.damage = 500 + 300 * skill_lv;
  8297. break;
  8298. #endif
  8299. case PA_GOSPEL:
  8300. if (mflag > 0)
  8301. md.damage = (rnd() % 4000) + 1500;
  8302. else {
  8303. md.damage = (rnd() % 5000) + 3000;
  8304. #ifdef RENEWAL
  8305. md.damage -= (int64)status_get_def(target);
  8306. #else
  8307. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  8308. #endif
  8309. md.damage -= tstatus->def2;
  8310. if (md.damage < 0)
  8311. md.damage = 0;
  8312. }
  8313. break;
  8314. case GN_FIRE_EXPANSION_ACID:
  8315. #ifdef RENEWAL
  8316. // Official Renewal formula [helvetica]
  8317. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  8318. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  8319. // is considered "neutral" for purposes of resistances
  8320. {
  8321. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8322. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  8323. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  8324. // AD benefits from endow/element but damage is forced back to neutral
  8325. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  8326. }
  8327. // Fall through
  8328. #else
  8329. case CR_ACIDDEMONSTRATION:
  8330. if(tstatus->vit+sstatus->int_) //crash fix
  8331. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  8332. else
  8333. md.damage = 0;
  8334. if (tsd)
  8335. md.damage /= 2;
  8336. #endif
  8337. break;
  8338. case NJ_ZENYNAGE:
  8339. md.damage = skill_get_zeny( skill_id, skill_lv );
  8340. if( md.damage == 0 ){
  8341. md.damage = 2;
  8342. }
  8343. md.damage += rnd_value( static_cast<decltype(md.damage)>( 0 ), md.damage );
  8344. // Specific to Boss Class
  8345. if( status_get_class_( target ) == CLASS_BOSS ){
  8346. md.damage /= 3;
  8347. }
  8348. if( tsd != nullptr ){
  8349. md.damage /= 2;
  8350. }
  8351. break;
  8352. case KO_MUCHANAGE:
  8353. md.damage = skill_get_zeny( skill_id, skill_lv );
  8354. if( md.damage == 0 ){
  8355. md.damage = 10;
  8356. }
  8357. md.damage = rnd_value( md.damage / 2, md.damage );
  8358. if( pc_checkskill( sd, NJ_TOBIDOUGU ) == 0 ){
  8359. md.damage /= 2;
  8360. }
  8361. // Specific to Boss Class
  8362. if( status_get_class_( target ) == CLASS_BOSS ){
  8363. md.damage /= 2;
  8364. }
  8365. break;
  8366. #ifdef RENEWAL
  8367. case NJ_ISSEN:
  8368. // Official Renewal formula [helvetica]
  8369. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  8370. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  8371. // modified def formula
  8372. {
  8373. short totaldef;
  8374. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8375. status_change *sc = status_get_sc(src);
  8376. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  8377. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  8378. md.div_ = -(i + 2); // mirror image count + 2
  8379. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  8380. }
  8381. // modified def reduction, final damage = base damage - (edef + sdef)
  8382. totaldef = tstatus->def2 + (short)status_get_def(target);
  8383. md.damage -= totaldef;
  8384. md.flag |= BF_WEAPON;
  8385. }
  8386. break;
  8387. #endif
  8388. case GS_FLING:
  8389. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  8390. break;
  8391. case HVAN_EXPLOSION: //[orn]
  8392. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  8393. break;
  8394. case RA_CLUSTERBOMB:
  8395. case RA_FIRINGTRAP:
  8396. case RA_ICEBOUNDTRAP:
  8397. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  8398. RE_LVL_TMDMOD();
  8399. if(sd) {
  8400. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  8401. if(researchskill_lv)
  8402. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8403. else
  8404. md.damage = 0;
  8405. } else
  8406. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8407. nk.set(NK_IGNOREELEMENT);
  8408. nk.set(NK_IGNOREFLEE);
  8409. nk.set(NK_IGNOREDEFCARD);
  8410. break;
  8411. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  8412. md.damage = 800 + 200 * skill_lv;
  8413. break;
  8414. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  8415. md.damage = 1000 * skill_lv;
  8416. break;
  8417. case GN_THORNS_TRAP:
  8418. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  8419. break;
  8420. case RL_B_TRAP:
  8421. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  8422. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  8423. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  8424. md.damage /= 10;
  8425. break;
  8426. case NPC_WIDESUCK:
  8427. md.damage = tstatus->max_hp * 15 / 100;
  8428. break;
  8429. case SU_SV_ROOTTWIST_ATK:
  8430. md.damage = 100;
  8431. break;
  8432. case SP_SOULEXPLOSION:
  8433. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  8434. break;
  8435. case SJ_NOVAEXPLOSING:
  8436. // (Base ATK + Weapon ATK) * Ratio
  8437. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  8438. // Additional Damage
  8439. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  8440. break;
  8441. case NPC_CANE_OF_EVIL_EYE:
  8442. md.damage = 15000;
  8443. break;
  8444. }
  8445. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  8446. if(mflag > 0)
  8447. md.damage /= mflag;
  8448. else
  8449. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  8450. }
  8451. if (!nk[NK_IGNOREFLEE]) {
  8452. status_change *sc = status_get_sc(target);
  8453. i = 0; //Temp for "hit or no hit"
  8454. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  8455. i = 1;
  8456. else {
  8457. short
  8458. flee = tstatus->flee,
  8459. #ifdef RENEWAL
  8460. hitrate = 0; //Default hitrate
  8461. #else
  8462. hitrate = 80; //Default hitrate
  8463. #endif
  8464. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  8465. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  8466. if(attacker_count >= battle_config.agi_penalty_count) {
  8467. if (battle_config.agi_penalty_type == 1)
  8468. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  8469. else //assume type 2: absolute reduction
  8470. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  8471. if(flee < 1)
  8472. flee = 1;
  8473. }
  8474. }
  8475. hitrate += sstatus->hit - flee;
  8476. #ifdef RENEWAL
  8477. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  8478. hitrate += pc_checkskill(sd,AC_VULTURE);
  8479. #endif
  8480. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  8481. if(rnd()%100 < hitrate)
  8482. i = 1;
  8483. }
  8484. if (!i) {
  8485. md.damage = 0;
  8486. md.dmg_lv = ATK_FLEE;
  8487. }
  8488. }
  8489. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  8490. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  8491. md.damage += (int64)md.damage*i/100;
  8492. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8493. md.damage -= (int64)md.damage*i/100;
  8494. if(!nk[NK_IGNOREELEMENT])
  8495. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8496. //Plant damage
  8497. if(md.damage < 0)
  8498. md.damage = 0;
  8499. else if(md.damage && is_infinite_defense(target, md.flag)) {
  8500. md.damage = 1;
  8501. }
  8502. //Apply DAMAGE_DIV_FIX and check for min damage
  8503. battle_apply_div_fix(&md, skill_id);
  8504. switch(skill_id) {
  8505. case RA_FIRINGTRAP:
  8506. case RA_ICEBOUNDTRAP:
  8507. if (md.damage == 1)
  8508. break;
  8509. [[fallthrough]];
  8510. case RA_CLUSTERBOMB:
  8511. {
  8512. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  8513. md.damage += wd.damage;
  8514. }
  8515. break;
  8516. case NJ_ZENYNAGE:
  8517. if (sd) {
  8518. if (md.damage > sd->status.zeny)
  8519. md.damage = sd->status.zeny;
  8520. pc_payzeny( sd, static_cast<int32>( md.damage ), LOG_TYPE_CONSUME );
  8521. }
  8522. break;
  8523. }
  8524. struct map_data *mapdata = map_getmapdata(target->m);
  8525. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  8526. if(mapdata_flag_gvg2(mapdata))
  8527. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  8528. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  8529. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  8530. // Skill damage adjustment
  8531. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8532. md.damage += (int64)md.damage * skill_damage / 100;
  8533. battle_absorb_damage(target, &md);
  8534. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  8535. return md;
  8536. }
  8537. /**
  8538. * Calculate vanish damage on a target
  8539. * @param sd: Player with vanish item
  8540. * @param target: Target to vanish HP/SP
  8541. * @param flag: Damage struct battle flag
  8542. */
  8543. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int flag)
  8544. {
  8545. nullpo_retv(sd);
  8546. nullpo_retv(target);
  8547. // bHPVanishRate
  8548. int16 vanish_hp = 0;
  8549. if (!sd->hp_vanish.empty()) {
  8550. for (auto &it : sd->hp_vanish) {
  8551. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8552. ((it.flag)&flag)&BF_RANGEMASK &&
  8553. ((it.flag)&flag)&BF_SKILLMASK))
  8554. continue;
  8555. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8556. vanish_hp += it.per;
  8557. }
  8558. }
  8559. // bSPVanishRate
  8560. int16 vanish_sp = 0;
  8561. if (!sd->sp_vanish.empty()) {
  8562. for (auto &it : sd->sp_vanish) {
  8563. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8564. ((it.flag)&flag)&BF_RANGEMASK &&
  8565. ((it.flag)&flag)&BF_SKILLMASK))
  8566. continue;
  8567. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8568. vanish_sp += it.per;
  8569. }
  8570. }
  8571. if (vanish_hp > 0 || vanish_sp > 0)
  8572. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  8573. }
  8574. /*==========================================
  8575. * Battle main entry, from skill_attack
  8576. *------------------------------------------
  8577. * Credits:
  8578. * Original coder unknown
  8579. * Initial refactoring by Baalberith
  8580. * Refined and optimized by helvetica
  8581. */
  8582. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  8583. {
  8584. struct Damage d;
  8585. switch(attack_type) {
  8586. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  8587. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  8588. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  8589. default:
  8590. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  8591. memset(&d,0,sizeof(d));
  8592. break;
  8593. }
  8594. if( d.damage + d.damage2 < 1 )
  8595. { //Miss/Absorbed
  8596. //Weapon attacks should go through to cause additional effects.
  8597. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  8598. d.dmg_lv = ATK_MISS;
  8599. d.dmotion = 0;
  8600. if(bl->type == BL_PC)
  8601. d.div_ = 1;
  8602. status_change *tsc = status_get_sc(target);
  8603. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  8604. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  8605. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  8606. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  8607. clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
  8608. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  8609. }
  8610. }
  8611. }
  8612. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  8613. d.dmg_lv = ATK_DEF;
  8614. map_session_data *sd = BL_CAST(BL_PC, bl);
  8615. if (sd && d.damage + d.damage2 > 1)
  8616. battle_vanish_damage(sd, target, d.flag);
  8617. return d;
  8618. }
  8619. /*==========================================
  8620. * Final damage return function
  8621. *------------------------------------------
  8622. * Credits:
  8623. * Original coder unknown
  8624. * Initial refactoring by Baalberith
  8625. * Refined and optimized by helvetica
  8626. */
  8627. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  8628. status_change *tsc = status_get_sc(tbl);
  8629. if (tsc) { // These statuses do not reflect any damage (off the target)
  8630. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  8631. return 0;
  8632. }
  8633. status_change *sc = status_get_sc(src);
  8634. if (sc) {
  8635. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  8636. return 0;
  8637. }
  8638. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  8639. int64 rdamage = 0, damage = *dmg;
  8640. if (flag & BF_SHORT) {//Bounces back part of the damage.
  8641. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  8642. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  8643. } else if( status_reflect && tsc && tsc->count ) {
  8644. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  8645. status_change_entry *sce_d;
  8646. block_list *d_bl;
  8647. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  8648. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  8649. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  8650. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8651. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  8652. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  8653. return 0;
  8654. }
  8655. }
  8656. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  8657. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8658. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  8659. rdamage = 0;
  8660. else {
  8661. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  8662. }
  8663. }
  8664. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  8665. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  8666. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  8667. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  8668. clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
  8669. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  8670. status_change_end(tbl, SC_DEATHBOUND);
  8671. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  8672. }
  8673. }
  8674. }
  8675. } else {
  8676. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  8677. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  8678. }
  8679. }
  8680. // Config damage adjustment
  8681. map_data *mapdata = map_getmapdata(src->m);
  8682. if (mapdata_flag_gvg2(mapdata))
  8683. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  8684. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8685. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  8686. else if (mapdata->getMapFlag(MF_PVP))
  8687. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  8688. // Skill damage adjustment
  8689. int skill_damage = battle_skill_damage(src, tbl, skill_id);
  8690. if (skill_damage != 0) {
  8691. rdamage += rdamage * skill_damage / 100;
  8692. }
  8693. int64 reduce = 0;
  8694. map_session_data* sd = BL_CAST(BL_PC, src);
  8695. if (sd && sd->bonus.reduce_damage_return != 0) {
  8696. reduce += (sd->bonus.reduce_damage_return);
  8697. }
  8698. if (sc) {
  8699. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  8700. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  8701. }
  8702. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  8703. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  8704. }
  8705. if (sc->getSCE(SC_REF_T_POTION))
  8706. reduce += 100;
  8707. }
  8708. if (rdamage > 0) {
  8709. rdamage -= rdamage * i64min(100, reduce) / 100;
  8710. rdamage = i64max(rdamage, 1);
  8711. }
  8712. if (rdamage == 0)
  8713. return 0; // No reflecting damage calculated.
  8714. else
  8715. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  8716. }
  8717. /** Check for Coma damage
  8718. * @param sd: Source player
  8719. * @param bl: Target
  8720. * @param attack_type: Attack type
  8721. * @return True if Coma applies, false if Coma does not apply
  8722. */
  8723. bool battle_check_coma(map_session_data& sd, struct block_list& target, e_battle_flag attack_type)
  8724. {
  8725. struct status_data* tstatus = status_get_status_data(&target);
  8726. mob_data* dstmd = BL_CAST(BL_MOB, &target);
  8727. // Coma
  8728. if (sd.special_state.bonus_coma && (!dstmd || (!util::vector_exists(status_get_race2(&dstmd->bl), RC2_GVG) && status_get_class(&dstmd->bl) != CLASS_BATTLEFIELD))) {
  8729. int rate = 0;
  8730. rate += sd.indexed_bonus.coma_class[tstatus->class_] + sd.indexed_bonus.coma_class[CLASS_ALL];
  8731. if(!status_bl_has_mode(&target, MD_STATUSIMMUNE))
  8732. rate += sd.indexed_bonus.coma_race[tstatus->race] + sd.indexed_bonus.coma_race[RC_ALL];
  8733. if (attack_type&BF_WEAPON) {
  8734. rate += sd.indexed_bonus.weapon_coma_class[tstatus->class_] + sd.indexed_bonus.weapon_coma_class[CLASS_ALL];
  8735. if (!status_bl_has_mode(&target, MD_STATUSIMMUNE)) {
  8736. rate += sd.indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd.indexed_bonus.weapon_coma_ele[ELE_ALL];
  8737. rate += sd.indexed_bonus.weapon_coma_race[tstatus->race] + sd.indexed_bonus.weapon_coma_race[RC_ALL];
  8738. }
  8739. }
  8740. if (rate > 0 && rnd_chance(rate, 10000))
  8741. return true;
  8742. }
  8743. return false;
  8744. }
  8745. /**
  8746. * Calculate Vellum damage on a target
  8747. * @param sd: Player with vanish item
  8748. * @param target: Target to vanish HP/SP
  8749. * @param wd: Damage struct reference
  8750. * @return True on damage done or false if not
  8751. */
  8752. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  8753. {
  8754. nullpo_retr(false, sd);
  8755. nullpo_retr(false, target);
  8756. nullpo_retr(false, wd);
  8757. struct status_data *tstatus = status_get_status_data(target);
  8758. // bHPVanishRaceRate
  8759. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8760. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8761. // bSPVanishRaceRate
  8762. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8763. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8764. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  8765. // Vellum damage overrides any other damage done as well.
  8766. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  8767. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  8768. wd->damage2 = 0;
  8769. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  8770. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  8771. wd->damage2 = 0;
  8772. wd->isspdamage = true;
  8773. } else
  8774. return false;
  8775. return true;
  8776. }
  8777. /*===========================================
  8778. * Perform battle drain effects (HP/SP loss)
  8779. *-------------------------------------------*/
  8780. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  8781. {
  8782. struct weapon_data *wd;
  8783. int64 *damage;
  8784. int thp = 0, // HP gained
  8785. tsp = 0, // SP gained
  8786. //rhp = 0, // HP reduced from target
  8787. //rsp = 0, // SP reduced from target
  8788. hp = 0, sp = 0;
  8789. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  8790. return;
  8791. for (int i = 0; i < 4; i++) {
  8792. //First two iterations: Right hand
  8793. if (i < 2) {
  8794. wd = &sd->right_weapon;
  8795. damage = &rdamage;
  8796. } else {
  8797. wd = &sd->left_weapon;
  8798. damage = &ldamage;
  8799. }
  8800. if (*damage <= 0)
  8801. continue;
  8802. if (i == 1 || i == 3) {
  8803. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  8804. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  8805. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  8806. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  8807. if( hp ) {
  8808. //rhp += hp;
  8809. thp += hp;
  8810. }
  8811. if( sp ) {
  8812. //rsp += sp;
  8813. tsp += sp;
  8814. }
  8815. } else {
  8816. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  8817. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  8818. if( hp ) {
  8819. //rhp += hp;
  8820. thp += hp;
  8821. }
  8822. if( sp ) {
  8823. //rsp += sp;
  8824. tsp += sp;
  8825. }
  8826. }
  8827. }
  8828. if (!thp && !tsp)
  8829. return;
  8830. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  8831. //if (rhp || rsp)
  8832. // status_zap(tbl, rhp, rsp);
  8833. }
  8834. /*===========================================
  8835. * Deals the same damage to targets in area.
  8836. *-------------------------------------------
  8837. * Credits:
  8838. * Original coder pakpil
  8839. */
  8840. int battle_damage_area(struct block_list *bl, va_list ap) {
  8841. t_tick tick;
  8842. int64 damage;
  8843. int amotion, dmotion;
  8844. struct block_list *src;
  8845. nullpo_ret(bl);
  8846. tick = va_arg(ap, t_tick);
  8847. src = va_arg(ap,struct block_list *);
  8848. amotion = va_arg(ap,int);
  8849. dmotion = va_arg(ap,int);
  8850. damage = va_arg(ap,int);
  8851. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  8852. return 0;
  8853. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8854. map_freeblock_lock();
  8855. if( src->type == BL_PC )
  8856. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  8857. if( amotion )
  8858. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  8859. else
  8860. battle_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  8861. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  8862. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  8863. map_freeblock_unlock();
  8864. }
  8865. return 0;
  8866. }
  8867. /**
  8868. * Triggers aftercast delay for autocasted skills.
  8869. * @param src: Source data
  8870. * @param skill_id: Skill used
  8871. * @param skill_lv: Skill level used
  8872. * @param tick: Server tick
  8873. */
  8874. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  8875. {
  8876. unit_data *ud = unit_bl2ud(src);
  8877. if (ud) {
  8878. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  8879. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  8880. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  8881. if (battle_config.display_status_timers && src->type == BL_PC)
  8882. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  8883. }
  8884. }
  8885. }
  8886. /**
  8887. * Triggers autocasted skills from super elemental supportive buffs.
  8888. * @param sd: Player data
  8889. * @param target: Target data
  8890. * @param skill_id: Skill used
  8891. * @param tick: Server tick
  8892. * @param flag: Special skill flags
  8893. */
  8894. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  8895. {
  8896. uint16 skill_lv = pc_checkskill(sd, skill_id);
  8897. skill_lv = max(1, skill_lv);
  8898. sd->state.autocast = 1;
  8899. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  8900. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  8901. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  8902. }
  8903. sd->state.autocast = 0;
  8904. }
  8905. /*==========================================
  8906. * Do a basic physical attack (call through unit_attack_timer)
  8907. *------------------------------------------*/
  8908. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  8909. map_session_data *sd = nullptr, *tsd = nullptr;
  8910. struct status_data *sstatus, *tstatus;
  8911. status_change *sc, *tsc;
  8912. int64 damage;
  8913. int skillv;
  8914. struct Damage wd;
  8915. bool vellum_damage = false;
  8916. nullpo_retr(ATK_NONE, src);
  8917. nullpo_retr(ATK_NONE, target);
  8918. if (src->prev == nullptr || target->prev == nullptr)
  8919. return ATK_NONE;
  8920. sd = BL_CAST(BL_PC, src);
  8921. tsd = BL_CAST(BL_PC, target);
  8922. sstatus = status_get_status_data(src);
  8923. tstatus = status_get_status_data(target);
  8924. sc = status_get_sc(src);
  8925. tsc = status_get_sc(target);
  8926. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  8927. sc = nullptr;
  8928. if (tsc && !tsc->count)
  8929. tsc = nullptr;
  8930. if (sd)
  8931. {
  8932. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  8933. if (sd->state.arrow_atk)
  8934. {
  8935. short index = sd->equip_index[EQI_AMMO];
  8936. if (index < 0) {
  8937. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  8938. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8939. else
  8940. clif_arrow_fail(sd,0);
  8941. return ATK_NONE;
  8942. }
  8943. //Ammo check by Ishizu-chan
  8944. if (sd->inventory_data[index]) {
  8945. switch (sd->status.weapon) {
  8946. case W_BOW:
  8947. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  8948. clif_arrow_fail(sd,0);
  8949. return ATK_NONE;
  8950. }
  8951. break;
  8952. case W_REVOLVER:
  8953. case W_RIFLE:
  8954. case W_GATLING:
  8955. case W_SHOTGUN:
  8956. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  8957. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8958. return ATK_NONE;
  8959. }
  8960. break;
  8961. case W_GRENADE:
  8962. if (sd->inventory_data[index]->subtype !=
  8963. #ifdef RENEWAL
  8964. AMMO_BULLET) {
  8965. #else
  8966. AMMO_GRENADE) {
  8967. #endif
  8968. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8969. return ATK_NONE;
  8970. }
  8971. break;
  8972. }
  8973. }
  8974. }
  8975. }
  8976. if (sc && sc->count) {
  8977. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  8978. status_change_end(src, SC_CLOAKING);
  8979. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  8980. status_change_end(src, SC_CLOAKINGEXCEED);
  8981. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  8982. status_change_end(src, SC_NEWMOON);
  8983. }
  8984. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  8985. uint8 dir = map_calc_dir(target,src->x,src->y);
  8986. int t_dir = unit_getdir(target);
  8987. int dist = distance_bl(src, target);
  8988. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  8989. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  8990. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  8991. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8992. status_change_end(target, SC_AUTOCOUNTER);
  8993. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  8994. return ATK_BLOCK;
  8995. }
  8996. }
  8997. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  8998. #ifndef RENEWAL
  8999. status_get_class_(src) != CLASS_BOSS &&
  9000. #endif
  9001. (src->type == BL_PC || tsd == nullptr || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  9002. {
  9003. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  9004. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  9005. #ifdef RENEWAL
  9006. if (status_get_class_(src) == CLASS_BOSS)
  9007. duration = 2000; // Only lasts 2 seconds for Boss monsters
  9008. #endif
  9009. status_change_end(target, SC_BLADESTOP_WAIT);
  9010. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  9011. { //Target locked.
  9012. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  9013. clif_bladestop(target, src->id, 1);
  9014. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  9015. return ATK_BLOCK;
  9016. }
  9017. }
  9018. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  9019. #ifdef RENEWAL
  9020. int triple_rate = 30; //Base Rate
  9021. #else
  9022. int triple_rate = 30 - skillv; //Base Rate
  9023. #endif
  9024. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  9025. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  9026. status_change_end(src, SC_SKILLRATE_UP);
  9027. }
  9028. if (rnd()%100 < triple_rate) {
  9029. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  9030. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  9031. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  9032. return ATK_DEF;
  9033. return ATK_MISS;
  9034. }
  9035. }
  9036. if (sc) {
  9037. if (sc->getSCE(SC_SACRIFICE)) {
  9038. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  9039. damage_lv ret_val;
  9040. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  9041. status_change_end(src, SC_SACRIFICE);
  9042. /**
  9043. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  9044. * For further information: bugreport:4950
  9045. */
  9046. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  9047. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  9048. if( ret_val == ATK_NONE )
  9049. return ATK_MISS;
  9050. return ret_val;
  9051. }
  9052. if (sc->getSCE(SC_MAGICALATTACK)) {
  9053. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  9054. return ATK_DEF;
  9055. return ATK_MISS;
  9056. }
  9057. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  9058. int spheres = 5;
  9059. if( sc->getSCE(SC_RAISINGDRAGON) )
  9060. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  9061. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9062. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9063. }
  9064. }
  9065. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  9066. int spheres = 5;
  9067. if( tsc->getSCE(SC_RAISINGDRAGON) )
  9068. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  9069. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9070. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9071. }
  9072. if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
  9073. clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
  9074. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  9075. int hp_heal = tstatus->max_hp - tstatus->hp;
  9076. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  9077. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  9078. if (hp_heal)
  9079. status_heal(target, hp_heal, 0, 2);
  9080. }
  9081. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  9082. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  9083. vellum_damage = true;
  9084. if( sc && sc->count ) {
  9085. if (sc->getSCE(SC_EXEEDBREAK))
  9086. status_change_end(src, SC_EXEEDBREAK);
  9087. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  9088. if (status_charge(src, 0, 20)) {
  9089. if (!is_infinite_defense(target, wd.flag)) {
  9090. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  9091. wd.damage = ad.damage;
  9092. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  9093. } else {
  9094. wd.damage = 1;
  9095. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  9096. }
  9097. } else
  9098. status_change_end(src,SC_SPELLFIST);
  9099. }
  9100. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  9101. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  9102. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  9103. int mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  9104. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  9105. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  9106. wd.damage += wd.damage * mod / 100;
  9107. }
  9108. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  9109. short idx = sd->equip_index[EQI_AMMO];
  9110. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  9111. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  9112. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  9113. }
  9114. }
  9115. }
  9116. if (sd && sd->state.arrow_atk) //Consume arrow.
  9117. battle_consume_ammo(sd, 0, 0);
  9118. damage = wd.damage + wd.damage2;
  9119. if( damage > 0 && src != target )
  9120. {
  9121. if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  9122. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  9123. if (rand() % 100 < duple_rate)
  9124. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9125. if (rand() % 100 < duple_rate)
  9126. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9127. }
  9128. }
  9129. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  9130. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  9131. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  9132. if ( target->type == BL_SKILL && damage > 0 ) {
  9133. TBL_SKILL *su = (TBL_SKILL*)target;
  9134. if (su && su->group) {
  9135. if (su->group->skill_id == HT_BLASTMINE)
  9136. skill_blown(src, target, 3, -1, BLOWN_NONE);
  9137. if (su->group->skill_id == GN_WALLOFTHORN) {
  9138. if (--su->val2 <= 0)
  9139. skill_delunit(su);
  9140. }
  9141. }
  9142. }
  9143. map_freeblock_lock();
  9144. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  9145. if( !status_isdead(target) )
  9146. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  9147. if( wd.dmg_lv > ATK_BLOCK )
  9148. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  9149. } else
  9150. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  9151. if( tsc ) {
  9152. if( tsc->getSCE(SC_DEVOTION) ) {
  9153. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  9154. struct block_list *d_bl = map_id2bl(sce->val1);
  9155. if( d_bl && (
  9156. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  9157. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  9158. ) && check_distance_bl(target, d_bl, sce->val3) )
  9159. {
  9160. // Only trigger if the devoted player was hit
  9161. if( damage > 0 ){
  9162. int64 devotion_damage = damage;
  9163. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  9164. // Needed to check the devotion master for Rebound Shield status.
  9165. status_change *d_sc = status_get_sc(d_bl);
  9166. // The devoting player needs to stand up
  9167. if( dsd && pc_issit( dsd ) ){
  9168. pc_setstand( dsd, true );
  9169. skill_sit( dsd, 0 );
  9170. }
  9171. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  9172. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  9173. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  9174. battle_fix_damage(src, d_bl, devotion_damage, 0, CR_DEVOTION);
  9175. }
  9176. }
  9177. else
  9178. status_change_end(target, SC_DEVOTION);
  9179. }
  9180. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  9181. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  9182. if (ed) {
  9183. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE);
  9184. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  9185. }
  9186. }
  9187. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  9188. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  9189. if (e_bl && !status_isdead(e_bl)) {
  9190. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  9191. battle_fix_damage(src, e_bl, damage, 0, EL_WATER_SCREEN);
  9192. }
  9193. }
  9194. }
  9195. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  9196. int sp = 0;
  9197. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  9198. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  9199. int i = rnd()%100;
  9200. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  9201. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  9202. //reduction only for skill_lv > 1
  9203. if (skill_lv > 1) {
  9204. if (i >= 50) skill_lv /= 2;
  9205. else if (i >= 15) skill_lv--;
  9206. }
  9207. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  9208. if (status_charge(src, 0, sp)) {
  9209. struct unit_data *ud = unit_bl2ud(src);
  9210. switch (skill_get_casttype(skill_id)) {
  9211. case CAST_GROUND:
  9212. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  9213. break;
  9214. case CAST_NODAMAGE:
  9215. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  9216. break;
  9217. case CAST_DAMAGE:
  9218. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  9219. break;
  9220. }
  9221. if (ud) {
  9222. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  9223. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  9224. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  9225. if (battle_config.display_status_timers && sd)
  9226. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  9227. }
  9228. }
  9229. }
  9230. }
  9231. if (sd) {
  9232. uint16 r_skill = 0, sk_idx = 0;
  9233. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  9234. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  9235. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  9236. {
  9237. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  9238. int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  9239. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  9240. int maxcount = 0;
  9241. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  9242. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  9243. type = -1;
  9244. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  9245. type = -1;
  9246. if( BL_PC&battle_config.land_skill_limit &&
  9247. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  9248. ) {
  9249. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  9250. if( maxcount == 0 )
  9251. type = -1;
  9252. }
  9253. if( type != CAST_GROUND ){
  9254. clif_skill_fail( *sd, r_skill );
  9255. map_freeblock_unlock();
  9256. return wd.dmg_lv;
  9257. }
  9258. }
  9259. if (sd->state.autocast == 0) {
  9260. sd->state.autocast = 1;
  9261. skill_consume_requirement(sd, r_skill, r_lv, 3);
  9262. switch (type) {
  9263. case CAST_GROUND:
  9264. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  9265. break;
  9266. case CAST_NODAMAGE:
  9267. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  9268. break;
  9269. case CAST_DAMAGE:
  9270. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  9271. break;
  9272. }
  9273. }
  9274. sd->state.autocast = 0;
  9275. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  9276. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  9277. }
  9278. }
  9279. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  9280. if (sd)
  9281. sd->state.autocast = 1;
  9282. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  9283. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  9284. if (sd)
  9285. sd->state.autocast = 0;
  9286. }
  9287. if( sc ){
  9288. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){
  9289. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  9290. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  9291. sd->state.autocast = 1;
  9292. pc_delservantball( *sd );
  9293. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9294. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9295. sd->state.autocast = 0;
  9296. }
  9297. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  9298. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  9299. uint16 skill_id = CD_PETITIO;
  9300. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  9301. sd->state.autocast = 1;
  9302. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9303. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9304. sd->state.autocast = 0;
  9305. }
  9306. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){
  9307. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  9308. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  9309. sd->state.autocast = 1;
  9310. pc_delabyssball( *sd );
  9311. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9312. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9313. sd->state.autocast = 0;
  9314. }
  9315. // It has a success chance of triggering even tho the description says nothing about it.
  9316. // TODO: Need to find out what the official success chance is. [Rytech]
  9317. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  9318. uint16 skill_id = ABC_ABYSS_SQUARE;
  9319. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  9320. sd->state.autocast = 1;
  9321. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9322. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9323. sd->state.autocast = 0;
  9324. }
  9325. if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){
  9326. uint16 skill_id;
  9327. uint16 skill_lv;
  9328. switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){
  9329. case 1:
  9330. skill_id = NW_BASIC_GRENADE;
  9331. skill_lv = pc_checkskill( sd, skill_id );
  9332. if( skill_lv > 0 && rnd_chance( 6, 100 ) ){
  9333. sd->state.autocast = 1;
  9334. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9335. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9336. sd->state.autocast = 0;
  9337. }
  9338. break;
  9339. case 2:
  9340. skill_id = NW_BASIC_GRENADE;
  9341. skill_lv = pc_checkskill( sd, skill_id );
  9342. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9343. sd->state.autocast = 1;
  9344. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9345. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9346. sd->state.autocast = 0;
  9347. }
  9348. break;
  9349. case 3:
  9350. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9351. skill_lv = pc_checkskill( sd, skill_id );
  9352. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9353. sd->state.autocast = 1;
  9354. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9355. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9356. sd->state.autocast = 0;
  9357. }
  9358. skill_id = NW_BASIC_GRENADE;
  9359. skill_lv = pc_checkskill( sd, skill_id );
  9360. if( skill_lv > 0 && rnd_chance( 8, 100 ) ){
  9361. sd->state.autocast = 1;
  9362. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9363. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9364. sd->state.autocast = 0;
  9365. }
  9366. break;
  9367. case 4:
  9368. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9369. skill_lv = pc_checkskill( sd, skill_id );
  9370. if( skill_lv > 0 && rnd_chance( 5, 100 ) ){
  9371. sd->state.autocast = 1;
  9372. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9373. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9374. sd->state.autocast = 0;
  9375. }
  9376. skill_id = NW_BASIC_GRENADE;
  9377. skill_lv = pc_checkskill( sd, skill_id );
  9378. if( skill_lv > 0 && rnd_chance( 9, 100 ) ){
  9379. sd->state.autocast = 1;
  9380. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9381. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9382. sd->state.autocast = 0;
  9383. }
  9384. break;
  9385. case 5:
  9386. skill_id = NW_GRENADES_DROPPING;
  9387. skill_lv = pc_checkskill( sd, skill_id );
  9388. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9389. sd->state.autocast = 1;
  9390. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9391. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9392. sd->state.autocast = 0;
  9393. }
  9394. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9395. skill_lv = pc_checkskill( sd, skill_id );
  9396. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9397. sd->state.autocast = 1;
  9398. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9399. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9400. sd->state.autocast = 0;
  9401. }
  9402. skill_id = NW_BASIC_GRENADE;
  9403. skill_lv = pc_checkskill( sd, skill_id );
  9404. if( skill_lv > 0 && rnd_chance( 10, 100 ) ){
  9405. sd->state.autocast = 1;
  9406. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9407. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9408. sd->state.autocast = 0;
  9409. }
  9410. break;
  9411. }
  9412. }
  9413. // Autocasted skills from super elemental supportive buffs.
  9414. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  9415. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  9416. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  9417. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  9418. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  9419. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  9420. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  9421. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  9422. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  9423. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  9424. }
  9425. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  9426. if (battle_config.left_cardfix_to_right)
  9427. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  9428. else
  9429. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  9430. }
  9431. }
  9432. if (tsc) {
  9433. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  9434. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  9435. || sstatus->def_ele == ELE_POISON) &&
  9436. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  9437. status_check_skilluse(target, src, TF_POISON, 0)
  9438. ) { //Poison React
  9439. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  9440. if (sstatus->def_ele == ELE_POISON) {
  9441. sce->val2 = 0;
  9442. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  9443. } else {
  9444. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  9445. --sce->val2;
  9446. }
  9447. if (sce->val2 <= 0)
  9448. status_change_end(target, SC_POISONREACT);
  9449. }
  9450. }
  9451. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  9452. status_heal(src, 0, 0, 1, 0);
  9453. map_freeblock_unlock();
  9454. return wd.dmg_lv;
  9455. }
  9456. /*=========================
  9457. * Check for undead status
  9458. *-------------------------
  9459. * Credits:
  9460. * Original coder Skotlex
  9461. * Refactored by Baalberith
  9462. */
  9463. int battle_check_undead(int race,int element)
  9464. {
  9465. if(battle_config.undead_detect_type == 0) {
  9466. if(element == ELE_UNDEAD)
  9467. return 1;
  9468. }
  9469. else if(battle_config.undead_detect_type == 1) {
  9470. if(race == RC_UNDEAD)
  9471. return 1;
  9472. }
  9473. else {
  9474. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  9475. return 1;
  9476. }
  9477. return 0;
  9478. }
  9479. /*================================================================
  9480. * Returns the upmost level master starting with the given object
  9481. *----------------------------------------------------------------*/
  9482. struct block_list* battle_get_master(struct block_list *src)
  9483. {
  9484. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  9485. do {
  9486. prev = src;
  9487. switch (src->type) {
  9488. case BL_PET:
  9489. if (((TBL_PET*)src)->master)
  9490. src = (struct block_list*)((TBL_PET*)src)->master;
  9491. break;
  9492. case BL_MOB:
  9493. if (((TBL_MOB*)src)->master_id)
  9494. src = map_id2bl(((TBL_MOB*)src)->master_id);
  9495. break;
  9496. case BL_HOM:
  9497. if (((TBL_HOM*)src)->master)
  9498. src = (struct block_list*)((TBL_HOM*)src)->master;
  9499. break;
  9500. case BL_MER:
  9501. if (((TBL_MER*)src)->master)
  9502. src = (struct block_list*)((TBL_MER*)src)->master;
  9503. break;
  9504. case BL_ELEM:
  9505. if (((TBL_ELEM*)src)->master)
  9506. src = (struct block_list*)((TBL_ELEM*)src)->master;
  9507. break;
  9508. case BL_SKILL:
  9509. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  9510. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  9511. break;
  9512. }
  9513. } while (src && src != prev);
  9514. return prev;
  9515. }
  9516. bool battle_get_exception_ai(block_list &src) {
  9517. mob_data *md = BL_CAST(BL_MOB, &src);
  9518. if (!md)
  9519. return false;
  9520. switch (md->special_state.ai) {
  9521. case AI_ABR:
  9522. case AI_ATTACK:
  9523. case AI_BIONIC:
  9524. case AI_ZANZOU:
  9525. return true;
  9526. }
  9527. return false;
  9528. }
  9529. /*==========================================
  9530. * Checks the state between two targets
  9531. * (enemy, friend, party, guild, etc)
  9532. *------------------------------------------
  9533. * Usage:
  9534. * See battle.hpp for possible values/combinations
  9535. * to be used here (BCT_* constants)
  9536. * Return value is:
  9537. * 1: flag holds true (is enemy, party, etc)
  9538. * -1: flag fails
  9539. * 0: Invalid target (non-targetable ever)
  9540. *
  9541. * Credits:
  9542. * Original coder unknown
  9543. * Rewritten by Skotlex
  9544. */
  9545. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  9546. {
  9547. int16 m; //map
  9548. int state = 0; //Initial state none
  9549. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  9550. struct block_list *s_bl = src, *t_bl = target;
  9551. struct unit_data *ud = nullptr;
  9552. nullpo_ret(src);
  9553. nullpo_ret(target);
  9554. ud = unit_bl2ud(target);
  9555. m = target->m;
  9556. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  9557. //objects involved.
  9558. if( (t_bl = battle_get_master(target)) == nullptr )
  9559. t_bl = target;
  9560. if( (s_bl = battle_get_master(src)) == nullptr )
  9561. s_bl = src;
  9562. if ( s_bl->type == BL_PC ) {
  9563. switch( t_bl->type ) {
  9564. case BL_MOB: // Source => PC, Target => MOB
  9565. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  9566. return 0;
  9567. break;
  9568. case BL_PC:
  9569. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  9570. return 0;
  9571. break;
  9572. default:/* anything else goes */
  9573. break;
  9574. }
  9575. }
  9576. struct map_data *mapdata = map_getmapdata(m);
  9577. switch( target->type ) { // Checks on actual target
  9578. case BL_PC: {
  9579. status_change* sc = status_get_sc(src);
  9580. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  9581. return -1; //Cannot be targeted yet.
  9582. if( sc && sc->count ) {
  9583. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  9584. return -1;
  9585. }
  9586. }
  9587. break;
  9588. case BL_MOB:
  9589. {
  9590. struct mob_data *md = ((TBL_MOB*)target);
  9591. if (ud && ud->immune_attack)
  9592. return 0;
  9593. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  9594. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  9595. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  9596. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  9597. ){ //Targettable by players
  9598. state |= BCT_ENEMY;
  9599. strip_enemy = 0;
  9600. }
  9601. break;
  9602. }
  9603. case BL_SKILL:
  9604. {
  9605. TBL_SKILL *su = (TBL_SKILL*)target;
  9606. uint16 skill_id = battle_getcurrentskill(src);
  9607. if( !su || !su->group)
  9608. return 0;
  9609. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  9610. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  9611. ;
  9612. }
  9613. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  9614. switch (skill_id) {
  9615. case RK_DRAGONBREATH:
  9616. case RK_DRAGONBREATH_WATER:
  9617. case NC_SELFDESTRUCTION:
  9618. case NC_AXETORNADO:
  9619. case SR_SKYNETBLOW:
  9620. // Can only hit traps in PVP/GVG maps
  9621. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9622. return 0;
  9623. break;
  9624. }
  9625. }
  9626. else
  9627. return 0;
  9628. state |= BCT_ENEMY;
  9629. strip_enemy = 0;
  9630. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  9631. switch (skill_id) {
  9632. case RK_DRAGONBREATH:
  9633. case RK_DRAGONBREATH_WATER:
  9634. case NC_SELFDESTRUCTION:
  9635. case NC_AXETORNADO:
  9636. case SR_SKYNETBLOW:
  9637. // Can only hit icewall in PVP/GVG maps
  9638. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9639. return 0;
  9640. break;
  9641. case HT_CLAYMORETRAP:
  9642. // Can't hit icewall
  9643. return 0;
  9644. default:
  9645. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  9646. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  9647. return -1;
  9648. }
  9649. state |= BCT_ENEMY;
  9650. strip_enemy = 0;
  9651. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  9652. return 0;
  9653. }
  9654. break;
  9655. case BL_MER:
  9656. case BL_HOM:
  9657. case BL_ELEM:
  9658. if (ud && ud->immune_attack)
  9659. return 0;
  9660. break;
  9661. //All else not specified is an invalid target.
  9662. default:
  9663. return 0;
  9664. } //end switch actual target
  9665. switch( t_bl->type ) { //Checks on target master
  9666. case BL_PC: {
  9667. map_session_data *sd;
  9668. status_change *sc = nullptr;
  9669. if( t_bl == s_bl )
  9670. break;
  9671. sd = BL_CAST(BL_PC, t_bl);
  9672. sc = status_get_sc(t_bl);
  9673. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  9674. return 0; // Global immunity only to Attacks
  9675. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  9676. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  9677. if( sd->state.killable ) {
  9678. state |= BCT_ENEMY; // Everything can kill it
  9679. strip_enemy = 0;
  9680. }
  9681. break;
  9682. }
  9683. case BL_MOB:
  9684. {
  9685. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  9686. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9687. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  9688. break;
  9689. }
  9690. default: break; //other type doesn't have slave yet
  9691. } //end switch master target
  9692. switch( src->type ) { //Checks on actual src type
  9693. case BL_PET:
  9694. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  9695. return 0; //Pet may not attack non-mobs.
  9696. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  9697. mob_data *md = BL_CAST(BL_MOB, t_bl);
  9698. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  9699. return 0; //pet may not attack Guardians/Emperium
  9700. }
  9701. break;
  9702. case BL_SKILL: {
  9703. struct skill_unit *su = (struct skill_unit *)src;
  9704. status_change* sc = status_get_sc(target);
  9705. if (!su || !su->group)
  9706. return 0;
  9707. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  9708. if (su->group->src_id == target->id) {
  9709. if (inf2[INF2_NOTARGETSELF])
  9710. return -1;
  9711. if (inf2[INF2_TARGETSELF])
  9712. return 1;
  9713. }
  9714. //Status changes that prevent traps from triggering
  9715. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  9716. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  9717. return -1;
  9718. }
  9719. }
  9720. break;
  9721. case BL_MER:
  9722. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  9723. return 0; //mercenary may not attack Emperium
  9724. break;
  9725. } //end switch actual src
  9726. switch( s_bl->type )
  9727. { //Checks on source master
  9728. case BL_PC:
  9729. {
  9730. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  9731. if( s_bl != t_bl )
  9732. {
  9733. if( sd->state.killer )
  9734. {
  9735. state |= BCT_ENEMY; // Can kill anything
  9736. strip_enemy = 0;
  9737. }
  9738. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  9739. {
  9740. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  9741. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  9742. else
  9743. return 0; // You can't target anything out of your duel
  9744. }
  9745. }
  9746. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  9747. return 0; //If you don't belong to a guild, can't target emperium.
  9748. if( t_bl->type != BL_PC )
  9749. state |= BCT_ENEMY; //Natural enemy.
  9750. break;
  9751. }
  9752. case BL_MOB:
  9753. {
  9754. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  9755. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9756. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  9757. if( !md->special_state.ai )
  9758. { //Normal mobs
  9759. if(
  9760. ( target->type == BL_MOB && t_bl->type == BL_PC && !battle_get_exception_ai(*target) ) ||
  9761. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  9762. )
  9763. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  9764. else
  9765. state |= BCT_ENEMY; //However, all else are enemies.
  9766. }
  9767. else
  9768. {
  9769. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  9770. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  9771. }
  9772. break;
  9773. }
  9774. default:
  9775. //Need some sort of default behaviour for unhandled types.
  9776. if (t_bl->type != s_bl->type)
  9777. state |= BCT_ENEMY;
  9778. break;
  9779. } //end switch on src master
  9780. if( (flag&BCT_ALL) == BCT_ALL )
  9781. { //All actually stands for all attackable chars, icewall and traps
  9782. if(target->type&(BL_CHAR|BL_SKILL))
  9783. return 1;
  9784. else
  9785. return -1;
  9786. }
  9787. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  9788. return -1;
  9789. if( t_bl == s_bl )
  9790. { //No need for further testing.
  9791. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  9792. if( state&BCT_ENEMY && strip_enemy )
  9793. state&=~BCT_ENEMY;
  9794. return (flag&state)?1:-1;
  9795. }
  9796. if( mapdata_flag_vs(mapdata) )
  9797. { //Check rivalry settings.
  9798. int sbg_id = 0, tbg_id = 0;
  9799. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  9800. {
  9801. sbg_id = bg_team_get_id(s_bl);
  9802. tbg_id = bg_team_get_id(t_bl);
  9803. }
  9804. if( flag&(BCT_PARTY|BCT_ENEMY) )
  9805. {
  9806. int s_party = status_get_party_id(s_bl);
  9807. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9808. state |= BCT_PARTY;
  9809. else
  9810. state |= BCT_ENEMY;
  9811. }
  9812. if( flag&(BCT_GUILD|BCT_ENEMY) )
  9813. {
  9814. int s_guild = status_get_guild_id(s_bl);
  9815. int t_guild = status_get_guild_id(t_bl);
  9816. if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9817. state |= BCT_GUILD;
  9818. else
  9819. state |= BCT_ENEMY;
  9820. }
  9821. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  9822. state &= ~BCT_ENEMY;
  9823. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  9824. { // Prevent novice engagement on pk_mode (feature by Valaris)
  9825. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  9826. if (
  9827. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9828. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9829. (int)sd->status.base_level < battle_config.pk_min_level ||
  9830. (int)sd2->status.base_level < battle_config.pk_min_level ||
  9831. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  9832. )
  9833. state &= ~BCT_ENEMY;
  9834. }
  9835. }//end map_flag_vs chk rivality
  9836. else
  9837. { //Non pvp/gvg, check party/guild settings.
  9838. if( flag&BCT_PARTY || state&BCT_ENEMY )
  9839. {
  9840. int s_party = status_get_party_id(s_bl);
  9841. if(s_party && s_party == status_get_party_id(t_bl))
  9842. state |= BCT_PARTY;
  9843. }
  9844. if( flag&BCT_GUILD || state&BCT_ENEMY )
  9845. {
  9846. int s_guild = status_get_guild_id(s_bl);
  9847. int t_guild = status_get_guild_id(t_bl);
  9848. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  9849. state |= BCT_GUILD;
  9850. }
  9851. } //end non pvp/gvg chk rivality
  9852. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  9853. state = BCT_NEUTRAL;
  9854. //Alliance state takes precedence over enemy one.
  9855. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  9856. state&=~BCT_ENEMY;
  9857. return (flag&state)?1:-1;
  9858. }
  9859. /*==========================================
  9860. * Check if can attack from this range
  9861. * Basic check then calling path_search for obstacle etc..
  9862. *------------------------------------------
  9863. */
  9864. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  9865. {
  9866. int d;
  9867. nullpo_retr(false, src);
  9868. nullpo_retr(false, bl);
  9869. if( src->m != bl->m )
  9870. return false;
  9871. #ifndef CIRCULAR_AREA
  9872. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  9873. if ( !check_distance_client_bl(src, bl, range) )
  9874. return false;
  9875. } else
  9876. #endif
  9877. if( !check_distance_bl(src, bl, range) )
  9878. return false;
  9879. if( (d = distance_bl(src, bl)) < 2 )
  9880. return true; // No need for path checking.
  9881. if( d > AREA_SIZE )
  9882. return false; // Avoid targetting objects beyond your range of sight.
  9883. return path_search_long(nullptr,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  9884. }
  9885. /*=============================================
  9886. * Battle.conf settings and default/max values
  9887. *---------------------------------------------
  9888. */
  9889. static const struct _battle_data {
  9890. const char* str;
  9891. int* val;
  9892. int defval;
  9893. int min;
  9894. int max;
  9895. } battle_data[] = {
  9896. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  9897. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  9898. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  9899. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  9900. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  9901. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  9902. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  9903. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  9904. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  9905. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  9906. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  9907. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  9908. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  9909. { "cardfix_monster_physical", &battle_config.cardfix_monster_physical, 1, 0, 1, },
  9910. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  9911. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  9912. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  9913. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  9914. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  9915. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  9916. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  9917. #ifdef RENEWAL
  9918. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  9919. #else
  9920. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  9921. #endif
  9922. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  9923. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  9924. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  9925. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  9926. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  9927. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  9928. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  9929. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  9930. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  9931. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  9932. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  9933. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  9934. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  9935. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  9936. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  9937. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  9938. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  9939. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  9940. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  9941. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  9942. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  9943. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  9944. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  9945. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  9946. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  9947. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  9948. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  9949. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  9950. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  9951. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  9952. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  9953. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  9954. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  9955. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  9956. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  9957. #ifdef RENEWAL
  9958. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  9959. #else
  9960. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  9961. #endif
  9962. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  9963. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  9964. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  9965. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  9966. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  9967. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  9968. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  9969. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  9970. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  9971. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  9972. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  9973. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  9974. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  9975. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  9976. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  9977. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  9978. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  9979. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  9980. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  9981. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  9982. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  9983. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  9984. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  9985. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  9986. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  9987. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  9988. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  9989. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  9990. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  9991. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  9992. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  9993. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  9994. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  9995. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  9996. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  9997. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  9998. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  9999. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  10000. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  10001. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  10002. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  10003. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  10004. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  10005. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  10006. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  10007. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  10008. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  10009. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  10010. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  10011. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  10012. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  10013. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  10014. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  10015. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  10016. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  10017. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  10018. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  10019. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  10020. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  10021. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  10022. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  10023. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  10024. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  10025. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  10026. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  10027. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  10028. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  10029. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10030. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10031. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10032. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  10033. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  10034. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  10035. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  10036. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  10037. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  10038. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  10039. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  10040. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  10041. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  10042. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  10043. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  10044. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  10045. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  10046. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  10047. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  10048. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  10049. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  10050. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  10051. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  10052. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  10053. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  10054. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  10055. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  10056. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  10057. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  10058. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  10059. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  10060. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10061. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  10062. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  10063. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  10064. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10065. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  10066. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  10067. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  10068. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  10069. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  10070. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  10071. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  10072. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  10073. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  10074. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  10075. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  10076. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  10077. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  10078. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  10079. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  10080. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  10081. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  10082. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  10083. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  10084. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  10085. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  10086. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  10087. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  10088. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  10089. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  10090. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  10091. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  10092. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  10093. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  10094. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  10095. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  10096. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  10097. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  10098. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  10099. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  10100. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  10101. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  10102. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  10103. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  10104. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  10105. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  10106. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  10107. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  10108. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  10109. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  10110. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  10111. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  10112. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  10113. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  10114. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  10115. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  10116. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  10117. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  10118. // eAthena additions
  10119. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  10120. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  10121. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  10122. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  10123. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  10124. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  10125. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  10126. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  10127. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  10128. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  10129. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  10130. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  10131. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  10132. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  10133. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  10134. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  10135. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  10136. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  10137. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  10138. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  10139. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  10140. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  10141. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  10142. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  10143. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  10144. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  10145. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  10146. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  10147. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  10148. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  10149. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  10150. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  10151. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  10152. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  10153. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  10154. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  10155. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  10156. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  10157. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  10158. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  10159. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  10160. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  10161. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  10162. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  10163. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  10164. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  10165. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  10166. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  10167. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  10168. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  10169. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  10170. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  10171. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  10172. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  10173. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  10174. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  10175. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  10176. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  10177. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  10178. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  10179. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  10180. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  10181. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  10182. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  10183. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  10184. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  10185. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  10186. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  10187. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  10188. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  10189. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  10190. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  10191. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  10192. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  10193. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  10194. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 2, },
  10195. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  10196. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  10197. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  10198. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  10199. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  10200. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  10201. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  10202. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  10203. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  10204. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  10205. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  10206. { "display_version", &battle_config.display_version, 1, 0, 1, },
  10207. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  10208. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  10209. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  10210. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  10211. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  10212. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  10213. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  10214. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  10215. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  10216. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  10217. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  10218. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  10219. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  10220. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  10221. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  10222. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  10223. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  10224. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  10225. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  10226. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  10227. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  10228. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  10229. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  10230. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  10231. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  10232. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  10233. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  10234. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  10235. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  10236. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  10237. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  10238. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  10239. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  10240. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  10241. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  10242. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  10243. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  10244. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  10245. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  10246. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  10247. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  10248. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  10249. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  10250. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  10251. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  10252. { "mob_active_time", &battle_config.mob_active_time, 5000, 0, INT_MAX, },
  10253. { "boss_active_time", &battle_config.boss_active_time, 5000, 0, INT_MAX, },
  10254. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  10255. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  10256. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  10257. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  10258. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  10259. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  10260. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  10261. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  10262. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  10263. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  10264. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  10265. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  10266. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  10267. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  10268. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  10269. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  10270. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  10271. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  10272. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  10273. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  10274. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  10275. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  10276. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  10277. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  10278. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  10279. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  10280. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  10281. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  10282. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  10283. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  10284. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  10285. // BattleGround Settings
  10286. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  10287. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  10288. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  10289. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  10290. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  10291. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  10292. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  10293. // rAthena
  10294. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  10295. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  10296. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  10297. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  10298. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  10299. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  10300. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  10301. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  10302. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  10303. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  10304. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  10305. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  10306. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  10307. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  10308. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  10309. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  10310. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  10311. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  10312. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  10313. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  10314. #ifdef RENEWAL
  10315. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  10316. #else
  10317. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  10318. #endif
  10319. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  10320. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  10321. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  10322. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  10323. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  10324. #ifdef VIP_ENABLE
  10325. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  10326. #else
  10327. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  10328. #endif
  10329. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  10330. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  10331. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  10332. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  10333. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  10334. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  10335. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  10336. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  10337. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  10338. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  10339. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  10340. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  10341. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  10342. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  10343. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  10344. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  10345. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  10346. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  10347. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  10348. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  10349. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  10350. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  10351. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  10352. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  10353. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  10354. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  10355. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  10356. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  10357. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  10358. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  10359. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  10360. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  10361. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10362. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10363. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  10364. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  10365. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  10366. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  10367. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  10368. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  10369. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  10370. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  10371. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  10372. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  10373. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  10374. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  10375. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  10376. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  10377. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 30, 0, MAX_MINCHASE, },
  10378. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  10379. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  10380. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  10381. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  10382. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  10383. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  10384. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  10385. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  10386. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  10387. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  10388. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  10389. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  10390. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  10391. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  10392. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  10393. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  10394. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  10395. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  10396. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  10397. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  10398. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  10399. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  10400. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  10401. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  10402. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  10403. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  10404. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  10405. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  10406. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  10407. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  10408. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  10409. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  10410. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  10411. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  10412. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  10413. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  10414. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  10415. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  10416. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  10417. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  10418. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  10419. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  10420. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  10421. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  10422. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  10423. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  10424. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  10425. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  10426. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  10427. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  10428. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  10429. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  10430. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  10431. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  10432. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  10433. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  10434. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  10435. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  10436. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  10437. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  10438. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  10439. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  10440. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  10441. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  10442. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  10443. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  10444. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  10445. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  10446. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  10447. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  10448. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  10449. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  10450. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  10451. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  10452. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  10453. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  10454. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  10455. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  10456. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  10457. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  10458. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  10459. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  10460. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  10461. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  10462. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  10463. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  10464. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  10465. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  10466. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  10467. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  10468. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  10469. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  10470. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  10471. // 4th Job Stuff
  10472. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  10473. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  10474. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  10475. { "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
  10476. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  10477. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  10478. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  10479. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  10480. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  10481. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  10482. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  10483. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  10484. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  10485. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  10486. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  10487. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  10488. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  10489. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  10490. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  10491. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  10492. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  10493. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  10494. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  10495. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  10496. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  10497. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  10498. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  10499. { "mob_unlock_time", &battle_config.mob_unlock_time, 2000, 0, INT_MAX, },
  10500. { "map_edge_size", &battle_config.map_edge_size, 15, 1, 40, },
  10501. { "randomize_center_cell", &battle_config.randomize_center_cell, 1, 0, 1, },
  10502. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  10503. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  10504. #ifdef RENEWAL
  10505. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  10506. #else
  10507. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  10508. #endif
  10509. #include <custom/battle_config_init.inc>
  10510. };
  10511. /*==========================
  10512. * Set battle settings
  10513. *--------------------------*/
  10514. int battle_set_value(const char* w1, const char* w2)
  10515. {
  10516. int val = config_switch(w2);
  10517. int i;
  10518. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10519. if (i == ARRAYLENGTH(battle_data))
  10520. return 0; // not found
  10521. if (val < battle_data[i].min || val > battle_data[i].max) {
  10522. 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);
  10523. val = battle_data[i].defval;
  10524. }
  10525. *battle_data[i].val = val;
  10526. return 1;
  10527. }
  10528. /*===========================
  10529. * Get battle settings
  10530. *---------------------------*/
  10531. int battle_get_value(const char* w1)
  10532. {
  10533. int i;
  10534. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10535. if (i == ARRAYLENGTH(battle_data))
  10536. return 0; // not found
  10537. else
  10538. return *battle_data[i].val;
  10539. }
  10540. /*======================
  10541. * Set default settings
  10542. *----------------------*/
  10543. void battle_set_defaults()
  10544. {
  10545. int i;
  10546. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  10547. *battle_data[i].val = battle_data[i].defval;
  10548. }
  10549. /*==================================
  10550. * Cap certain battle.conf settings
  10551. *----------------------------------*/
  10552. void battle_adjust_conf()
  10553. {
  10554. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  10555. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  10556. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  10557. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  10558. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  10559. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  10560. battle_config.max_cart_weight *= 10;
  10561. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  10562. battle_config.max_def = 100;
  10563. if (battle_config.min_hitrate > battle_config.max_hitrate)
  10564. battle_config.min_hitrate = battle_config.max_hitrate;
  10565. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  10566. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  10567. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  10568. battle_config.day_duration = 60000;
  10569. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  10570. battle_config.night_duration = 60000;
  10571. #if PACKETVER < 20100000
  10572. if( battle_config.feature_mesitemlink ){
  10573. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  10574. battle_config.feature_mesitemlink = 0;
  10575. }
  10576. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  10577. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  10578. if( battle_config.feature_mesitemlink ){
  10579. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  10580. battle_config.feature_mesitemlink = 0;
  10581. }
  10582. #endif
  10583. #if PACKETVER < 20100427
  10584. if (battle_config.feature_buying_store) {
  10585. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  10586. battle_config.feature_buying_store = 0;
  10587. }
  10588. #endif
  10589. #if PACKETVER < 20100803
  10590. if (battle_config.feature_search_stores) {
  10591. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  10592. battle_config.feature_search_stores = 0;
  10593. }
  10594. #endif
  10595. #if PACKETVER < 20120101
  10596. if (battle_config.feature_bgqueue) {
  10597. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  10598. battle_config.feature_bgqueue = 0;
  10599. }
  10600. #endif
  10601. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  10602. if (battle_config.feature_auction) {
  10603. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  10604. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10605. battle_config.feature_auction = 0;
  10606. }
  10607. #elif PACKETVER >= 20141112
  10608. if (battle_config.feature_auction) {
  10609. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  10610. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10611. battle_config.feature_auction = 0;
  10612. }
  10613. #endif
  10614. #if PACKETVER < 20130724
  10615. if (battle_config.feature_banking) {
  10616. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  10617. battle_config.feature_banking = 0;
  10618. }
  10619. #endif
  10620. #if PACKETVER < 20131223
  10621. if (battle_config.mvp_exp_reward_message) {
  10622. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  10623. battle_config.mvp_exp_reward_message = 0;
  10624. }
  10625. #endif
  10626. #if PACKETVER < 20141022
  10627. if (battle_config.feature_roulette) {
  10628. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  10629. battle_config.feature_roulette = 0;
  10630. }
  10631. #endif
  10632. #if PACKETVER < 20150513
  10633. if (battle_config.feature_achievement) {
  10634. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  10635. battle_config.feature_achievement = 0;
  10636. }
  10637. #endif
  10638. #if PACKETVER < 20151104
  10639. if( battle_config.feature_itemlink ){
  10640. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  10641. battle_config.feature_itemlink = 0;
  10642. }
  10643. #endif
  10644. #if PACKETVER < 20151104
  10645. if( battle_config.feature_stylist ){
  10646. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  10647. battle_config.feature_stylist = 0;
  10648. }
  10649. #endif
  10650. #if PACKETVER < 20141008
  10651. if (battle_config.feature_petevolution) {
  10652. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10653. battle_config.feature_petevolution = 0;
  10654. }
  10655. if (battle_config.feature_pet_autofeed) {
  10656. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10657. battle_config.feature_pet_autofeed = 0;
  10658. }
  10659. #endif
  10660. #if PACKETVER < 20161012
  10661. if (battle_config.feature_refineui) {
  10662. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  10663. battle_config.feature_refineui = 0;
  10664. }
  10665. #endif
  10666. #if PACKETVER < 20170208
  10667. if (battle_config.feature_equipswitch) {
  10668. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  10669. battle_config.feature_equipswitch = 0;
  10670. }
  10671. #endif
  10672. #if PACKETVER < 20170920
  10673. if( battle_config.feature_homunculus_autofeed ){
  10674. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  10675. battle_config.feature_homunculus_autofeed = 0;
  10676. }
  10677. #endif
  10678. #if PACKETVER < 20180307
  10679. if( battle_config.feature_attendance ){
  10680. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  10681. battle_config.feature_attendance = 0;
  10682. }
  10683. #endif
  10684. #if PACKETVER < 20180321
  10685. if( battle_config.feature_privateairship ){
  10686. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  10687. battle_config.feature_privateairship = 0;
  10688. }
  10689. #endif
  10690. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  10691. if( battle_config.feature_barter ){
  10692. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  10693. battle_config.feature_barter = 0;
  10694. }
  10695. #endif
  10696. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  10697. if( battle_config.feature_barter_extended ){
  10698. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  10699. battle_config.feature_barter_extended = 0;
  10700. }
  10701. #endif
  10702. #ifndef CELL_NOSTACK
  10703. if (battle_config.custom_cell_stack_limit != 1)
  10704. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  10705. #endif
  10706. #ifdef MAP_GENERATOR
  10707. battle_config.dynamic_mobs = 1;
  10708. #endif
  10709. }
  10710. /*=====================================
  10711. * Read battle.conf settings from file
  10712. *-------------------------------------*/
  10713. int battle_config_read(const char* cfgName)
  10714. {
  10715. FILE* fp;
  10716. static int count = 0;
  10717. if (count == 0)
  10718. battle_set_defaults();
  10719. count++;
  10720. fp = fopen(cfgName,"r");
  10721. if (fp == nullptr)
  10722. ShowError("File not found: %s\n", cfgName);
  10723. else {
  10724. char line[1024], w1[1024], w2[1024];
  10725. while(fgets(line, sizeof(line), fp)) {
  10726. if (line[0] == '/' && line[1] == '/')
  10727. continue;
  10728. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  10729. continue;
  10730. if (strcmpi(w1, "import") == 0)
  10731. battle_config_read(w2);
  10732. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  10733. const char* symbol = &w2[0];
  10734. if (ISPRINT(*symbol) && // no control characters
  10735. *symbol != '/' && // symbol of client commands
  10736. *symbol != '%' && // symbol of party chat
  10737. *symbol != '$' && // symbol of guild chat
  10738. *symbol != charcommand_symbol)
  10739. atcommand_symbol = *symbol;
  10740. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  10741. const char* symbol = &w2[0];
  10742. if (ISPRINT(*symbol) && // no control characters
  10743. *symbol != '/' && // symbol of client commands
  10744. *symbol != '%' && // symbol of party chat
  10745. *symbol != '$' && // symbol of guild chat
  10746. *symbol != atcommand_symbol)
  10747. charcommand_symbol = *symbol;
  10748. }else if( battle_set_value(w1, w2) == 0 )
  10749. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  10750. }
  10751. fclose(fp);
  10752. }
  10753. count--;
  10754. if (count == 0)
  10755. battle_adjust_conf();
  10756. return 0;
  10757. }
  10758. /*==========================
  10759. * initialize battle timer
  10760. *--------------------------*/
  10761. void do_init_battle(void)
  10762. {
  10763. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  10764. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  10765. }
  10766. /*==================
  10767. * end battle timer
  10768. *------------------*/
  10769. void do_final_battle(void)
  10770. {
  10771. ers_destroy(delay_damage_ers);
  10772. }