battle.cpp 397 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "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. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. /**
  35. * Returns the current/list skill used by the bl
  36. * @param bl
  37. * @return skill_id
  38. */
  39. uint16 battle_getcurrentskill(struct block_list *bl)
  40. {
  41. struct unit_data *ud;
  42. if( bl->type == BL_SKILL ) {
  43. struct skill_unit *su = (struct skill_unit*)bl;
  44. return (su && su->group?su->group->skill_id:0);
  45. }
  46. ud = unit_bl2ud(bl);
  47. return (ud?ud->skill_id:0);
  48. }
  49. /**
  50. * Get random targeting enemy
  51. * @param bl
  52. * @param ap
  53. * @return Found target (1) or not found (0)
  54. */
  55. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  56. {
  57. struct block_list **bl_list;
  58. struct unit_data *ud;
  59. int target_id;
  60. int *c;
  61. bl_list = va_arg(ap, struct block_list **);
  62. c = va_arg(ap, int *);
  63. target_id = va_arg(ap, int);
  64. if (bl->id == target_id)
  65. return 0;
  66. if (*c >= 24)
  67. return 0;
  68. if ( !(ud = unit_bl2ud(bl)) )
  69. return 0;
  70. if (ud->target == target_id || ud->skilltarget == target_id) {
  71. bl_list[(*c)++] = bl;
  72. return 1;
  73. }
  74. return 0;
  75. }
  76. /**
  77. * Returns list of targets
  78. * @param target
  79. * @return Target list
  80. */
  81. struct block_list* battle_gettargeted(struct block_list *target)
  82. {
  83. struct block_list *bl_list[24];
  84. int c = 0;
  85. nullpo_retr(NULL, target);
  86. memset(bl_list, 0, sizeof(bl_list));
  87. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  88. if ( c == 0 )
  89. return NULL;
  90. if( c > 24 )
  91. c = 24;
  92. return bl_list[rnd()%c];
  93. }
  94. /**
  95. * Returns the ID of the current targeted character of the passed bl
  96. * @param bl
  97. * @return Target Unit ID
  98. * @author [Skotlex]
  99. */
  100. int battle_gettarget(struct block_list* bl)
  101. {
  102. switch (bl->type) {
  103. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  104. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  105. case BL_PET: return ((struct pet_data*)bl)->target_id;
  106. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  107. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  108. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  109. }
  110. return 0;
  111. }
  112. /**
  113. * Get random enemy
  114. * @param bl
  115. * @param ap
  116. * @return Found target (1) or not found (0)
  117. */
  118. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  119. {
  120. struct block_list **bl_list;
  121. struct block_list *target;
  122. int *c;
  123. bl_list = va_arg(ap, struct block_list **);
  124. c = va_arg(ap, int *);
  125. target = va_arg(ap, struct block_list *);
  126. if (bl->id == target->id)
  127. return 0;
  128. if (*c >= 24)
  129. return 0;
  130. if (status_isdead(bl))
  131. return 0;
  132. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  133. bl_list[(*c)++] = bl;
  134. return 1;
  135. }
  136. return 0;
  137. }
  138. /**
  139. * Returns list of enemies within given range
  140. * @param target
  141. * @param type
  142. * @param range
  143. * @return Target list
  144. * @author [Skotlex]
  145. */
  146. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  147. {
  148. struct block_list *bl_list[24];
  149. int c = 0;
  150. memset(bl_list, 0, sizeof(bl_list));
  151. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  152. if ( c == 0 )
  153. return NULL;
  154. if( c > 24 )
  155. c = 24;
  156. return bl_list[rnd()%c];
  157. }
  158. /**
  159. * Get random enemy within area
  160. * @param bl
  161. * @param ap
  162. * @return Found target (1) or not found (0)
  163. */
  164. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  165. {
  166. struct block_list **bl_list, *src;
  167. int *c, ignore_id;
  168. bl_list = va_arg(ap, struct block_list **);
  169. c = va_arg(ap, int *);
  170. src = va_arg(ap, struct block_list *);
  171. ignore_id = va_arg(ap, int);
  172. if( bl->id == src->id || bl->id == ignore_id )
  173. return 0; // Ignores Caster and a possible pre-target
  174. if( *c >= 23 )
  175. return 0;
  176. if( status_isdead(bl) )
  177. return 0;
  178. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  179. bl_list[(*c)++] = bl;
  180. return 1;
  181. }
  182. return 0;
  183. }
  184. /**
  185. * Returns list of enemies within an area
  186. * @param src
  187. * @param x
  188. * @param y
  189. * @param range
  190. * @param type
  191. * @param ignore_id
  192. * @return Target list
  193. */
  194. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  195. {
  196. struct block_list *bl_list[24];
  197. int c = 0;
  198. memset(bl_list, 0, sizeof(bl_list));
  199. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  200. if( c == 0 )
  201. return NULL;
  202. if( c >= 24 )
  203. c = 23;
  204. return bl_list[rnd()%c];
  205. }
  206. /*========================================== [Playtester]
  207. * Deals damage without delay, applies additional effects and triggers monster events
  208. * This function is called from battle_delay_damage or battle_delay_damage_sub
  209. * @param src: Source of damage
  210. * @param target: Target of damage
  211. * @param damage: Damage to be dealt
  212. * @param delay: Damage delay
  213. * @param skill_lv: Level of skill used
  214. * @param skill_id: ID o skill used
  215. * @param dmg_lv: State of the attack (miss, etc.)
  216. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  217. * @param additional_effects: Whether additional effect should be applied
  218. * @param isspdamage: If the damage is done to SP
  219. * @param tick: Current tick
  220. *------------------------------------------*/
  221. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, 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) {
  222. map_freeblock_lock();
  223. if (isspdamage)
  224. status_fix_spdamage(src, target, damage, delay, skill_id);
  225. else
  226. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  227. if (attack_type && !status_isdead(target) && additional_effects)
  228. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  229. if (dmg_lv > ATK_BLOCK && attack_type)
  230. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  231. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  232. if (target->type == BL_MOB) {
  233. struct mob_data* md = BL_CAST(BL_MOB, target);
  234. if (!status_isdead(target) && src != target) {
  235. if (damage > 0 )
  236. mobskill_event(md, src, tick, attack_type);
  237. if (skill_id)
  238. mobskill_event(md, src, tick, MSC_SKILLUSED|(skill_id<<16));
  239. }
  240. if (damage && (attack_type&BF_NORMAL)) // Monsters differentiate whether they have been attacked by a skill or a normal attack
  241. md->norm_attacked_id = md->attacked_id;
  242. }
  243. map_freeblock_unlock();
  244. }
  245. /// Damage Delayed Structure
  246. struct delay_damage {
  247. int src_id;
  248. int target_id;
  249. int64 damage;
  250. t_tick delay;
  251. unsigned short distance;
  252. uint16 skill_lv;
  253. uint16 skill_id;
  254. enum damage_lv dmg_lv;
  255. unsigned short attack_type;
  256. bool additional_effects;
  257. enum bl_type src_type;
  258. bool isspdamage;
  259. };
  260. TIMER_FUNC(battle_delay_damage_sub){
  261. struct delay_damage *dat = (struct delay_damage *)data;
  262. if ( dat ) {
  263. struct block_list* src = map_id2bl(dat->src_id);
  264. struct block_list* target = map_id2bl(dat->target_id);
  265. if (target && !status_isdead(target)) {
  266. if( src && target->m == src->m &&
  267. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  268. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  269. {
  270. //Deal damage
  271. 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);
  272. } 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
  273. map_freeblock_lock();
  274. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  275. map_freeblock_unlock();
  276. }
  277. }
  278. struct map_session_data *sd = BL_CAST(BL_PC, src);
  279. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  280. sd->state.hold_recalc = false;
  281. status_calc_pc(sd, SCO_FORCE);
  282. }
  283. }
  284. ers_free(delay_damage_ers, dat);
  285. return 0;
  286. }
  287. 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)
  288. {
  289. struct delay_damage *dat;
  290. struct status_change *sc;
  291. struct block_list *d_tbl = NULL;
  292. struct block_list *e_tbl = NULL;
  293. nullpo_ret(src);
  294. nullpo_ret(target);
  295. sc = status_get_sc(target);
  296. if (sc) {
  297. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  298. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  299. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  300. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  301. }
  302. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  303. damage > 0 && skill_id != CR_REFLECTSHIELD
  304. #ifndef RENEWAL
  305. && skill_id != PA_PRESSURE
  306. #endif
  307. ) {
  308. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  309. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  310. pc_setstand( tsd, true );
  311. skill_sit( tsd, 0 );
  312. }
  313. damage = 0;
  314. }
  315. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  316. //Deal damage
  317. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  318. return 0;
  319. }
  320. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  321. dat->src_id = src->id;
  322. dat->target_id = target->id;
  323. dat->skill_id = skill_id;
  324. dat->skill_lv = skill_lv;
  325. dat->attack_type = attack_type;
  326. dat->damage = damage;
  327. dat->dmg_lv = dmg_lv;
  328. dat->delay = ddelay;
  329. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  330. dat->additional_effects = additional_effects;
  331. dat->src_type = src->type;
  332. dat->isspdamage = isspdamage;
  333. if (src->type != BL_PC && amotion > 1000)
  334. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  335. if( src->type == BL_PC )
  336. ((TBL_PC*)src)->delayed_damage++;
  337. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  338. return 0;
  339. }
  340. /**
  341. * Does attribute fix modifiers.
  342. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  343. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  344. * @param src
  345. * @param target
  346. * @param damage
  347. * @param atk_elem
  348. * @param def_type
  349. * @param def_lv
  350. * @param flag
  351. * @return damage
  352. */
  353. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  354. {
  355. struct status_change *sc = NULL, *tsc = NULL;
  356. int ratio;
  357. if (src) sc = status_get_sc(src);
  358. if (target) tsc = status_get_sc(target);
  359. if (!CHK_ELEMENT(atk_elem))
  360. atk_elem = rnd()%ELE_ALL;
  361. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  362. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  363. return damage;
  364. }
  365. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  366. if (sc && sc->count) { //increase dmg by src status
  367. switch(atk_elem){
  368. case ELE_FIRE:
  369. if (sc->data[SC_VOLCANO])
  370. #ifdef RENEWAL
  371. ratio += sc->data[SC_VOLCANO]->val3;
  372. #else
  373. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  374. #endif
  375. break;
  376. case ELE_WIND:
  377. if (sc->data[SC_VIOLENTGALE])
  378. #ifdef RENEWAL
  379. ratio += sc->data[SC_VIOLENTGALE]->val3;
  380. #else
  381. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  382. #endif
  383. break;
  384. case ELE_WATER:
  385. if (sc->data[SC_DELUGE])
  386. #ifdef RENEWAL
  387. ratio += sc->data[SC_DELUGE]->val3;
  388. #else
  389. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  390. #endif
  391. break;
  392. case ELE_GHOST:
  393. if (sc->data[SC_TELEKINESIS_INTENSE])
  394. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  395. break;
  396. }
  397. }
  398. if( target && target->type == BL_SKILL ) {
  399. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  400. struct skill_unit *su = (struct skill_unit*)target;
  401. std::shared_ptr<s_skill_unit_group> sg;
  402. struct block_list *src2;
  403. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  404. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  405. return 0;
  406. if( sg->unit_id != UNT_FIREWALL ) {
  407. int x,y;
  408. x = sg->val3 >> 16;
  409. y = sg->val3 & 0xffff;
  410. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  411. sg->val3 = -1;
  412. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  413. }
  414. }
  415. }
  416. if (tsc && tsc->count) { //increase dmg by target status
  417. switch(atk_elem) {
  418. case ELE_FIRE:
  419. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  420. #ifdef RENEWAL
  421. ratio += 100;
  422. #else
  423. damage *= 2;
  424. #endif
  425. //Remove a unit group or end whole status change
  426. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  427. }
  428. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  429. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  430. if (tsc->data[SC_CRYSTALIZE])
  431. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  432. if (tsc->data[SC_EARTH_INSIGNIA])
  433. #ifdef RENEWAL
  434. ratio += 50;
  435. #else
  436. damage += (int64)(damage * 50 / 100);
  437. #endif
  438. if( tsc->data[SC_WIDEWEB] ) {
  439. #ifdef RENEWAL
  440. ratio += 100;
  441. #else
  442. damage *= 2;
  443. #endif
  444. status_change_end(target,SC_WIDEWEB,INVALID_TIMER);
  445. }
  446. if( tsc->data[SC_BURNT] ) {
  447. #ifdef RENEWAL
  448. ratio += 400;
  449. #else
  450. damage += (int64)(damage * 400 / 100);
  451. #endif
  452. }
  453. break;
  454. case ELE_HOLY:
  455. if (tsc->data[SC_ORATIO])
  456. #ifdef RENEWAL
  457. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  458. #else
  459. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  460. #endif
  461. break;
  462. case ELE_POISON:
  463. if (tsc->data[SC_VENOMIMPRESS])
  464. #ifdef RENEWAL
  465. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  466. #else
  467. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  468. #endif
  469. if (tsc->data[SC_CLOUD_POISON]) {
  470. #ifdef RENEWAL
  471. ratio += 5 * tsc->data[SC_CLOUD_POISON]->val1;
  472. #else
  473. damage += (int64)(damage * 5 * tsc->data[SC_CLOUD_POISON]->val1 / 100);
  474. #endif
  475. }
  476. break;
  477. case ELE_WIND:
  478. if (tsc->data[SC_WATER_INSIGNIA])
  479. #ifdef RENEWAL
  480. ratio += 50;
  481. #else
  482. damage += (int64)(damage * 50 / 100);
  483. #endif
  484. if (tsc->data[SC_CRYSTALIZE]) {
  485. uint16 skill_id = battle_getcurrentskill(src);
  486. if (skill_get_type(skill_id)&BF_MAGIC)
  487. #ifdef RENEWAL
  488. ratio += 50;
  489. #else
  490. damage += (int64)(damage * 50 / 100);
  491. #endif
  492. }
  493. break;
  494. case ELE_WATER:
  495. if (tsc->data[SC_FIRE_INSIGNIA])
  496. #ifdef RENEWAL
  497. ratio += 50;
  498. #else
  499. damage += (int64)(damage * 50 / 100);
  500. #endif
  501. break;
  502. case ELE_EARTH:
  503. if (tsc->data[SC_WIND_INSIGNIA])
  504. #ifdef RENEWAL
  505. ratio += 50;
  506. #else
  507. damage += (int64)(damage * 50 / 100);
  508. #endif
  509. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  510. break;
  511. case ELE_NEUTRAL:
  512. if (tsc->data[SC_ANTI_M_BLAST])
  513. #ifdef RENEWAL
  514. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  515. #else
  516. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  517. #endif
  518. break;
  519. case ELE_DARK:
  520. if (tsc->data[SC_SOULCURSE]) {
  521. if (status_get_class_(target) == CLASS_BOSS)
  522. #ifdef RENEWAL
  523. ratio += 20;
  524. #else
  525. damage += (int64)(damage * 20 / 100);
  526. #endif
  527. else
  528. #ifdef RENEWAL
  529. ratio += 100;
  530. #else
  531. damage *= 2;
  532. #endif
  533. }
  534. break;
  535. }
  536. if (tsc->data[SC_MAGIC_POISON])
  537. #ifdef RENEWAL
  538. ratio += 50;
  539. #else
  540. damage += (int64)(damage * 50 / 100);
  541. #endif
  542. }
  543. if (battle_config.attr_recover == 0 && ratio < 0)
  544. ratio = 0;
  545. #ifdef RENEWAL
  546. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  547. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  548. #else
  549. damage = (int64)((damage*ratio)/100);
  550. #endif
  551. //Damage can be negative, see battle_config.attr_recover
  552. return damage;
  553. }
  554. /**
  555. * Calculates card bonuses damage adjustments.
  556. * @param attack_type @see enum e_battle_flag
  557. * @param src Attacker
  558. * @param target Target
  559. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  560. * @param rh_ele Right-hand weapon element
  561. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  562. * @param damage Original damage
  563. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  564. * 3: Calculates attacker bonuses in both hands.
  565. * 2: Calculates attacker bonuses in right-hand only.
  566. * 0 or 1: Only calculates target bonuses.
  567. * @param flag Misc value of skill & damage flags
  568. * @return damage Damage diff between original damage and after calculation
  569. */
  570. 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){
  571. struct map_session_data *sd, ///< Attacker session data if BL_PC
  572. *tsd; ///< Target session data if BL_PC
  573. int cardfix = 1000;
  574. int s_class, ///< Attacker class
  575. t_class; ///< Target class
  576. std::vector<e_race2> s_race2, /// Attacker Race2
  577. t_race2; ///< Target Race2
  578. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  579. struct status_data *sstatus, ///< Attacker status data
  580. *tstatus; ///< Target status data
  581. int64 original_damage;
  582. if( !damage )
  583. return 0;
  584. original_damage = damage;
  585. sd = BL_CAST(BL_PC, src);
  586. tsd = BL_CAST(BL_PC, target);
  587. t_class = status_get_class(target);
  588. s_class = status_get_class(src);
  589. sstatus = status_get_status_data(src);
  590. tstatus = status_get_status_data(target);
  591. s_race2 = status_get_race2(src);
  592. t_race2 = status_get_race2(target);
  593. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  594. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  595. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  596. switch( attack_type ) {
  597. case BF_MAGIC:
  598. // Affected by attacker ATK bonuses
  599. if( sd && !nk[NK_IGNOREATKCARD] ) {
  600. int32 race2_val = 0;
  601. for (const auto &raceit : t_race2)
  602. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  603. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  604. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  605. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  606. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  607. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  608. }
  609. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  610. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  611. for (const auto &it : sd->add_mdmg) {
  612. if (it.id == t_class) {
  613. cardfix = cardfix * (100 + it.val) / 100;
  614. break;
  615. }
  616. }
  617. APPLY_CARDFIX(damage, cardfix);
  618. }
  619. // Affected by target DEF bonuses
  620. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  621. cardfix = 1000; // reset var for target
  622. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  623. 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];
  624. for (const auto &it : tsd->subele2) {
  625. if (it.ele != ELE_ALL && it.ele != rh_ele)
  626. continue;
  627. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  628. ((it.flag)&flag)&BF_RANGEMASK &&
  629. ((it.flag)&flag)&BF_SKILLMASK))
  630. continue;
  631. ele_fix += it.rate;
  632. }
  633. if (s_defele != ELE_NONE)
  634. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  635. cardfix = cardfix * (100 - ele_fix) / 100;
  636. }
  637. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  638. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  639. int32 race_fix = 0;
  640. for (const auto &raceit : s_race2)
  641. race_fix += tsd->indexed_bonus.subrace2[raceit];
  642. cardfix = cardfix * (100 - race_fix) / 100;
  643. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  644. for (const auto &it : tsd->subrace3) {
  645. if (it.race != RC_ALL && it.race != sstatus->race)
  646. continue;
  647. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  648. ((it.flag)&flag)&BF_RANGEMASK &&
  649. ((it.flag)&flag)&BF_SKILLMASK))
  650. continue;
  651. race_fix += it.rate;
  652. }
  653. cardfix = cardfix * (100 - race_fix) / 100;
  654. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  655. for (const auto &it : tsd->add_mdef) {
  656. if (it.id == s_class) {
  657. cardfix = cardfix * (100 - it.val) / 100;
  658. break;
  659. }
  660. }
  661. #ifndef RENEWAL
  662. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  663. if( flag&BF_SHORT )
  664. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  665. else if (!nk[NK_IGNORELONGCARD])
  666. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  667. #endif
  668. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  669. if( tsd->sc.data[SC_MDEF_RATE] )
  670. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  671. APPLY_CARDFIX(damage, cardfix);
  672. }
  673. break;
  674. case BF_WEAPON:
  675. // Affected by attacker ATK bonuses
  676. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  677. short cardfix_ = 1000;
  678. if( sd->state.arrow_atk ) { // Ranged attack
  679. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  680. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  681. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  682. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  683. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  684. for (const auto &it : sd->right_weapon.addele2) {
  685. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  686. continue;
  687. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  688. ((it.flag)&flag)&BF_RANGEMASK &&
  689. ((it.flag)&flag)&BF_SKILLMASK))
  690. continue;
  691. ele_fix += it.rate;
  692. }
  693. cardfix = cardfix * (100 + ele_fix) / 100;
  694. }
  695. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  696. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  697. int32 race_fix = 0;
  698. for (const auto &raceit : t_race2)
  699. race_fix += sd->right_weapon.addrace2[raceit];
  700. cardfix = cardfix * (100 + race_fix) / 100;
  701. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  702. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  703. } else { // Melee attack
  704. int skill = 0;
  705. // Calculates each right & left hand weapon bonuses separatedly
  706. if( !battle_config.left_cardfix_to_right ) {
  707. // Right-handed weapon
  708. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  709. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  710. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  711. for (const auto &it : sd->right_weapon.addele2) {
  712. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  713. continue;
  714. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  715. ((it.flag)&flag)&BF_RANGEMASK &&
  716. ((it.flag)&flag)&BF_SKILLMASK))
  717. continue;
  718. ele_fix += it.rate;
  719. }
  720. cardfix = cardfix * (100 + ele_fix) / 100;
  721. }
  722. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  723. for (const auto &raceit : t_race2)
  724. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  725. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  726. if( left&1 ) { // Left-handed weapon
  727. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  728. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  729. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  730. for (const auto &it : sd->left_weapon.addele2) {
  731. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  732. continue;
  733. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  734. ((it.flag)&flag)&BF_RANGEMASK &&
  735. ((it.flag)&flag)&BF_SKILLMASK))
  736. continue;
  737. ele_fix_lh += it.rate;
  738. }
  739. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  740. }
  741. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  742. for (const auto &raceit : t_race2)
  743. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  744. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  745. }
  746. }
  747. // Calculates right & left hand weapon as unity
  748. else {
  749. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  750. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  751. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  752. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  753. for (const auto &it : sd->right_weapon.addele2) {
  754. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  755. continue;
  756. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  757. ((it.flag)&flag)&BF_RANGEMASK &&
  758. ((it.flag)&flag)&BF_SKILLMASK))
  759. continue;
  760. ele_fix += it.rate;
  761. }
  762. for (const auto &it : sd->left_weapon.addele2) {
  763. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  764. continue;
  765. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  766. ((it.flag)&flag)&BF_RANGEMASK &&
  767. ((it.flag)&flag)&BF_SKILLMASK))
  768. continue;
  769. ele_fix += it.rate;
  770. }
  771. cardfix = cardfix * (100 + ele_fix) / 100;
  772. //}
  773. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  774. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  775. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  776. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  777. for (const auto &raceit : t_race2)
  778. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  779. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  780. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  781. }
  782. 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]
  783. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  784. }
  785. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  786. for (const auto &it : sd->right_weapon.add_dmg) {
  787. if (it.id == t_class) {
  788. cardfix = cardfix * (100 + it.val) / 100;
  789. break;
  790. }
  791. }
  792. if( left&1 ) {
  793. for (const auto &it : sd->left_weapon.add_dmg) {
  794. if (it.id == t_class) {
  795. cardfix_ = cardfix_ * (100 + it.val) / 100;
  796. break;
  797. }
  798. }
  799. }
  800. #ifndef RENEWAL
  801. if (flag & BF_SHORT)
  802. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  803. if( flag&BF_LONG )
  804. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  805. #endif
  806. if (left&1) {
  807. APPLY_CARDFIX(damage, cardfix_);
  808. } else {
  809. APPLY_CARDFIX(damage, cardfix);
  810. }
  811. }
  812. // Affected by target DEF bonuses
  813. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  814. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  815. 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];
  816. for (const auto &it : tsd->subele2) {
  817. if (it.ele != ELE_ALL && it.ele != rh_ele)
  818. continue;
  819. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  820. ((it.flag)&flag)&BF_RANGEMASK &&
  821. ((it.flag)&flag)&BF_SKILLMASK))
  822. continue;
  823. ele_fix += it.rate;
  824. }
  825. cardfix = cardfix * (100 - ele_fix) / 100;
  826. if( left&1 && lh_ele != rh_ele ) {
  827. 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];
  828. for (const auto &it : tsd->subele2) {
  829. if (it.ele != ELE_ALL && it.ele != lh_ele)
  830. continue;
  831. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  832. ((it.flag)&flag)&BF_RANGEMASK &&
  833. ((it.flag)&flag)&BF_SKILLMASK))
  834. continue;
  835. ele_fix_lh += it.rate;
  836. }
  837. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  838. }
  839. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  840. }
  841. int32 race_fix = 0;
  842. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  843. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  844. for (const auto &raceit : s_race2)
  845. race_fix += tsd->indexed_bonus.subrace2[raceit];
  846. cardfix = cardfix * (100 - race_fix) / 100;
  847. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  848. for (const auto &it : tsd->subrace3) {
  849. if (it.race != RC_ALL && it.race != sstatus->race)
  850. continue;
  851. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  852. ((it.flag)&flag)&BF_RANGEMASK &&
  853. ((it.flag)&flag)&BF_SKILLMASK))
  854. continue;
  855. race_fix += it.rate;
  856. }
  857. cardfix = cardfix * (100 - race_fix) / 100;
  858. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  859. for (const auto &it : tsd->add_def) {
  860. if (it.id == s_class) {
  861. cardfix = cardfix * (100 - it.val) / 100;
  862. break;
  863. }
  864. }
  865. if( flag&BF_SHORT )
  866. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  867. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  868. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  869. if( tsd->sc.data[SC_DEF_RATE] )
  870. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  871. APPLY_CARDFIX(damage, cardfix);
  872. }
  873. break;
  874. case BF_MISC:
  875. // Affected by target DEF bonuses
  876. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  877. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  878. 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];
  879. for (const auto &it : tsd->subele2) {
  880. if (it.ele != rh_ele)
  881. continue;
  882. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  883. ((it.flag)&flag)&BF_RANGEMASK &&
  884. ((it.flag)&flag)&BF_SKILLMASK))
  885. continue;
  886. ele_fix += it.rate;
  887. }
  888. if (s_defele != ELE_NONE)
  889. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  890. cardfix = cardfix * (100 - ele_fix) / 100;
  891. }
  892. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  893. for (const auto &it : tsd->subrace3) {
  894. if (it.race != RC_ALL && it.race != sstatus->race)
  895. continue;
  896. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  897. ((it.flag)&flag)&BF_RANGEMASK &&
  898. ((it.flag)&flag)&BF_SKILLMASK))
  899. continue;
  900. race_fix += it.rate;
  901. }
  902. cardfix = cardfix * (100 - race_fix) / 100;
  903. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  904. race_fix = 0;
  905. for (const auto &raceit : s_race2)
  906. race_fix += tsd->indexed_bonus.subrace2[raceit];
  907. cardfix = cardfix * (100 - race_fix) / 100;
  908. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  909. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  910. if( flag&BF_SHORT )
  911. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  912. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  913. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  914. APPLY_CARDFIX(damage, cardfix);
  915. }
  916. break;
  917. }
  918. #undef APPLY_CARDFIX
  919. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  920. }
  921. /**
  922. * Absorb damage based on criteria
  923. * @param bl
  924. * @param d Damage
  925. **/
  926. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  927. int64 dmg_ori = 0, dmg_new = 0;
  928. nullpo_retv(bl);
  929. nullpo_retv(d);
  930. if (!d->damage && !d->damage2)
  931. return;
  932. switch (bl->type) {
  933. case BL_PC:
  934. {
  935. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  936. if (!sd)
  937. return;
  938. dmg_ori = dmg_new = d->damage + d->damage2;
  939. if (sd->bonus.absorb_dmg_maxhp) {
  940. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  941. if (dmg_ori > hp)
  942. dmg_new = dmg_ori - hp;
  943. }
  944. if (sd->bonus.absorb_dmg_maxhp2) {
  945. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  946. if (dmg_ori > hp) {
  947. dmg_new = hp;
  948. }
  949. }
  950. }
  951. break;
  952. }
  953. if (dmg_ori == dmg_new)
  954. return;
  955. if (!d->damage2)
  956. d->damage = dmg_new;
  957. else if (!d->damage)
  958. d->damage2 = dmg_new;
  959. else {
  960. d->damage = dmg_new;
  961. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  962. if (d->damage2 < 1)
  963. d->damage2 = 1;
  964. d->damage = d->damage - d->damage2;
  965. }
  966. }
  967. /**
  968. * Check for active statuses that block damage
  969. * @param src: Attacker
  970. * @param target: Target of attack
  971. * @param sc: Status Change data
  972. * @param d: Damage data
  973. * @param damage: Damage received as a reference
  974. * @param skill_id: Skill ID
  975. * @param skill_lv: Skill level
  976. * @return True: Damage inflicted, False: Missed
  977. **/
  978. bool battle_status_block_damage(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  979. if (!src || !target || !sc || !d)
  980. return true;
  981. status_change_entry *sce;
  982. int flag = d->flag;
  983. // SC Types that must be first because they may or may not block damage
  984. if ((sce = sc->data[SC_KYRIE]) && damage > 0) {
  985. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  986. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  987. if (sce->val2 >= 0)
  988. damage = 0;
  989. else
  990. damage = -sce->val2;
  991. }
  992. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  993. status_change_end(target, SC_KYRIE, INVALID_TIMER);
  994. }
  995. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  996. clif_specialeffect(target, EF_GUARD, AREA);
  997. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  998. if (sce->val3 >= 0)
  999. damage = 0;
  1000. else
  1001. damage = -sce->val3;
  1002. if (sce->val3 <= 0)
  1003. status_change_end(target, SC_P_ALTER, INVALID_TIMER);
  1004. }
  1005. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1006. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1007. if (sce->val2 >= 0)
  1008. damage = 0;
  1009. else
  1010. damage = -sce->val2;
  1011. if (sce->val2 <= 0)
  1012. status_change_end(target, SC_TUNAPARTY, INVALID_TIMER);
  1013. }
  1014. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  1015. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1016. if (sce->val2 <= 0)
  1017. status_change_end(target, SC_DIMENSION1, INVALID_TIMER);
  1018. return false;
  1019. }
  1020. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  1021. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1022. if (sce->val2 <= 0)
  1023. status_change_end(target, SC_DIMENSION2, INVALID_TIMER);
  1024. return false;
  1025. }
  1026. if ((sce = sc->data[SC_GUARDIAN_S]) && damage > 0) {
  1027. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1028. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1029. if (flag & BF_WEAPON) {
  1030. if (sce->val2 >= 0)
  1031. damage = 0;
  1032. else
  1033. damage = -sce->val2;
  1034. }
  1035. if (sce->val2 <= 0)
  1036. status_change_end(target, SC_GUARDIAN_S, INVALID_TIMER);
  1037. }
  1038. if (damage == 0)
  1039. return false;
  1040. // ATK_BLOCK Type
  1041. if ((sce = sc->data[SC_SAFETYWALL]) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1042. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1043. if (group) {
  1044. d->dmg_lv = ATK_BLOCK;
  1045. switch (sce->val2) {
  1046. case MG_SAFETYWALL:
  1047. if (--group->val2 <= 0) {
  1048. skill_delunitgroup(group);
  1049. break;
  1050. }
  1051. #ifdef RENEWAL
  1052. if (group->val3 - damage > 0)
  1053. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1054. else
  1055. skill_delunitgroup(group);
  1056. #endif
  1057. break;
  1058. case MH_STEINWAND:
  1059. if (--group->val2 <= 0) {
  1060. skill_delunitgroup(group);
  1061. break;
  1062. }
  1063. if (group->val3 - damage > 0)
  1064. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1065. else
  1066. skill_delunitgroup(group);
  1067. break;
  1068. }
  1069. return false;
  1070. }
  1071. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  1072. }
  1073. if ((sc->data[SC_PNEUMA] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1074. #ifdef RENEWAL
  1075. (sc->data[SC_BASILICA_CELL]
  1076. #else
  1077. (sc->data[SC_BASILICA]
  1078. #endif
  1079. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1080. (sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1081. sc->data[SC__MANHOLE] ||
  1082. sc->data[SC_KINGS_GRACE] ||
  1083. sc->data[SC_GRAVITYCONTROL]
  1084. )
  1085. {
  1086. d->dmg_lv = ATK_BLOCK;
  1087. return false;
  1088. }
  1089. if (sc->data[SC_WHITEIMPRISON]) { // Gravitation and Pressure do damage without removing the effect
  1090. if (skill_id == MG_NAPALMBEAT ||
  1091. skill_id == MG_SOULSTRIKE ||
  1092. skill_id == WL_SOULEXPANSION ||
  1093. skill_id == AG_SOUL_VC_STRIKE ||
  1094. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1095. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1096. {
  1097. if (skill_id == WL_SOULEXPANSION)
  1098. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1099. status_change_end(target, SC_WHITEIMPRISON, INVALID_TIMER); // Those skills do damage and removes effect
  1100. } else {
  1101. d->dmg_lv = ATK_BLOCK;
  1102. return false;
  1103. }
  1104. }
  1105. if ((sce = sc->data[SC_WEAPONBLOCKING]) && flag&(BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1106. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1107. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1108. d->dmg_lv = ATK_BLOCK;
  1109. return false;
  1110. }
  1111. if ((sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0) {
  1112. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1113. d->dmg_lv = ATK_BLOCK;
  1114. if (sce->val3 <= 0) { // Shield Down
  1115. sce->val2--;
  1116. if (sce->val2 > 0) {
  1117. clif_millenniumshield(target, sce->val2);
  1118. sce->val3 = 1000; // Next shield
  1119. } else
  1120. status_change_end(target, SC_MILLENNIUMSHIELD, INVALID_TIMER); // All shields down
  1121. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1122. }
  1123. return false;
  1124. }
  1125. // ATK_MISS Type
  1126. if ((sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1127. status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1128. block_list *d_bl;
  1129. int delay;
  1130. // different delay depending on skill level [celest]
  1131. if (sce->val1 <= 5)
  1132. delay = 300;
  1133. else if (sce->val1 > 5 && sce->val1 <= 9)
  1134. delay = 200;
  1135. else
  1136. delay = 100;
  1137. map_session_data *sd = map_id2sd(target->id);
  1138. if (sd && pc_issit(sd))
  1139. pc_setstand(sd, true);
  1140. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1141. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1142. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1143. check_distance_bl(target, d_bl, sce_d->val3))
  1144. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1145. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1146. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1147. d->dmg_lv = ATK_MISS;
  1148. return false;
  1149. } else {
  1150. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1151. unit_set_walkdelay(target, gettick(), delay, 1);
  1152. #ifdef RENEWAL
  1153. if (sc->data[SC_SHRINK])
  1154. sc_start(src, target, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1155. #else
  1156. if (sc->data[SC_SHRINK] && rnd() % 100 < 5 * sce->val1)
  1157. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1158. #endif
  1159. d->dmg_lv = ATK_MISS;
  1160. return false;
  1161. }
  1162. }
  1163. if (sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1164. #ifndef RENEWAL
  1165. || skill_id == CR_ACIDDEMONSTRATION
  1166. #endif
  1167. )) {
  1168. d->dmg_lv = ATK_MISS;
  1169. return false;
  1170. }
  1171. // ATK_DEF Type
  1172. if ((sce = sc->data[SC_LIGHTNINGWALK]) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1173. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1174. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1175. uint8 dir = map_calc_dir(target, src->x, src->y);
  1176. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1177. clif_blown(target);
  1178. unit_setdir(target, dir);
  1179. }
  1180. d->dmg_lv = ATK_DEF;
  1181. status_change_end(target, SC_LIGHTNINGWALK, INVALID_TIMER);
  1182. return false;
  1183. }
  1184. // Other
  1185. if ((sc->data[SC_HERMODE] && flag&BF_MAGIC) ||
  1186. (sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1187. (sc->data[SC_MEIKYOUSISUI] && rnd() % 100 < 40)) // custom value
  1188. return false;
  1189. if ((sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1190. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1191. if (skill_id == LK_PARRYING) {
  1192. unit_data *ud = unit_bl2ud(target);
  1193. if (ud != nullptr) // Delay the next attack
  1194. ud->attackabletime = gettick() + status_get_adelay(target);
  1195. }
  1196. return false;
  1197. }
  1198. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1199. map_session_data *sd = map_id2sd(target->id);
  1200. if (sd && pc_issit(sd))
  1201. pc_setstand(sd, true); //Stand it to dodge.
  1202. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1203. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1204. return false;
  1205. }
  1206. if ((sce = sc->data[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.
  1207. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1208. //Shouldn't end until Breaker's non-weapon part connects.
  1209. #ifndef RENEWAL
  1210. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1211. #endif
  1212. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1213. status_change_end(target, SC_KAUPE, INVALID_TIMER);
  1214. return false;
  1215. }
  1216. if (flag&BF_MAGIC && (sce = sc->data[SC_PRESTIGE]) && rnd() % 100 < sce->val2) {
  1217. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1218. return false;
  1219. }
  1220. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1221. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1222. if (!status_isdead(src))
  1223. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1224. if (sce) {
  1225. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1226. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1227. }
  1228. //Both need to be consumed if they are active.
  1229. if (sce && --sce->val2 <= 0)
  1230. status_change_end(target, SC_UTSUSEMI, INVALID_TIMER);
  1231. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --sce->val2 <= 0)
  1232. status_change_end(target, SC_BUNSINJYUTSU, INVALID_TIMER);
  1233. return false;
  1234. }
  1235. return true;
  1236. }
  1237. /**
  1238. * Check damage through status.
  1239. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1240. * After this we apply bg/gvg reduction
  1241. * @param src
  1242. * @param bl
  1243. * @param d
  1244. * @param damage
  1245. * @param skill_id
  1246. * @param skill_lv
  1247. * @return damage
  1248. */
  1249. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1250. {
  1251. struct map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1252. struct status_change *sc;
  1253. struct status_change_entry *sce;
  1254. int div_ = d->div_, flag = d->flag;
  1255. nullpo_ret(bl);
  1256. if( !damage )
  1257. return 0;
  1258. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1259. return 0;
  1260. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1261. && skill_get_casttype(skill_id) == CAST_GROUND )
  1262. return 0;
  1263. if (bl->type == BL_PC) {
  1264. sd=(struct map_session_data *)bl;
  1265. //Special no damage states
  1266. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1267. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1268. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1269. damage -= damage * sd->special_state.no_magic_damage / 100;
  1270. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1271. damage -= damage * sd->special_state.no_misc_damage / 100;
  1272. if(!damage)
  1273. return 0;
  1274. }
  1275. sc = status_get_sc(bl); //check target status
  1276. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1277. return 1;
  1278. if (sc && sc->data[SC_MAXPAIN])
  1279. return 0;
  1280. switch (skill_id) {
  1281. #ifndef RENEWAL
  1282. case PA_PRESSURE:
  1283. case HW_GRAVITATION:
  1284. #endif
  1285. case SP_SOULEXPLOSION:
  1286. return damage; //These skills bypass everything else.
  1287. }
  1288. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1289. // So can defense sphere's but what the heck is that??? [Rytech]
  1290. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1291. return damage;
  1292. if( sc && sc->count ) {
  1293. if (!battle_status_block_damage(src, bl, sc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1294. return 0;
  1295. // Damage increasing effects
  1296. #ifdef RENEWAL // Flat +400% damage from melee
  1297. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1298. damage <<= 2;
  1299. #endif
  1300. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1301. if (src->type != BL_MER || !skill_id)
  1302. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1303. #ifndef RENEWAL
  1304. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1305. #endif
  1306. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1307. }
  1308. #ifdef RENEWAL
  1309. if( sc->data[SC_RAID] ) {
  1310. if (status_get_class_(bl) == CLASS_BOSS)
  1311. damage += damage * 15 / 100;
  1312. else
  1313. damage += damage * 30 / 100;
  1314. }
  1315. #endif
  1316. if( damage ) {
  1317. if( sc->data[SC_DEEPSLEEP] ) {
  1318. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1319. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1320. }
  1321. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1322. switch(tsd->status.weapon) {
  1323. case W_MACE:
  1324. case W_2HMACE:
  1325. case W_1HAXE:
  1326. case W_2HAXE:
  1327. damage += damage / 2;
  1328. break;
  1329. case W_MUSICAL:
  1330. case W_WHIP:
  1331. if(!tsd->state.arrow_atk)
  1332. break;
  1333. case W_BOW:
  1334. case W_REVOLVER:
  1335. case W_RIFLE:
  1336. case W_GATLING:
  1337. case W_SHOTGUN:
  1338. case W_GRENADE:
  1339. case W_DAGGER:
  1340. case W_1HSWORD:
  1341. case W_2HSWORD:
  1342. damage -= damage / 2;
  1343. break;
  1344. }
  1345. }
  1346. if( sc->data[SC_VOICEOFSIREN] )
  1347. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1348. }
  1349. if (sc->data[SC_SOUNDOFDESTRUCTION])
  1350. damage <<= 1;
  1351. if (sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1352. int bonus = sc->data[SC_DARKCROW]->val2;
  1353. if( sc->data[SC_BURNT] && status_get_element(src) == ELE_FIRE )
  1354. damage += damage * 666 / 100; //Custom value
  1355. if (status_get_class_(bl) == CLASS_BOSS)
  1356. bonus /= 2;
  1357. damage += damage * bonus / 100;
  1358. }
  1359. if (sc->data[SC_HOLY_OIL] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1360. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1361. if (sc->data[SC_SHADOW_SCAR])// Need official adjustment for this too.
  1362. damage += damage * (10 * sc->data[SC_SHADOW_SCAR]->val1) / 100;
  1363. if (sc->data[SC_RUSH_QUAKE1] && (flag & BF_WEAPONMASK) == BF_WEAPON)
  1364. damage += damage * 50 / 100;
  1365. // Damage reductions
  1366. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1367. #ifndef RENEWAL
  1368. if( sc->data[SC_ASSUMPTIO] ) {
  1369. if( map_flag_vs(bl->m) )
  1370. damage = (int64)damage*2/3; //Receive 66% damage
  1371. else
  1372. damage >>= 1; //Receive 50% damage
  1373. }
  1374. #endif
  1375. if (sc->data[SC_DEFENDER] &&
  1376. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1377. #ifdef RENEWAL
  1378. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1379. #else
  1380. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1381. #endif
  1382. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1383. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1384. damage -= damage * 20 / 100;
  1385. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1386. if(flag&BF_SKILL) //25% reduction
  1387. damage -= damage * 25 / 100;
  1388. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1389. damage >>= 2; //75% reduction
  1390. }
  1391. if (sc->data[SC_SPORE_EXPLOSION] && (flag & BF_LONG) == BF_LONG)
  1392. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1393. if(sc->data[SC_ARMORCHANGE]) {
  1394. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1395. if(flag&BF_WEAPON)
  1396. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1397. else if(flag&BF_MAGIC)
  1398. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1399. }
  1400. if(sc->data[SC_SMOKEPOWDER]) {
  1401. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1402. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1403. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1404. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1405. }
  1406. if (sc->data[SC_WATER_BARRIER])
  1407. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1408. if (sc->data[SC_SU_STOOP])
  1409. damage -= damage * 90 / 100;
  1410. // Compressed code, fixed by map.hpp [Epoque]
  1411. if (src->type == BL_MOB) {
  1412. std::vector<e_race2> race2 = status_get_race2(src);
  1413. for (const auto &raceit : race2) {
  1414. switch (raceit) {
  1415. case RC2_MANUK:
  1416. if (sce = sc->data[SC_MANU_DEF])
  1417. damage -= damage * sce->val1 / 100;
  1418. break;
  1419. case RC2_SPLENDIDE:
  1420. if (sce = sc->data[SC_SPL_DEF])
  1421. damage -= damage * sce->val1 / 100;
  1422. break;
  1423. case RC2_OGH_ATK_DEF:
  1424. if (sc->data[SC_GLASTHEIM_DEF])
  1425. return 0;
  1426. break;
  1427. case RC2_OGH_HIDDEN:
  1428. if (sce = sc->data[SC_GLASTHEIM_HIDDEN])
  1429. damage -= damage * sce->val1 / 100;
  1430. break;
  1431. case RC2_BIO5_ACOLYTE_MERCHANT:
  1432. if (sce = sc->data[SC_LHZ_DUN_N1])
  1433. damage -= damage * sce->val2 / 100;
  1434. break;
  1435. case RC2_BIO5_MAGE_ARCHER:
  1436. if (sce = sc->data[SC_LHZ_DUN_N2])
  1437. damage -= damage * sce->val2 / 100;
  1438. break;
  1439. case RC2_BIO5_SWORDMAN_THIEF:
  1440. if (sce = sc->data[SC_LHZ_DUN_N3])
  1441. damage -= damage * sce->val2 / 100;
  1442. break;
  1443. case RC2_BIO5_MVP:
  1444. if (sce = sc->data[SC_LHZ_DUN_N4])
  1445. damage -= damage * sce->val2 / 100;
  1446. break;
  1447. }
  1448. }
  1449. }
  1450. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1451. sce->val3&flag && sce->val4&flag)
  1452. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1453. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1454. #ifdef RENEWAL
  1455. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1456. #else
  1457. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1458. #endif
  1459. ) )
  1460. {
  1461. struct status_data *status = status_get_status_data(bl);
  1462. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1463. per /=20; //Uses 20% SP intervals.
  1464. //SP Cost: 1% + 0.5% per every 20% SP
  1465. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1466. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1467. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1468. }
  1469. if(sc->data[SC_GRANITIC_ARMOR])
  1470. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1471. if(sc->data[SC_PAIN_KILLER]) {
  1472. damage -= sc->data[SC_PAIN_KILLER]->val2;
  1473. damage = i64max(damage, 1);
  1474. }
  1475. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1476. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1477. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1478. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1479. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1480. else if (flag&(BF_WEAPON|BF_SHORT))
  1481. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1482. }
  1483. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1484. if (flag&BF_WEAPON)
  1485. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1486. if (flag&BF_MAGIC)
  1487. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1488. }
  1489. #ifdef RENEWAL
  1490. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1491. if( sc->data[SC_STEELBODY] )
  1492. damage = damage > 10 ? damage / 10 : 1;
  1493. #endif
  1494. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1495. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1496. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1497. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1498. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1499. }
  1500. if (!damage)
  1501. return 0;
  1502. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1503. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1504. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1505. int spheres = 5;
  1506. if( sc->data[SC_RAISINGDRAGON] )
  1507. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1508. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1509. }
  1510. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1511. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1512. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1513. hom_addspiritball(hd, 10);
  1514. }
  1515. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1516. status_change_spread(bl, src);
  1517. } //End of target SC_ check
  1518. //SC effects from caster side.
  1519. sc = status_get_sc(src);
  1520. if (sc && sc->count) {
  1521. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1522. damage += damage * 75 / 100;
  1523. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1524. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1525. if ((sce = sc->data[SC_BLOODSUCKER]) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1526. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1527. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1528. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1529. // [Epoque]
  1530. if (bl->type == BL_MOB) {
  1531. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1532. std::vector<e_race2> race2 = status_get_race2(bl);
  1533. for (const auto &raceit : race2) {
  1534. switch (raceit) {
  1535. case RC2_MANUK:
  1536. if (sce = sc->data[SC_MANU_ATK])
  1537. damage += damage * sce->val1 / 100;
  1538. break;
  1539. case RC2_SPLENDIDE:
  1540. if (sce = sc->data[SC_SPL_ATK])
  1541. damage += damage * sce->val1 / 100;
  1542. break;
  1543. case RC2_OGH_ATK_DEF:
  1544. if (sc->data[SC_GLASTHEIM_ATK])
  1545. damage <<= 1;
  1546. break;
  1547. case RC2_BIO5_SWORDMAN_THIEF:
  1548. if (sce = sc->data[SC_LHZ_DUN_N1])
  1549. damage += damage * sce->val1 / 100;
  1550. break;
  1551. case RC2_BIO5_ACOLYTE_MERCHANT:
  1552. if (sce = sc->data[SC_LHZ_DUN_N2])
  1553. damage += damage * sce->val1 / 100;
  1554. break;
  1555. case RC2_BIO5_MAGE_ARCHER:
  1556. if (sce = sc->data[SC_LHZ_DUN_N3])
  1557. damage += damage * sce->val1 / 100;
  1558. break;
  1559. case RC2_BIO5_MVP:
  1560. if (sce = sc->data[SC_LHZ_DUN_N4])
  1561. damage += damage * sce->val1 / 100;
  1562. break;
  1563. }
  1564. }
  1565. }
  1566. }
  1567. if (sc->data[SC_POISONINGWEAPON] && flag&BF_SHORT && (skill_id == 0 || skill_id == GC_VENOMPRESSURE) && damage > 0) {
  1568. damage += damage * 10 / 100;
  1569. if (rnd() % 100 < sc->data[SC_POISONINGWEAPON]->val3)
  1570. sc_start4(src, bl, (sc_type)sc->data[SC_POISONINGWEAPON]->val2, 100, sc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  1571. }
  1572. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1573. status_change_spread(src, bl);
  1574. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1575. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1576. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1577. }
  1578. if (flag & BF_WEAPON && (sce = sc->data[SC_ADD_ATK_DAMAGE]))
  1579. damage += damage * sce->val1 / 100;
  1580. if (flag & BF_MAGIC && (sce = sc->data[SC_ADD_MATK_DAMAGE]))
  1581. damage += damage * sce->val1 / 100;
  1582. if (sc->data[SC_DANCEWITHWUG] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1583. damage += damage * sc->data[SC_DANCEWITHWUG]->val1 / 100;
  1584. if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
  1585. damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  1586. if (tsd && (sce = sc->data[SC_SOULREAPER])) {
  1587. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1588. clif_specialeffect(src, 1208, AREA);
  1589. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1590. }
  1591. }
  1592. if (sc->data[SC_RUSH_QUAKE2] && (flag & BF_WEAPONMASK) == BF_WEAPON)
  1593. damage += damage * (5 * sc->data[SC_RUSH_QUAKE2]->val1) / 100;
  1594. if (sc->data[SC_SHADOW_EXCEED]) {
  1595. switch (skill_id) {
  1596. case SHC_ETERNAL_SLASH:
  1597. case SHC_SAVAGE_IMPACT:
  1598. damage += damage / 4; // !TODO: What's the damage increase?
  1599. break;
  1600. }
  1601. }
  1602. } //End of caster SC_ check
  1603. //PK damage rates
  1604. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1605. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1606. if (flag&BF_WEAPON)
  1607. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1608. if (flag&BF_MAGIC)
  1609. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1610. if (flag&BF_MISC)
  1611. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1612. } else { //Normal attacks get reductions based on range.
  1613. if (flag & BF_SHORT)
  1614. damage = damage * battle_config.pk_short_damage_rate / 100;
  1615. if (flag & BF_LONG)
  1616. damage = damage * battle_config.pk_long_damage_rate / 100;
  1617. }
  1618. damage = i64max(damage,1);
  1619. }
  1620. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1621. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1622. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1623. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1624. )
  1625. damage = div_;
  1626. }
  1627. if (tsd && pc_ismadogear(tsd)) {
  1628. short element = skill_get_ele(skill_id, skill_lv);
  1629. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1630. struct status_data *sstatus = NULL;
  1631. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1632. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1633. else if( (sstatus = status_get_status_data(src)) ) {
  1634. element = sstatus->rhw.ele;
  1635. }
  1636. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1637. element = status_get_attack_sc_element(src,status_get_sc(src));
  1638. else if( element == ELE_RANDOM ) //Use random element
  1639. element = rnd()%ELE_ALL;
  1640. pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
  1641. }
  1642. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1643. mob_data *md = BL_CAST(BL_MOB, bl);
  1644. if (md && md->db->damagetaken != 100)
  1645. damage = i64max(damage * md->db->damagetaken / 100, 1);
  1646. }
  1647. return damage;
  1648. }
  1649. /**
  1650. * Determines whether battleground target can be hit
  1651. * @param src: Source of attack
  1652. * @param bl: Target of attack
  1653. * @param skill_id: Skill ID used
  1654. * @param flag: Special flags
  1655. * @return Can be hit (true) or can't be hit (false)
  1656. */
  1657. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1658. {
  1659. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1660. struct unit_data *ud = unit_bl2ud(bl);
  1661. if (ud && ud->immune_attack)
  1662. return false;
  1663. if (md && md->bg_id) {
  1664. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1665. return false;
  1666. if (src->type == BL_PC) {
  1667. struct map_session_data *sd = map_id2sd(src->id);
  1668. if (sd && sd->bg_id == md->bg_id)
  1669. return false;
  1670. }
  1671. }
  1672. return true;
  1673. }
  1674. /**
  1675. * Calculates BG related damage adjustments.
  1676. * @param src
  1677. * @param bl
  1678. * @param damage
  1679. * @param skill_id
  1680. * @param flag
  1681. * @return damage
  1682. * Credits:
  1683. * Original coder Skotlex
  1684. * Initial refactoring by Baalberith
  1685. * Refined and optimized by helvetica
  1686. */
  1687. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1688. {
  1689. if( !damage )
  1690. return 0;
  1691. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1692. return 0;
  1693. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1694. return damage; //skill that ignore bg map reduction
  1695. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1696. if( flag&BF_WEAPON )
  1697. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1698. if( flag&BF_MAGIC )
  1699. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1700. if( flag&BF_MISC )
  1701. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1702. } else { //Normal attacks get reductions based on range.
  1703. if( flag&BF_SHORT )
  1704. damage = damage * battle_config.bg_short_damage_rate / 100;
  1705. if( flag&BF_LONG )
  1706. damage = damage * battle_config.bg_long_damage_rate / 100;
  1707. }
  1708. damage = i64max(damage,1); //min 1 damage
  1709. return damage;
  1710. }
  1711. /**
  1712. * Determines whether target can be hit
  1713. * @param src
  1714. * @param bl
  1715. * @param skill_id
  1716. * @param flag
  1717. * @return Can be hit (true) or can't be hit (false)
  1718. */
  1719. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1720. {
  1721. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1722. struct unit_data *ud = unit_bl2ud(bl);
  1723. int class_ = status_get_class(bl);
  1724. if (ud && ud->immune_attack)
  1725. return false;
  1726. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1727. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1728. return false;
  1729. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1730. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1731. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1732. return false;
  1733. if (g != nullptr) {
  1734. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1735. return false; // [MouseJstr]
  1736. if (md->special_state.ai == AI_GUILD && g->guild_id == md->master_id)
  1737. return false;
  1738. }
  1739. }
  1740. }
  1741. return true;
  1742. }
  1743. /**
  1744. * Calculates GVG related damage adjustments.
  1745. * @param src
  1746. * @param bl
  1747. * @param damage
  1748. * @param skill_id
  1749. * @param flag
  1750. * @return damage
  1751. */
  1752. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1753. {
  1754. if (!damage) //No reductions to make.
  1755. return 0;
  1756. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1757. return 0;
  1758. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1759. return damage;
  1760. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1761. if (flag&BF_WEAPON)
  1762. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1763. if (flag&BF_MAGIC)
  1764. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1765. if (flag&BF_MISC)
  1766. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1767. } else { //Normal attacks get reductions based on range.
  1768. if (flag & BF_SHORT)
  1769. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1770. if (flag & BF_LONG)
  1771. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1772. }
  1773. damage = i64max(damage,1);
  1774. return damage;
  1775. }
  1776. /**
  1777. * HP/SP drain calculation
  1778. * @param damage Damage inflicted to the enemy
  1779. * @param rate Success chance 1000 = 100%
  1780. * @param per HP/SP drained
  1781. * @return diff
  1782. */
  1783. static int battle_calc_drain(int64 damage, int rate, int per)
  1784. {
  1785. int64 diff = 0;
  1786. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1787. diff = (damage * per) / 100;
  1788. if (diff == 0) {
  1789. if (per > 0)
  1790. diff = 1;
  1791. else
  1792. diff = -1;
  1793. }
  1794. }
  1795. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1796. }
  1797. /**
  1798. * Passive skill damage increases
  1799. * @param sd
  1800. * @param target
  1801. * @param dmg
  1802. * @param type
  1803. * @return damage
  1804. */
  1805. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1806. {
  1807. int64 damage;
  1808. struct status_data *status = status_get_status_data(target);
  1809. int weapon, skill;
  1810. #ifdef RENEWAL
  1811. damage = 0;
  1812. #else
  1813. damage = dmg;
  1814. #endif
  1815. nullpo_ret(sd);
  1816. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1817. target->type == BL_MOB && //This bonus doesn't work against players.
  1818. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1819. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1820. 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) )
  1821. damage += (skill * 5);
  1822. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1823. damage += (skill * 10);
  1824. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1825. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1826. damage += (skill * 4);
  1827. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1828. damage += sd->status.str;
  1829. }
  1830. #ifdef RENEWAL
  1831. //Weapon Research bonus applies to all weapons
  1832. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1833. damage += (skill * 2);
  1834. #endif
  1835. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1836. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1837. // Kagerou/Oboro Spirit Charm bonus
  1838. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1839. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1840. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1841. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1842. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1843. damage += damage * 30 / 100;
  1844. }
  1845. if(type == 0)
  1846. weapon = sd->weapontype1;
  1847. else
  1848. weapon = sd->weapontype2;
  1849. switch(weapon) {
  1850. case W_1HSWORD:
  1851. #ifdef RENEWAL
  1852. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1853. damage += (skill * 3);
  1854. #endif
  1855. case W_DAGGER:
  1856. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1857. damage += (skill * 4);
  1858. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1859. damage += skill * 10;
  1860. break;
  1861. case W_2HSWORD:
  1862. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1863. damage += (skill * 4);
  1864. break;
  1865. case W_1HSPEAR:
  1866. case W_2HSPEAR:
  1867. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1868. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1869. damage += (skill * 4);
  1870. else
  1871. damage += (skill * 5);
  1872. // Increase damage by level of KN_SPEARMASTERY * 10
  1873. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1874. damage += (skill * 10);
  1875. }
  1876. break;
  1877. case W_1HAXE:
  1878. case W_2HAXE:
  1879. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1880. damage += (skill * 3);
  1881. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1882. damage += (skill * 5);
  1883. break;
  1884. case W_MACE:
  1885. case W_2HMACE:
  1886. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1887. damage += (skill * 3);
  1888. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1889. damage += (skill * 4);
  1890. break;
  1891. case W_FIST:
  1892. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1893. damage += (skill * 10);
  1894. // No break, fallthrough to Knuckles
  1895. case W_KNUCKLE:
  1896. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1897. damage += (skill * 3);
  1898. break;
  1899. case W_MUSICAL:
  1900. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1901. damage += (skill * 3);
  1902. break;
  1903. case W_WHIP:
  1904. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1905. damage += (skill * 3);
  1906. break;
  1907. case W_BOOK:
  1908. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1909. damage += (skill * 3);
  1910. break;
  1911. case W_KATAR:
  1912. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1913. damage += (skill * 3);
  1914. break;
  1915. }
  1916. return damage;
  1917. }
  1918. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1919. * @param sd Player
  1920. * @param damage Current damage
  1921. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1922. */
  1923. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1924. if (!sd)
  1925. return;
  1926. //rodatazone says that Overrefine bonuses are part of baseatk
  1927. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1928. if (lr_type == EQI_HAND_L) {
  1929. if (sd->left_weapon.overrefine)
  1930. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1931. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  1932. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  1933. }
  1934. else if (lr_type == EQI_HAND_R) {
  1935. if (sd->right_weapon.overrefine)
  1936. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1937. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  1938. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  1939. }
  1940. }
  1941. #ifdef RENEWAL
  1942. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1943. {
  1944. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1945. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1946. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1947. }
  1948. static int battle_calc_status_attack(struct status_data *status, short hand)
  1949. {
  1950. //left-hand penalty on sATK is always 50% [Baalberith]
  1951. if (hand == EQI_HAND_L)
  1952. return status->batk;
  1953. else
  1954. return 2 * status->batk;
  1955. }
  1956. /**
  1957. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1958. * @param src Block list of attacker
  1959. * @param tstatus Target's status data
  1960. * @param wa Weapon attack data
  1961. * @param sd Player
  1962. * @return Base weapon damage
  1963. */
  1964. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1965. {
  1966. struct status_data *status = status_get_status_data(src);
  1967. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1968. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1969. uint16 atkmax = atkmin;
  1970. int64 damage = atkmin;
  1971. bool weapon_perfection = false;
  1972. struct status_change *sc = status_get_sc(src);
  1973. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1974. short base_stat;
  1975. switch (sd->status.weapon) {
  1976. case W_BOW:
  1977. case W_MUSICAL:
  1978. case W_WHIP:
  1979. case W_REVOLVER:
  1980. case W_RIFLE:
  1981. case W_GATLING:
  1982. case W_SHOTGUN:
  1983. case W_GRENADE:
  1984. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  1985. base_stat = status->str;
  1986. else
  1987. base_stat = status->dex;
  1988. break;
  1989. default:
  1990. base_stat = status->str;
  1991. break;
  1992. }
  1993. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  1994. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  1995. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  1996. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  1997. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1998. damage = atkmax;
  1999. else
  2000. damage = rnd_value(atkmin, atkmax);
  2001. }
  2002. if (sc && sc->data[SC_WEAPONPERFECTION])
  2003. weapon_perfection = true;
  2004. battle_add_weapon_damage(sd, &damage, type);
  2005. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2006. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2007. }
  2008. #endif
  2009. /*==========================================
  2010. * Calculates the standard damage of a normal attack assuming it hits,
  2011. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  2012. * This applies to pre-renewal and non-sd in renewal
  2013. *------------------------------------------
  2014. * Pass damage2 as NULL to not calc it.
  2015. * Flag values:
  2016. * &1 : Critical hit
  2017. * &2 : Arrow attack
  2018. * &4 : Skill is Magic Crasher
  2019. * &8 : Skip target size adjustment (Extremity Fist?)
  2020. * &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)
  2021. *
  2022. * Credits:
  2023. * Original coder Skotlex
  2024. * Initial refactoring by Baalberith
  2025. * Refined and optimized by helvetica
  2026. */
  2027. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  2028. {
  2029. unsigned int atkmin = 0, atkmax = 0;
  2030. short type = 0;
  2031. int64 damage = 0;
  2032. struct map_session_data *sd = NULL;
  2033. nullpo_retr(damage, src);
  2034. sd = BL_CAST(BL_PC, src);
  2035. if (!sd) { //Mobs/Pets
  2036. #ifndef RENEWAL
  2037. if (sc != nullptr && sc->data[SC_CHANGE] != nullptr)
  2038. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2039. #endif
  2040. if(flag&4) {
  2041. atkmin = status->matk_min;
  2042. atkmax = status->matk_max;
  2043. } else {
  2044. atkmin = wa->atk;
  2045. atkmax = wa->atk2;
  2046. }
  2047. if (atkmin > atkmax)
  2048. atkmin = atkmax;
  2049. } else { //PCs
  2050. atkmax = wa->atk;
  2051. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2052. if (!(flag&1) || (flag&2)) { //Normal attacks
  2053. atkmin = status->dex;
  2054. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2055. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2056. if (atkmin > atkmax)
  2057. atkmin = atkmax;
  2058. if(flag&2 && !(flag&16)) { //Bows
  2059. atkmin = atkmin*atkmax/100;
  2060. if (atkmin > atkmax)
  2061. atkmax = atkmin;
  2062. }
  2063. }
  2064. }
  2065. if (sc && sc->data[SC_MAXIMIZEPOWER])
  2066. atkmin = atkmax;
  2067. //Weapon Damage calculation
  2068. if (!(flag&1))
  2069. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2070. else
  2071. damage = atkmax;
  2072. if (sd) {
  2073. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2074. if (flag&2 && sd->bonus.arrow_atk)
  2075. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2076. // Size fix only for players
  2077. if (!(sd->special_state.no_sizefix || (flag&8)))
  2078. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2079. } else if (src->type == BL_ELEM) {
  2080. struct status_change *ele_sc = status_get_sc(src);
  2081. int ele_class = status_get_class(src);
  2082. if (ele_sc) {
  2083. switch (ele_class) {
  2084. case ELEMENTALID_AGNI_S:
  2085. case ELEMENTALID_AGNI_M:
  2086. case ELEMENTALID_AGNI_L:
  2087. case ELEMENTALID_ARDOR:
  2088. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  2089. damage += damage * 20 / 100;
  2090. break;
  2091. case ELEMENTALID_AQUA_S:
  2092. case ELEMENTALID_AQUA_M:
  2093. case ELEMENTALID_AQUA_L:
  2094. case ELEMENTALID_DILUVIO:
  2095. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  2096. damage += damage * 20 / 100;
  2097. break;
  2098. case ELEMENTALID_VENTUS_S:
  2099. case ELEMENTALID_VENTUS_M:
  2100. case ELEMENTALID_VENTUS_L:
  2101. case ELEMENTALID_PROCELLA:
  2102. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  2103. damage += damage * 20 / 100;
  2104. break;
  2105. case ELEMENTALID_TERA_S:
  2106. case ELEMENTALID_TERA_M:
  2107. case ELEMENTALID_TERA_L:
  2108. case ELEMENTALID_TERREMOTUS:
  2109. case ELEMENTALID_SERPENS:
  2110. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  2111. damage += damage * 20 / 100;
  2112. break;
  2113. }
  2114. }
  2115. }
  2116. //Finally, add baseatk
  2117. if(flag&4)
  2118. damage += status->matk_min;
  2119. else
  2120. damage += status->batk;
  2121. if (sd)
  2122. battle_add_weapon_damage(sd, &damage, type);
  2123. #ifdef RENEWAL
  2124. if (flag&1)
  2125. damage = (damage * 14) / 10;
  2126. #endif
  2127. return damage;
  2128. }
  2129. /*==========================================
  2130. * Consumes ammo for the given skill.
  2131. *------------------------------------------
  2132. * Credits:
  2133. * Original coder Skotlex
  2134. * Initial refactoring by Baalberith
  2135. * Refined and optimized by helvetica
  2136. */
  2137. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  2138. {
  2139. int qty = 1;
  2140. if (!battle_config.arrow_decrement)
  2141. return;
  2142. if (skill) {
  2143. qty = skill_get_ammo_qty(skill, lv);
  2144. if (!qty) qty = 1;
  2145. }
  2146. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2147. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2148. sd->state.arrow_atk = 0;
  2149. }
  2150. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2151. {
  2152. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2153. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2154. return BF_SHORT;
  2155. switch (skill_id) {
  2156. case AC_SHOWER:
  2157. case AM_DEMONSTRATION:
  2158. // When monsters use Arrow Shower or Bomb, it is always short range
  2159. if (src->type == BL_MOB)
  2160. return BF_SHORT;
  2161. break;
  2162. #ifdef RENEWAL
  2163. case KN_BRANDISHSPEAR:
  2164. // Renewal changes to ranged physical damage
  2165. #endif
  2166. case SR_RAMPAGEBLASTER:
  2167. return BF_LONG;
  2168. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2169. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2170. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2171. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2172. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2173. case MT_RUSH_QUAKE: // 9 cell cast range.
  2174. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2175. //case ABC_DEFT_STAB: // 2 cell cast range???
  2176. return BF_SHORT;
  2177. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2178. map_session_data *sd = BL_CAST(BL_PC, src);
  2179. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2180. return BF_LONG;
  2181. }
  2182. case DK_HACKANDSLASHER:
  2183. case DK_HACKANDSLASHER_ATK: { // Range depends on weapon type.
  2184. map_session_data *sd = BL_CAST(BL_PC, src);
  2185. if (sd) {
  2186. if (sd->status.weapon == W_2HSWORD)
  2187. return BF_SHORT;
  2188. if (sd->status.weapon == W_2HSPEAR)
  2189. return BF_LONG;
  2190. }
  2191. }
  2192. }
  2193. //Skill Range Criteria
  2194. if (battle_config.skillrange_by_distance &&
  2195. (src->type&battle_config.skillrange_by_distance)
  2196. ) { //based on distance between src/target [Skotlex]
  2197. if (check_distance_bl(src, target, 3))
  2198. return BF_SHORT;
  2199. return BF_LONG;
  2200. }
  2201. //based on used skill's range
  2202. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2203. return BF_SHORT;
  2204. return BF_LONG;
  2205. }
  2206. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  2207. {
  2208. if (sd->skillblown.empty())
  2209. return 0;
  2210. //Apply the bonus blewcount. [Skotlex]
  2211. for (const auto &it : sd->skillblown) {
  2212. if (it.id == skill_id)
  2213. return it.val;
  2214. }
  2215. return 0;
  2216. }
  2217. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2218. switch( bl->type ){
  2219. case BL_PC:
  2220. return SKILLDMG_PC;
  2221. case BL_MOB:
  2222. if( status_get_class_(bl) == CLASS_BOSS ){
  2223. return SKILLDMG_BOSS;
  2224. }else{
  2225. return SKILLDMG_MOB;
  2226. }
  2227. default:
  2228. return SKILLDMG_OTHER;
  2229. }
  2230. }
  2231. /**
  2232. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2233. * @param src
  2234. * @param target
  2235. * @param skill_id
  2236. * @return Skill damage rate
  2237. */
  2238. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2239. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2240. if (!skill || !skill->damage.map)
  2241. return 0;
  2242. s_skill_damage *damage = &skill->damage;
  2243. //check the adjustment works for specified type
  2244. if (!(damage->caster&src->type))
  2245. return 0;
  2246. map_data *mapdata = map_getmapdata(src->m);
  2247. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2248. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2249. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2250. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2251. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2252. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2253. {
  2254. return damage->rate[battle_skill_damage_type(target)];
  2255. }
  2256. return 0;
  2257. }
  2258. /**
  2259. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2260. * @param src
  2261. * @param target
  2262. * @param skill_id
  2263. * @return Skill damage rate
  2264. */
  2265. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2266. map_data *mapdata = map_getmapdata(src->m);
  2267. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2268. return 0;
  2269. int rate = 0;
  2270. // Damage rate for all skills at this map
  2271. if (mapdata->damage_adjust.caster&src->type)
  2272. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2273. if (mapdata->skill_damage.empty())
  2274. return rate;
  2275. // Damage rate for specified skill at this map
  2276. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2277. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2278. }
  2279. return rate;
  2280. }
  2281. /**
  2282. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2283. * @param src
  2284. * @param target
  2285. * @param skill_id
  2286. * @return Total damage rate
  2287. */
  2288. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2289. nullpo_ret(src);
  2290. if (!target || !skill_id)
  2291. return 0;
  2292. skill_id = skill_dummy2skill_id(skill_id);
  2293. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2294. }
  2295. /**
  2296. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2297. * @param sd: Player who has Chorus skill active
  2298. * @return Bonus value based on party count
  2299. */
  2300. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2301. #ifdef RENEWAL // No bonus in renewal
  2302. return 0;
  2303. #endif
  2304. int members = 0;
  2305. if (!sd || !sd->status.party_id)
  2306. return 0;
  2307. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2308. if (members < 3)
  2309. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2310. if (members > 7)
  2311. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2312. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2313. }
  2314. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2315. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2316. /*=======================================================
  2317. * Should infinite defense be applied on target? (plant)
  2318. *-------------------------------------------------------
  2319. * Credits:
  2320. * Original coder Skotlex
  2321. * Initial refactoring by Baalberith
  2322. * Refined and optimized by helvetica
  2323. * flag - see e_battle_flag
  2324. */
  2325. bool is_infinite_defense(struct block_list *target, int flag)
  2326. {
  2327. struct status_data *tstatus = status_get_status_data(target);
  2328. if(target->type == BL_SKILL) {
  2329. TBL_SKILL *su = ((TBL_SKILL*)target);
  2330. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2331. return true;
  2332. }
  2333. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2334. return true;
  2335. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2336. return true;
  2337. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2338. return true;
  2339. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2340. return true;
  2341. return false;
  2342. }
  2343. /*========================
  2344. * Is attack arrow based?
  2345. *------------------------
  2346. * Credits:
  2347. * Original coder Skotlex
  2348. * Initial refactoring by Baalberith
  2349. * Refined and optimized by helvetica
  2350. */
  2351. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2352. {
  2353. if(src != NULL) {
  2354. struct status_data *sstatus = status_get_status_data(src);
  2355. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2356. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2357. } else
  2358. return false;
  2359. }
  2360. /*=========================================
  2361. * Is attack right handed? By default yes.
  2362. *-----------------------------------------
  2363. * Credits:
  2364. * Original coder Skotlex
  2365. * Initial refactoring by Baalberith
  2366. * Refined and optimized by helvetica
  2367. */
  2368. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2369. {
  2370. if(src != NULL) {
  2371. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2372. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2373. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2374. return false;
  2375. }
  2376. return true;
  2377. }
  2378. /*=======================================
  2379. * Is attack left handed? By default no.
  2380. *---------------------------------------
  2381. * Credits:
  2382. * Original coder Skotlex
  2383. * Initial refactoring by Baalberith
  2384. * Refined and optimized by helvetica
  2385. */
  2386. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2387. {
  2388. if(src != NULL) {
  2389. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2390. if(!skill_id) {
  2391. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2392. if (sd) {
  2393. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2394. return true;
  2395. if (sd->status.weapon == W_KATAR)
  2396. return true;
  2397. }
  2398. struct status_data *sstatus = status_get_status_data(src);
  2399. if (sstatus->lhw.atk)
  2400. return true;
  2401. }
  2402. }
  2403. return false;
  2404. }
  2405. /*=============================
  2406. * Do we score a critical hit?
  2407. *-----------------------------
  2408. * Credits:
  2409. * Original coder Skotlex
  2410. * Initial refactoring by Baalberith
  2411. * Refined and optimized by helvetica
  2412. */
  2413. 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)
  2414. {
  2415. if (!first_call)
  2416. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2417. #ifdef RENEWAL
  2418. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2419. return true;
  2420. #endif
  2421. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2422. return false;
  2423. struct status_data *sstatus = status_get_status_data(src);
  2424. if( sstatus->cri )
  2425. {
  2426. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2427. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2428. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2429. return false;
  2430. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2431. return false;
  2432. }
  2433. struct status_data *tstatus = status_get_status_data(target);
  2434. struct status_change *sc = status_get_sc(src);
  2435. struct status_change *tsc = status_get_sc(target);
  2436. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2437. short cri = sstatus->cri;
  2438. if (sd) {
  2439. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2440. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2441. cri += sd->bonus.arrow_cri;
  2442. cri += sd->bonus.critical_rangeatk;
  2443. }
  2444. }
  2445. if(sc && sc->data[SC_CAMOUFLAGE])
  2446. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2447. //The official equation is *2, but that only applies when sd's do critical.
  2448. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2449. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2450. if( tsc && tsc->data[SC_SLEEP] )
  2451. cri <<= 1;
  2452. switch(skill_id) {
  2453. case 0:
  2454. if(sc && !sc->data[SC_AUTOCOUNTER])
  2455. break;
  2456. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2457. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2458. case KN_AUTOCOUNTER:
  2459. if(battle_config.auto_counter_type &&
  2460. (battle_config.auto_counter_type&src->type))
  2461. return true;
  2462. else
  2463. cri <<= 1;
  2464. break;
  2465. case SN_SHARPSHOOTING:
  2466. case MA_SHARPSHOOTING:
  2467. #ifdef RENEWAL
  2468. cri += 300; // !TODO: Confirm new bonus
  2469. #else
  2470. cri += 200;
  2471. #endif
  2472. break;
  2473. case NJ_KIRIKAGE:
  2474. cri += 250 + 50*skill_lv;
  2475. break;
  2476. #ifdef RENEWAL
  2477. case ASC_BREAKER:
  2478. #endif
  2479. case GC_CROSSIMPACT:
  2480. case SHC_SAVAGE_IMPACT:
  2481. case SHC_ETERNAL_SLASH:
  2482. case SHC_IMPACT_CRATER:
  2483. cri /= 2;
  2484. break;
  2485. case WH_GALESTORM:
  2486. if (sc && !sc->data[SC_CALAMITYGALE])
  2487. return false;
  2488. }
  2489. if(tsd && tsd->bonus.critical_def)
  2490. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2491. return (rnd()%1000 < cri);
  2492. }
  2493. return false;
  2494. }
  2495. /*==========================================================
  2496. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2497. *----------------------------------------------------------
  2498. * Credits:
  2499. * Original coder Skotlex
  2500. * Initial refactoring by Baalberith
  2501. * Refined and optimized by helvetica
  2502. */
  2503. 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)
  2504. {
  2505. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2506. return 2;
  2507. if(src != NULL) {
  2508. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2509. struct status_data *tstatus = status_get_status_data(target);
  2510. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2511. #ifndef RENEWAL
  2512. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2513. #endif
  2514. )
  2515. { //Elemental/Racial adjustments
  2516. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2517. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2518. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2519. )
  2520. if (weapon_position == EQI_HAND_R)
  2521. return 1;
  2522. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2523. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2524. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2525. )
  2526. { //Pass effect onto right hand if configured so. [Skotlex]
  2527. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2528. if (weapon_position == EQI_HAND_R)
  2529. return 1;
  2530. }
  2531. else if (weapon_position == EQI_HAND_L)
  2532. return 1;
  2533. }
  2534. }
  2535. }
  2536. return 0;
  2537. }
  2538. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2539. {
  2540. if (skill_id == 0) {
  2541. if (is_splash) {
  2542. std::bitset<NK_MAX> tmp_nk;
  2543. tmp_nk.set(NK_IGNOREATKCARD);
  2544. tmp_nk.set(NK_IGNOREFLEE);
  2545. return tmp_nk;
  2546. } else
  2547. return 0;
  2548. } else
  2549. return skill_db.find(skill_id)->nk;
  2550. }
  2551. /*=============================
  2552. * Checks if attack is hitting
  2553. *-----------------------------
  2554. * Credits:
  2555. * Original coder Skotlex
  2556. * Initial refactoring by Baalberith
  2557. * Refined and optimized by helvetica
  2558. */
  2559. 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)
  2560. {
  2561. struct status_data *sstatus = status_get_status_data(src);
  2562. struct status_data *tstatus = status_get_status_data(target);
  2563. struct status_change *sc = status_get_sc(src);
  2564. struct status_change *tsc = status_get_sc(target);
  2565. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2566. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2567. short flee, hitrate;
  2568. if (!first_call)
  2569. return (wd->dmg_lv != ATK_FLEE);
  2570. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2571. return true;
  2572. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2573. return true;
  2574. else if (sc && sc->data[SC_FUSION])
  2575. return true;
  2576. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2577. return true;
  2578. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2579. return true;
  2580. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2581. return true;
  2582. else if (nk[NK_IGNOREFLEE])
  2583. return true;
  2584. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2585. return false;
  2586. flee = tstatus->flee;
  2587. #ifdef RENEWAL
  2588. hitrate = 0; //Default hitrate
  2589. #else
  2590. hitrate = 80; //Default hitrate
  2591. #endif
  2592. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2593. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2594. if(attacker_count >= battle_config.agi_penalty_count) {
  2595. if (battle_config.agi_penalty_type == 1)
  2596. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2597. else //assume type 2: absolute reduction
  2598. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2599. if(flee < 1)
  2600. flee = 1;
  2601. }
  2602. }
  2603. hitrate += sstatus->hit - flee;
  2604. //Fogwall's hit penalty is only for normal ranged attacks.
  2605. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2606. hitrate -= 50;
  2607. if(sd && is_skill_using_arrow(src, skill_id))
  2608. hitrate += sd->bonus.arrow_hit;
  2609. #ifdef RENEWAL
  2610. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2611. hitrate += pc_checkskill(sd,AC_VULTURE);
  2612. #endif
  2613. if(skill_id) {
  2614. switch(skill_id) { //Hit skill modifiers
  2615. //It is proven that bonus is applied on final hitrate, not hit.
  2616. case SM_BASH:
  2617. case MS_BASH:
  2618. hitrate += hitrate * 5 * skill_lv / 100;
  2619. break;
  2620. case MS_MAGNUM:
  2621. case SM_MAGNUM:
  2622. hitrate += hitrate * 10 * skill_lv / 100;
  2623. break;
  2624. case KN_AUTOCOUNTER:
  2625. case PA_SHIELDCHAIN:
  2626. case NPC_WATERATTACK:
  2627. case NPC_GROUNDATTACK:
  2628. case NPC_FIREATTACK:
  2629. case NPC_WINDATTACK:
  2630. case NPC_POISONATTACK:
  2631. case NPC_HOLYATTACK:
  2632. case NPC_DARKNESSATTACK:
  2633. case NPC_UNDEADATTACK:
  2634. case NPC_TELEKINESISATTACK:
  2635. case NPC_EARTHQUAKE:
  2636. case NPC_BLEEDING:
  2637. hitrate += hitrate * 20 / 100;
  2638. break;
  2639. case NPC_FIREBREATH:
  2640. case NPC_ICEBREATH:
  2641. case NPC_THUNDERBREATH:
  2642. case NPC_ACIDBREATH:
  2643. case NPC_DARKNESSBREATH:
  2644. hitrate *= 2;
  2645. break;
  2646. case KN_PIERCE:
  2647. case ML_PIERCE:
  2648. hitrate += hitrate * 5 * skill_lv / 100;
  2649. break;
  2650. case AS_SONICBLOW:
  2651. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2652. #ifdef RENEWAL
  2653. hitrate += hitrate * 90 / 100;
  2654. #else
  2655. hitrate += hitrate * 50 / 100;
  2656. #endif
  2657. break;
  2658. #ifdef RENEWAL
  2659. case RG_BACKSTAP:
  2660. hitrate += skill_lv; // !TODO: What's the rate increase?
  2661. break;
  2662. #endif
  2663. case RK_SONICWAVE:
  2664. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2665. break;
  2666. case MC_CARTREVOLUTION:
  2667. case GN_CART_TORNADO:
  2668. case GN_CARTCANNON:
  2669. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2670. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2671. break;
  2672. case LG_BANISHINGPOINT:
  2673. hitrate += 5 * skill_lv;
  2674. break;
  2675. case GC_VENOMPRESSURE:
  2676. hitrate += 10 + 4 * skill_lv;
  2677. break;
  2678. case SC_FATALMENACE:
  2679. if (skill_lv < 6)
  2680. hitrate -= 35 - 5 * skill_lv;
  2681. else if (skill_lv > 6)
  2682. hitrate += 5 * skill_lv - 30;
  2683. break;
  2684. case RL_SLUGSHOT:
  2685. {
  2686. int8 dist = distance_bl(src, target);
  2687. if (dist > 3) {
  2688. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2689. // -10:-9:-8:-7:-6
  2690. dist -= 3;
  2691. hitrate -= ((11 - skill_lv) * dist);
  2692. }
  2693. }
  2694. break;
  2695. }
  2696. } 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]
  2697. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2698. if (sd) {
  2699. int skill = 0;
  2700. // Weaponry Research hidden bonus
  2701. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2702. hitrate += hitrate * ( 2 * skill ) / 100;
  2703. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2704. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2705. hitrate += 3 * skill;
  2706. }
  2707. if (sc) {
  2708. if (sc->data[SC_MTF_ASPD])
  2709. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2710. if (sc->data[SC_MTF_ASPD2])
  2711. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2712. }
  2713. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2714. return (rnd()%100 < hitrate);
  2715. }
  2716. /*==========================================
  2717. * If attack ignores def.
  2718. *------------------------------------------
  2719. * Credits:
  2720. * Original coder Skotlex
  2721. * Initial refactoring by Baalberith
  2722. * Refined and optimized by helvetica
  2723. */
  2724. 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)
  2725. {
  2726. struct status_data *tstatus = status_get_status_data(target);
  2727. struct status_change *sc = status_get_sc(src);
  2728. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2729. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2730. #ifndef RENEWAL
  2731. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2732. return true;
  2733. else
  2734. #endif
  2735. if (sc && sc->data[SC_FUSION])
  2736. return true;
  2737. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2738. { //Ignore Defense?
  2739. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2740. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2741. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2742. if (weapon_position == EQI_HAND_R)
  2743. return true;
  2744. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2745. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2746. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2747. {
  2748. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2749. if (weapon_position == EQI_HAND_R)
  2750. return true;
  2751. } else if (weapon_position == EQI_HAND_L)
  2752. return true;
  2753. }
  2754. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2755. return true;
  2756. return nk[NK_IGNOREDEFENSE] != 0;
  2757. }
  2758. /*================================================
  2759. * Should skill attack consider VVS and masteries?
  2760. *------------------------------------------------
  2761. * Credits:
  2762. * Original coder Skotlex
  2763. * Initial refactoring by Baalberith
  2764. * Refined and optimized by helvetica
  2765. */
  2766. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2767. {
  2768. if (
  2769. #ifndef RENEWAL
  2770. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2771. #endif
  2772. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2773. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2774. return false;
  2775. return true;
  2776. }
  2777. #ifdef RENEWAL
  2778. /*========================================
  2779. * Calculate equipment ATK for renewal ATK
  2780. *----------------------------------------
  2781. * Credits:
  2782. * Original coder Skotlex
  2783. * Initial refactoring by Baalberith
  2784. * Refined and optimized by helvetica
  2785. */
  2786. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2787. {
  2788. if(src != NULL) {
  2789. int eatk = 0;
  2790. struct status_data *status = status_get_status_data(src);
  2791. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2792. if (sd) // add arrow atk if using an applicable skill
  2793. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2794. return eatk + status->eatk;
  2795. }
  2796. return 0; // shouldn't happen but just in case
  2797. }
  2798. #endif
  2799. /*========================================
  2800. * Returns the element type of attack
  2801. *----------------------------------------
  2802. * Credits:
  2803. * Original coder Skotlex
  2804. * Initial refactoring by Baalberith
  2805. * Refined and optimized by helvetica
  2806. */
  2807. static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2808. {
  2809. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2810. struct status_change *sc = status_get_sc(src);
  2811. struct status_data *sstatus = status_get_status_data(src);
  2812. int element = skill_get_ele(skill_id, skill_lv);
  2813. //Take weapon's element
  2814. if( !skill_id || element == ELE_WEAPON ) {
  2815. if (weapon_position == EQI_HAND_R)
  2816. element = sstatus->rhw.ele;
  2817. else
  2818. element = sstatus->lhw.ele;
  2819. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2820. element = sd->bonus.arrow_ele;
  2821. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2822. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2823. // on official endows override all other elements [helvetica]
  2824. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2825. element = sc->data[SC_ENCHANTARMS]->val1;
  2826. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2827. element = status_get_attack_sc_element(src,sc);
  2828. else if( element == ELE_RANDOM ) //Use random element
  2829. element = rnd()%ELE_ALL;
  2830. switch( skill_id ) {
  2831. case GS_GROUNDDRIFT:
  2832. element = wd->miscflag; //element comes in flag.
  2833. break;
  2834. case LK_SPIRALPIERCE:
  2835. if (!sd)
  2836. element = ELE_NEUTRAL; //forced neutral for monsters
  2837. break;
  2838. case RK_DRAGONBREATH:
  2839. if (sc) {
  2840. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Giant Growth
  2841. element = ELE_DARK;
  2842. else if (sc->data[SC_GIANTGROWTH])
  2843. element = ELE_HOLY;
  2844. }
  2845. break;
  2846. case RK_DRAGONBREATH_WATER:
  2847. if (sc) {
  2848. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Fighting Spirit
  2849. element = ELE_NEUTRAL;
  2850. else if (sc->data[SC_FIGHTINGSPIRIT])
  2851. element = ELE_GHOST;
  2852. }
  2853. break;
  2854. case LG_HESPERUSLIT:
  2855. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2856. element = ELE_HOLY;
  2857. break;
  2858. case GN_CARTCANNON:
  2859. case NC_ARMSCANNON:
  2860. if (sd && sd->state.arrow_atk > 0)
  2861. element = sd->bonus.arrow_ele;
  2862. break;
  2863. case SJ_PROMINENCEKICK:
  2864. element = ELE_FIRE;
  2865. break;
  2866. case RL_H_MINE:
  2867. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2868. element = ELE_FIRE;
  2869. break;
  2870. }
  2871. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2872. element = ELE_HOLY;
  2873. // calc_flag means the element should be calculated for damage only
  2874. if (calc_for_damage_only)
  2875. return element;
  2876. #ifdef RENEWAL
  2877. if (skill_id == CR_SHIELDBOOMERANG)
  2878. element = ELE_NEUTRAL;
  2879. #endif
  2880. return element;
  2881. }
  2882. /*========================================
  2883. * Do element damage modifier calculation
  2884. *----------------------------------------
  2885. * Credits:
  2886. * Original coder Skotlex
  2887. * Initial refactoring by Baalberith
  2888. * Refined and optimized by helvetica
  2889. */
  2890. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2891. {
  2892. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2893. // Elemental attribute fix
  2894. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  2895. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2896. struct status_change *sc = status_get_sc(src);
  2897. struct status_data *sstatus = status_get_status_data(src);
  2898. struct status_data *tstatus = status_get_status_data(target);
  2899. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2900. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2901. switch (skill_id) {
  2902. case PA_SACRIFICE:
  2903. case RK_DRAGONBREATH:
  2904. case RK_DRAGONBREATH_WATER:
  2905. case NC_SELFDESTRUCTION:
  2906. case HFLI_SBR44:
  2907. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2908. if (is_attack_left_handed(src, skill_id))
  2909. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2910. break;
  2911. default:
  2912. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  2913. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  2914. #ifdef RENEWAL
  2915. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  2916. #endif
  2917. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2918. if (is_attack_left_handed(src, skill_id))
  2919. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2920. #ifdef RENEWAL
  2921. }
  2922. #endif
  2923. break;
  2924. }
  2925. // Forced to neutral skills [helvetica]
  2926. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  2927. switch (skill_id) {
  2928. #ifdef RENEWAL
  2929. case MO_INVESTIGATE:
  2930. case CR_SHIELDBOOMERANG:
  2931. case PA_SHIELDCHAIN:
  2932. #endif
  2933. case MC_CARTREVOLUTION:
  2934. case HW_MAGICCRASHER:
  2935. case SR_FALLENEMPIRE:
  2936. case SR_CRESCENTELBOW_AUTOSPELL:
  2937. case SR_GATEOFHELL:
  2938. case GN_FIRE_EXPANSION_ACID:
  2939. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2940. if (is_attack_left_handed(src, skill_id))
  2941. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2942. break;
  2943. }
  2944. #ifdef RENEWAL
  2945. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  2946. #endif
  2947. if (sc && sc->data[SC_WATK_ELEMENT]) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  2948. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2949. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2950. if (is_attack_left_handed(src, skill_id)) {
  2951. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2952. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2953. }
  2954. }
  2955. #ifdef RENEWAL
  2956. }
  2957. #endif
  2958. }
  2959. }
  2960. #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);
  2961. #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);
  2962. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2963. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2964. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2965. #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);
  2966. #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);
  2967. //Adds an absolute value to damage. 100 = +100 damage
  2968. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2969. #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);
  2970. #ifdef RENEWAL
  2971. #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);
  2972. #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);
  2973. #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);
  2974. #else
  2975. #define RE_ALLATK_ADD(wd, a) {;}
  2976. #define RE_ALLATK_RATE(wd, a) {;}
  2977. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2978. #endif
  2979. /*==================================
  2980. * Calculate weapon mastery damages
  2981. *----------------------------------
  2982. * Credits:
  2983. * Original coder Skotlex
  2984. * Initial refactoring by Baalberith
  2985. * Refined and optimized by helvetica
  2986. */
  2987. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2988. {
  2989. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2990. struct status_change *sc = status_get_sc(src);
  2991. struct status_data *sstatus = status_get_status_data(src);
  2992. int t_class = status_get_class(target);
  2993. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2994. skill_id != MO_INVESTIGATE &&
  2995. skill_id != MO_EXTREMITYFIST &&
  2996. skill_id != CR_GRANDCROSS)
  2997. { //Add mastery damage
  2998. uint16 skill;
  2999. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3000. #ifdef RENEWAL
  3001. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3002. #endif
  3003. if (is_attack_left_handed(src, skill_id)) {
  3004. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3005. #ifdef RENEWAL
  3006. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3007. #endif
  3008. }
  3009. #ifdef RENEWAL
  3010. //General skill masteries
  3011. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3012. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3013. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3014. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3015. if (skill_id != CR_SHIELDBOOMERANG)
  3016. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  3017. if (skill_id == MO_FINGEROFFENSIVE) {
  3018. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  3019. } else
  3020. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  3021. #endif
  3022. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  3023. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3024. #ifdef RENEWAL
  3025. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3026. #endif
  3027. }
  3028. switch(skill_id) {
  3029. case RA_WUGDASH:
  3030. case RA_WUGSTRIKE:
  3031. case RA_WUGBITE:
  3032. if (sd) {
  3033. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3034. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3035. #ifdef RENEWAL
  3036. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3037. #endif
  3038. }
  3039. break;
  3040. }
  3041. if (sc) { // Status change considered as masteries
  3042. #ifdef RENEWAL
  3043. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  3044. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  3045. #endif
  3046. if(sc->data[SC_CAMOUFLAGE]) {
  3047. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  3048. #ifdef RENEWAL
  3049. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  3050. #endif
  3051. }
  3052. if(sc->data[SC_GN_CARTBOOST]) {
  3053. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  3054. #ifdef RENEWAL
  3055. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  3056. #endif
  3057. }
  3058. if (sc->data[SC_P_ALTER]) {
  3059. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  3060. #ifdef RENEWAL
  3061. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  3062. #endif
  3063. }
  3064. }
  3065. }
  3066. }
  3067. #ifdef RENEWAL
  3068. /*=========================================
  3069. * Calculate the various Renewal ATK parts
  3070. *-----------------------------------------
  3071. * Credits:
  3072. * Original coder Skotlex
  3073. * Initial refactoring by Baalberith
  3074. * Refined and optimized by helvetica
  3075. */
  3076. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3077. {
  3078. struct status_data *sstatus = status_get_status_data(src);
  3079. struct status_data *tstatus = status_get_status_data(target);
  3080. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3081. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3082. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3083. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3084. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3085. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3086. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3087. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3088. } else { // status atk is considered neutral on normal attacks [helvetica]
  3089. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3090. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3091. }
  3092. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  3093. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3094. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  3095. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3096. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3097. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3098. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3099. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3100. //Mastery ATK is a special kind of ATK that has no elemental properties
  3101. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3102. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3103. wd->damage = 0;
  3104. wd->damage2 = 0;
  3105. }
  3106. #endif
  3107. /*==========================================================
  3108. * Calculate basic ATK that goes into the skill ATK formula
  3109. *----------------------------------------------------------
  3110. * Credits:
  3111. * Original coder Skotlex
  3112. * Initial refactoring by Baalberith
  3113. * Refined and optimized by helvetica
  3114. */
  3115. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3116. {
  3117. struct status_change *sc = status_get_sc(src);
  3118. struct status_data *sstatus = status_get_status_data(src);
  3119. struct status_data *tstatus = status_get_status_data(target);
  3120. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3121. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3122. uint16 i;
  3123. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3124. switch (skill_id) { //Calc base damage according to skill
  3125. case PA_SACRIFICE:
  3126. wd->damage = sstatus->max_hp* 9/100;
  3127. wd->damage2 = 0;
  3128. #ifdef RENEWAL
  3129. wd->weaponAtk = wd->damage;
  3130. wd->weaponAtk2 = wd->damage2;
  3131. #endif
  3132. break;
  3133. #ifdef RENEWAL
  3134. case LK_SPIRALPIERCE:
  3135. case ML_SPIRALPIERCE:
  3136. if (sd) {
  3137. short index = sd->equip_index[EQI_HAND_R];
  3138. if (index >= 0 &&
  3139. sd->inventory_data[index] &&
  3140. sd->inventory_data[index]->type == IT_WEAPON)
  3141. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3142. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3143. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3144. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3145. case SZ_SMALL: //Small: 115%
  3146. ATK_RATE(wd->damage, wd->damage2, 115);
  3147. RE_ALLATK_RATE(wd, 115);
  3148. break;
  3149. //case SZ_MEDIUM: //Medium: 100%
  3150. case SZ_BIG: //Large: 85%
  3151. ATK_RATE(wd->damage, wd->damage2, 85);
  3152. RE_ALLATK_RATE(wd, 85);
  3153. break;
  3154. }
  3155. } else {
  3156. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3157. }
  3158. #else
  3159. case NJ_ISSEN:
  3160. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3161. wd->damage2 = 0;
  3162. break;
  3163. case LK_SPIRALPIERCE:
  3164. case ML_SPIRALPIERCE:
  3165. if (sd) {
  3166. short index = sd->equip_index[EQI_HAND_R];
  3167. if (index >= 0 &&
  3168. sd->inventory_data[index] &&
  3169. sd->inventory_data[index]->type == IT_WEAPON)
  3170. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3171. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3172. } else {
  3173. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3174. }
  3175. i = sstatus->str/10;
  3176. i*=i;
  3177. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3178. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3179. case SZ_SMALL: //Small: 125%
  3180. ATK_RATE(wd->damage, wd->damage2, 125);
  3181. break;
  3182. //case SZ_MEDIUM: //Medium: 100%
  3183. case SZ_BIG: //Large: 75%
  3184. ATK_RATE(wd->damage, wd->damage2, 75);
  3185. break;
  3186. }
  3187. #endif
  3188. break;
  3189. case CR_SHIELDBOOMERANG:
  3190. case PA_SHIELDCHAIN:
  3191. wd->damage = sstatus->batk;
  3192. if (sd) {
  3193. short index = sd->equip_index[EQI_HAND_L];
  3194. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3195. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3196. #ifdef RENEWAL
  3197. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3198. #endif
  3199. }
  3200. } else
  3201. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3202. break;
  3203. case RK_DRAGONBREATH:
  3204. case RK_DRAGONBREATH_WATER:
  3205. {
  3206. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3207. if(status_get_lv(src) > 100)
  3208. damagevalue = damagevalue * status_get_lv(src) / 100;
  3209. if(sd)
  3210. damagevalue = damagevalue * (90 + 10 * pc_checkskill(sd, RK_DRAGONTRAINING)) / 100;
  3211. if (sc && sc->data[SC_DRAGONIC_AURA])// Need official damage increase. [Rytech]
  3212. damagevalue += damagevalue * 50 / 100;
  3213. if (pc_checkskill(sd, DK_DRAGONIC_AURA)) // !TODO: Confirm
  3214. damagevalue += damagevalue * (sstatus->patk + sstatus->pow) / 500;
  3215. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3216. #ifdef RENEWAL
  3217. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3218. #endif
  3219. wd->flag |= BF_LONG;
  3220. }
  3221. break;
  3222. case NC_SELFDESTRUCTION: {
  3223. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3224. if(status_get_lv(src) > 100)
  3225. damagevalue = damagevalue * status_get_lv(src) / 100;
  3226. damagevalue = damagevalue + sstatus->hp;
  3227. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3228. #ifdef RENEWAL
  3229. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3230. #endif
  3231. }
  3232. break;
  3233. case KO_HAPPOKUNAI:
  3234. if(sd) {
  3235. short index = sd->equip_index[EQI_AMMO];
  3236. int damagevalue = 3 * (
  3237. #ifdef RENEWAL
  3238. 2 *
  3239. #endif
  3240. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3241. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3242. if (sc && sc->data[SC_KAGEMUSYA])
  3243. damagevalue += damagevalue * sc->data[SC_KAGEMUSYA]->val2 / 100;
  3244. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3245. #ifdef RENEWAL
  3246. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3247. #endif
  3248. } else
  3249. ATK_ADD(wd->damage, wd->damage2, 5000);
  3250. break;
  3251. case HFLI_SBR44: //[orn]
  3252. if(src->type == BL_HOM)
  3253. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3254. break;
  3255. default:
  3256. #ifdef RENEWAL
  3257. if (sd)
  3258. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3259. else {
  3260. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3261. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  3262. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3263. if (is_attack_left_handed(src, skill_id))
  3264. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3265. }
  3266. #else
  3267. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3268. (is_skill_using_arrow(src, skill_id)?2:0)|
  3269. (skill_id == HW_MAGICCRASHER?4:0)|
  3270. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  3271. (skill_id == MO_EXTREMITYFIST?8:0)|
  3272. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  3273. if (is_skill_using_arrow(src, skill_id) && sd) {
  3274. switch(sd->status.weapon) {
  3275. case W_BOW:
  3276. case W_REVOLVER:
  3277. case W_RIFLE:
  3278. case W_GATLING:
  3279. case W_SHOTGUN:
  3280. case W_GRENADE:
  3281. break;
  3282. default:
  3283. i |= 16; // for ex. shuriken must not be influenced by DEX
  3284. break;
  3285. }
  3286. }
  3287. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3288. if (is_attack_left_handed(src, skill_id))
  3289. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3290. #endif
  3291. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3292. if(wd->miscflag > 0) {
  3293. wd->damage /= wd->miscflag;
  3294. #ifdef RENEWAL
  3295. wd->statusAtk /= wd->miscflag;
  3296. wd->weaponAtk /= wd->miscflag;
  3297. wd->equipAtk /= wd->miscflag;
  3298. wd->masteryAtk /= wd->miscflag;
  3299. #endif
  3300. } else
  3301. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3302. }
  3303. //Add any bonuses that modify the base atk (pre-skills)
  3304. if(sd) {
  3305. int skill;
  3306. if (sd->bonus.atk_rate) {
  3307. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3308. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3309. }
  3310. #ifndef RENEWAL
  3311. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3312. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3313. }
  3314. #endif
  3315. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3316. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3317. // Reduce count by one (self) [Tydus1]
  3318. i -= 1;
  3319. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3320. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3321. }
  3322. }
  3323. }
  3324. #ifndef RENEWAL
  3325. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3326. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3327. }
  3328. #endif
  3329. break;
  3330. } //End switch(skill_id)
  3331. }
  3332. //For quick div adjustment.
  3333. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3334. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3335. /*================================================= [Playtester]
  3336. * Applies DAMAGE_DIV_FIX and checks for min damage
  3337. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3338. * @param skill_id: ID of the skill that deals damage
  3339. * @return Modified damage struct
  3340. *------------------------------------------------*/
  3341. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3342. {
  3343. if(d->damage) {
  3344. DAMAGE_DIV_FIX(d->damage, d->div_);
  3345. //Min damage
  3346. 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)))
  3347. d->damage = d->div_;
  3348. } else if (d->div_ < 0) {
  3349. d->div_ *= -1;
  3350. }
  3351. }
  3352. /*=======================================
  3353. * Check for and calculate multi attacks
  3354. *---------------------------------------
  3355. * Credits:
  3356. * Original coder Skotlex
  3357. * Initial refactoring by Baalberith
  3358. * Refined and optimized by helvetica
  3359. */
  3360. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3361. {
  3362. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3363. struct status_change *sc = status_get_sc(src);
  3364. struct status_change *tsc = status_get_sc(target);
  3365. struct status_data *tstatus = status_get_status_data(target);
  3366. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3367. short i;
  3368. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3369. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3370. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3371. { //Success chance is not added, the higher one is used [Skotlex]
  3372. int max_rate = 0;
  3373. if (sc && sc->data[SC_KAGEMUSYA])
  3374. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3375. else
  3376. #ifdef RENEWAL
  3377. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3378. #else
  3379. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3380. #endif
  3381. if( rnd()%100 < max_rate ) {
  3382. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3383. wd->type = DMG_MULTI_HIT;
  3384. }
  3385. }
  3386. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3387. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3388. && rnd()%100 < 5*skill_lv ) //Success rate
  3389. {
  3390. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3391. wd->type = DMG_MULTI_HIT;
  3392. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3393. }
  3394. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3395. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3396. {
  3397. int chance = rnd()%100;
  3398. switch(sc->data[SC_FEARBREEZE]->val1) {
  3399. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3400. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3401. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3402. case 2:
  3403. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3404. }
  3405. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3406. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3407. if (wd->div_ > 1)
  3408. wd->type = DMG_MULTI_HIT;
  3409. }
  3410. }
  3411. switch (skill_id) {
  3412. case RK_WINDCUTTER:
  3413. if (sd && sd->weapontype1 == W_2HSWORD)
  3414. wd->div_ = 2;
  3415. break;
  3416. case SC_FATALMENACE:
  3417. if (sd && sd->weapontype1 == W_DAGGER)
  3418. wd->div_++;
  3419. break;
  3420. case SR_RIDEINLIGHTNING:
  3421. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3422. break;
  3423. case RL_QD_SHOT:
  3424. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3425. break;
  3426. case KO_JYUMONJIKIRI:
  3427. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3428. wd->div_ = wd->div_ * -1;// needs more info
  3429. break;
  3430. #ifdef RENEWAL
  3431. case AS_POISONREACT:
  3432. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3433. if (skill_lv > 0) {
  3434. if(rnd()%100 < (7 * skill_lv)) {
  3435. wd->div_++;
  3436. }
  3437. }
  3438. break;
  3439. #endif
  3440. }
  3441. }
  3442. /*======================================================
  3443. * Calculate skill level ratios for weapon-based skills
  3444. *------------------------------------------------------
  3445. * Credits:
  3446. * Original coder Skotlex
  3447. * Initial refactoring by Baalberith
  3448. * Refined and optimized by helvetica
  3449. */
  3450. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3451. {
  3452. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3453. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3454. struct status_change *sc = status_get_sc(src);
  3455. struct status_change *tsc = status_get_sc(target);
  3456. struct status_data *sstatus = status_get_status_data(src);
  3457. struct status_data *tstatus = status_get_status_data(target);
  3458. int skillratio = 100;
  3459. int i;
  3460. //Skill damage modifiers that stack linearly
  3461. if(sc && skill_id != PA_SACRIFICE) {
  3462. if(sc->data[SC_OVERTHRUST])
  3463. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3464. if(sc->data[SC_MAXOVERTHRUST])
  3465. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3466. if(sc->data[SC_BERSERK])
  3467. #ifndef RENEWAL
  3468. skillratio += 100;
  3469. #else
  3470. skillratio += 200;
  3471. if (sc && sc->data[SC_TRUESIGHT])
  3472. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3473. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH))
  3474. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3475. if (sc && sc->data[SC_VIGOR])// Lacking info on how damage is increased. Guessing for now. [Rytech]
  3476. skillratio += skillratio * 50 / 100;
  3477. #endif
  3478. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3479. if (sc->data[SC_CRUSHSTRIKE]) {
  3480. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3481. short index = sd->equip_index[EQI_HAND_R];
  3482. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3483. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3484. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  3485. }
  3486. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3487. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3488. } else {
  3489. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3490. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3491. skillratio += 125;
  3492. else
  3493. skillratio += 250;
  3494. }
  3495. }
  3496. }
  3497. }
  3498. switch(skill_id) {
  3499. case SM_BASH:
  3500. case MS_BASH:
  3501. skillratio += 30 * skill_lv;
  3502. break;
  3503. case SM_MAGNUM:
  3504. case MS_MAGNUM:
  3505. if(wd->miscflag == 1)
  3506. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3507. else
  3508. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3509. break;
  3510. case MC_MAMMONITE:
  3511. skillratio += 50 * skill_lv;
  3512. break;
  3513. case HT_POWER:
  3514. skillratio += -50 + 8 * sstatus->str;
  3515. break;
  3516. case AC_DOUBLE:
  3517. case MA_DOUBLE:
  3518. skillratio += 10 * (skill_lv - 1);
  3519. break;
  3520. case AC_SHOWER:
  3521. case MA_SHOWER:
  3522. #ifdef RENEWAL
  3523. skillratio += 50 + 10 * skill_lv;
  3524. #else
  3525. skillratio += -25 + 5 * skill_lv;
  3526. #endif
  3527. break;
  3528. case AC_CHARGEARROW:
  3529. case MA_CHARGEARROW:
  3530. skillratio += 50;
  3531. break;
  3532. #ifndef RENEWAL
  3533. case HT_FREEZINGTRAP:
  3534. case MA_FREEZINGTRAP:
  3535. skillratio += -50 + 10 * skill_lv;
  3536. break;
  3537. #endif
  3538. case KN_PIERCE:
  3539. skillratio += 10 * skill_lv;
  3540. if (sc && sc->data[SC_CHARGINGPIERCE_COUNT] && sc->data[SC_CHARGINGPIERCE_COUNT]->val1 >= 10)
  3541. skillratio *= 2;
  3542. break;
  3543. case ML_PIERCE:
  3544. skillratio += 10 * skill_lv;
  3545. break;
  3546. case MER_CRASH:
  3547. skillratio += 10 * skill_lv;
  3548. break;
  3549. case KN_SPEARSTAB:
  3550. skillratio += 20 * skill_lv;
  3551. break;
  3552. case KN_SPEARBOOMERANG:
  3553. skillratio += 50 * skill_lv;
  3554. break;
  3555. #ifdef RENEWAL
  3556. case KN_BRANDISHSPEAR:
  3557. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3558. break;
  3559. #else
  3560. case KN_BRANDISHSPEAR:
  3561. #endif
  3562. case ML_BRANDISH:
  3563. {
  3564. int ratio = 100 + 20 * skill_lv;
  3565. skillratio += -100 + ratio;
  3566. if(skill_lv > 3 && wd->miscflag == 0)
  3567. skillratio += ratio / 2;
  3568. if(skill_lv > 6 && wd->miscflag == 0)
  3569. skillratio += ratio / 4;
  3570. if(skill_lv > 9 && wd->miscflag == 0)
  3571. skillratio += ratio / 8;
  3572. if(skill_lv > 6 && wd->miscflag == 1)
  3573. skillratio += ratio / 2;
  3574. if(skill_lv > 9 && wd->miscflag == 1)
  3575. skillratio += ratio / 4;
  3576. if(skill_lv > 9 && wd->miscflag == 2)
  3577. skillratio += ratio / 2;
  3578. }
  3579. break;
  3580. case KN_BOWLINGBASH:
  3581. case MS_BOWLINGBASH:
  3582. skillratio += 40 * skill_lv;
  3583. break;
  3584. case AS_GRIMTOOTH:
  3585. skillratio += 20 * skill_lv;
  3586. break;
  3587. case AS_POISONREACT:
  3588. skillratio += 30 * skill_lv;
  3589. break;
  3590. case AS_SONICBLOW:
  3591. #ifdef RENEWAL
  3592. skillratio += 100 + 100 * skill_lv;
  3593. if (tstatus->hp < tstatus->max_hp >> 1)
  3594. skillratio += skillratio / 2;
  3595. #else
  3596. skillratio += 300 + 40 * skill_lv;
  3597. #endif
  3598. break;
  3599. case TF_SPRINKLESAND:
  3600. skillratio += 30;
  3601. break;
  3602. case MC_CARTREVOLUTION:
  3603. skillratio += 50;
  3604. if(sd && sd->cart_weight)
  3605. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3606. else if (!sd)
  3607. skillratio += 100; //Max damage for non players.
  3608. break;
  3609. case NPC_PIERCINGATT:
  3610. skillratio += -25; //75% base damage
  3611. break;
  3612. case NPC_COMBOATTACK:
  3613. skillratio += 25 * skill_lv;
  3614. break;
  3615. case NPC_RANDOMATTACK:
  3616. case NPC_WATERATTACK:
  3617. case NPC_GROUNDATTACK:
  3618. case NPC_FIREATTACK:
  3619. case NPC_WINDATTACK:
  3620. case NPC_POISONATTACK:
  3621. case NPC_HOLYATTACK:
  3622. case NPC_DARKNESSATTACK:
  3623. case NPC_UNDEADATTACK:
  3624. case NPC_TELEKINESISATTACK:
  3625. case NPC_BLOODDRAIN:
  3626. case NPC_ACIDBREATH:
  3627. case NPC_DARKNESSBREATH:
  3628. case NPC_FIREBREATH:
  3629. case NPC_ICEBREATH:
  3630. case NPC_THUNDERBREATH:
  3631. case NPC_HELLJUDGEMENT:
  3632. case NPC_PULSESTRIKE:
  3633. skillratio += 100 * (skill_lv - 1);
  3634. break;
  3635. case NPC_REVERBERATION_ATK:
  3636. skillratio += 400 + 200 * skill_lv;
  3637. break;
  3638. case RG_BACKSTAP:
  3639. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3640. skillratio += (200 + 40 * skill_lv) / 2;
  3641. else
  3642. skillratio += 200 + 40 * skill_lv;
  3643. break;
  3644. case RG_RAID:
  3645. #ifdef RENEWAL
  3646. skillratio += -100 + 50 + skill_lv * 150;
  3647. #else
  3648. skillratio += 40 * skill_lv;
  3649. #endif
  3650. break;
  3651. case RG_INTIMIDATE:
  3652. skillratio += 30 * skill_lv;
  3653. break;
  3654. case CR_SHIELDCHARGE:
  3655. skillratio += 20 * skill_lv;
  3656. break;
  3657. case CR_SHIELDBOOMERANG:
  3658. #ifdef RENEWAL
  3659. skillratio += -100 + skill_lv * 80;
  3660. #else
  3661. skillratio += 30 * skill_lv;
  3662. #endif
  3663. break;
  3664. case NPC_DARKCROSS:
  3665. case CR_HOLYCROSS:
  3666. #ifdef RENEWAL
  3667. if(sd && sd->status.weapon == W_2HSPEAR)
  3668. skillratio += 70 * skill_lv;
  3669. else
  3670. #endif
  3671. skillratio += 35 * skill_lv;
  3672. break;
  3673. case AM_DEMONSTRATION:
  3674. skillratio += 20 * skill_lv;
  3675. break;
  3676. case AM_ACIDTERROR:
  3677. #ifdef RENEWAL
  3678. skillratio += -100 + 200 * skill_lv;
  3679. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3680. skillratio += 100; // !TODO: What's this bonus increase?
  3681. #else
  3682. skillratio += 40 * skill_lv;
  3683. #endif
  3684. break;
  3685. case MO_FINGEROFFENSIVE:
  3686. #ifdef RENEWAL
  3687. skillratio += 500 + skill_lv * 200;
  3688. if (tsc && tsc->data[SC_BLADESTOP])
  3689. skillratio += skillratio / 2;
  3690. #else
  3691. skillratio += 50 * skill_lv;
  3692. #endif
  3693. break;
  3694. case MO_INVESTIGATE:
  3695. #ifdef RENEWAL
  3696. skillratio += -100 + 100 * skill_lv;
  3697. if (tsc && tsc->data[SC_BLADESTOP])
  3698. skillratio += skillratio / 2;
  3699. #else
  3700. skillratio += 75 * skill_lv;
  3701. #endif
  3702. break;
  3703. case MO_EXTREMITYFIST:
  3704. skillratio += 100 * (7 + sstatus->sp / 10);
  3705. #ifdef RENEWAL
  3706. if (wd->miscflag&1)
  3707. skillratio *= 2; // More than 5 spirit balls active
  3708. #endif
  3709. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3710. break;
  3711. case MO_TRIPLEATTACK:
  3712. skillratio += 20 * skill_lv;
  3713. break;
  3714. case MO_CHAINCOMBO:
  3715. #ifdef RENEWAL
  3716. skillratio += 150 + 50 * skill_lv;
  3717. if (sd && sd->status.weapon == W_KNUCKLE)
  3718. skillratio *= 2;
  3719. #else
  3720. skillratio += 50 + 50 * skill_lv;
  3721. #endif
  3722. break;
  3723. case MO_COMBOFINISH:
  3724. #ifdef RENEWAL
  3725. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3726. #else
  3727. skillratio += 140 + 60 * skill_lv;
  3728. #endif
  3729. if (sc->data[SC_GT_ENERGYGAIN])
  3730. skillratio += skillratio * 50 / 100;
  3731. break;
  3732. case BA_MUSICALSTRIKE:
  3733. case DC_THROWARROW:
  3734. #ifdef RENEWAL
  3735. skillratio += 10 + 40 * skill_lv;
  3736. #else
  3737. skillratio += 25 + 25 * skill_lv;
  3738. #endif
  3739. break;
  3740. case CH_TIGERFIST:
  3741. #ifdef RENEWAL
  3742. skillratio += 400 + 150 * skill_lv;
  3743. RE_LVL_DMOD(100);
  3744. #else
  3745. skillratio += -60 + 100 * skill_lv;
  3746. #endif
  3747. if (sc->data[SC_GT_ENERGYGAIN])
  3748. skillratio += skillratio * 50 / 100;
  3749. break;
  3750. case CH_CHAINCRUSH:
  3751. #ifdef RENEWAL
  3752. skillratio += -100 + 200 * skill_lv;
  3753. RE_LVL_DMOD(100);
  3754. #else
  3755. skillratio += 300 + 100 * skill_lv;
  3756. #endif
  3757. if (sc->data[SC_GT_ENERGYGAIN])
  3758. skillratio += skillratio * 50 / 100;
  3759. break;
  3760. case CH_PALMSTRIKE:
  3761. #ifdef RENEWAL
  3762. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3763. RE_LVL_DMOD(100);
  3764. #else
  3765. skillratio += 100 + 100 * skill_lv;
  3766. #endif
  3767. break;
  3768. case LK_HEADCRUSH:
  3769. skillratio += 40 * skill_lv;
  3770. break;
  3771. case LK_JOINTBEAT:
  3772. skillratio += 10 * skill_lv - 50;
  3773. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3774. skillratio <<= 1;
  3775. break;
  3776. #ifdef RENEWAL
  3777. // Renewal: skill ratio applies to entire damage [helvetica]
  3778. case LK_SPIRALPIERCE:
  3779. skillratio += 50 + 50 * skill_lv;
  3780. RE_LVL_DMOD(100);
  3781. if (sc && sc->data[SC_CHARGINGPIERCE_COUNT] && sc->data[SC_CHARGINGPIERCE_COUNT]->val1 >= 10)
  3782. skillratio *= 2;
  3783. break;
  3784. case ML_SPIRALPIERCE:
  3785. skillratio += 50 + 50 * skill_lv;
  3786. RE_LVL_DMOD(100);
  3787. break;
  3788. #endif
  3789. case ASC_METEORASSAULT:
  3790. #ifdef RENEWAL
  3791. skillratio += 100 + 120 * skill_lv;
  3792. RE_LVL_DMOD(100);
  3793. #else
  3794. skillratio += -60 + 40 * skill_lv;
  3795. #endif
  3796. break;
  3797. case SN_SHARPSHOOTING:
  3798. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  3799. if (wd->miscflag & 2) // Splash damage bonus
  3800. skillratio += -100 + 140 * skill_lv;
  3801. else
  3802. skillratio += 100 + 50 * skill_lv;
  3803. break;
  3804. }
  3805. // Fall through
  3806. case MA_SHARPSHOOTING:
  3807. #ifdef RENEWAL
  3808. skillratio += -100 + 300 + 300 * skill_lv;
  3809. RE_LVL_DMOD(100);
  3810. #else
  3811. skillratio += 100 + 50 * skill_lv;
  3812. #endif
  3813. break;
  3814. #ifdef RENEWAL
  3815. case CR_ACIDDEMONSTRATION:
  3816. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  3817. if (target->type == BL_PC)
  3818. skillratio /= 2;
  3819. break;
  3820. #endif
  3821. case CG_ARROWVULCAN:
  3822. #ifdef RENEWAL
  3823. skillratio += 400 + 100 * skill_lv;
  3824. RE_LVL_DMOD(100);
  3825. #else
  3826. skillratio += 100 + 100 * skill_lv;
  3827. #endif
  3828. break;
  3829. case AS_SPLASHER:
  3830. #ifdef RENEWAL
  3831. skillratio += -100 + 400 + 100 * skill_lv;
  3832. #else
  3833. skillratio += 400 + 50 * skill_lv;
  3834. #endif
  3835. if(sd)
  3836. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3837. break;
  3838. case ASC_BREAKER:
  3839. #ifdef RENEWAL
  3840. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  3841. RE_LVL_DMOD(100);
  3842. #else
  3843. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3844. skillratio += -100 + 100 * skill_lv;
  3845. #endif
  3846. break;
  3847. case PA_SACRIFICE:
  3848. skillratio += -10 + 10 * skill_lv;
  3849. break;
  3850. case PA_SHIELDCHAIN:
  3851. #ifdef RENEWAL
  3852. skillratio = 60 + 40 * skill_lv;
  3853. RE_LVL_DMOD(100);
  3854. #else
  3855. skillratio += 30 * skill_lv;
  3856. #endif
  3857. if (sc && sc->data[SC_SHIELD_POWER])
  3858. skillratio += 50 + ((sd) ? pc_checkskill(sd, IG_SHIELD_MASTERY) * 60 : 0);
  3859. break;
  3860. case WS_CARTTERMINATION:
  3861. i = 10 * (16 - skill_lv);
  3862. if (i < 1) i = 1;
  3863. //Preserve damage ratio when max cart weight is changed.
  3864. if (sd && sd->cart_weight)
  3865. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3866. else if (!sd)
  3867. skillratio += 80000 / i - 100;
  3868. break;
  3869. case TK_DOWNKICK:
  3870. case TK_STORMKICK:
  3871. skillratio += 60 + 20 * skill_lv;
  3872. break;
  3873. case TK_TURNKICK:
  3874. case TK_COUNTER:
  3875. skillratio += 90 + 30 * skill_lv;
  3876. break;
  3877. case TK_JUMPKICK:
  3878. //Different damage formulas depending on damage trigger
  3879. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3880. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3881. else if (wd->miscflag) {
  3882. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3883. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3884. skillratio *= 2;
  3885. }
  3886. else
  3887. skillratio += -70 + 10 * skill_lv;
  3888. break;
  3889. case GS_TRIPLEACTION:
  3890. skillratio += 50 * skill_lv;
  3891. break;
  3892. case GS_BULLSEYE:
  3893. //Only works well against brute/demihumans non bosses.
  3894. 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))
  3895. skillratio += 400;
  3896. break;
  3897. case GS_TRACKING:
  3898. skillratio += 100 * (skill_lv + 1);
  3899. break;
  3900. case GS_PIERCINGSHOT:
  3901. #ifdef RENEWAL
  3902. if (sd && sd->weapontype1 == W_RIFLE)
  3903. skillratio += 150 + 30 * skill_lv;
  3904. else
  3905. skillratio += 100 + 20 * skill_lv;
  3906. #else
  3907. skillratio += 20 * skill_lv;
  3908. #endif
  3909. break;
  3910. case GS_RAPIDSHOWER:
  3911. skillratio += 400 + 50 * skill_lv;
  3912. break;
  3913. case GS_DESPERADO:
  3914. skillratio += 50 * (skill_lv - 1);
  3915. if (sc && sc->data[SC_FALLEN_ANGEL])
  3916. skillratio *= 2;
  3917. break;
  3918. case GS_DUST:
  3919. skillratio += 50 * skill_lv;
  3920. break;
  3921. case GS_FULLBUSTER:
  3922. skillratio += 100 * (skill_lv + 2);
  3923. break;
  3924. case GS_SPREADATTACK:
  3925. #ifdef RENEWAL
  3926. skillratio += 30 * skill_lv;
  3927. #else
  3928. skillratio += 20 * (skill_lv - 1);
  3929. #endif
  3930. break;
  3931. #ifdef RENEWAL
  3932. case GS_GROUNDDRIFT:
  3933. skillratio += 100 + 20 * skill_lv;
  3934. break;
  3935. #endif
  3936. case NJ_HUUMA:
  3937. #ifdef RENEWAL
  3938. skillratio += -150 + 250 * skill_lv;
  3939. #else
  3940. skillratio += 50 + 150 * skill_lv;
  3941. #endif
  3942. break;
  3943. case NJ_TATAMIGAESHI:
  3944. skillratio += 10 * skill_lv;
  3945. #ifdef RENEWAL
  3946. skillratio *= 2;
  3947. #endif
  3948. break;
  3949. case NJ_KASUMIKIRI:
  3950. #ifdef RENEWAL
  3951. skillratio += 20 * skill_lv;
  3952. #else
  3953. skillratio += 10 * skill_lv;
  3954. #endif
  3955. break;
  3956. case NJ_KIRIKAGE:
  3957. #ifdef RENEWAL
  3958. skillratio += -50 + 150 * skill_lv;
  3959. #else
  3960. skillratio += 100 * (skill_lv - 1);
  3961. #endif
  3962. break;
  3963. #ifdef RENEWAL
  3964. case NJ_SYURIKEN:
  3965. skillratio += 5 * skill_lv;
  3966. break;
  3967. case NJ_KUNAI:
  3968. skillratio += -100 + 100 * skill_lv;
  3969. break;
  3970. case KN_CHARGEATK:
  3971. skillratio += 600;
  3972. break;
  3973. case AS_VENOMKNIFE:
  3974. skillratio += 400;
  3975. break;
  3976. #else
  3977. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3978. int k = (wd->miscflag-1)/3;
  3979. if (k < 0)
  3980. k = 0;
  3981. else if (k > 4)
  3982. k = 4;
  3983. skillratio += 100 * k;
  3984. }
  3985. break;
  3986. #endif
  3987. case HT_PHANTASMIC:
  3988. #ifdef RENEWAL
  3989. skillratio += 400;
  3990. #else
  3991. skillratio += 50;
  3992. #endif
  3993. break;
  3994. case MO_BALKYOUNG:
  3995. #ifdef RENEWAL
  3996. skillratio += 700;
  3997. #else
  3998. skillratio += 200;
  3999. #endif
  4000. break;
  4001. case HFLI_MOON: //[orn]
  4002. skillratio += 10 + 110 * skill_lv;
  4003. break;
  4004. case HFLI_SBR44: //[orn]
  4005. skillratio += 100 * (skill_lv - 1);
  4006. break;
  4007. case NPC_VAMPIRE_GIFT:
  4008. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4009. break;
  4010. case RK_SONICWAVE:
  4011. skillratio += -100 + 1050 + 150 * skill_lv;
  4012. RE_LVL_DMOD(100);
  4013. break;
  4014. case RK_HUNDREDSPEAR:
  4015. skillratio += -100 + 600 + 200 * skill_lv;
  4016. if (sd)
  4017. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4018. RE_LVL_DMOD(100);
  4019. if (sc) {
  4020. if (sc->data[SC_CHARGINGPIERCE_COUNT] && sc->data[SC_CHARGINGPIERCE_COUNT]->val1 >= 10)
  4021. skillratio *= 2;
  4022. if (sc->data[SC_DRAGONIC_AURA])// Need official damage increase. [Rytech]
  4023. skillratio += 280 * skill_lv;
  4024. }
  4025. break;
  4026. case RK_WINDCUTTER:
  4027. if (sd) {
  4028. if (sd->weapontype1 == W_2HSWORD)
  4029. skillratio += -100 + 250 * skill_lv;
  4030. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4031. skillratio += -100 + 400 * skill_lv;
  4032. else
  4033. skillratio += -100 + 300 * skill_lv;
  4034. } else
  4035. skillratio += -100 + 300 * skill_lv;
  4036. RE_LVL_DMOD(100);
  4037. break;
  4038. case RK_IGNITIONBREAK:
  4039. skillratio += -100 + 450 * skill_lv;
  4040. RE_LVL_DMOD(100);
  4041. break;
  4042. case NPC_IGNITIONBREAK:
  4043. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4044. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4045. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4046. i = distance_bl(src,target);
  4047. if (i < 2)
  4048. skillratio += -100 + 500 * (skill_lv + 1);
  4049. else if (i < 4)
  4050. skillratio += -100 + 250 + 500 * skill_lv;
  4051. else
  4052. skillratio += -100 + 500 * skill_lv;
  4053. break;
  4054. case RK_STORMBLAST:
  4055. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4056. RE_LVL_DMOD(100);
  4057. break;
  4058. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4059. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4060. RE_LVL_DMOD(150); // Base level bonus.
  4061. break;
  4062. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4063. case GC_CROSSIMPACT:
  4064. skillratio += -100 + 1400 + 150 * skill_lv;
  4065. RE_LVL_DMOD(100);
  4066. break;
  4067. case GC_COUNTERSLASH:
  4068. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4069. skillratio += -100 + 300 + 150 * skill_lv;
  4070. RE_LVL_DMOD(120);
  4071. break;
  4072. case GC_VENOMPRESSURE:
  4073. skillratio += 900;
  4074. break;
  4075. case GC_PHANTOMMENACE:
  4076. skillratio += 200;
  4077. break;
  4078. case GC_ROLLINGCUTTER:
  4079. skillratio += -100 + 50 + 80 * skill_lv;
  4080. RE_LVL_DMOD(100);
  4081. break;
  4082. case GC_CROSSRIPPERSLASHER:
  4083. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4084. RE_LVL_DMOD(100);
  4085. if (sc && sc->data[SC_ROLLINGCUTTER])
  4086. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * 200;
  4087. break;
  4088. case GC_DARKCROW:
  4089. skillratio += 100 * (skill_lv - 1);
  4090. break;
  4091. case AB_DUPLELIGHT_MELEE:
  4092. skillratio += 50 + 15 * skill_lv;
  4093. break;
  4094. case NPC_ARROWSTORM:
  4095. if (skill_lv > 4)
  4096. skillratio += 1900;
  4097. else
  4098. skillratio += 900;
  4099. break;
  4100. case NPC_DRAGONBREATH:
  4101. if (skill_lv > 5)
  4102. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4103. else
  4104. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4105. break;
  4106. case RA_ARROWSTORM:
  4107. if (sc && sc->data[SC_FEARBREEZE])
  4108. skillratio += -100 + 200 + 250 * skill_lv;
  4109. else
  4110. skillratio += -100 + 200 + 180 * skill_lv;
  4111. RE_LVL_DMOD(100);
  4112. break;
  4113. case RA_AIMEDBOLT:
  4114. if (sc && sc->data[SC_FEARBREEZE])
  4115. skillratio += -100 + 800 + 35 * skill_lv;
  4116. else
  4117. skillratio += -100 + 500 + 20 * skill_lv;
  4118. RE_LVL_DMOD(100);
  4119. break;
  4120. case RA_CLUSTERBOMB:
  4121. skillratio += 100 + 100 * skill_lv;
  4122. break;
  4123. case RA_WUGDASH:// ATK 300%
  4124. skillratio += 200;
  4125. break;
  4126. case RA_WUGSTRIKE:
  4127. skillratio += -100 + 200 * skill_lv;
  4128. break;
  4129. case RA_WUGBITE:
  4130. skillratio += 300 + 200 * skill_lv;
  4131. if (skill_lv == 5)
  4132. skillratio += 100;
  4133. break;
  4134. case RA_SENSITIVEKEEN:
  4135. skillratio += 50 * skill_lv;
  4136. break;
  4137. case NC_BOOSTKNUCKLE:
  4138. skillratio += 240 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4139. RE_LVL_DMOD(100);
  4140. break;
  4141. case NC_PILEBUNKER:
  4142. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4143. RE_LVL_DMOD(100);
  4144. break;
  4145. case NC_VULCANARM:
  4146. skillratio += -100 + 230 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4147. RE_LVL_DMOD(100);
  4148. break;
  4149. case NC_FLAMELAUNCHER:
  4150. case NC_COLDSLOWER:
  4151. skillratio += 200 + 300 * skill_lv;
  4152. RE_LVL_DMOD(150);
  4153. break;
  4154. case NC_ARMSCANNON:
  4155. skillratio += -100 + 400 + 350 * skill_lv;
  4156. RE_LVL_DMOD(100);
  4157. break;
  4158. case NC_AXEBOOMERANG:
  4159. skillratio += 150 + 50 * skill_lv;
  4160. if (sd) {
  4161. short index = sd->equip_index[EQI_HAND_R];
  4162. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4163. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4164. }
  4165. RE_LVL_DMOD(100);
  4166. break;
  4167. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4168. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4169. RE_LVL_DMOD(100);
  4170. if (sc && sc->data[SC_ABR_BATTLE_WARIOR])
  4171. skillratio *= 2;
  4172. break;
  4173. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4174. skillratio += 350 + 50 * skill_lv;
  4175. break;
  4176. case NC_AXETORNADO:
  4177. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4178. RE_LVL_DMOD(100);
  4179. if (sc && sc->data[SC_AXE_STOMP])
  4180. skillratio += 120 * skill_lv;
  4181. break;
  4182. case SC_FATALMENACE:
  4183. skillratio += -100 + 120 * skill_lv + sstatus->agi / 6; // !TODO: What's the AGI bonus?
  4184. RE_LVL_DMOD(100);
  4185. if (sc && sc->data[SC_ABYSS_DAGGER])
  4186. skillratio += 300;
  4187. break;
  4188. case SC_TRIANGLESHOT:
  4189. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4190. RE_LVL_DMOD(100);
  4191. break;
  4192. case SC_FEINTBOMB:
  4193. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4194. RE_LVL_DMOD(120);
  4195. break;
  4196. case LG_CANNONSPEAR:
  4197. skillratio += -100 + 120 * skill_lv + (skill_lv * sstatus->str);
  4198. RE_LVL_DMOD(100);
  4199. if (sc && sc->data[SC_SPEAR_SCAR])// Whats the official increase? [Rytech]
  4200. skillratio += skillratio * 50 / 100;
  4201. break;
  4202. case LG_BANISHINGPOINT:
  4203. skillratio += -100 + (100 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 70 : 0);
  4204. RE_LVL_DMOD(100);
  4205. if (sc && sc->data[SC_SPEAR_SCAR])// Whats the official increase? [Rytech]
  4206. skillratio += skillratio * 50 / 100;
  4207. break;
  4208. case LG_SHIELDPRESS:
  4209. skillratio += -100 + 200 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4210. if (sd) {
  4211. short index = sd->equip_index[EQI_HAND_L];
  4212. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4213. skillratio += sd->inventory_data[index]->weight / 10;
  4214. }
  4215. RE_LVL_DMOD(100);
  4216. if (sc && sc->data[SC_SHIELD_POWER])
  4217. skillratio += 100 + ((sd) ? pc_checkskill(sd, IG_SHIELD_MASTERY) * 200 : 0);
  4218. break;
  4219. case LG_PINPOINTATTACK:
  4220. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4221. RE_LVL_DMOD(120);
  4222. break;
  4223. case LG_RAGEBURST:
  4224. if (sd && sd->spiritball_old)
  4225. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4226. else
  4227. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4228. RE_LVL_DMOD(100);
  4229. break;
  4230. case LG_MOONSLASHER:
  4231. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4232. RE_LVL_DMOD(100);
  4233. break;
  4234. case LG_OVERBRAND:
  4235. if(sc && sc->data[SC_OVERBRANDREADY])
  4236. skillratio += -100 + 500 * skill_lv;
  4237. else
  4238. skillratio += -100 + 300 * skill_lv;
  4239. skillratio += sstatus->dex / 2 + sstatus->str / 2; // !TODO: What's the STR/DEX bonus?
  4240. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4241. RE_LVL_DMOD(100);
  4242. break;
  4243. case LG_EARTHDRIVE:
  4244. skillratio += -100 + 380 * skill_lv + ((sstatus->str + sstatus->vit) / 6); // !TODO: What's the STR/VIT bonus?
  4245. RE_LVL_DMOD(100);
  4246. if (sc && sc->data[SC_SHIELD_POWER])
  4247. skillratio += 150 + ((sd) ? pc_checkskill(sd, IG_SHIELD_MASTERY) * 180 : 0);
  4248. break;
  4249. case LG_HESPERUSLIT:
  4250. if (sc && sc->data[SC_INSPIRATION])
  4251. skillratio += -100 + 450 * skill_lv;
  4252. else
  4253. skillratio += -100 + 300 * skill_lv;
  4254. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4255. RE_LVL_DMOD(100);
  4256. break;
  4257. case SR_EARTHSHAKER:
  4258. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  4259. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4260. skillratio += -100 + 300 * skill_lv;
  4261. RE_LVL_DMOD(100);
  4262. skillratio += status_get_str(src) * 3;
  4263. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4264. skillratio += -100 + 400 * skill_lv;
  4265. RE_LVL_DMOD(100);
  4266. skillratio += status_get_str(src) * 2;
  4267. }
  4268. break;
  4269. case SR_DRAGONCOMBO:
  4270. skillratio += 100 + 80 * skill_lv;
  4271. RE_LVL_DMOD(100);
  4272. break;
  4273. case SR_FALLENEMPIRE:
  4274. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4275. skillratio += 300 * skill_lv;
  4276. RE_LVL_DMOD(150);
  4277. break;
  4278. case SR_TIGERCANNON:
  4279. {
  4280. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  4281. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4282. if (wd->miscflag&8)
  4283. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4284. skillratio += -100 + (hp + sp) / 2;
  4285. else
  4286. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4287. skillratio += -100 + (hp + sp) / 4;
  4288. RE_LVL_DMOD(100);
  4289. }
  4290. if (sc->data[SC_GT_REVITALIZE])
  4291. skillratio += skillratio * 30 / 100;
  4292. break;
  4293. case SR_SKYNETBLOW:
  4294. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4295. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4296. RE_LVL_DMOD(100);
  4297. break;
  4298. case SR_RAMPAGEBLASTER:
  4299. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  4300. skillratio += 1400 + 550 * skill_lv;
  4301. RE_LVL_DMOD(120);
  4302. } else {
  4303. skillratio += 900 + 350 * skill_lv;
  4304. RE_LVL_DMOD(150);
  4305. }
  4306. if (sc->data[SC_GT_CHANGE])
  4307. skillratio += skillratio * 30 / 100;
  4308. break;
  4309. case SR_KNUCKLEARROW:
  4310. 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)] %
  4311. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4312. if (tsd && tsd->weight)
  4313. skillratio += 100 * tsd->weight / tsd->max_weight;
  4314. RE_LVL_DMOD(150);
  4315. } else {
  4316. if (status_get_class_(target) == CLASS_BOSS)
  4317. skillratio += 400 + 200 * skill_lv;
  4318. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4319. skillratio += 400 + 100 * skill_lv;
  4320. RE_LVL_DMOD(100);
  4321. }
  4322. if (sc->data[SC_GT_CHANGE])
  4323. skillratio += skillratio * 30 / 100;
  4324. break;
  4325. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4326. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4327. RE_LVL_DMOD(100);
  4328. break;
  4329. case SR_GATEOFHELL:
  4330. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  4331. skillratio += -100 + 800 * skill_lv;
  4332. else
  4333. skillratio += -100 + 500 * skill_lv;
  4334. RE_LVL_DMOD(100);
  4335. if (sc->data[SC_GT_REVITALIZE])
  4336. skillratio += skillratio * 30 / 100;
  4337. break;
  4338. case SR_GENTLETOUCH_QUIET:
  4339. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4340. RE_LVL_DMOD(100);
  4341. break;
  4342. case SR_HOWLINGOFLION:
  4343. skillratio += -100 + 500 * skill_lv;
  4344. RE_LVL_DMOD(100);
  4345. break;
  4346. case SR_RIDEINLIGHTNING:
  4347. skillratio += -100 + 40 * skill_lv;
  4348. if (sd && sd->status.weapon == W_KNUCKLE)
  4349. skillratio += 50 * skill_lv;
  4350. RE_LVL_DMOD(100);
  4351. break;
  4352. case WM_SEVERE_RAINSTORM_MELEE:
  4353. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4354. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4355. if (wd->miscflag&4) // Whip/Instrument equipped
  4356. skillratio += 20 * skill_lv;
  4357. RE_LVL_DMOD(100);
  4358. break;
  4359. case WM_GREAT_ECHO:
  4360. skillratio += -100 + 250 + 500 * skill_lv;
  4361. if (sd) {
  4362. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4363. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4364. skillratio <<= 1;
  4365. }
  4366. RE_LVL_DMOD(100);
  4367. break;
  4368. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4369. skillratio += -100 + 200 * skill_lv;
  4370. if(sd && sd->cart_weight)
  4371. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4372. if (sc && sc->data[SC_BIONIC_WOODENWARRIOR])
  4373. skillratio *= 2;
  4374. }
  4375. break;
  4376. case GN_CARTCANNON:
  4377. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4378. RE_LVL_DMOD(100);
  4379. break;
  4380. case GN_SPORE_EXPLOSION:
  4381. skillratio += -100 + 400 + 200 * skill_lv;
  4382. RE_LVL_DMOD(100);
  4383. if (sc && sc->data[SC_BIONIC_WOODEN_FAIRY])
  4384. skillratio *= 2;
  4385. break;
  4386. case GN_WALLOFTHORN:
  4387. skillratio += 10 * skill_lv;
  4388. break;
  4389. case GN_CRAZYWEED_ATK:
  4390. skillratio += -100 + 700 + 100 * skill_lv;
  4391. RE_LVL_DMOD(100);
  4392. break;
  4393. case GN_SLINGITEM_RANGEMELEEATK:
  4394. if( sd ) {
  4395. switch( sd->itemid ) {
  4396. case ITEMID_APPLE_BOMB:
  4397. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4398. break;
  4399. case ITEMID_COCONUT_BOMB:
  4400. case ITEMID_PINEAPPLE_BOMB:
  4401. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4402. break;
  4403. case ITEMID_MELON_BOMB:
  4404. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4405. break;
  4406. case ITEMID_BANANA_BOMB:
  4407. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4408. break;
  4409. case ITEMID_BLACK_LUMP:
  4410. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4411. break;
  4412. case ITEMID_BLACK_HARD_LUMP:
  4413. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4414. break;
  4415. case ITEMID_VERY_HARD_LUMP:
  4416. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4417. break;
  4418. }
  4419. RE_LVL_DMOD(100);
  4420. }
  4421. break;
  4422. case GN_HELLS_PLANT_ATK:
  4423. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4424. RE_LVL_DMOD(100);
  4425. break;
  4426. // Physical Elemantal Spirits Attack Skills
  4427. case EL_CIRCLE_OF_FIRE:
  4428. case EL_FIRE_BOMB_ATK:
  4429. case EL_STONE_RAIN:
  4430. skillratio += 200;
  4431. break;
  4432. case EL_FIRE_WAVE_ATK:
  4433. skillratio += 500;
  4434. break;
  4435. case EL_TIDAL_WEAPON:
  4436. skillratio += 1400;
  4437. break;
  4438. case EL_WIND_SLASH:
  4439. skillratio += 100;
  4440. break;
  4441. case EL_HURRICANE:
  4442. skillratio += 600;
  4443. break;
  4444. case EL_TYPOON_MIS:
  4445. case EL_WATER_SCREW_ATK:
  4446. skillratio += 900;
  4447. break;
  4448. case EL_STONE_HAMMER:
  4449. skillratio += 400;
  4450. break;
  4451. case EL_ROCK_CRUSHER:
  4452. skillratio += 700;
  4453. break;
  4454. case KO_JYUMONJIKIRI:
  4455. skillratio += -100 + 200 * skill_lv;
  4456. RE_LVL_DMOD(120);
  4457. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4458. skillratio += skill_lv * status_get_lv(src);
  4459. if (sc && sc->data[SC_KAGEMUSYA])
  4460. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4461. break;
  4462. case KO_HUUMARANKA:
  4463. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4464. RE_LVL_DMOD(100);
  4465. if (sc && sc->data[SC_KAGEMUSYA])
  4466. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4467. break;
  4468. case KO_SETSUDAN:
  4469. skillratio += 100 * (skill_lv - 1);
  4470. RE_LVL_DMOD(100);
  4471. if (tsc) {
  4472. struct status_change_entry *sce;
  4473. if ((sce = tsc->data[SC_SPIRIT]) || (sce = tsc->data[SC_SOULGOLEM]) || (sce = tsc->data[SC_SOULSHADOW]) || (sce = tsc->data[SC_SOULFALCON]) || (sce = tsc->data[SC_SOULFAIRY])) // Bonus damage added when target is soul linked.
  4474. skillratio += 200 * sce->val1;
  4475. }
  4476. break;
  4477. case KO_BAKURETSU:
  4478. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4479. RE_LVL_DMOD(120);
  4480. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4481. if (sc && sc->data[SC_KAGEMUSYA])
  4482. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4483. break;
  4484. case KO_MAKIBISHI:
  4485. skillratio += -100 + 20 * skill_lv;
  4486. break;
  4487. case MH_NEEDLE_OF_PARALYZE:
  4488. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // !TODO: Confirm Base Level and DEX bonus
  4489. break;
  4490. case MH_STAHL_HORN:
  4491. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  4492. break;
  4493. case MH_LAVA_SLIDE:
  4494. skillratio += -100 + 50 * skill_lv;
  4495. break;
  4496. case MH_SONIC_CRAW:
  4497. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4498. break;
  4499. case MH_SILVERVEIN_RUSH:
  4500. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4501. break;
  4502. case MH_MIDNIGHT_FRENZY:
  4503. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4504. break;
  4505. case MH_MAGMA_FLOW:
  4506. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4507. break;
  4508. case RL_MASS_SPIRAL:
  4509. skillratio += -100 + 200 * skill_lv;
  4510. break;
  4511. case RL_FIREDANCE:
  4512. skillratio += 100 + 100 * skill_lv;
  4513. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4514. RE_LVL_DMOD(100);
  4515. break;
  4516. case RL_BANISHING_BUSTER:
  4517. skillratio += -100 + 1000 + 200 * skill_lv;
  4518. RE_LVL_DMOD(100);
  4519. break;
  4520. case RL_S_STORM:
  4521. skillratio += -100 + 1700 + 200 * skill_lv;
  4522. break;
  4523. case RL_SLUGSHOT:
  4524. if (target->type == BL_MOB)
  4525. skillratio += -100 + 1200 * skill_lv;
  4526. else
  4527. skillratio += -100 + 2000 * skill_lv;
  4528. skillratio *= 2 + tstatus->size;
  4529. break;
  4530. case RL_D_TAIL:
  4531. skillratio += -100 + 500 + 200 * skill_lv;
  4532. if (sd && (wd->miscflag & 8))
  4533. skillratio *= 2;
  4534. RE_LVL_DMOD(100);
  4535. break;
  4536. case RL_R_TRIP:
  4537. skillratio += -100 + 350 * skill_lv;
  4538. RE_LVL_DMOD(100);
  4539. break;
  4540. case RL_R_TRIP_PLUSATK:
  4541. skillratio += -100 + 300 + 300 * skill_lv;
  4542. break;
  4543. case RL_H_MINE:
  4544. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4545. skillratio += -100 + 500 + 300 * skill_lv;
  4546. else // 200 + 200 * SkillLv
  4547. skillratio += -100 + 200 + 200 * skill_lv;
  4548. break;
  4549. case RL_HAMMER_OF_GOD:
  4550. skillratio += -100 + 100 * skill_lv;
  4551. if (sd) {
  4552. if (wd->miscflag & 8)
  4553. skillratio += 400 * sd->spiritball_old;
  4554. else
  4555. skillratio += 150 * sd->spiritball_old;
  4556. }
  4557. RE_LVL_DMOD(100);
  4558. break;
  4559. case RL_FIRE_RAIN:
  4560. case RL_AM_BLAST:
  4561. skillratio += -100 + 3500 + 300 * skill_lv;
  4562. break;
  4563. case SU_BITE:
  4564. skillratio += 100;
  4565. break;
  4566. case SU_SCRATCH:
  4567. skillratio += -50 + 50 * skill_lv;
  4568. break;
  4569. case SU_SCAROFTAROU:
  4570. skillratio += -100 + 100 * skill_lv;
  4571. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4572. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4573. break;
  4574. case SU_PICKYPECK:
  4575. case SU_PICKYPECK_DOUBLE_ATK:
  4576. skillratio += 100 + 100 * skill_lv;
  4577. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4578. skillratio *= 2;
  4579. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4580. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4581. break;
  4582. case SU_LUNATICCARROTBEAT:
  4583. case SU_LUNATICCARROTBEAT2:
  4584. skillratio += 100 + 100 * skill_lv;
  4585. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4586. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4587. break;
  4588. case SU_SVG_SPIRIT:
  4589. skillratio += 150 + 150 * skill_lv;
  4590. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4591. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4592. break;
  4593. case SJ_FULLMOONKICK:
  4594. skillratio += 1000 + 100 * skill_lv;
  4595. RE_LVL_DMOD(100);
  4596. if (sc && sc->data[SC_LIGHTOFMOON])
  4597. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4598. break;
  4599. case SJ_NEWMOONKICK:
  4600. skillratio += 600 + 100 * skill_lv;
  4601. break;
  4602. case SJ_STAREMPEROR:
  4603. skillratio += 700 + 200 * skill_lv;
  4604. break;
  4605. case SJ_SOLARBURST:
  4606. skillratio += 900 + 220 * skill_lv;
  4607. RE_LVL_DMOD(100);
  4608. if (sc && sc->data[SC_LIGHTOFSUN])
  4609. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4610. break;
  4611. case SJ_PROMINENCEKICK:
  4612. skillratio += 50 + 50 * skill_lv;
  4613. break;
  4614. case SJ_FALLINGSTAR_ATK:
  4615. case SJ_FALLINGSTAR_ATK2:
  4616. skillratio += 100 * skill_lv;
  4617. RE_LVL_DMOD(100);
  4618. if (sc && sc->data[SC_LIGHTOFSTAR])
  4619. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4620. break;
  4621. case DK_SERVANTWEAPON_ATK:
  4622. skillratio += 100 + 50 * skill_lv + 5 * sstatus->pow;
  4623. RE_LVL_DMOD(100);
  4624. break;
  4625. case DK_SERVANT_W_PHANTOM:
  4626. skillratio += 100 * skill_lv + 5 * sstatus->pow;
  4627. RE_LVL_DMOD(100);
  4628. break;
  4629. case DK_SERVANT_W_DEMOL:
  4630. skillratio += 600 + 120 * skill_lv;
  4631. RE_LVL_DMOD(100);
  4632. break;
  4633. case DK_HACKANDSLASHER:
  4634. skillratio += -100 + 500 + 250 * skill_lv;
  4635. if (sd && sd->status.weapon == W_2HSWORD) {
  4636. skillratio += 5 * sstatus->pow;
  4637. RE_LVL_DMOD(100); // Only takes place with 2h Sword
  4638. }
  4639. break;
  4640. case DK_HACKANDSLASHER_ATK:
  4641. skillratio += 600 + 120 * skill_lv;
  4642. if (sd && sd->status.weapon == W_2HSPEAR) {
  4643. skillratio += 5 * sstatus->pow;
  4644. RE_LVL_DMOD(100); // Only takes place with 2h Spear
  4645. }
  4646. break;
  4647. case DK_DRAGONIC_AURA:
  4648. skillratio += 950 * skill_lv + 10 * sstatus->pow;
  4649. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4650. skillratio += 450 * skill_lv;
  4651. RE_LVL_DMOD(100);
  4652. break;
  4653. case DK_MADNESS_CRUSHER:
  4654. skillratio += -100 + 600 * skill_lv + 5 * sstatus->pow;
  4655. RE_LVL_DMOD(100);
  4656. if (sc && sc->data[SC_CHARGINGPIERCE_COUNT] && sc->data[SC_CHARGINGPIERCE_COUNT]->val1 >= 10)
  4657. skillratio *= 2;
  4658. if (sd && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR)) {
  4659. short index = sd->equip_index[EQI_HAND_L];
  4660. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) {
  4661. skillratio += sd->inventory_data[index]->weight / 10; // !TODO: What's the bonus?
  4662. skillratio += sd->inventory_data[index]->weapon_level * 50; // !TODO: What's the bonus?
  4663. }
  4664. }
  4665. break;
  4666. case DK_STORMSLASH:
  4667. skillratio += -100 + 120 * skill_lv + 5 * sstatus->pow;
  4668. RE_LVL_DMOD(100);
  4669. if (sc && sc->data[SC_GIANTGROWTH])
  4670. skillratio *= 2;
  4671. break;
  4672. case IQ_OLEUM_SANCTUM:
  4673. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  4674. RE_LVL_DMOD(100);
  4675. break;
  4676. case IQ_MASSIVE_F_BLASTER:
  4677. skillratio += -100 + 800 * skill_lv + 10 * sstatus->pow;
  4678. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  4679. skillratio += 300 * skill_lv;
  4680. RE_LVL_DMOD(100);
  4681. break;
  4682. case IQ_EXPOSION_BLASTER:
  4683. skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
  4684. RE_LVL_DMOD(100);
  4685. if (tsc && tsc->data[SC_HOLY_OIL])
  4686. skillratio += 200 * skill_lv;
  4687. break;
  4688. case IQ_FIRST_BRAND:
  4689. skillratio += -100 + 450 * skill_lv + 5 * sstatus->pow;
  4690. RE_LVL_DMOD(100);
  4691. break;
  4692. case IQ_SECOND_FLAME:
  4693. skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
  4694. RE_LVL_DMOD(100);
  4695. break;
  4696. case IQ_SECOND_FAITH:
  4697. skillratio += -100 + 500 * skill_lv + 5 * sstatus->pow;
  4698. RE_LVL_DMOD(100);
  4699. break;
  4700. case IQ_SECOND_JUDGEMENT:
  4701. skillratio += -100 + 500 * skill_lv + 5 * sstatus->pow;
  4702. RE_LVL_DMOD(100);
  4703. break;
  4704. case IQ_THIRD_PUNISH:
  4705. skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
  4706. RE_LVL_DMOD(100);
  4707. break;
  4708. case IQ_THIRD_FLAME_BOMB:
  4709. skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
  4710. skillratio += sstatus->max_hp * 20 / 100;
  4711. RE_LVL_DMOD(100);
  4712. break;
  4713. case IQ_THIRD_CONSECRATION:
  4714. skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
  4715. RE_LVL_DMOD(100);
  4716. break;
  4717. case IG_GRAND_JUDGEMENT:
  4718. skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
  4719. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  4720. skillratio += 350 * skill_lv;
  4721. RE_LVL_DMOD(100);
  4722. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  4723. skillratio += skillratio * i / 100;
  4724. break;
  4725. case IG_SHIELD_SHOOTING:
  4726. skillratio += -100 + 600 * skill_lv + 5 * sstatus->pow;
  4727. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  4728. short index = sd->equip_index[EQI_HAND_L];
  4729. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4730. skillratio += sd->inventory_data[index]->weight / 20 * sd->inventory.u.items_inventory[index].refine;
  4731. }
  4732. RE_LVL_DMOD(100);
  4733. if ((i = pc_checkskill_imperial_guard(sd, 1)) > 0)
  4734. skillratio += skill_lv * i * 15;
  4735. break;
  4736. case IG_OVERSLASH:
  4737. skillratio += -100 + 60 * skill_lv + 5 * sstatus->pow;
  4738. RE_LVL_DMOD(100);
  4739. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  4740. skillratio += skillratio * i / 100;
  4741. break;
  4742. case CD_EFFLIGO:
  4743. skillratio += -100 + 800 * skill_lv + 5 * sstatus->pow;
  4744. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  4745. skillratio += 400 * skill_lv;
  4746. RE_LVL_DMOD(100);
  4747. break;
  4748. case CD_PETITIO:
  4749. skillratio += -100 + 270 * skill_lv + 5 * sstatus->pow;
  4750. RE_LVL_DMOD(100);
  4751. break;
  4752. case SHC_DANCING_KNIFE:
  4753. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  4754. RE_LVL_DMOD(100);
  4755. break;
  4756. case SHC_SAVAGE_IMPACT:
  4757. skillratio += -100 + 60 * skill_lv + 5 * sstatus->pow;
  4758. RE_LVL_DMOD(100);
  4759. break;
  4760. case SHC_ETERNAL_SLASH:
  4761. skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
  4762. RE_LVL_DMOD(100);
  4763. break;
  4764. case SHC_SHADOW_STAB:
  4765. skillratio += -100 + 750 * skill_lv + 5 * sstatus->pow;
  4766. RE_LVL_DMOD(100);
  4767. break;
  4768. case SHC_IMPACT_CRATER:
  4769. skillratio += -100 + 65 * skill_lv + 5 * sstatus->pow;
  4770. RE_LVL_DMOD(100);
  4771. break;
  4772. case SHC_FATAL_SHADOW_CROW:
  4773. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  4774. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  4775. skillratio += 300 * skill_lv;
  4776. RE_LVL_DMOD(100);
  4777. break;
  4778. case MT_AXE_STOMP:
  4779. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  4780. RE_LVL_DMOD(100);
  4781. break;
  4782. case MT_RUSH_QUAKE:
  4783. skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
  4784. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  4785. skillratio += 350 * skill_lv;
  4786. RE_LVL_DMOD(100);
  4787. break;
  4788. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  4789. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  4790. RE_LVL_DMOD(100);
  4791. break;
  4792. case ABC_ABYSS_DAGGER:
  4793. skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
  4794. RE_LVL_DMOD(100);
  4795. break;
  4796. case ABC_UNLUCKY_RUSH:
  4797. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  4798. RE_LVL_DMOD(100);
  4799. break;
  4800. case ABC_CHAIN_REACTION_SHOT:
  4801. skillratio += -100 + 600 * skill_lv + 5 * sstatus->con;
  4802. RE_LVL_DMOD(100);
  4803. break;
  4804. case ABC_CHAIN_REACTION_SHOT_ATK:
  4805. skillratio += -100 + 950 * skill_lv + 5 * sstatus->con;
  4806. RE_LVL_DMOD(100);
  4807. break;
  4808. case ABC_DEFT_STAB:
  4809. skillratio += -100 + 360 * skill_lv + 5 * sstatus->pow;
  4810. RE_LVL_DMOD(100);
  4811. break;
  4812. case ABC_FRENZY_SHOT:
  4813. skillratio += -100 + 350 * skill_lv + 5 * sstatus->con;
  4814. RE_LVL_DMOD(100);
  4815. break;
  4816. case WH_HAWKRUSH:
  4817. skillratio += -100 + 200 * skill_lv + 5 * sstatus->con;
  4818. RE_LVL_DMOD(100);
  4819. break;
  4820. case WH_HAWKBOOMERANG:// Affected by trait stats??? CON for sure but the other one unknown. Likely POW. [Rytech]
  4821. skillratio += -100 + 500 * skill_lv + 10 * sstatus->pow + 10 * sstatus->con;
  4822. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  4823. skillratio += 250 * skill_lv;
  4824. RE_LVL_DMOD(100);
  4825. break;
  4826. case WH_GALESTORM:
  4827. skillratio += -100 + 250 * skill_lv + 7 * sstatus->con;
  4828. RE_LVL_DMOD(100);
  4829. if (sc && sc->data[SC_CALAMITYGALE] && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  4830. skillratio += skillratio * 50 / 100;
  4831. break;
  4832. case WH_CRESCIVE_BOLT:
  4833. skillratio += -100 + 300 * skill_lv + 5 * sstatus->con;
  4834. RE_LVL_DMOD(100);
  4835. if (sc) { // At level 10 the SP usage of 100 increased by 20 on each count. So maybe damage increase is 20%??? [Rytech]
  4836. if (sc->data[SC_CRESCIVEBOLT])
  4837. skillratio += skillratio * (20 * sc->data[SC_CRESCIVEBOLT]->val1) / 100;
  4838. if (sc->data[SC_CALAMITYGALE]) {
  4839. skillratio += skillratio * 20 / 100;
  4840. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  4841. skillratio += skillratio * 50 / 100;
  4842. }
  4843. }
  4844. break;
  4845. case WH_DEEPBLINDTRAP:
  4846. case WH_SOLIDTRAP:
  4847. case WH_SWIFTTRAP:
  4848. case WH_FLAMETRAP:
  4849. skillratio += -100 + 250 * skill_lv + 5 * sstatus->con;
  4850. RE_LVL_DMOD(100);
  4851. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  4852. break;
  4853. case BO_ACIDIFIED_ZONE_WATER:
  4854. case BO_ACIDIFIED_ZONE_GROUND:
  4855. case BO_ACIDIFIED_ZONE_WIND:
  4856. case BO_ACIDIFIED_ZONE_FIRE:
  4857. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  4858. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4859. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4860. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4861. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  4862. RE_LVL_DMOD(100);
  4863. if (sc && sc->data[SC_RESEARCHREPORT]) { // Does this also affect skills like acid demo? [Rytech]
  4864. skillratio += skillratio * 50 / 100;
  4865. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  4866. skillratio += skillratio * 50 / 100;
  4867. // Skill description is sounding a bit too crazy.
  4868. // I need more info on this before allowing this part to work to avoid overpowered issues. [Rytech]
  4869. //skillratio += 5 * sstatus->pow;
  4870. //RE_LVL_DMOD(100);
  4871. }
  4872. break;
  4873. case TR_ROSEBLOSSOM:
  4874. skillratio += -100 + 750 * skill_lv + (sd ? pc_checkskill(sd, TR_STAGE_MANNER) : 5) * sstatus->con;
  4875. RE_LVL_DMOD(100);
  4876. if (sc && sc->data[SC_MYSTIC_SYMPHONY]) {
  4877. skillratio *= 2;
  4878. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  4879. skillratio += skillratio * 50 / 100;
  4880. }
  4881. if (tsc && tsc->data[SC_SOUNDBLEND])
  4882. skillratio += 250 * skill_lv;
  4883. break;
  4884. case TR_ROSEBLOSSOM_ATK:
  4885. skillratio += -100 + 350 * skill_lv + (sd ? pc_checkskill(sd, TR_STAGE_MANNER) : 5) * sstatus->con;
  4886. RE_LVL_DMOD(100);
  4887. if (sc && sc->data[SC_MYSTIC_SYMPHONY]) {
  4888. skillratio *= 2;
  4889. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  4890. skillratio += skillratio * 50 / 100;
  4891. }
  4892. if (tsc && tsc->data[SC_SOUNDBLEND])
  4893. skillratio += 400 * skill_lv;
  4894. break;
  4895. case TR_RHYTHMSHOOTING:
  4896. skillratio += -100 + 120 * skill_lv + (sd ? pc_checkskill(sd, TR_STAGE_MANNER) : 5) * sstatus->con;
  4897. RE_LVL_DMOD(100);
  4898. if (sc && sc->data[SC_MYSTIC_SYMPHONY]) {
  4899. skillratio *= 2;
  4900. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  4901. skillratio += skillratio * 50 / 100;
  4902. }
  4903. if (tsc && tsc->data[SC_SOUNDBLEND])
  4904. skillratio += skillratio * 50 / 100;
  4905. break;
  4906. case ABR_BATTLE_BUSTER:// Need official formula.
  4907. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  4908. skillratio += -100 + 8000;
  4909. break;
  4910. case ABR_INFINITY_BUSTER:// Need official formula.
  4911. skillratio += -100 + 50000;
  4912. break;
  4913. }
  4914. return skillratio;
  4915. }
  4916. /*==================================================================================================
  4917. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4918. *--------------------------------------------------------------------------------------------------*
  4919. * Credits:
  4920. * Original coder Skotlex
  4921. * Initial refactoring by Baalberith
  4922. * Refined and optimized by helvetica
  4923. */
  4924. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4925. {
  4926. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4927. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4928. struct status_data *sstatus = status_get_status_data(src);
  4929. struct status_data *tstatus = status_get_status_data(target);
  4930. int64 atk = 0;
  4931. //Constant/misc additions from skills
  4932. switch (skill_id) {
  4933. case MO_EXTREMITYFIST:
  4934. atk = 250 + 150 * skill_lv;
  4935. break;
  4936. #ifndef RENEWAL
  4937. case GS_MAGICALBULLET:
  4938. if (sstatus->matk_max > sstatus->matk_min)
  4939. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4940. else
  4941. atk = sstatus->matk_min;
  4942. break;
  4943. case NJ_SYURIKEN:
  4944. atk = 4 * skill_lv;
  4945. break;
  4946. #endif
  4947. #ifdef RENEWAL
  4948. case HT_FREEZINGTRAP:
  4949. if(sd)
  4950. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4951. break;
  4952. #endif
  4953. case GC_COUNTERSLASH:
  4954. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4955. break;
  4956. case LG_SHIELDPRESS:
  4957. if (sd) {
  4958. int damagevalue = 0;
  4959. short index = sd->equip_index[EQI_HAND_L];
  4960. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4961. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4962. atk = damagevalue;
  4963. }
  4964. break;
  4965. }
  4966. return atk;
  4967. }
  4968. /*==============================================================
  4969. * Stackable SC bonuses added on top of calculated skill damage
  4970. *--------------------------------------------------------------
  4971. * Credits:
  4972. * Original coder Skotlex
  4973. * Initial refactoring by Baalberith
  4974. * Refined and optimized by helvetica
  4975. */
  4976. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4977. {
  4978. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4979. struct status_change *sc = status_get_sc(src);
  4980. struct status_data *sstatus = status_get_status_data(src);
  4981. struct status_data *tstatus = status_get_status_data(target);
  4982. uint8 anger_id = 0; // SLS Anger
  4983. // Kagerou/Oboro Earth Charm effect +15% wATK
  4984. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4985. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4986. #ifdef RENEWAL
  4987. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4988. #endif
  4989. }
  4990. //The following are applied on top of current damage and are stackable.
  4991. if (sc) {
  4992. #ifdef RENEWAL
  4993. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4994. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4995. if (sc->data[SC_DRUMBATTLE])
  4996. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4997. if (sc->data[SC_MADNESSCANCEL])
  4998. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4999. if (sc->data[SC_MAGICALBULLET]) {
  5000. short tmdef = tstatus->mdef + tstatus->mdef2;
  5001. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5002. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5003. } else {
  5004. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5005. }
  5006. }
  5007. if (sc->data[SC_GATLINGFEVER])
  5008. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  5009. #else
  5010. if (sc->data[SC_TRUESIGHT])
  5011. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  5012. #endif
  5013. if (sc->data[SC_SPIRIT]) {
  5014. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  5015. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5016. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5017. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  5018. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5019. RE_ALLATK_ADDRATE(wd, 100);
  5020. }
  5021. }
  5022. if (sc->data[SC_GT_CHANGE])
  5023. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  5024. if (sc->data[SC_EDP]) {
  5025. switch(skill_id) {
  5026. case AS_SPLASHER:
  5027. case ASC_METEORASSAULT:
  5028. // Pre-Renewal only: Soul Breaker ignores EDP
  5029. // Renewal only: Grimtooth and Venom Knife ignore EDP
  5030. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  5031. #ifndef RENEWAL
  5032. case ASC_BREAKER:
  5033. #else
  5034. case AS_GRIMTOOTH:
  5035. case AS_VENOMKNIFE:
  5036. #endif
  5037. break; // skills above have no effect with EDP
  5038. #ifdef RENEWAL
  5039. default: // fall through to apply EDP bonuses
  5040. // Renewal EDP formula [helvetica]
  5041. // weapon atk * (1 + (edp level * .8))
  5042. // equip atk * (1 + (edp level * .6))
  5043. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  5044. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  5045. break;
  5046. #else
  5047. default:
  5048. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  5049. #endif
  5050. }
  5051. }
  5052. if (sc->data[SC_DANCEWITHWUG]) {
  5053. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5054. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  5055. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  5056. }
  5057. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  5058. #ifdef RENEWAL
  5059. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  5060. #endif
  5061. }
  5062. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  5063. ATK_ADD(wd->damage, wd->damage2, 200);
  5064. #ifdef RENEWAL
  5065. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5066. #endif
  5067. }
  5068. if (sc->data[SC_EQC]) {
  5069. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  5070. #ifdef RENEWAL
  5071. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  5072. #endif
  5073. }
  5074. if(sc->data[SC_STYLE_CHANGE]) {
  5075. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5076. if(hd) {
  5077. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5078. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5079. }
  5080. }
  5081. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5082. switch(skill_id) {
  5083. case RA_WUGDASH:
  5084. case RA_WUGSTRIKE:
  5085. case RA_WUGBITE:
  5086. break;
  5087. default:
  5088. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  5089. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  5090. break;
  5091. }
  5092. }
  5093. if (sc->data[SC_HEAT_BARREL]) {
  5094. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  5095. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  5096. }
  5097. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5098. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  5099. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  5100. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  5101. }
  5102. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  5103. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  5104. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  5105. }
  5106. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  5107. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  5108. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  5109. }
  5110. }
  5111. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  5112. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  5113. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  5114. }
  5115. if (skill_id == 0 && sc->data[SC_EXEEDBREAK]) {
  5116. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EXEEDBREAK]->val2);
  5117. RE_ALLATK_ADDRATE(wd, sc->data[SC_EXEEDBREAK]->val2);
  5118. }
  5119. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0) {
  5120. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_PYREXIA]->val2);
  5121. RE_ALLATK_ADDRATE(wd, sc->data[SC_PYREXIA]->val2);
  5122. }
  5123. if (sc->data[SC_MIRACLE])
  5124. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5125. }
  5126. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5127. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5128. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5129. RE_ALLATK_ADDRATE(wd, 20);
  5130. }
  5131. }
  5132. if (sd != nullptr && !anger_id)
  5133. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5134. uint16 anger_level;
  5135. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5136. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5137. if (anger_id == 2)
  5138. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5139. if (anger_level < 4)
  5140. skillratio /= 12 - 3 * anger_level;
  5141. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5142. #ifdef RENEWAL
  5143. RE_ALLATK_ADDRATE(wd, skillratio);
  5144. #endif
  5145. }
  5146. }
  5147. /*====================================
  5148. * Calc defense damage reduction
  5149. *------------------------------------
  5150. * Credits:
  5151. * Original coder Skotlex
  5152. * Initial refactoring by Baalberith
  5153. * Refined and optimized by helvetica
  5154. */
  5155. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5156. {
  5157. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5158. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5159. struct status_change *sc = status_get_sc(src);
  5160. struct status_change *tsc = status_get_sc(target);
  5161. struct status_data *sstatus = status_get_status_data(src);
  5162. struct status_data *tstatus = status_get_status_data(target);
  5163. //Defense reduction
  5164. short vit_def;
  5165. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5166. short def2 = tstatus->def2;
  5167. if (sd) {
  5168. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5169. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5170. if (i) {
  5171. i = min(i,100); //cap it to 100 for 0 def min
  5172. def1 -= def1 * i / 100;
  5173. def2 -= def2 * i / 100;
  5174. }
  5175. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5176. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5177. short si = 10 * sd->spiritcharm;
  5178. def1 = (def1 * (100 + si)) / 100;
  5179. }
  5180. }
  5181. if (sc && sc->data[SC_EXPIATIO]) {
  5182. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  5183. i = min(i,100); //cap it to 100 for 0 def min
  5184. def1 = (def1*(100-i))/100;
  5185. def2 = (def2*(100-i))/100;
  5186. }
  5187. if (tsc) {
  5188. if (tsc->data[SC_FORCEOFVANGUARD]) {
  5189. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  5190. def1 = (def1 * (100 + i)) / 100;
  5191. }
  5192. if( tsc->data[SC_CAMOUFLAGE] ){
  5193. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  5194. i = min(i,100); //cap it to 100 for 0 def min
  5195. def1 = (def1*(100-i))/100;
  5196. def2 = (def2*(100-i))/100;
  5197. }
  5198. if (tsc->data[SC_GT_REVITALIZE])
  5199. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  5200. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  5201. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  5202. }
  5203. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  5204. unsigned char target_count; //256 max targets should be a sane max
  5205. //Official servers limit the count to 22 targets
  5206. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  5207. if(target_count >= battle_config.vit_penalty_count) {
  5208. if(battle_config.vit_penalty_type == 1) {
  5209. if( !tsc || !tsc->data[SC_STEELBODY] )
  5210. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5211. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5212. } else { //Assume type 2
  5213. if( !tsc || !tsc->data[SC_STEELBODY] )
  5214. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5215. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5216. }
  5217. }
  5218. if (skill_id == AM_ACIDTERROR)
  5219. #ifdef RENEWAL
  5220. def2 = 0; //Ignore only status defense. [FatalEror]
  5221. #else
  5222. def1 = 0; //Ignores only armor defense. [Skotlex]
  5223. #endif
  5224. if(def2 < 1)
  5225. def2 = 1;
  5226. }
  5227. //Damage reduction based on vitality
  5228. if (tsd) { //Sd vit-eq
  5229. int skill;
  5230. #ifndef RENEWAL
  5231. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  5232. vit_def = ((3 * def2) / 10);
  5233. vit_def += rnd_value(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1);
  5234. vit_def += (def2 / 2);
  5235. #else
  5236. vit_def = def2;
  5237. #endif
  5238. 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
  5239. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  5240. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  5241. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  5242. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  5243. vit_def += skill*5;
  5244. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  5245. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  5246. vit_def += skill * 10;
  5247. } else { //Mob-Pet vit-eq
  5248. #ifndef RENEWAL
  5249. //VIT + rnd(0,[VIT/20]^2-1)
  5250. vit_def = (def2/20)*(def2/20);
  5251. if (tsc && tsc->data[SC_SKA])
  5252. vit_def += 100; //Eska increases the random part of the formula by 100
  5253. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  5254. #else
  5255. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  5256. vit_def = def2;
  5257. #endif
  5258. }
  5259. if (battle_config.weapon_defense_type) {
  5260. vit_def += def1*battle_config.weapon_defense_type;
  5261. def1 = 0;
  5262. }
  5263. #ifdef RENEWAL
  5264. /**
  5265. * RE DEF Reduction
  5266. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  5267. * Pierce defence gains 1 atk per def/2
  5268. */
  5269. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  5270. def1 = -399;
  5271. ATK_ADD2(wd->damage, wd->damage2,
  5272. 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,
  5273. 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
  5274. );
  5275. 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) )
  5276. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  5277. 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) )
  5278. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  5279. #else
  5280. if (def1 > 100) def1 = 100;
  5281. ATK_RATE2(wd->damage, wd->damage2,
  5282. 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)),
  5283. 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))
  5284. );
  5285. ATK_ADD2(wd->damage, wd->damage2,
  5286. 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,
  5287. 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
  5288. );
  5289. #endif
  5290. }
  5291. /*====================================
  5292. * Modifiers ignoring DEF
  5293. *------------------------------------
  5294. * Credits:
  5295. * Original coder Skotlex
  5296. * Initial refactoring by Baalberith
  5297. * Refined and optimized by helvetica
  5298. */
  5299. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5300. {
  5301. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5302. struct status_change *sc = status_get_sc(src);
  5303. struct status_data *sstatus = status_get_status_data(src);
  5304. // Post skill/vit reduction damage increases
  5305. if( sc ) { // SC skill damages
  5306. if(sc->data[SC_AURABLADE]
  5307. #ifndef RENEWAL
  5308. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  5309. #endif
  5310. ) {
  5311. #ifdef RENEWAL
  5312. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  5313. #else
  5314. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  5315. #endif
  5316. }
  5317. }
  5318. #ifndef RENEWAL
  5319. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  5320. //Refine bonus
  5321. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  5322. if (skill_id == MO_FINGEROFFENSIVE) {
  5323. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  5324. } else {
  5325. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  5326. }
  5327. }
  5328. #endif
  5329. //Set to min of 1
  5330. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  5331. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  5332. switch (skill_id) {
  5333. case AS_SONICBLOW:
  5334. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  5335. #ifdef RENEWAL
  5336. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  5337. #else
  5338. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  5339. #endif
  5340. break;
  5341. }
  5342. }
  5343. /*=================================================================================
  5344. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  5345. *---------------------------------------------------------------------------------
  5346. * Credits:
  5347. * Original coder Skotlex
  5348. * Initial refactoring by Baalberith
  5349. * Refined and optimized by helvetica
  5350. */
  5351. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5352. {
  5353. struct status_data *tstatus = status_get_status_data(target);
  5354. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  5355. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5356. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5357. //Plants receive 1 damage when hit
  5358. if( attack_hits || wd->damage > 0 )
  5359. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  5360. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  5361. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5362. if (sd && sd->status.weapon == W_KATAR)
  5363. wd->damage2 = 0; //No backhand damage against plants
  5364. else
  5365. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  5366. }
  5367. if (attack_hits && target->type == BL_MOB) {
  5368. struct status_change *sc = status_get_sc(target);
  5369. int64 damage_dummy = 1;
  5370. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  5371. wd->damage = wd->damage2 = 0;
  5372. return;
  5373. }
  5374. }
  5375. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  5376. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  5377. wd->damage = wd->damage2 = 0;
  5378. return;
  5379. }
  5380. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5381. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5382. if (wd->damage > 0) {
  5383. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5384. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5385. } else if (wd->damage2 > 0) {
  5386. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  5387. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5388. }
  5389. return;
  5390. }
  5391. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  5392. battle_apply_div_fix(wd, skill_id);
  5393. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  5394. if(wd->damage > 1 && wd->damage2 > 0) {
  5395. wd->damage = 1;
  5396. wd->damage2 = 1;
  5397. }
  5398. }
  5399. /*========================================================================================
  5400. * Perform left/right hand weapon damage calculation based on previously calculated damage
  5401. *----------------------------------------------------------------------------------------
  5402. * Credits:
  5403. * Original coder Skotlex
  5404. * Initial refactoring by Baalberith
  5405. * Refined and optimized by helvetica
  5406. */
  5407. 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)
  5408. {
  5409. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5410. if (sd) {
  5411. int skill;
  5412. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  5413. wd->damage = wd->damage2;
  5414. wd->damage2 = 0;
  5415. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  5416. skill = pc_checkskill(sd,TF_DOUBLE);
  5417. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  5418. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  5419. if (wd->damage) {
  5420. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  5421. skill = pc_checkskill(sd,AS_RIGHT);
  5422. ATK_RATER(wd->damage, 50 + (skill * 10))
  5423. }
  5424. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5425. skill = pc_checkskill(sd,KO_RIGHT);
  5426. ATK_RATER(wd->damage, 70 + (skill * 10))
  5427. }
  5428. if(wd->damage < 1)
  5429. wd->damage = 1;
  5430. }
  5431. if (wd->damage2) {
  5432. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  5433. skill = pc_checkskill(sd,AS_LEFT);
  5434. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  5435. }
  5436. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5437. skill = pc_checkskill(sd,KO_LEFT);
  5438. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  5439. }
  5440. if(wd->damage2 < 1)
  5441. wd->damage2 = 1;
  5442. }
  5443. }
  5444. }
  5445. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  5446. wd->damage=0;
  5447. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  5448. wd->damage2=0;
  5449. }
  5450. /**
  5451. * Check if bl is devoted by someone
  5452. * @param bl
  5453. * @return 'd_bl' if devoted or NULL if not devoted
  5454. */
  5455. struct block_list *battle_check_devotion(struct block_list *bl) {
  5456. struct block_list *d_bl = NULL;
  5457. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  5458. struct status_change *sc = status_get_sc(bl);
  5459. if (sc && sc->data[SC_DEVOTION])
  5460. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  5461. }
  5462. return d_bl;
  5463. }
  5464. /*==========================================
  5465. * BG/GvG attack modifiers
  5466. *------------------------------------------
  5467. * Credits:
  5468. * Original coder Skotlex
  5469. * Initial refactoring by Baalberith
  5470. * Refined and optimized by helvetica
  5471. */
  5472. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5473. {
  5474. if( wd->damage + wd->damage2 ) { //There is a total damage value
  5475. if( src != target && //Don't reflect your own damage (Grand Cross)
  5476. (!skill_id || skill_id ||
  5477. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  5478. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5479. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5480. struct status_data *sstatus = status_get_status_data(src);
  5481. t_tick tick = gettick(), rdelay = 0;
  5482. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  5483. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  5484. struct block_list *d_bl = battle_check_devotion(src);
  5485. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5486. if( tsd )
  5487. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5488. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  5489. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  5490. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5491. }
  5492. }
  5493. struct map_data *mapdata = map_getmapdata(target->m);
  5494. if(!wd->damage2) {
  5495. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  5496. if( mapdata_flag_gvg2(mapdata) )
  5497. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5498. else if( mapdata->flag[MF_BATTLEGROUND] )
  5499. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5500. }
  5501. else if(!wd->damage) {
  5502. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  5503. if( mapdata_flag_gvg2(mapdata) )
  5504. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5505. else if( mapdata->flag[MF_BATTLEGROUND] )
  5506. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5507. }
  5508. else {
  5509. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  5510. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  5511. if( mapdata_flag_gvg2(mapdata) )
  5512. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5513. else if( mapdata->flag[MF_BATTLEGROUND] )
  5514. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5515. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  5516. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  5517. wd->damage-=wd->damage2;
  5518. }
  5519. }
  5520. }
  5521. /*==========================================
  5522. * final ATK modifiers - after BG/GvG calc
  5523. *------------------------------------------
  5524. * Credits:
  5525. * Original coder Skotlex
  5526. * Initial refactoring by Baalberith
  5527. * Refined and optimized by helvetica
  5528. */
  5529. 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)
  5530. {
  5531. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5532. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5533. struct status_change *sc = status_get_sc(src);
  5534. struct status_change *tsc = status_get_sc(target);
  5535. struct status_data *sstatus = status_get_status_data(src);
  5536. struct status_data *tstatus = status_get_status_data(target);
  5537. int skill_damage = 0;
  5538. //Reject Sword bugreport:4493 by Daegaladh
  5539. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  5540. (src->type!=BL_PC || (
  5541. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5542. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5543. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5544. )) &&
  5545. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  5546. )
  5547. {
  5548. ATK_RATER(wd->damage, 50)
  5549. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5550. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  5551. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  5552. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  5553. }
  5554. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  5555. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5556. int64 rdamage = 0;
  5557. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  5558. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5559. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5560. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  5561. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  5562. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5563. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  5564. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5565. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5566. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5567. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  5568. }
  5569. if( sc ) {
  5570. //SC_FUSION hp penalty [Komurka]
  5571. if (sc->data[SC_FUSION]) {
  5572. unsigned int hp = sstatus->max_hp;
  5573. if (sd && tsd) {
  5574. hp = hp / 13;
  5575. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5576. hp = sstatus->hp;
  5577. } else
  5578. hp = 2*hp/100; //2% hp loss per hit
  5579. status_zap(src, hp, 0);
  5580. }
  5581. if (sc->data[SC_VIGOR])
  5582. status_zap(src, sc->data[SC_VIGOR]->val2, 0);
  5583. // Only affecting non-skills
  5584. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5585. if (sc->data[SC_ENCHANTBLADE]) {
  5586. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5587. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  5588. if (sstatus->matk_max > sstatus->matk_min)
  5589. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5590. else
  5591. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5592. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5593. if (enchant_dmg > 0)
  5594. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5595. }
  5596. }
  5597. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5598. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5599. }
  5600. #ifndef RENEWAL
  5601. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5602. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5603. wd->damage += md.damage;
  5604. }
  5605. #endif
  5606. // Skill damage adjustment
  5607. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5608. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5609. }
  5610. /*====================================================
  5611. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5612. *----------------------------------------------------
  5613. * Credits:
  5614. * Original coder Skotlex
  5615. * Initial refactoring by Baalberith
  5616. * Refined and optimized by helvetica
  5617. */
  5618. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5619. {
  5620. struct status_data *sstatus = status_get_status_data(src);
  5621. struct status_data *tstatus = status_get_status_data(target);
  5622. struct status_change *sc = status_get_sc(src);
  5623. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5624. struct Damage wd;
  5625. wd.type = DMG_NORMAL; //Normal attack
  5626. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5627. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5628. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5629. /*if(skill_id == KN_AUTOCOUNTER)
  5630. wd.amotion >>= 1; */
  5631. wd.dmotion = tstatus->dmotion;
  5632. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5633. wd.miscflag = wflag;
  5634. wd.flag = BF_WEAPON; //Initial Flag
  5635. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5636. wd.isspdamage = false;
  5637. wd.damage = wd.damage2 =
  5638. #ifdef RENEWAL
  5639. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  5640. #endif
  5641. 0;
  5642. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  5643. if(sd)
  5644. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  5645. if (skill_id) {
  5646. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5647. switch(skill_id)
  5648. {
  5649. #ifdef RENEWAL
  5650. case RG_BACKSTAP:
  5651. if (sd && sd->status.weapon == W_DAGGER)
  5652. wd.div_ = 2;
  5653. break;
  5654. case MO_CHAINCOMBO:
  5655. if (sd && sd->status.weapon == W_KNUCKLE)
  5656. wd.div_ = -6;
  5657. break;
  5658. #endif
  5659. case MH_SONIC_CRAW:{
  5660. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5661. wd.div_ = hd->homunculus.spiritball;
  5662. }
  5663. break;
  5664. case MO_FINGEROFFENSIVE:
  5665. if (sd) {
  5666. if (battle_config.finger_offensive_type)
  5667. wd.div_ = 1;
  5668. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  5669. wd.div_ = sd->spiritball + sd->spiritball_old;
  5670. }
  5671. break;
  5672. case KN_PIERCE:
  5673. case ML_PIERCE:
  5674. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  5675. break;
  5676. case TF_DOUBLE: //For NPC used skill.
  5677. case GS_CHAINACTION:
  5678. wd.type = DMG_MULTI_HIT;
  5679. break;
  5680. case GS_GROUNDDRIFT:
  5681. wd.amotion = sstatus->amotion;
  5682. //Fall through
  5683. case KN_SPEARSTAB:
  5684. #ifndef RENEWAL
  5685. case KN_BOWLINGBASH:
  5686. #endif
  5687. case MS_BOWLINGBASH:
  5688. case MO_BALKYOUNG:
  5689. case TK_TURNKICK:
  5690. wd.blewcount = 0;
  5691. break;
  5692. #ifdef RENEWAL
  5693. case KN_BOWLINGBASH:
  5694. if (sd && sd->status.weapon == W_2HSWORD) {
  5695. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  5696. wd.div_ = 3;
  5697. else if (wd.miscflag >= 4)
  5698. wd.div_ = 4;
  5699. }
  5700. break;
  5701. #endif
  5702. case KN_AUTOCOUNTER:
  5703. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  5704. break;
  5705. case LK_SPIRALPIERCE:
  5706. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5707. break;
  5708. case RK_WINDCUTTER:
  5709. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  5710. wd.flag |= BF_LONG;
  5711. break;
  5712. case NC_BOOSTKNUCKLE:
  5713. case NC_VULCANARM:
  5714. case NC_ARMSCANNON:
  5715. if (sc && sc->data[SC_ABR_DUAL_CANNON])
  5716. wd.div_ = 2;
  5717. break;
  5718. case NC_POWERSWING:
  5719. if (sc && sc->data[SC_ABR_BATTLE_WARIOR])
  5720. wd.div_ = -2;
  5721. break;
  5722. case GN_CARTCANNON:
  5723. if (sc && sc->data[SC_BIONIC_WOODENWARRIOR])
  5724. wd.div_ = 2;
  5725. break;
  5726. case DK_SERVANT_W_PHANTOM:
  5727. case DK_SERVANT_W_DEMOL:
  5728. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  5729. wd.div_ = sd->servantball + sd->servantball_old;
  5730. break;
  5731. case IQ_THIRD_FLAME_BOMB:
  5732. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  5733. break;
  5734. case IG_OVERSLASH:
  5735. wd.div_ = min(wd.div_ + wd.miscflag, 7); // Number of hits doesn't appear to go above 5.
  5736. break;
  5737. case SHC_SAVAGE_IMPACT:
  5738. if (sc && sc->data[SC_CLOAKINGEXCEED])
  5739. wd.div_ = 5;
  5740. break;
  5741. case SHC_ETERNAL_SLASH:
  5742. if (sc && sc->data[SC_E_SLASH_COUNT])
  5743. wd.div_ = sc->data[SC_E_SLASH_COUNT]->val1;
  5744. break;
  5745. case SHC_SHADOW_STAB:
  5746. if (wd.miscflag == 2)
  5747. wd.div_ = 2;
  5748. break;
  5749. case SHC_IMPACT_CRATER:
  5750. if (sc && sc->data[SC_ROLLINGCUTTER])
  5751. wd.div_ = sc->data[SC_ROLLINGCUTTER]->val1;
  5752. break;
  5753. case MT_AXE_STOMP:
  5754. if (sd && sd->status.weapon == W_2HAXE)
  5755. wd.div_ = 3;
  5756. break;
  5757. case ABC_FRENZY_SHOT:
  5758. if (rnd() % 100 < 5 * skill_lv)
  5759. wd.div_ = 3;
  5760. break;
  5761. }
  5762. } else {
  5763. bool is_long = false;
  5764. if (is_skill_using_arrow(src, skill_id) || (sc && sc->data[SC_SOULATTACK]))
  5765. is_long = true;
  5766. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  5767. }
  5768. return wd;
  5769. }
  5770. /**
  5771. * Check if we should reflect the damage and calculate it if so
  5772. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5773. * @param wd : weapon damage
  5774. * @param src : bl who did the attack
  5775. * @param target : target of the attack
  5776. * @param skill_id : id of casted skill, 0 = basic atk
  5777. * @param skill_lv : lvl of skill casted
  5778. */
  5779. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5780. {
  5781. // Don't reflect your own damage (Grand Cross)
  5782. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5783. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5784. {
  5785. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5786. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5787. struct status_change *tsc = status_get_sc(target);
  5788. struct status_data *sstatus = status_get_status_data(src);
  5789. struct unit_data *ud = unit_bl2ud(target);
  5790. t_tick tick = gettick(), rdelay = 0;
  5791. if (!tsc)
  5792. return;
  5793. // Calculate skill reflect damage separately
  5794. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  5795. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5796. if( rdamage > 0 ) {
  5797. struct block_list *d_bl = battle_check_devotion(src);
  5798. status_change *sc = status_get_sc(src);
  5799. if (sc && sc->data[SC_VITALITYACTIVATION])
  5800. rdamage /= 2;
  5801. if (tsc->data[SC_MAXPAIN]) {
  5802. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5803. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5804. tsc->data[SC_MAXPAIN]->val2 = 0;
  5805. }
  5806. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5807. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5808. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5809. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5810. if( tsd )
  5811. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5812. // It appears that official servers give skill reflect damage a longer delay
  5813. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5814. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5815. }
  5816. }
  5817. }
  5818. }
  5819. /*============================================
  5820. * Calculate "weapon"-type attacks and skills
  5821. *--------------------------------------------
  5822. * Credits:
  5823. * Original coder Skotlex
  5824. * Initial refactoring by Baalberith
  5825. * Refined and optimized by helvetica
  5826. */
  5827. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5828. {
  5829. struct map_session_data *sd, *tsd;
  5830. struct Damage wd;
  5831. struct status_change *sc = status_get_sc(src);
  5832. struct status_change *tsc = status_get_sc(target);
  5833. struct status_data *sstatus = status_get_status_data(src);
  5834. struct status_data *tstatus = status_get_status_data(target);
  5835. int right_element, left_element;
  5836. bool infdef = false;
  5837. memset(&wd,0,sizeof(wd));
  5838. if (src == NULL || target == NULL) {
  5839. nullpo_info(NLP_MARK);
  5840. return wd;
  5841. }
  5842. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5843. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5844. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5845. if (sc && !sc->count)
  5846. sc = NULL; //Skip checking as there are no status changes active.
  5847. if (tsc && !tsc->count)
  5848. tsc = NULL; //Skip checking as there are no status changes active.
  5849. sd = BL_CAST(BL_PC, src);
  5850. tsd = BL_CAST(BL_PC, target);
  5851. //Check for Lucky Dodge
  5852. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5853. wd.type = DMG_LUCY_DODGE;
  5854. wd.dmg_lv = ATK_LUCKY;
  5855. if(wd.div_ < 0)
  5856. wd.div_ *= -1;
  5857. return wd;
  5858. }
  5859. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5860. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5861. // crit check is next since crits always hit on official [helvetica]
  5862. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5863. #if PACKETVER >= 20161207
  5864. if (wd.type&DMG_MULTI_HIT)
  5865. wd.type = DMG_MULTI_HIT_CRITICAL;
  5866. else
  5867. wd.type = DMG_CRITICAL;
  5868. #else
  5869. wd.type = DMG_CRITICAL;
  5870. #endif
  5871. }
  5872. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  5873. // check if we're landing a hit
  5874. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5875. wd.dmg_lv = ATK_FLEE;
  5876. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5877. int64 ratio = 0;
  5878. int i = 0;
  5879. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5880. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5881. ATK_RATE(wd.damage, wd.damage2, ratio);
  5882. RE_ALLATK_RATE(&wd, ratio);
  5883. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5884. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  5885. #ifdef RENEWAL
  5886. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5887. struct status_data *sstatus = status_get_status_data(src);
  5888. if (sstatus->matk_max > sstatus->matk_min) {
  5889. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5890. } else
  5891. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5892. }
  5893. #endif
  5894. // add any miscellaneous player ATK bonuses
  5895. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5896. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5897. RE_ALLATK_ADDRATE(&wd, i);
  5898. }
  5899. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5900. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5901. RE_ALLATK_ADDRATE(&wd, -i);
  5902. }
  5903. #ifdef RENEWAL
  5904. // In Renewal we only cardfix to the weapon and equip ATK
  5905. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5906. if (sd) {
  5907. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5908. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  5909. if (is_attack_left_handed(src, skill_id)) {
  5910. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5911. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5912. }
  5913. }
  5914. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5915. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  5916. std::bitset<NK_MAX> ignoreele_nk = nk;
  5917. ignoreele_nk.set(NK_IGNOREELEMENT);
  5918. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  5919. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  5920. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  5921. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  5922. if (is_attack_left_handed(src, skill_id)) {
  5923. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  5924. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  5925. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  5926. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  5927. }
  5928. }
  5929. // final attack bonuses that aren't affected by cards
  5930. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5931. if (sd) { //monsters, homuns and pets have their damage computed directly
  5932. wd.damage = (wd.statusAtk + wd.weaponAtk + wd.equipAtk) * (100 + sstatus->patk) / 100 + wd.masteryAtk + bonus_damage;
  5933. if (is_attack_left_handed(src, skill_id))
  5934. wd.damage2 = (wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2) * (100 + sstatus->patk) / 100 + wd.masteryAtk2 + bonus_damage;
  5935. if (wd.flag & BF_SHORT)
  5936. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  5937. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5938. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5939. }
  5940. // Res reduces physical damage by a percentage and
  5941. // is calculated before DEF and other reductions.
  5942. // This should be the official formula. [Rytech]
  5943. if ((wd.damage + wd.damage2) && tstatus->res > 0) {
  5944. short res = tstatus->res;
  5945. short ignore_res = 0;// Value used as a percentage.
  5946. // Attacker status's that pierce Res.
  5947. if (sc) {
  5948. if (sc->data[SC_A_TELUM])
  5949. ignore_res += sc->data[SC_A_TELUM]->val2;
  5950. if (sc->data[SC_POTENT_VENOM])
  5951. ignore_res += sc->data[SC_POTENT_VENOM]->val2;
  5952. }
  5953. ignore_res = min(ignore_res, 100);
  5954. if (ignore_res > 0)
  5955. res -= res * ignore_res / 100;
  5956. // Max damage reduction from Res is officially 50%.
  5957. // That means 625 Res is needed to hit that cap.
  5958. if (res > battle_config.max_res_mres_reduction)
  5959. res = battle_config.max_res_mres_reduction;
  5960. // Apply damage reduction.
  5961. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  5962. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  5963. }
  5964. #else
  5965. // final attack bonuses that aren't affected by cards
  5966. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5967. #endif
  5968. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5969. 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))
  5970. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5971. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5972. }
  5973. }
  5974. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5975. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5976. return wd; //Enough, rest is not needed.
  5977. #ifdef RENEWAL
  5978. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5979. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5980. if (skill_id > 0)
  5981. wd.damage = (int64)floor((float)((wd.damage * (140 + sstatus->crate)) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5982. else
  5983. wd.damage = (int64)floor((float)((wd.damage * (140 + sstatus->crate)) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5984. if (is_attack_left_handed(src, skill_id)) {
  5985. if (skill_id > 0)
  5986. wd.damage2 = (int64)floor((float)((wd.damage2 * (140 + sstatus->crate)) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5987. else
  5988. wd.damage2 = (int64)floor((float)((wd.damage2 * (140 + sstatus->crate)) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5989. }
  5990. } else
  5991. wd.damage = (int64)floor((float)(wd.damage * 140) / 100);
  5992. if (tsd && tsd->bonus.crit_def_rate != 0) {
  5993. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  5994. }
  5995. }
  5996. #endif
  5997. switch (skill_id) {
  5998. #ifndef RENEWAL
  5999. case NJ_KUNAI:
  6000. ATK_ADD(wd.damage, wd.damage2, 90);
  6001. break;
  6002. #endif
  6003. case TK_DOWNKICK:
  6004. case TK_STORMKICK:
  6005. case TK_TURNKICK:
  6006. case TK_COUNTER:
  6007. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6008. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6009. break;
  6010. case SR_TIGERCANNON:
  6011. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6012. if (wd.miscflag&8) {
  6013. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6014. } else
  6015. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6016. break;
  6017. case SR_GATEOFHELL: {
  6018. status_data *sstatus = status_get_status_data(src);
  6019. double bonus = 1 + skill_lv * 2 / 10;
  6020. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6021. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  6022. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6023. } else
  6024. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6025. }
  6026. break;
  6027. case MH_TINDER_BREAKER:
  6028. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6029. break;
  6030. case MH_CBC:
  6031. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6032. break;
  6033. case MH_EQC:
  6034. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6035. break;
  6036. }
  6037. if(sd) {
  6038. #ifndef RENEWAL
  6039. uint16 skill;
  6040. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6041. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6042. if (skill_id == TF_POISON)
  6043. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  6044. if (skill_id == GS_GROUNDDRIFT)
  6045. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6046. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  6047. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  6048. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6049. ATK_ADD(wd.damage, wd.damage2, 4);
  6050. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  6051. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  6052. } else
  6053. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  6054. #endif
  6055. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  6056. short index = sd->equip_index[EQI_HAND_L];
  6057. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  6058. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  6059. }
  6060. #ifndef RENEWAL
  6061. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6062. switch(skill_id) {
  6063. case RK_DRAGONBREATH:
  6064. case RK_DRAGONBREATH_WATER:
  6065. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6066. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6067. if(is_attack_left_handed(src, skill_id))
  6068. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6069. }
  6070. break;
  6071. default:
  6072. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6073. if( is_attack_left_handed(src, skill_id ))
  6074. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6075. break;
  6076. }
  6077. #endif
  6078. }
  6079. #ifdef RENEWAL
  6080. // In renewal only do it for non player attacks
  6081. if( tsd && !sd ){
  6082. #else
  6083. if( tsd ){
  6084. #endif
  6085. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6086. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6087. if(is_attack_left_handed(src, skill_id))
  6088. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6089. }
  6090. // only do 1 dmg to plant, no need to calculate rest
  6091. if(infdef){
  6092. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6093. return wd;
  6094. }
  6095. //Apply DAMAGE_DIV_FIX and check for min damage
  6096. battle_apply_div_fix(&wd, skill_id);
  6097. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  6098. #ifdef RENEWAL
  6099. switch (skill_id) {
  6100. case NJ_ISSEN:
  6101. case GN_FIRE_EXPANSION_ACID:
  6102. return wd; //These skills will do a GVG fix later
  6103. default:
  6104. #endif
  6105. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  6106. #ifdef RENEWAL
  6107. break;
  6108. }
  6109. #endif
  6110. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  6111. battle_absorb_damage(target, &wd);
  6112. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  6113. return wd;
  6114. }
  6115. /*==========================================
  6116. * Calculate "magic"-type attacks and skills
  6117. *------------------------------------------
  6118. * Credits:
  6119. * Original coder DracoRPG
  6120. * Refined and optimized by helvetica
  6121. */
  6122. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6123. {
  6124. int i, skill_damage = 0;
  6125. short s_ele = 0;
  6126. TBL_PC *sd;
  6127. TBL_PC *tsd;
  6128. struct status_change *sc, *tsc;
  6129. struct Damage ad;
  6130. struct status_data *sstatus = status_get_status_data(src);
  6131. struct status_data *tstatus = status_get_status_data(target);
  6132. struct {
  6133. unsigned imdef : 1;
  6134. unsigned infdef : 1;
  6135. } flag;
  6136. memset(&ad,0,sizeof(ad));
  6137. memset(&flag,0,sizeof(flag));
  6138. if (src == NULL || target == NULL) {
  6139. nullpo_info(NLP_MARK);
  6140. return ad;
  6141. }
  6142. //Initial Values
  6143. ad.damage = 1;
  6144. ad.div_ = skill_get_num(skill_id,skill_lv);
  6145. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  6146. ad.dmotion = tstatus->dmotion;
  6147. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  6148. ad.flag = BF_MAGIC|BF_SKILL;
  6149. ad.dmg_lv = ATK_DEF;
  6150. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6151. std::bitset<NK_MAX> nk;
  6152. if (skill)
  6153. nk = skill->nk;
  6154. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  6155. sd = BL_CAST(BL_PC, src);
  6156. tsd = BL_CAST(BL_PC, target);
  6157. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  6158. sc = status_get_sc(src);
  6159. tsc = status_get_sc(target);
  6160. //Initialize variables that will be used afterwards
  6161. s_ele = skill_get_ele(skill_id, skill_lv);
  6162. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  6163. s_ele = sstatus->rhw.ele;
  6164. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  6165. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  6166. } else if (s_ele == ELE_ENDOWED) //Use status element
  6167. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  6168. else if (s_ele == ELE_RANDOM) //Use random element
  6169. s_ele = rnd()%ELE_ALL;
  6170. switch(skill_id) {
  6171. case NPC_EARTHQUAKE:
  6172. s_ele = ELE_NEUTRAL;
  6173. break;
  6174. case WL_HELLINFERNO:
  6175. if (mflag & 2) { // ELE_DARK
  6176. s_ele = ELE_DARK;
  6177. ad.div_ = 3;
  6178. }
  6179. break;
  6180. case WM_REVERBERATION:
  6181. if (sd)
  6182. s_ele = sd->bonus.arrow_ele;
  6183. break;
  6184. case NPC_PSYCHIC_WAVE:
  6185. case SO_PSYCHIC_WAVE:
  6186. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  6187. ad.div_ = 2;
  6188. if( sc && sc->count ) {
  6189. if( sc->data[SC_HEATER_OPTION] )
  6190. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  6191. else if( sc->data[SC_COOLER_OPTION] )
  6192. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  6193. else if( sc->data[SC_BLAST_OPTION] )
  6194. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  6195. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  6196. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  6197. else if( sc->data[SC_FLAMETECHNIC_OPTION] )
  6198. s_ele = sc->data[SC_FLAMETECHNIC_OPTION]->val3;
  6199. else if( sc->data[SC_COLD_FORCE_OPTION] )
  6200. s_ele = sc->data[SC_COLD_FORCE_OPTION]->val3;
  6201. else if( sc->data[SC_GRACE_BREEZE_OPTION] )
  6202. s_ele = sc->data[SC_GRACE_BREEZE_OPTION]->val3;
  6203. else if( sc->data[SC_EARTH_CARE_OPTION] )
  6204. s_ele = sc->data[SC_EARTH_CARE_OPTION]->val3;
  6205. else if( sc->data[SC_DEEP_POISONING_OPTION] )
  6206. s_ele = sc->data[SC_DEEP_POISONING_OPTION]->val3;
  6207. }
  6208. break;
  6209. case KO_KAIHOU:
  6210. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  6211. s_ele = sd->spiritcharm_type;
  6212. break;
  6213. case AB_ADORAMUS:
  6214. if (sc && sc->data[SC_ANCILLA])
  6215. s_ele = ELE_NEUTRAL;
  6216. break;
  6217. case LG_RAYOFGENESIS:
  6218. if (sc && sc->data[SC_INSPIRATION])
  6219. s_ele = ELE_NEUTRAL;
  6220. break;
  6221. case AG_DESTRUCTIVE_HURRICANE:
  6222. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 2)
  6223. ad.blewcount = 2;
  6224. break;
  6225. case AG_CRYSTAL_IMPACT:
  6226. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 2)
  6227. ad.div_ = 2;
  6228. break;
  6229. case ABC_ABYSS_SQUARE:
  6230. if (mflag == 2)
  6231. ad.div_ = 2;
  6232. break;
  6233. case TR_METALIC_FURY:// Deals up to 5 additional hits. But what affects the number of hits? [Rytech]
  6234. ad.div_ = min(ad.div_ + mflag, 5); // Number of hits doesn't go above 5.
  6235. // Fall through and check arrow element
  6236. case TR_SOUNDBLEND:
  6237. if (sd)
  6238. s_ele = sd->bonus.arrow_ele;
  6239. break;
  6240. }
  6241. //Set miscellaneous data that needs be filled
  6242. if(sd) {
  6243. sd->state.arrow_atk = 0;
  6244. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  6245. }
  6246. //Skill Range Criteria
  6247. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6248. //Infinite defense (plant mode)
  6249. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  6250. switch(skill_id) {
  6251. case MG_FIREWALL:
  6252. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  6253. ad.blewcount = 0; //No knockback
  6254. //Fall through
  6255. case NJ_KAENSIN:
  6256. case PR_SANCTUARY:
  6257. ad.dmotion = 1; //No flinch animation.
  6258. break;
  6259. }
  6260. if (!flag.infdef) { //No need to do the math for plants
  6261. unsigned int skillratio = 100; //Skill dmg modifiers.
  6262. #ifdef RENEWAL
  6263. ad.damage = 0; //reinitialize..
  6264. #endif
  6265. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  6266. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  6267. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  6268. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  6269. //Adds an absolute value to damage. 100 = +100 damage
  6270. #define MATK_ADD(a) { ad.damage += a; }
  6271. //Calc base damage according to skill
  6272. switch (skill_id) {
  6273. case AL_HEAL:
  6274. case PR_BENEDICTIO:
  6275. case PR_SANCTUARY:
  6276. case AB_HIGHNESSHEAL:
  6277. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  6278. break;
  6279. case PR_ASPERSIO:
  6280. ad.damage = 40;
  6281. break;
  6282. case ALL_RESURRECTION:
  6283. case PR_TURNUNDEAD:
  6284. //Undead check is on skill_castend_damageid code.
  6285. #ifdef RENEWAL
  6286. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6287. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  6288. #else
  6289. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6290. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  6291. #endif
  6292. if(i > 700)
  6293. i = 700;
  6294. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  6295. ad.damage = tstatus->hp;
  6296. else {
  6297. #ifdef RENEWAL
  6298. if (sstatus->matk_max > sstatus->matk_min) {
  6299. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6300. } else {
  6301. MATK_ADD(sstatus->matk_min);
  6302. }
  6303. MATK_RATE(skill_lv);
  6304. #else
  6305. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  6306. #endif
  6307. }
  6308. break;
  6309. case NPC_DARKBREATH:
  6310. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
  6311. break;
  6312. case PF_SOULBURN:
  6313. ad.damage = tstatus->sp * 2;
  6314. break;
  6315. case AB_RENOVATIO:
  6316. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  6317. break;
  6318. case NPC_EARTHQUAKE:
  6319. if (mflag & NPC_EARTHQUAKE_FLAG) {
  6320. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  6321. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  6322. }
  6323. if (src->type == BL_PC)
  6324. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  6325. else
  6326. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  6327. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  6328. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  6329. ad.damage /= mflag;
  6330. break;
  6331. case NPC_ICEMINE:
  6332. case NPC_FLAMECROSS:
  6333. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  6334. break;
  6335. default: {
  6336. if (sstatus->matk_max > sstatus->matk_min) {
  6337. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6338. } else {
  6339. MATK_ADD(sstatus->matk_min);
  6340. }
  6341. if (sd) { // Soul energy spheres adds MATK.
  6342. MATK_ADD(3*sd->soulball);
  6343. }
  6344. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  6345. if (mflag>0)
  6346. ad.damage /= mflag;
  6347. else
  6348. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6349. }
  6350. switch(skill_id) {
  6351. case MG_NAPALMBEAT:
  6352. skillratio += -30 + 10 * skill_lv;
  6353. break;
  6354. case MG_FIREBALL:
  6355. #ifdef RENEWAL
  6356. skillratio += 40 + 20 * skill_lv;
  6357. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  6358. skillratio = skillratio * 3 / 4;
  6359. #else
  6360. skillratio += -30 + 10 * skill_lv;
  6361. #endif
  6362. break;
  6363. case MG_SOULSTRIKE:
  6364. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  6365. skillratio += 5 * skill_lv;
  6366. break;
  6367. case MG_FIREWALL:
  6368. skillratio -= 50;
  6369. break;
  6370. case MG_FIREBOLT:
  6371. case MG_COLDBOLT:
  6372. case MG_LIGHTNINGBOLT:
  6373. if (sc) {
  6374. if ((skill_id == MG_FIREBOLT && sc->data[SC_FLAMETECHNIC_OPTION]) ||
  6375. (skill_id == MG_COLDBOLT && sc->data[SC_COLD_FORCE_OPTION]) ||
  6376. (skill_id == MG_LIGHTNINGBOLT && sc->data[SC_GRACE_BREEZE_OPTION]))
  6377. skillratio *= 2;
  6378. if (sc->data[SC_SPELLFIST] && mflag & BF_SHORT) {
  6379. skillratio += (sc->data[SC_SPELLFIST]->val3 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  6380. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  6381. ad.flag = BF_WEAPON | BF_SHORT;
  6382. ad.type = DMG_NORMAL;
  6383. }
  6384. }
  6385. break;
  6386. case MG_THUNDERSTORM:
  6387. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  6388. #ifndef RENEWAL
  6389. skillratio -= 20;
  6390. #endif
  6391. break;
  6392. case MG_FROSTDIVER:
  6393. skillratio += 10 * skill_lv;
  6394. break;
  6395. case AL_HOLYLIGHT:
  6396. skillratio += 25;
  6397. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  6398. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  6399. break;
  6400. case AL_RUWACH:
  6401. skillratio += 45;
  6402. break;
  6403. case WZ_FROSTNOVA:
  6404. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  6405. break;
  6406. case WZ_FIREPILLAR:
  6407. if (sd && ad.div_ > 0)
  6408. ad.div_ *= -1; //For players, damage is divided by number of hits
  6409. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  6410. break;
  6411. case WZ_SIGHTRASHER:
  6412. skillratio += 20 * skill_lv;
  6413. break;
  6414. case WZ_WATERBALL:
  6415. skillratio += 30 * skill_lv;
  6416. break;
  6417. case WZ_STORMGUST:
  6418. #ifdef RENEWAL
  6419. skillratio -= 30; // Offset only once
  6420. skillratio += 50 * skill_lv;
  6421. #else
  6422. skillratio += 40 * skill_lv;
  6423. #endif
  6424. break;
  6425. #ifdef RENEWAL
  6426. case WZ_EARTHSPIKE:
  6427. skillratio += 100;
  6428. if (sc && sc->data[SC_EARTH_CARE_OPTION])
  6429. skillratio += skillratio * 80 / 100;
  6430. break;
  6431. #endif
  6432. case HW_NAPALMVULCAN:
  6433. #ifdef RENEWAL
  6434. skillratio += -100 + 70 * skill_lv;
  6435. RE_LVL_DMOD(100);
  6436. #else
  6437. skillratio += 25;
  6438. #endif
  6439. break;
  6440. case SL_STIN: //Target size must be small (0) for full damage
  6441. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  6442. break;
  6443. case SL_STUN:
  6444. skillratio += 5 * skill_lv;
  6445. break;
  6446. case SL_SMA: //Base damage is 40% + lv%
  6447. skillratio += -60 + status_get_lv(src);
  6448. break;
  6449. case NJ_KOUENKA:
  6450. skillratio -= 10;
  6451. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6452. skillratio += 10 * sd->spiritcharm;
  6453. break;
  6454. case NJ_KAENSIN:
  6455. skillratio -= 50;
  6456. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6457. skillratio += 20 * sd->spiritcharm;
  6458. break;
  6459. case NJ_BAKUENRYU:
  6460. skillratio += 50 + 150 * skill_lv;
  6461. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6462. skillratio += 100 * sd->spiritcharm;
  6463. break;
  6464. case NJ_HYOUSENSOU:
  6465. #ifdef RENEWAL
  6466. skillratio -= 30;
  6467. if (sc && sc->data[SC_SUITON])
  6468. skillratio += 2 * skill_lv;
  6469. #endif
  6470. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6471. skillratio += 20 * sd->spiritcharm;
  6472. break;
  6473. case NJ_HYOUSYOURAKU:
  6474. skillratio += 50 * skill_lv;
  6475. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6476. skillratio += 100 * sd->spiritcharm;
  6477. break;
  6478. case NJ_RAIGEKISAI:
  6479. #ifdef RENEWAL
  6480. skillratio += 100 * skill_lv;
  6481. #else
  6482. skillratio += 60 + 40 * skill_lv;
  6483. #endif
  6484. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6485. skillratio += 20 * sd->spiritcharm;
  6486. break;
  6487. case NJ_KAMAITACHI:
  6488. skillratio += 100 * skill_lv;
  6489. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6490. skillratio += 100 * sd->spiritcharm;
  6491. break;
  6492. case NJ_HUUJIN:
  6493. #ifdef RENEWAL
  6494. skillratio += 50;
  6495. #endif
  6496. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6497. skillratio += 10 * sd->spiritcharm;
  6498. break;
  6499. case NPC_ENERGYDRAIN:
  6500. skillratio += 100 * skill_lv;
  6501. break;
  6502. #ifdef RENEWAL
  6503. case WZ_HEAVENDRIVE:
  6504. skillratio += 25;
  6505. break;
  6506. case WZ_METEOR:
  6507. skillratio += 25;
  6508. break;
  6509. case WZ_VERMILION:
  6510. if(sd)
  6511. skillratio += 300 + skill_lv * 100;
  6512. else
  6513. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  6514. break;
  6515. case PR_MAGNUS:
  6516. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  6517. skillratio += 30;
  6518. break;
  6519. case BA_DISSONANCE:
  6520. skillratio += skill_lv * 10;
  6521. if (sd)
  6522. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  6523. break;
  6524. case HW_GRAVITATION:
  6525. skillratio += -100 + 100 * skill_lv;
  6526. RE_LVL_DMOD(100);
  6527. break;
  6528. case PA_PRESSURE:
  6529. skillratio += -100 + 500 + 150 * skill_lv;
  6530. RE_LVL_DMOD(100);
  6531. break;
  6532. case WZ_SIGHTBLASTER:
  6533. skillratio += 500;
  6534. break;
  6535. #else
  6536. case WZ_VERMILION:
  6537. skillratio += 20 * skill_lv - 20;
  6538. break;
  6539. #endif
  6540. case AB_JUDEX:
  6541. skillratio += -100 + 300 + 70 * skill_lv;
  6542. RE_LVL_DMOD(100);
  6543. break;
  6544. case AB_ADORAMUS:
  6545. skillratio += - 100 + 300 + 250 * skill_lv;
  6546. RE_LVL_DMOD(100);
  6547. break;
  6548. case AB_DUPLELIGHT_MAGIC:
  6549. skillratio += 300 + 40 * skill_lv;
  6550. break;
  6551. case WL_SOULEXPANSION:
  6552. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6553. RE_LVL_DMOD(100);
  6554. break;
  6555. case WL_FROSTMISTY:
  6556. skillratio += -100 + 200 + 100 * skill_lv;
  6557. RE_LVL_DMOD(100);
  6558. break;
  6559. case NPC_JACKFROST:
  6560. if (tsc && tsc->data[SC_FREEZING]) {
  6561. skillratio += 900 + 300 * skill_lv;
  6562. RE_LVL_DMOD(100);
  6563. } else {
  6564. skillratio += 400 + 100 * skill_lv;
  6565. RE_LVL_DMOD(150);
  6566. }
  6567. break;
  6568. case WL_JACKFROST:
  6569. if (tsc && tsc->data[SC_MISTY_FROST])
  6570. skillratio += -100 + 1200 + 600 * skill_lv;
  6571. else
  6572. skillratio += -100 + 1000 + 300 * skill_lv;
  6573. RE_LVL_DMOD(100);
  6574. break;
  6575. case WL_DRAINLIFE:
  6576. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  6577. RE_LVL_DMOD(100);
  6578. break;
  6579. case WL_CRIMSONROCK:
  6580. skillratio += -100 + 700 + 600 * skill_lv;
  6581. RE_LVL_DMOD(100);
  6582. break;
  6583. case WL_HELLINFERNO:
  6584. skillratio += -100 + 400 * skill_lv;
  6585. if (mflag & 2) // ELE_DARK
  6586. skillratio += 200;
  6587. RE_LVL_DMOD(100);
  6588. break;
  6589. case WL_COMET:
  6590. skillratio += -100 + 2500 + 700 * skill_lv;
  6591. RE_LVL_DMOD(100);
  6592. break;
  6593. case WL_CHAINLIGHTNING_ATK:
  6594. skillratio += 400 + 100 * skill_lv;
  6595. RE_LVL_DMOD(100);
  6596. if (mflag > 0)
  6597. skillratio += 100 * mflag;
  6598. break;
  6599. case WL_EARTHSTRAIN:
  6600. skillratio += -100 + 1000 + 600 * skill_lv;
  6601. RE_LVL_DMOD(100);
  6602. break;
  6603. case WL_TETRAVORTEX_FIRE:
  6604. case WL_TETRAVORTEX_WATER:
  6605. case WL_TETRAVORTEX_WIND:
  6606. case WL_TETRAVORTEX_GROUND:
  6607. skillratio += -100 + 800 + 400 * skill_lv;
  6608. break;
  6609. case WL_SUMMON_ATK_FIRE:
  6610. case WL_SUMMON_ATK_WATER:
  6611. case WL_SUMMON_ATK_WIND:
  6612. case WL_SUMMON_ATK_GROUND:
  6613. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  6614. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  6615. break;
  6616. case LG_RAYOFGENESIS:
  6617. skillratio += -100 + 350 * skill_lv + sstatus->int_ / 6; // !TODO: What's the INT bonus?
  6618. if (sc && sc->data[SC_INSPIRATION])
  6619. skillratio += 70 * skill_lv;
  6620. RE_LVL_DMOD(100);
  6621. break;
  6622. case NPC_RAYOFGENESIS:
  6623. skillratio += -100 + 200 * skill_lv;
  6624. break;
  6625. case WM_METALICSOUND:
  6626. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  6627. if (tsc && tsc->data[SC_SLEEP])
  6628. skillratio += 100; // !TODO: Confirm target sleeping bonus
  6629. RE_LVL_DMOD(100);
  6630. if (tsc && tsc->data[SC_SOUNDBLEND])
  6631. skillratio += skillratio * 50 / 100;
  6632. break;
  6633. case WM_REVERBERATION:
  6634. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  6635. skillratio += -100 + 700 + 300 * skill_lv;
  6636. RE_LVL_DMOD(100);
  6637. if (tsc && tsc->data[SC_SOUNDBLEND])
  6638. skillratio += skillratio * 50 / 100;
  6639. break;
  6640. case SO_FIREWALK:
  6641. skillratio += -100 + 60 * skill_lv;
  6642. RE_LVL_DMOD(100);
  6643. if( sc && sc->data[SC_HEATER_OPTION] )
  6644. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6645. break;
  6646. case SO_ELECTRICWALK:
  6647. skillratio += -100 + 60 * skill_lv;
  6648. RE_LVL_DMOD(100);
  6649. if( sc && sc->data[SC_BLAST_OPTION] )
  6650. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6651. break;
  6652. case NPC_FIREWALK:
  6653. case NPC_ELECTRICWALK:
  6654. skillratio += -100 + 100 * skill_lv;
  6655. break;
  6656. case SO_EARTHGRAVE:
  6657. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  6658. RE_LVL_DMOD(100);
  6659. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6660. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6661. break;
  6662. case SO_DIAMONDDUST:
  6663. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  6664. RE_LVL_DMOD(100);
  6665. if( sc && sc->data[SC_COOLER_OPTION] )
  6666. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6667. break;
  6668. case SO_POISON_BUSTER:
  6669. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6670. if( tsc && tsc->data[SC_CLOUD_POISON] )
  6671. skillratio += 200 * skill_lv;
  6672. RE_LVL_DMOD(100);
  6673. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6674. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6675. break;
  6676. case NPC_POISON_BUSTER:
  6677. skillratio += -100 + 1500 * skill_lv;
  6678. break;
  6679. case SO_PSYCHIC_WAVE:
  6680. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  6681. RE_LVL_DMOD(100);
  6682. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  6683. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  6684. skillratio += 20;
  6685. break;
  6686. case NPC_PSYCHIC_WAVE:
  6687. skillratio += -100 + 500 * skill_lv;
  6688. break;
  6689. case SO_CLOUD_KILL:
  6690. skillratio += -100 + 40 * skill_lv;
  6691. RE_LVL_DMOD(100);
  6692. if (sc) {
  6693. if (sc->data[SC_CURSED_SOIL_OPTION])
  6694. skillratio += (sd ? sd->status.job_level : 0);
  6695. if (sc->data[SC_DEEP_POISONING_OPTION])
  6696. skillratio += skillratio * 50 / 100;
  6697. }
  6698. break;
  6699. case NPC_CLOUD_KILL:
  6700. skillratio += -100 + 50 * skill_lv;
  6701. break;
  6702. case SO_VARETYR_SPEAR:
  6703. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  6704. RE_LVL_DMOD(100);
  6705. if (sc && sc->data[SC_BLAST_OPTION])
  6706. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6707. break;
  6708. case GN_DEMONIC_FIRE:
  6709. if (skill_lv > 20) // Fire expansion Lv.2
  6710. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  6711. else if (skill_lv > 10) { // Fire expansion Lv.1
  6712. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  6713. RE_LVL_DMOD(100);
  6714. } else
  6715. skillratio += 10 + 20 * skill_lv;
  6716. break;
  6717. case KO_KAIHOU:
  6718. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  6719. skillratio += -100 + 200 * sd->spiritcharm;
  6720. RE_LVL_DMOD(100);
  6721. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  6722. }
  6723. break;
  6724. // Magical Elemental Spirits Attack Skills
  6725. case EL_FIRE_MANTLE:
  6726. case EL_WATER_SCREW:
  6727. skillratio += 900;
  6728. break;
  6729. case EL_FIRE_ARROW:
  6730. case EL_ROCK_CRUSHER_ATK:
  6731. skillratio += 200;
  6732. break;
  6733. case EL_FIRE_BOMB:
  6734. case EL_ICE_NEEDLE:
  6735. case EL_HURRICANE_ATK:
  6736. skillratio += 400;
  6737. break;
  6738. case EL_FIRE_WAVE:
  6739. case EL_TYPOON_MIS_ATK:
  6740. skillratio += 1100;
  6741. break;
  6742. case MH_ERASER_CUTTER:
  6743. case MH_XENO_SLASHER:
  6744. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_ / 6; // !TODO: Confirm Base Level and INT bonus
  6745. break;
  6746. case MH_HEILIGE_STANGE:
  6747. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  6748. break;
  6749. case MH_POISON_MIST:
  6750. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // ! TODO: Confirm DEX bonus
  6751. break;
  6752. case SU_SV_STEMSPEAR:
  6753. skillratio += 600;
  6754. break;
  6755. case SU_CN_METEOR:
  6756. case SU_CN_METEOR2:
  6757. skillratio += 100 + 100 * skill_lv;
  6758. break;
  6759. case NPC_VENOMFOG:
  6760. skillratio += 600 + 100 * skill_lv;
  6761. break;
  6762. case NPC_COMET:
  6763. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  6764. i = cap_value(i, 1, 4);
  6765. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  6766. break;
  6767. case NPC_FIRESTORM:
  6768. skillratio += 200;
  6769. break;
  6770. case NPC_HELLBURNING:
  6771. skillratio += 900;
  6772. break;
  6773. case NPC_PULSESTRIKE2:
  6774. skillratio += 100;
  6775. break;
  6776. case SP_CURSEEXPLOSION:
  6777. if (tsc && tsc->data[SC_SOULCURSE])
  6778. skillratio += 1400 + 200 * skill_lv;
  6779. else
  6780. skillratio += 300 + 100 * skill_lv;
  6781. break;
  6782. case SP_SPA:
  6783. skillratio += 400 + 250 * skill_lv;
  6784. RE_LVL_DMOD(100);
  6785. break;
  6786. case SP_SHA:
  6787. skillratio += -100 + 5 * skill_lv;
  6788. break;
  6789. case SP_SWHOO:
  6790. skillratio += 1000 + 200 * skill_lv;
  6791. RE_LVL_DMOD(100);
  6792. break;
  6793. case NPC_STORMGUST2:
  6794. skillratio += 200 * skill_lv;
  6795. break;
  6796. case AG_DEADLY_PROJECTION:
  6797. skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
  6798. RE_LVL_DMOD(100);
  6799. break;
  6800. case AG_DESTRUCTIVE_HURRICANE:
  6801. skillratio += -100 + 1600 * skill_lv + 5 * sstatus->spl;
  6802. RE_LVL_DMOD(100);
  6803. if (sc && sc->data[SC_CLIMAX])
  6804. {
  6805. if (sc->data[SC_CLIMAX]->val1 == 3)
  6806. skillratio *= 2;
  6807. else if (sc->data[SC_CLIMAX]->val1 == 5)
  6808. skillratio += skillratio * 70 / 100;
  6809. }
  6810. break;
  6811. case AG_RAIN_OF_CRYSTAL:
  6812. skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
  6813. RE_LVL_DMOD(100);
  6814. break;
  6815. case AG_MYSTERY_ILLUSION:
  6816. skillratio += -100 + 500 * skill_lv + 5 * sstatus->spl;
  6817. RE_LVL_DMOD(100);
  6818. break;
  6819. case AG_VIOLENT_QUAKE_ATK:
  6820. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  6821. RE_LVL_DMOD(100);
  6822. if (sc && sc->data[SC_CLIMAX]) {
  6823. if (sc->data[SC_CLIMAX]->val1 == 1)
  6824. skillratio /= 2;
  6825. else if (sc->data[SC_CLIMAX]->val1 == 3)
  6826. skillratio *= 2;
  6827. }
  6828. break;
  6829. case AG_SOUL_VC_STRIKE:
  6830. skillratio += -100 + 180 * skill_lv + 3 * sstatus->spl;
  6831. RE_LVL_DMOD(100);
  6832. break;
  6833. case AG_STRANTUM_TREMOR:
  6834. skillratio += -100 + 250 * skill_lv + 5 * sstatus->spl;
  6835. RE_LVL_DMOD(100);
  6836. break;
  6837. case AG_ALL_BLOOM_ATK:
  6838. skillratio += -100 + 100 * skill_lv + 5 * sstatus->spl;
  6839. RE_LVL_DMOD(100);
  6840. if (sc && sc->data[SC_CLIMAX]) {
  6841. if (sc->data[SC_CLIMAX]->val1 == 2)
  6842. skillratio /= 2;
  6843. else if (sc->data[SC_CLIMAX]->val1 == 3)
  6844. skillratio *= 2;
  6845. }
  6846. break;
  6847. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  6848. skillratio += -100 + 7000 + 5 * sstatus->spl;
  6849. RE_LVL_DMOD(100);
  6850. break;
  6851. case AG_CRYSTAL_IMPACT:
  6852. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  6853. RE_LVL_DMOD(100);
  6854. if (sc && sc->data[SC_CLIMAX]) {
  6855. if (sc->data[SC_CLIMAX]->val1 == 3)
  6856. skillratio += skillratio * 50 / 100;
  6857. else if (sc->data[SC_CLIMAX]->val1 == 4)
  6858. skillratio /= 2;
  6859. }
  6860. break;
  6861. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  6862. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  6863. RE_LVL_DMOD(100);
  6864. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 4)
  6865. skillratio += skillratio * 150 / 100;
  6866. break;
  6867. case AG_TORNADO_STORM:
  6868. skillratio += -100 + 90 * skill_lv + 5 * sstatus->spl;
  6869. RE_LVL_DMOD(100);
  6870. break;
  6871. case AG_FLORAL_FLARE_ROAD:
  6872. skillratio += -100 + 200 * skill_lv + 5 * sstatus->spl;
  6873. RE_LVL_DMOD(100);
  6874. break;
  6875. case AG_ASTRAL_STRIKE:
  6876. skillratio += -100 + 500 * skill_lv + 10 * sstatus->spl;
  6877. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  6878. skillratio += 600 * skill_lv;
  6879. RE_LVL_DMOD(100);
  6880. break;
  6881. case AG_ASTRAL_STRIKE_ATK:
  6882. skillratio += -100 + 200 * skill_lv + 10 * sstatus->spl;
  6883. // Not confirmed, but if the main hit deal additional damage
  6884. // on certain races then the repeated damage should too right?
  6885. // Guessing a formula here for now. [Rytech]
  6886. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  6887. skillratio += 200 * skill_lv;
  6888. RE_LVL_DMOD(100);
  6889. break;
  6890. case AG_ROCK_DOWN:
  6891. case AG_STORM_CANNON:
  6892. case AG_FROZEN_SLASH:
  6893. skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
  6894. RE_LVL_DMOD(100);
  6895. if (sc && sc->data[SC_CLIMAX])
  6896. skillratio += 250 * skill_lv;
  6897. break;
  6898. case AG_CRIMSON_ARROW:
  6899. skillratio += -100 + 300 * skill_lv + 5 * sstatus->spl;
  6900. RE_LVL_DMOD(100);
  6901. break;
  6902. case AG_CRIMSON_ARROW_ATK:
  6903. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  6904. RE_LVL_DMOD(100);
  6905. if (sc && sc->data[SC_CLIMAX])
  6906. skillratio *= 2;
  6907. break;
  6908. case IG_JUDGEMENT_CROSS:
  6909. skillratio += -100 + 750 * skill_lv + 10 * sstatus->spl;
  6910. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  6911. skillratio += 350 * skill_lv;
  6912. RE_LVL_DMOD(100);
  6913. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  6914. skillratio += skillratio * i / 100;
  6915. break;
  6916. case IG_CROSS_RAIN:
  6917. skillratio += -100 + 30 * skill_lv + 5 * sstatus->spl + (skill_lv * 5 * pc_checkskill(sd, IG_SPEAR_SWORD_M));
  6918. RE_LVL_DMOD(100);
  6919. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  6920. skillratio += skillratio * i / 100;
  6921. if (sc && sc->data[SC_HOLY_S])
  6922. skillratio += 20 * skill_lv + (skill_lv * 5 * pc_checkskill(sd, IG_SPEAR_SWORD_M));
  6923. break;
  6924. case CD_ARBITRIUM:
  6925. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  6926. if (sd)
  6927. skillratio += 100 * pc_checkskill(sd, CD_FIDUS_ANIMUS);
  6928. RE_LVL_DMOD(100);
  6929. break;
  6930. case CD_ARBITRIUM_ATK:
  6931. skillratio += -100 + 550 * skill_lv + 5 * sstatus->spl;
  6932. if (sd)
  6933. skillratio += 100 * pc_checkskill(sd, CD_FIDUS_ANIMUS);
  6934. RE_LVL_DMOD(100);
  6935. break;
  6936. case CD_PNEUMATICUS_PROCELLA:
  6937. skillratio += -100 + 200 * skill_lv + 10 * sstatus->spl;
  6938. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  6939. skillratio += 100 * skill_lv;
  6940. RE_LVL_DMOD(100);
  6941. break;
  6942. case CD_FRAMEN:
  6943. skillratio += -100 + 500 * skill_lv + 5 * sstatus->spl;
  6944. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  6945. skillratio += 150 * skill_lv;
  6946. RE_LVL_DMOD(100);
  6947. break;
  6948. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  6949. skillratio += -100 + 500 + 5 * sstatus->spl;
  6950. RE_LVL_DMOD(100);
  6951. break;
  6952. case ABC_ABYSS_STRIKE:
  6953. skillratio += -100 + 600 * skill_lv + 10 * sstatus->spl;
  6954. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  6955. skillratio += 550 * skill_lv;
  6956. RE_LVL_DMOD(100);
  6957. break;
  6958. case ABC_ABYSS_SQUARE:
  6959. skillratio += -100 + 140 * skill_lv + 5 * sstatus->spl;
  6960. if (sd)
  6961. skillratio += pc_checkskill(sd, ABC_MAGIC_SWORD_M) * 130;
  6962. RE_LVL_DMOD(100);
  6963. break;
  6964. case TR_METALIC_FURY:
  6965. skillratio += -100 + 900 * skill_lv + 5 * sstatus->spl;
  6966. RE_LVL_DMOD(100);
  6967. break;
  6968. case TR_SOUNDBLEND:
  6969. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  6970. RE_LVL_DMOD(100);
  6971. if (sc && sc->data[SC_MYSTIC_SYMPHONY]) {
  6972. skillratio *= 2;
  6973. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  6974. skillratio += skillratio * 50 / 100;
  6975. }
  6976. break;
  6977. case EM_DIAMOND_STORM:
  6978. skillratio += -100 + 1250 * skill_lv + 5 * sstatus->spl;
  6979. RE_LVL_DMOD(100);
  6980. if (sc && sc->data[SC_SUMMON_ELEMENTAL_DILUVIO])
  6981. skillratio += 3500 + 500 * skill_lv;
  6982. break;
  6983. case EM_LIGHTNING_LAND:
  6984. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  6985. RE_LVL_DMOD(100);
  6986. if (sc && sc->data[SC_SUMMON_ELEMENTAL_PROCELLA])
  6987. skillratio += 400 * skill_lv;
  6988. break;
  6989. case EM_VENOM_SWAMP:
  6990. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  6991. RE_LVL_DMOD(100);
  6992. if (sc && sc->data[SC_SUMMON_ELEMENTAL_SERPENS])
  6993. skillratio += 400 * skill_lv;
  6994. break;
  6995. case EM_CONFLAGRATION:
  6996. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  6997. RE_LVL_DMOD(100);
  6998. if (sc && sc->data[SC_SUMMON_ELEMENTAL_ARDOR])
  6999. skillratio += 400 * skill_lv;
  7000. break;
  7001. case EM_TERRA_DRIVE:
  7002. skillratio += -100 + 1250 * skill_lv + 5 * sstatus->spl;
  7003. RE_LVL_DMOD(100);
  7004. if (sc && sc->data[SC_SUMMON_ELEMENTAL_TERREMOTUS])
  7005. skillratio += 3500 + 500 * skill_lv;
  7006. break;
  7007. case ABC_FROM_THE_ABYSS_ATK:
  7008. skillratio += 50 + 70 * skill_lv + 5 * sstatus->spl;
  7009. RE_LVL_DMOD(100);
  7010. break;
  7011. case EM_ELEMENTAL_BUSTER_FIRE:
  7012. case EM_ELEMENTAL_BUSTER_WATER:
  7013. case EM_ELEMENTAL_BUSTER_WIND:
  7014. case EM_ELEMENTAL_BUSTER_GROUND:
  7015. case EM_ELEMENTAL_BUSTER_POISON:
  7016. skillratio += -100 + 480 * skill_lv + 10 * sstatus->spl;
  7017. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7018. skillratio += 620 * skill_lv;
  7019. RE_LVL_DMOD(100);
  7020. break;
  7021. case EM_EL_FLAMEROCK:
  7022. skillratio += -100 + 2400;
  7023. if (ed)
  7024. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7025. break;
  7026. case EM_EL_AGE_OF_ICE:
  7027. skillratio += -100 + 3700;
  7028. if (ed)
  7029. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7030. break;
  7031. case EM_EL_STORM_WIND:
  7032. skillratio += -100 + 2600;
  7033. if (ed)
  7034. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7035. break;
  7036. case EM_EL_AVALANCHE:
  7037. skillratio += -100 + 450;
  7038. if (ed)
  7039. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7040. break;
  7041. case EM_EL_DEADLY_POISON:
  7042. skillratio += -100 + 700;
  7043. if (ed)
  7044. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7045. break;
  7046. }
  7047. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  7048. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  7049. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  7050. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  7051. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  7052. skillratio += 25;
  7053. }
  7054. MATK_RATE(skillratio);
  7055. //Constant/misc additions from skills
  7056. if (skill_id == WZ_FIREPILLAR)
  7057. MATK_ADD(100 + 50 * skill_lv);
  7058. break;
  7059. }
  7060. }
  7061. #ifdef RENEWAL
  7062. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7063. #endif
  7064. if(sd) {
  7065. //Damage bonuses
  7066. if ((i = pc_skillatk_bonus(sd, skill_id)))
  7067. ad.damage += (int64)ad.damage*i/100;
  7068. //Ignore Defense?
  7069. if (!flag.imdef && (
  7070. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  7071. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  7072. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  7073. ))
  7074. flag.imdef = 1;
  7075. }
  7076. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7077. ad.damage -= (int64)ad.damage*i/100;
  7078. #ifdef RENEWAL
  7079. if (sd && sstatus->smatk > 0)
  7080. ad.damage += ad.damage * sstatus->smatk / 100;
  7081. // MRes reduces magical damage by a percentage and
  7082. // is calculated before MDEF and other reductions.
  7083. // This should be the official formula. [Rytech]
  7084. if (ad.damage && tstatus->mres > 0) {
  7085. short mres = tstatus->mres;
  7086. short ignore_mres = 0;// Value used as percentage.
  7087. // Attacker status's that pierce MRes.
  7088. if (sc && sc->data[SC_A_VITA])
  7089. ignore_mres += sc->data[SC_A_VITA]->val2;
  7090. ignore_mres = min(ignore_mres, 100);
  7091. if (ignore_mres > 0)
  7092. mres -= mres * ignore_mres / 100;
  7093. // Max damage reduction from MRes is officially 50%.
  7094. // That means 625 MRes is needed to hit that cap.
  7095. if (mres > battle_config.max_res_mres_reduction)
  7096. mres = battle_config.max_res_mres_reduction;
  7097. // Apply damage reduction.
  7098. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  7099. }
  7100. #endif
  7101. if(!flag.imdef){
  7102. defType mdef = tstatus->mdef;
  7103. int mdef2= tstatus->mdef2;
  7104. if (sc && sc->data[SC_EXPIATIO]) {
  7105. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  7106. i = min(i, 100); //cap it to 100 for 5 mdef min
  7107. mdef -= mdef * i / 100;
  7108. //mdef2 -= mdef2 * i / 100;
  7109. }
  7110. if(sd) {
  7111. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  7112. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  7113. std::vector<e_race2> race2 = status_get_race2(target);
  7114. for (const auto &raceit : race2)
  7115. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  7116. if (i)
  7117. {
  7118. if (i > 100) i = 100;
  7119. mdef -= mdef * i/100;
  7120. //mdef2-= mdef2* i/100;
  7121. }
  7122. }
  7123. #ifdef RENEWAL
  7124. /**
  7125. * RE MDEF Reduction
  7126. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  7127. */
  7128. if (mdef < 0)
  7129. mdef = 0; // Negative eMDEF is treated as 0 on official
  7130. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  7131. #else
  7132. if(battle_config.magic_defense_type)
  7133. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  7134. else
  7135. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  7136. #endif
  7137. }
  7138. if(ad.damage<1)
  7139. ad.damage=1;
  7140. else if(sc) { //only applies when hit
  7141. switch(skill_id) {
  7142. case MG_LIGHTNINGBOLT:
  7143. case MG_THUNDERSTORM:
  7144. if(sc->data[SC_GUST_OPTION])
  7145. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7146. break;
  7147. case MG_FIREBOLT:
  7148. case MG_FIREWALL:
  7149. if(sc->data[SC_PYROTECHNIC_OPTION])
  7150. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7151. break;
  7152. case MG_COLDBOLT:
  7153. case MG_FROSTDIVER:
  7154. if(sc->data[SC_AQUAPLAY_OPTION])
  7155. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7156. break;
  7157. case WZ_EARTHSPIKE:
  7158. case WZ_HEAVENDRIVE:
  7159. if(sc->data[SC_PETROLOGY_OPTION])
  7160. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7161. break;
  7162. }
  7163. }
  7164. if (!nk[NK_IGNOREELEMENT])
  7165. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7166. //Apply the physical part of the skill's damage. [Skotlex]
  7167. switch(skill_id) {
  7168. case CR_GRANDCROSS:
  7169. case NPC_GRANDDARKNESS: {
  7170. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7171. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  7172. if(src == target) {
  7173. if(src->type == BL_PC)
  7174. ad.damage = ad.damage / 2;
  7175. else
  7176. ad.damage = 0;
  7177. }
  7178. }
  7179. break;
  7180. }
  7181. #ifndef RENEWAL
  7182. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7183. #endif
  7184. } //Hint: Against plants damage will still be 1 at this point
  7185. //Apply DAMAGE_DIV_FIX and check for min damage
  7186. battle_apply_div_fix(&ad, skill_id);
  7187. struct map_data *mapdata = map_getmapdata(target->m);
  7188. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  7189. if (mapdata_flag_gvg2(mapdata))
  7190. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  7191. else if (mapdata->flag[MF_BATTLEGROUND])
  7192. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  7193. // Skill damage adjustment
  7194. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7195. MATK_ADDRATE(skill_damage);
  7196. battle_absorb_damage(target, &ad);
  7197. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  7198. return ad;
  7199. }
  7200. /*==========================================
  7201. * Calculate "misc"-type attacks and skills
  7202. *------------------------------------------
  7203. * Credits:
  7204. * Original coder Skotlex
  7205. * Refined and optimized by helvetica
  7206. */
  7207. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7208. {
  7209. int skill_damage = 0;
  7210. short i, s_ele;
  7211. struct map_session_data *sd, *tsd;
  7212. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  7213. struct status_data *sstatus = status_get_status_data(src);
  7214. struct status_data *tstatus = status_get_status_data(target);
  7215. struct status_change *ssc = status_get_sc(src);
  7216. memset(&md,0,sizeof(md));
  7217. if (src == NULL || target == NULL) {
  7218. nullpo_info(NLP_MARK);
  7219. return md;
  7220. }
  7221. //Some initial values
  7222. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  7223. md.dmotion = tstatus->dmotion;
  7224. md.div_ = skill_get_num(skill_id,skill_lv);
  7225. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  7226. md.dmg_lv = ATK_DEF;
  7227. md.flag = BF_MISC|BF_SKILL;
  7228. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7229. std::bitset<NK_MAX> nk;
  7230. if (skill)
  7231. nk = skill->nk;
  7232. sd = BL_CAST(BL_PC, src);
  7233. tsd = BL_CAST(BL_PC, target);
  7234. if(sd) {
  7235. sd->state.arrow_atk = 0;
  7236. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  7237. }
  7238. s_ele = skill_get_ele(skill_id, skill_lv);
  7239. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  7240. s_ele = ELE_NEUTRAL;
  7241. else if (s_ele == ELE_RANDOM) //Use random element
  7242. s_ele = rnd()%ELE_ALL;
  7243. //Skill Range Criteria
  7244. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7245. switch (skill_id) {
  7246. case TF_THROWSTONE:
  7247. md.damage = 50;
  7248. md.flag |= BF_WEAPON;
  7249. break;
  7250. #ifdef RENEWAL
  7251. case HT_LANDMINE:
  7252. case MA_LANDMINE:
  7253. case HT_BLASTMINE:
  7254. case HT_CLAYMORETRAP:
  7255. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  7256. md.damage += md.damage * (rnd()%20 - 10) / 100;
  7257. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  7258. break;
  7259. #else
  7260. case HT_LANDMINE:
  7261. case MA_LANDMINE:
  7262. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  7263. break;
  7264. case HT_BLASTMINE:
  7265. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  7266. break;
  7267. case HT_CLAYMORETRAP:
  7268. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  7269. break;
  7270. #endif
  7271. case HT_BLITZBEAT:
  7272. case SN_FALCONASSAULT:
  7273. {
  7274. uint16 skill;
  7275. //Blitz-beat Damage
  7276. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  7277. skill = 0;
  7278. #ifdef RENEWAL
  7279. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  7280. RE_LVL_MDMOD(100);
  7281. #else
  7282. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  7283. if(mflag > 1) //Autocasted Blitz
  7284. nk.set(NK_SPLASHSPLIT);
  7285. #endif
  7286. if (skill_id == SN_FALCONASSAULT) {
  7287. //Div fix of Blitzbeat
  7288. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  7289. //Falcon Assault Modifier
  7290. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  7291. }
  7292. }
  7293. break;
  7294. #ifndef RENEWAL
  7295. case BA_DISSONANCE:
  7296. md.damage = 30 + skill_lv * 10;
  7297. if (sd)
  7298. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  7299. break;
  7300. #endif
  7301. case NPC_SELFDESTRUCTION:
  7302. md.damage = sstatus->hp;
  7303. break;
  7304. case NPC_SMOKING:
  7305. md.damage = 3;
  7306. break;
  7307. case NPC_EVILLAND:
  7308. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  7309. break;
  7310. #ifndef RENEWAL
  7311. case ASC_BREAKER:
  7312. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  7313. nk.set(NK_IGNOREFLEE);
  7314. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  7315. break;
  7316. case HW_GRAVITATION:
  7317. md.damage = 200 + 200 * skill_lv;
  7318. md.dmotion = 0; //No flinch animation
  7319. break;
  7320. case PA_PRESSURE:
  7321. md.damage = 500 + 300 * skill_lv;
  7322. break;
  7323. #endif
  7324. case PA_GOSPEL:
  7325. if (mflag > 0)
  7326. md.damage = (rnd() % 4000) + 1500;
  7327. else {
  7328. md.damage = (rnd() % 5000) + 3000;
  7329. #ifdef RENEWAL
  7330. md.damage -= (int64)status_get_def(target);
  7331. #else
  7332. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  7333. #endif
  7334. md.damage -= tstatus->def2;
  7335. if (md.damage < 0)
  7336. md.damage = 0;
  7337. }
  7338. break;
  7339. case GN_FIRE_EXPANSION_ACID:
  7340. #ifdef RENEWAL
  7341. // Official Renewal formula [helvetica]
  7342. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  7343. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  7344. // is considered "neutral" for purposes of resistances
  7345. {
  7346. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7347. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  7348. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  7349. // AD benefits from endow/element but damage is forced back to neutral
  7350. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  7351. }
  7352. // Fall through
  7353. #else
  7354. case CR_ACIDDEMONSTRATION:
  7355. if(tstatus->vit+sstatus->int_) //crash fix
  7356. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  7357. else
  7358. md.damage = 0;
  7359. if (tsd) md.damage>>=1;
  7360. #endif
  7361. break;
  7362. case NJ_ZENYNAGE:
  7363. case KO_MUCHANAGE:
  7364. md.damage = skill_get_zeny(skill_id, skill_lv);
  7365. if (!md.damage)
  7366. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  7367. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  7368. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  7369. md.damage = md.damage / 2;
  7370. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  7371. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  7372. else if (tsd && skill_id == NJ_ZENYNAGE)
  7373. md.damage = md.damage / 2;
  7374. break;
  7375. #ifdef RENEWAL
  7376. case NJ_ISSEN:
  7377. // Official Renewal formula [helvetica]
  7378. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  7379. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  7380. // modified def formula
  7381. {
  7382. short totaldef;
  7383. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7384. struct status_change *sc = status_get_sc(src);
  7385. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  7386. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  7387. md.div_ = -(i + 2); // mirror image count + 2
  7388. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  7389. }
  7390. // modified def reduction, final damage = base damage - (edef + sdef)
  7391. totaldef = tstatus->def2 + (short)status_get_def(target);
  7392. md.damage -= totaldef;
  7393. md.flag |= BF_WEAPON;
  7394. }
  7395. break;
  7396. #endif
  7397. case GS_FLING:
  7398. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  7399. break;
  7400. case HVAN_EXPLOSION: //[orn]
  7401. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  7402. break;
  7403. case RA_CLUSTERBOMB:
  7404. case RA_FIRINGTRAP:
  7405. case RA_ICEBOUNDTRAP:
  7406. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  7407. RE_LVL_TMDMOD();
  7408. if(sd) {
  7409. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  7410. if(researchskill_lv)
  7411. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7412. else
  7413. md.damage = 0;
  7414. } else
  7415. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7416. nk.set(NK_IGNOREELEMENT);
  7417. nk.set(NK_IGNOREFLEE);
  7418. nk.set(NK_IGNOREDEFCARD);
  7419. break;
  7420. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  7421. md.damage = 800 + 200 * skill_lv;
  7422. break;
  7423. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  7424. md.damage = 1000 * skill_lv;
  7425. break;
  7426. case GN_THORNS_TRAP:
  7427. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  7428. break;
  7429. case RL_B_TRAP:
  7430. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  7431. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  7432. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  7433. md.damage /= 10;
  7434. break;
  7435. case NPC_MAXPAIN_ATK:
  7436. if (ssc && ssc->data[SC_MAXPAIN])
  7437. md.damage = ssc->data[SC_MAXPAIN]->val2;
  7438. else
  7439. md.damage = 0;
  7440. break;
  7441. case NPC_WIDESUCK:
  7442. md.damage = tstatus->max_hp * 15 / 100;
  7443. break;
  7444. case SU_SV_ROOTTWIST_ATK:
  7445. md.damage = 100;
  7446. break;
  7447. case SP_SOULEXPLOSION:
  7448. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  7449. break;
  7450. case SJ_NOVAEXPLOSING:
  7451. // (Base ATK + Weapon ATK) * Ratio
  7452. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  7453. // Additional Damage
  7454. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  7455. break;
  7456. }
  7457. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  7458. if(mflag > 0)
  7459. md.damage /= mflag;
  7460. else
  7461. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7462. }
  7463. if (!nk[NK_IGNOREFLEE]) {
  7464. struct status_change *sc = status_get_sc(target);
  7465. i = 0; //Temp for "hit or no hit"
  7466. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  7467. i = 1;
  7468. else {
  7469. short
  7470. flee = tstatus->flee,
  7471. #ifdef RENEWAL
  7472. hitrate = 0; //Default hitrate
  7473. #else
  7474. hitrate = 80; //Default hitrate
  7475. #endif
  7476. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  7477. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  7478. if(attacker_count >= battle_config.agi_penalty_count) {
  7479. if (battle_config.agi_penalty_type == 1)
  7480. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  7481. else //assume type 2: absolute reduction
  7482. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  7483. if(flee < 1)
  7484. flee = 1;
  7485. }
  7486. }
  7487. hitrate += sstatus->hit - flee;
  7488. #ifdef RENEWAL
  7489. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  7490. hitrate += pc_checkskill(sd,AC_VULTURE);
  7491. #endif
  7492. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  7493. if(rnd()%100 < hitrate)
  7494. i = 1;
  7495. }
  7496. if (!i) {
  7497. md.damage = 0;
  7498. md.dmg_lv = ATK_FLEE;
  7499. }
  7500. }
  7501. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  7502. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  7503. md.damage += (int64)md.damage*i/100;
  7504. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7505. md.damage -= (int64)md.damage*i/100;
  7506. if(!nk[NK_IGNOREELEMENT])
  7507. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7508. //Plant damage
  7509. if(md.damage < 0)
  7510. md.damage = 0;
  7511. else if(md.damage && is_infinite_defense(target, md.flag)) {
  7512. md.damage = 1;
  7513. }
  7514. //Apply DAMAGE_DIV_FIX and check for min damage
  7515. battle_apply_div_fix(&md, skill_id);
  7516. switch(skill_id) {
  7517. case RA_FIRINGTRAP:
  7518. case RA_ICEBOUNDTRAP:
  7519. if (md.damage == 1)
  7520. break;
  7521. case RA_CLUSTERBOMB:
  7522. {
  7523. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7524. md.damage += wd.damage;
  7525. }
  7526. break;
  7527. case NJ_ZENYNAGE:
  7528. if (sd) {
  7529. if (md.damage > sd->status.zeny)
  7530. md.damage = sd->status.zeny;
  7531. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  7532. }
  7533. break;
  7534. }
  7535. struct map_data *mapdata = map_getmapdata(target->m);
  7536. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  7537. if(mapdata_flag_gvg2(mapdata))
  7538. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  7539. else if(mapdata->flag[MF_BATTLEGROUND])
  7540. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  7541. // Skill damage adjustment
  7542. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7543. md.damage += (int64)md.damage * skill_damage / 100;
  7544. battle_absorb_damage(target, &md);
  7545. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  7546. return md;
  7547. }
  7548. /**
  7549. * Calculate vanish damage on a target
  7550. * @param sd: Player with vanish item
  7551. * @param target: Target to vanish HP/SP
  7552. * @param flag: Damage struct battle flag
  7553. */
  7554. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  7555. {
  7556. nullpo_retv(sd);
  7557. nullpo_retv(target);
  7558. // bHPVanishRate
  7559. int16 vanish_hp = 0;
  7560. if (!sd->hp_vanish.empty()) {
  7561. for (auto &it : sd->hp_vanish) {
  7562. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  7563. ((it.flag)&flag)&BF_RANGEMASK &&
  7564. ((it.flag)&flag)&BF_SKILLMASK))
  7565. continue;
  7566. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  7567. vanish_hp += it.per;
  7568. }
  7569. }
  7570. // bSPVanishRate
  7571. int16 vanish_sp = 0;
  7572. if (!sd->sp_vanish.empty()) {
  7573. for (auto &it : sd->sp_vanish) {
  7574. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  7575. ((it.flag)&flag)&BF_RANGEMASK &&
  7576. ((it.flag)&flag)&BF_SKILLMASK))
  7577. continue;
  7578. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  7579. vanish_sp += it.per;
  7580. }
  7581. }
  7582. if (vanish_hp > 0 || vanish_sp > 0)
  7583. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  7584. }
  7585. /*==========================================
  7586. * Battle main entry, from skill_attack
  7587. *------------------------------------------
  7588. * Credits:
  7589. * Original coder unknown
  7590. * Initial refactoring by Baalberith
  7591. * Refined and optimized by helvetica
  7592. */
  7593. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  7594. {
  7595. struct Damage d;
  7596. switch(attack_type) {
  7597. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  7598. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  7599. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  7600. default:
  7601. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  7602. memset(&d,0,sizeof(d));
  7603. break;
  7604. }
  7605. if( d.damage + d.damage2 < 1 )
  7606. { //Miss/Absorbed
  7607. //Weapon attacks should go through to cause additional effects.
  7608. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  7609. d.dmg_lv = ATK_MISS;
  7610. d.dmotion = 0;
  7611. }
  7612. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  7613. d.dmg_lv = ATK_DEF;
  7614. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  7615. if (sd && d.damage + d.damage2 > 1)
  7616. battle_vanish_damage(sd, target, d.flag);
  7617. return d;
  7618. }
  7619. /*==========================================
  7620. * Final damage return function
  7621. *------------------------------------------
  7622. * Credits:
  7623. * Original coder unknown
  7624. * Initial refactoring by Baalberith
  7625. * Refined and optimized by helvetica
  7626. */
  7627. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  7628. struct map_session_data* sd;
  7629. int64 rdamage = 0, damage = *dmg;
  7630. int max_damage = status_get_max_hp(bl);
  7631. struct status_change *sc, *ssc;
  7632. sd = BL_CAST(BL_PC, bl);
  7633. sc = status_get_sc(bl);
  7634. ssc = status_get_sc(src);
  7635. if (sc) { // These statuses do not reflect any damage (off the target)
  7636. if (sc->data[SC_WHITEIMPRISON] || sc->data[SC_DARKCROW] || sc->data[SC_KYOMU])
  7637. return 0;
  7638. }
  7639. if (ssc) {
  7640. if (ssc->data[SC_HELLS_PLANT])
  7641. return 0;
  7642. }
  7643. if (flag & BF_SHORT) {//Bounces back part of the damage.
  7644. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  7645. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  7646. rdamage = i64max(rdamage, 1);
  7647. } else if( status_reflect && sc && sc->count ) {
  7648. if( sc->data[SC_REFLECTSHIELD] ) {
  7649. struct status_change_entry *sce_d;
  7650. struct block_list *d_bl = NULL;
  7651. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  7652. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  7653. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  7654. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  7655. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  7656. !check_distance_bl(bl,d_bl,sce_d->val3) )
  7657. return 0;
  7658. }
  7659. }
  7660. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  7661. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  7662. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  7663. rdamage = 0;
  7664. else {
  7665. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  7666. rdamage = i64max(rdamage, 1);
  7667. }
  7668. }
  7669. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  7670. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  7671. int64 rd1 = i64min(damage, status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  7672. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  7673. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  7674. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  7675. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  7676. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  7677. }
  7678. }
  7679. }
  7680. } else {
  7681. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  7682. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  7683. rdamage = i64max(rdamage, 1);
  7684. }
  7685. }
  7686. if (rdamage > 0) {
  7687. map_session_data* ssd = BL_CAST(BL_PC, src);
  7688. if (ssd && ssd->bonus.reduce_damage_return != 0) {
  7689. rdamage -= rdamage * ssd->bonus.reduce_damage_return / 100;
  7690. rdamage = i64max(rdamage, 1);
  7691. }
  7692. }
  7693. if (ssc) {
  7694. if (ssc->data[SC_REFLECTDAMAGE]) {
  7695. rdamage -= damage * ssc->data[SC_REFLECTDAMAGE]->val2 / 100;
  7696. if (--(ssc->data[SC_REFLECTDAMAGE]->val3) < 1) // TODO: Confirm if reflect count still exists
  7697. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7698. }
  7699. if (ssc->data[SC_VENOMBLEED] && ssc->data[SC_VENOMBLEED]->val3 == 0)
  7700. rdamage -= damage * ssc->data[SC_VENOMBLEED]->val2 / 100;
  7701. if (rdamage > 0 && ssc->data[SC_REF_T_POTION])
  7702. return 1; // Returns 1 damage
  7703. }
  7704. if (sc) {
  7705. if (sc->data[SC_MAXPAIN])
  7706. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  7707. }
  7708. return cap_value(i64min(rdamage,max_damage),INT_MIN,INT_MAX);
  7709. }
  7710. /**
  7711. * Calculate Vellum damage on a target
  7712. * @param sd: Player with vanish item
  7713. * @param target: Target to vanish HP/SP
  7714. * @param wd: Damage struct reference
  7715. * @return True on damage done or false if not
  7716. */
  7717. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  7718. {
  7719. nullpo_retr(false, sd);
  7720. nullpo_retr(false, target);
  7721. nullpo_retr(false, wd);
  7722. struct status_data *tstatus = status_get_status_data(target);
  7723. // bHPVanishRaceRate
  7724. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  7725. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  7726. // bSPVanishRaceRate
  7727. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  7728. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  7729. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  7730. // Vellum damage overrides any other damage done as well.
  7731. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  7732. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  7733. wd->damage2 = 0;
  7734. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  7735. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  7736. wd->damage2 = 0;
  7737. wd->isspdamage = true;
  7738. } else
  7739. return false;
  7740. return true;
  7741. }
  7742. /*===========================================
  7743. * Perform battle drain effects (HP/SP loss)
  7744. *-------------------------------------------*/
  7745. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  7746. {
  7747. struct weapon_data *wd;
  7748. int64 *damage;
  7749. int thp = 0, // HP gained
  7750. tsp = 0, // SP gained
  7751. //rhp = 0, // HP reduced from target
  7752. //rsp = 0, // SP reduced from target
  7753. hp = 0, sp = 0;
  7754. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  7755. return;
  7756. for (int i = 0; i < 4; i++) {
  7757. //First two iterations: Right hand
  7758. if (i < 2) {
  7759. wd = &sd->right_weapon;
  7760. damage = &rdamage;
  7761. } else {
  7762. wd = &sd->left_weapon;
  7763. damage = &ldamage;
  7764. }
  7765. if (*damage <= 0)
  7766. continue;
  7767. if (i == 1 || i == 3) {
  7768. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  7769. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  7770. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  7771. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  7772. if( hp ) {
  7773. //rhp += hp;
  7774. thp += hp;
  7775. }
  7776. if( sp ) {
  7777. //rsp += sp;
  7778. tsp += sp;
  7779. }
  7780. } else {
  7781. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  7782. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  7783. if( hp ) {
  7784. //rhp += hp;
  7785. thp += hp;
  7786. }
  7787. if( sp ) {
  7788. //rsp += sp;
  7789. tsp += sp;
  7790. }
  7791. }
  7792. }
  7793. if (!thp && !tsp)
  7794. return;
  7795. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  7796. //if (rhp || rsp)
  7797. // status_zap(tbl, rhp, rsp);
  7798. }
  7799. /*===========================================
  7800. * Deals the same damage to targets in area.
  7801. *-------------------------------------------
  7802. * Credits:
  7803. * Original coder pakpil
  7804. */
  7805. int battle_damage_area(struct block_list *bl, va_list ap) {
  7806. t_tick tick;
  7807. int64 damage;
  7808. int amotion, dmotion;
  7809. struct block_list *src;
  7810. nullpo_ret(bl);
  7811. tick = va_arg(ap, t_tick);
  7812. src = va_arg(ap,struct block_list *);
  7813. amotion = va_arg(ap,int);
  7814. dmotion = va_arg(ap,int);
  7815. damage = va_arg(ap,int);
  7816. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  7817. return 0;
  7818. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  7819. map_freeblock_lock();
  7820. if( src->type == BL_PC )
  7821. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  7822. if( amotion )
  7823. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  7824. else
  7825. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  7826. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  7827. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  7828. map_freeblock_unlock();
  7829. }
  7830. return 0;
  7831. }
  7832. /**
  7833. * Triggers aftercast delay for autocasted skills.
  7834. * @param src: Source data
  7835. * @param skill_id: Skill used
  7836. * @param skill_lv: Skill level used
  7837. * @param tick: Server tick
  7838. */
  7839. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  7840. {
  7841. unit_data *ud = unit_bl2ud(src);
  7842. if (ud) {
  7843. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  7844. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  7845. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  7846. if (battle_config.display_status_timers && src->type == BL_PC)
  7847. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  7848. }
  7849. }
  7850. }
  7851. /**
  7852. * Triggers autocasted skills from super elemental supportive buffs.
  7853. * @param sd: Player data
  7854. * @param target: Target data
  7855. * @param skill_id: Skill used
  7856. * @param tick: Server tick
  7857. * @param flag: Special skill flags
  7858. */
  7859. void battle_autocast_elembuff_skill(struct map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  7860. {
  7861. uint16 skill_lv = pc_checkskill(sd, skill_id);
  7862. skill_lv = max(1, skill_lv);
  7863. sd->state.autocast = 1;
  7864. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  7865. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  7866. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  7867. }
  7868. sd->state.autocast = 0;
  7869. }
  7870. /*==========================================
  7871. * Do a basic physical attack (call through unit_attack_timer)
  7872. *------------------------------------------*/
  7873. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  7874. struct map_session_data *sd = NULL, *tsd = NULL;
  7875. struct status_data *sstatus, *tstatus;
  7876. struct status_change *sc, *tsc;
  7877. int64 damage;
  7878. int skillv;
  7879. struct Damage wd;
  7880. bool vellum_damage = false;
  7881. nullpo_retr(ATK_NONE, src);
  7882. nullpo_retr(ATK_NONE, target);
  7883. if (src->prev == NULL || target->prev == NULL)
  7884. return ATK_NONE;
  7885. sd = BL_CAST(BL_PC, src);
  7886. tsd = BL_CAST(BL_PC, target);
  7887. sstatus = status_get_status_data(src);
  7888. tstatus = status_get_status_data(target);
  7889. sc = status_get_sc(src);
  7890. tsc = status_get_sc(target);
  7891. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  7892. sc = NULL;
  7893. if (tsc && !tsc->count)
  7894. tsc = NULL;
  7895. if (sd)
  7896. {
  7897. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  7898. if (sd->state.arrow_atk)
  7899. {
  7900. short index = sd->equip_index[EQI_AMMO];
  7901. if (index < 0) {
  7902. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  7903. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7904. else
  7905. clif_arrow_fail(sd,0);
  7906. return ATK_NONE;
  7907. }
  7908. //Ammo check by Ishizu-chan
  7909. if (sd->inventory_data[index]) {
  7910. switch (sd->status.weapon) {
  7911. case W_BOW:
  7912. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  7913. clif_arrow_fail(sd,0);
  7914. return ATK_NONE;
  7915. }
  7916. break;
  7917. case W_REVOLVER:
  7918. case W_RIFLE:
  7919. case W_GATLING:
  7920. case W_SHOTGUN:
  7921. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  7922. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7923. return ATK_NONE;
  7924. }
  7925. break;
  7926. case W_GRENADE:
  7927. if (sd->inventory_data[index]->subtype !=
  7928. #ifdef RENEWAL
  7929. AMMO_BULLET) {
  7930. #else
  7931. AMMO_GRENADE) {
  7932. #endif
  7933. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7934. return ATK_NONE;
  7935. }
  7936. break;
  7937. }
  7938. }
  7939. }
  7940. }
  7941. if (sc && sc->count) {
  7942. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  7943. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  7944. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  7945. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7946. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  7947. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  7948. }
  7949. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  7950. uint8 dir = map_calc_dir(target,src->x,src->y);
  7951. int t_dir = unit_getdir(target);
  7952. int dist = distance_bl(src, target);
  7953. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  7954. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  7955. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  7956. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7957. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  7958. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  7959. return ATK_BLOCK;
  7960. }
  7961. }
  7962. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  7963. #ifndef RENEWAL
  7964. status_get_class_(src) != CLASS_BOSS &&
  7965. #endif
  7966. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  7967. {
  7968. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  7969. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  7970. #ifdef RENEWAL
  7971. if (status_get_class_(src) == CLASS_BOSS)
  7972. duration = 2000; // Only lasts 2 seconds for Boss monsters
  7973. #endif
  7974. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  7975. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  7976. { //Target locked.
  7977. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7978. clif_bladestop(target, src->id, 1);
  7979. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  7980. return ATK_BLOCK;
  7981. }
  7982. }
  7983. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  7984. #ifdef RENEWAL
  7985. int triple_rate = 30; //Base Rate
  7986. #else
  7987. int triple_rate = 30 - skillv; //Base Rate
  7988. #endif
  7989. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  7990. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  7991. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  7992. }
  7993. if (rnd()%100 < triple_rate) {
  7994. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  7995. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  7996. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  7997. return ATK_DEF;
  7998. return ATK_MISS;
  7999. }
  8000. }
  8001. if (sc) {
  8002. if (sc->data[SC_SACRIFICE]) {
  8003. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  8004. damage_lv ret_val;
  8005. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  8006. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  8007. /**
  8008. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  8009. * For further information: bugreport:4950
  8010. */
  8011. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  8012. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  8013. if( ret_val == ATK_NONE )
  8014. return ATK_MISS;
  8015. return ret_val;
  8016. }
  8017. if (sc->data[SC_MAGICALATTACK]) {
  8018. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  8019. return ATK_DEF;
  8020. return ATK_MISS;
  8021. }
  8022. if( sc->data[SC_GT_ENERGYGAIN] ) {
  8023. int spheres = 5;
  8024. if( sc->data[SC_RAISINGDRAGON] )
  8025. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  8026. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  8027. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  8028. }
  8029. }
  8030. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  8031. int spheres = 5;
  8032. if( tsc->data[SC_RAISINGDRAGON] )
  8033. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  8034. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  8035. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  8036. }
  8037. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  8038. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  8039. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  8040. int hp_heal = tstatus->max_hp - tstatus->hp;
  8041. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  8042. hp_heal = tsc->data[SC_KAAHI]->val2;
  8043. if (hp_heal)
  8044. status_heal(target, hp_heal, 0, 2);
  8045. }
  8046. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  8047. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  8048. vellum_damage = true;
  8049. if( sc && sc->count ) {
  8050. if (sc->data[SC_EXEEDBREAK])
  8051. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  8052. if( sc->data[SC_SPELLFIST] && !vellum_damage ){
  8053. if (status_charge(src, 0, 20)) {
  8054. if (!is_infinite_defense(target, wd.flag)) {
  8055. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val2, sc->data[SC_SPELLFIST]->val3, flag | BF_SHORT);
  8056. wd.damage = ad.damage;
  8057. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  8058. } else {
  8059. wd.damage = 1;
  8060. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  8061. }
  8062. } else
  8063. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  8064. }
  8065. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  8066. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  8067. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  8068. short idx = sd->equip_index[EQI_AMMO];
  8069. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  8070. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  8071. sc->data[SC_FEARBREEZE]->val4 = 0;
  8072. }
  8073. }
  8074. }
  8075. if (sd && sd->state.arrow_atk) //Consume arrow.
  8076. battle_consume_ammo(sd, 0, 0);
  8077. damage = wd.damage + wd.damage2;
  8078. if( damage > 0 && src != target )
  8079. {
  8080. if (sc && sc->data[SC_DUPLELIGHT] && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  8081. uint16 duple_rate = 10 + 2 * sc->data[SC_DUPLELIGHT]->val1;
  8082. if (rand() % 100 < duple_rate)
  8083. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->data[SC_DUPLELIGHT]->val1, tick, flag | SD_LEVEL);
  8084. if (rand() % 100 < duple_rate)
  8085. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->data[SC_DUPLELIGHT]->val1, tick, flag | SD_LEVEL);
  8086. }
  8087. }
  8088. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  8089. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  8090. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  8091. if ( target->type == BL_SKILL && damage > 0 ) {
  8092. TBL_SKILL *su = (TBL_SKILL*)target;
  8093. if (su && su->group) {
  8094. if (su->group->skill_id == HT_BLASTMINE)
  8095. skill_blown(src, target, 3, -1, BLOWN_NONE);
  8096. if (su->group->skill_id == GN_WALLOFTHORN) {
  8097. if (--su->val2 <= 0)
  8098. skill_delunit(su);
  8099. }
  8100. }
  8101. }
  8102. map_freeblock_lock();
  8103. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  8104. if( !status_isdead(target) )
  8105. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  8106. if( wd.dmg_lv > ATK_BLOCK )
  8107. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  8108. } else
  8109. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  8110. if( tsc ) {
  8111. if( tsc->data[SC_DEVOTION] ) {
  8112. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  8113. struct block_list *d_bl = map_id2bl(sce->val1);
  8114. if( d_bl && (
  8115. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  8116. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  8117. ) && check_distance_bl(target, d_bl, sce->val3) )
  8118. {
  8119. // Only trigger if the devoted player was hit
  8120. if( damage > 0 ){
  8121. int64 devotion_damage = damage;
  8122. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  8123. // Needed to check the devotion master for Rebound Shield status.
  8124. struct status_change *d_sc = status_get_sc(d_bl);
  8125. // The devoting player needs to stand up
  8126. if( dsd && pc_issit( dsd ) ){
  8127. pc_setstand( dsd, true );
  8128. skill_sit( dsd, 0 );
  8129. }
  8130. if (d_sc && d_sc->data[SC_REBOUND_S])
  8131. devotion_damage -= devotion_damage * d_sc->data[SC_REBOUND_S]->val2 / 100;
  8132. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  8133. status_fix_damage(NULL, d_bl, devotion_damage, 0, CR_DEVOTION);
  8134. }
  8135. }
  8136. else
  8137. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  8138. }
  8139. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  8140. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  8141. if (ed) {
  8142. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SINGLE);
  8143. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  8144. }
  8145. }
  8146. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  8147. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  8148. if (e_bl && !status_isdead(e_bl)) {
  8149. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  8150. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  8151. }
  8152. }
  8153. }
  8154. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  8155. int sp = 0;
  8156. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  8157. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  8158. int i = rnd()%100;
  8159. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  8160. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  8161. //reduction only for skill_lv > 1
  8162. if (skill_lv > 1) {
  8163. if (i >= 50) skill_lv /= 2;
  8164. else if (i >= 15) skill_lv--;
  8165. }
  8166. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  8167. if (status_charge(src, 0, sp)) {
  8168. struct unit_data *ud = unit_bl2ud(src);
  8169. switch (skill_get_casttype(skill_id)) {
  8170. case CAST_GROUND:
  8171. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  8172. break;
  8173. case CAST_NODAMAGE:
  8174. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  8175. break;
  8176. case CAST_DAMAGE:
  8177. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  8178. break;
  8179. }
  8180. if (ud) {
  8181. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  8182. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  8183. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  8184. if (battle_config.display_status_timers && sd)
  8185. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  8186. }
  8187. }
  8188. }
  8189. }
  8190. if (sd) {
  8191. uint16 r_skill = 0, sk_idx = 0;
  8192. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  8193. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  8194. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  8195. {
  8196. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  8197. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type;
  8198. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  8199. int maxcount = 0;
  8200. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  8201. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  8202. type = -1;
  8203. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  8204. type = -1;
  8205. if( BL_PC&battle_config.land_skill_limit &&
  8206. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  8207. ) {
  8208. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  8209. if( maxcount == 0 )
  8210. type = -1;
  8211. }
  8212. if( type != CAST_GROUND ){
  8213. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  8214. map_freeblock_unlock();
  8215. return wd.dmg_lv;
  8216. }
  8217. }
  8218. if (sd->state.autocast == 0) {
  8219. sd->state.autocast = 1;
  8220. skill_consume_requirement(sd, r_skill, r_lv, 3);
  8221. switch (type) {
  8222. case CAST_GROUND:
  8223. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  8224. break;
  8225. case CAST_NODAMAGE:
  8226. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  8227. break;
  8228. case CAST_DAMAGE:
  8229. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  8230. break;
  8231. }
  8232. }
  8233. sd->state.autocast = 0;
  8234. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  8235. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  8236. }
  8237. }
  8238. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  8239. if (sd)
  8240. sd->state.autocast = 1;
  8241. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  8242. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  8243. if (sd)
  8244. sd->state.autocast = 0;
  8245. }
  8246. if( sc ){
  8247. if( sc->data[SC_SERVANTWEAPON] && sd->servantball > 0 && rnd() % 100 < 15) {
  8248. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  8249. uint16 skill_lv = sc->data[SC_SERVANTWEAPON]->val1;
  8250. sd->state.autocast = 1;
  8251. pc_delservantball( *sd );
  8252. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8253. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8254. sd->state.autocast = 0;
  8255. }
  8256. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  8257. if( sc->data[SC_DUPLELIGHT] && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  8258. uint16 skill_id = CD_PETITIO;
  8259. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  8260. sd->state.autocast = 1;
  8261. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8262. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8263. sd->state.autocast = 0;
  8264. }
  8265. if( sc->data[SC_ABYSSFORCEWEAPON] && sd->abyssball > 0 && rnd() % 100 < 15 ){
  8266. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  8267. uint16 skill_lv = sc->data[SC_ABYSSFORCEWEAPON]->val1;
  8268. sd->state.autocast = 1;
  8269. pc_delabyssball( *sd );
  8270. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8271. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8272. sd->state.autocast = 0;
  8273. }
  8274. // It has a success chance of triggering even tho the description says nothing about it.
  8275. // TODO: Need to find out what the official success chance is. [Rytech]
  8276. if( sc->data[SC_ABYSSFORCEWEAPON] && rnd() % 100 < 20 ){
  8277. uint16 skill_id = ABC_ABYSS_SQUARE;
  8278. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  8279. sd->state.autocast = 1;
  8280. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  8281. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8282. sd->state.autocast = 0;
  8283. }
  8284. // Autocasted skills from super elemental supportive buffs.
  8285. if (sc->data[SC_FLAMETECHNIC_OPTION] && rnd() % 100 < 7)
  8286. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  8287. if (sc->data[SC_COLD_FORCE_OPTION] && rnd() % 100 < 7)
  8288. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  8289. if (sc->data[SC_GRACE_BREEZE_OPTION] && rnd() % 100 < 7)
  8290. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  8291. if (sc->data[SC_EARTH_CARE_OPTION] && rnd() % 100 < 7)
  8292. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  8293. if (sc->data[SC_DEEP_POISONING_OPTION] && rnd() % 100 < 7)
  8294. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  8295. }
  8296. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  8297. if (battle_config.left_cardfix_to_right)
  8298. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  8299. else
  8300. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  8301. }
  8302. }
  8303. if (tsc) {
  8304. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  8305. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  8306. || sstatus->def_ele == ELE_POISON) &&
  8307. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  8308. status_check_skilluse(target, src, TF_POISON, 0)
  8309. ) { //Poison React
  8310. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  8311. if (sstatus->def_ele == ELE_POISON) {
  8312. sce->val2 = 0;
  8313. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  8314. } else {
  8315. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  8316. --sce->val2;
  8317. }
  8318. if (sce->val2 <= 0)
  8319. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  8320. }
  8321. }
  8322. if (sd && tsc && wd.flag&BF_LONG && tsc->data[SC_WINDSIGN] && rand()%100 < tsc->data[SC_WINDSIGN]->val2)
  8323. status_heal(src, 0, 0, 1, 0);
  8324. map_freeblock_unlock();
  8325. return wd.dmg_lv;
  8326. }
  8327. /*=========================
  8328. * Check for undead status
  8329. *-------------------------
  8330. * Credits:
  8331. * Original coder Skotlex
  8332. * Refactored by Baalberith
  8333. */
  8334. int battle_check_undead(int race,int element)
  8335. {
  8336. if(battle_config.undead_detect_type == 0) {
  8337. if(element == ELE_UNDEAD)
  8338. return 1;
  8339. }
  8340. else if(battle_config.undead_detect_type == 1) {
  8341. if(race == RC_UNDEAD)
  8342. return 1;
  8343. }
  8344. else {
  8345. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  8346. return 1;
  8347. }
  8348. return 0;
  8349. }
  8350. /*================================================================
  8351. * Returns the upmost level master starting with the given object
  8352. *----------------------------------------------------------------*/
  8353. struct block_list* battle_get_master(struct block_list *src)
  8354. {
  8355. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  8356. do {
  8357. prev = src;
  8358. switch (src->type) {
  8359. case BL_PET:
  8360. if (((TBL_PET*)src)->master)
  8361. src = (struct block_list*)((TBL_PET*)src)->master;
  8362. break;
  8363. case BL_MOB:
  8364. if (((TBL_MOB*)src)->master_id)
  8365. src = map_id2bl(((TBL_MOB*)src)->master_id);
  8366. break;
  8367. case BL_HOM:
  8368. if (((TBL_HOM*)src)->master)
  8369. src = (struct block_list*)((TBL_HOM*)src)->master;
  8370. break;
  8371. case BL_MER:
  8372. if (((TBL_MER*)src)->master)
  8373. src = (struct block_list*)((TBL_MER*)src)->master;
  8374. break;
  8375. case BL_ELEM:
  8376. if (((TBL_ELEM*)src)->master)
  8377. src = (struct block_list*)((TBL_ELEM*)src)->master;
  8378. break;
  8379. case BL_SKILL:
  8380. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  8381. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  8382. break;
  8383. }
  8384. } while (src && src != prev);
  8385. return prev;
  8386. }
  8387. /*==========================================
  8388. * Checks the state between two targets
  8389. * (enemy, friend, party, guild, etc)
  8390. *------------------------------------------
  8391. * Usage:
  8392. * See battle.hpp for possible values/combinations
  8393. * to be used here (BCT_* constants)
  8394. * Return value is:
  8395. * 1: flag holds true (is enemy, party, etc)
  8396. * -1: flag fails
  8397. * 0: Invalid target (non-targetable ever)
  8398. *
  8399. * Credits:
  8400. * Original coder unknown
  8401. * Rewritten by Skotlex
  8402. */
  8403. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  8404. {
  8405. int16 m; //map
  8406. int state = 0; //Initial state none
  8407. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  8408. struct block_list *s_bl = src, *t_bl = target;
  8409. struct unit_data *ud = NULL;
  8410. nullpo_ret(src);
  8411. nullpo_ret(target);
  8412. ud = unit_bl2ud(target);
  8413. m = target->m;
  8414. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  8415. //objects involved.
  8416. if( (t_bl = battle_get_master(target)) == NULL )
  8417. t_bl = target;
  8418. if( (s_bl = battle_get_master(src)) == NULL )
  8419. s_bl = src;
  8420. if ( s_bl->type == BL_PC ) {
  8421. switch( t_bl->type ) {
  8422. case BL_MOB: // Source => PC, Target => MOB
  8423. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  8424. return 0;
  8425. break;
  8426. case BL_PC:
  8427. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  8428. return 0;
  8429. break;
  8430. default:/* anything else goes */
  8431. break;
  8432. }
  8433. }
  8434. struct map_data *mapdata = map_getmapdata(m);
  8435. switch( target->type ) { // Checks on actual target
  8436. case BL_PC: {
  8437. struct status_change* sc = status_get_sc(src);
  8438. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  8439. return -1; //Cannot be targeted yet.
  8440. if( sc && sc->count ) {
  8441. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  8442. return -1;
  8443. }
  8444. }
  8445. break;
  8446. case BL_MOB:
  8447. {
  8448. struct mob_data *md = ((TBL_MOB*)target);
  8449. if (ud && ud->immune_attack)
  8450. return 0;
  8451. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  8452. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  8453. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  8454. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  8455. ){ //Targettable by players
  8456. state |= BCT_ENEMY;
  8457. strip_enemy = 0;
  8458. }
  8459. break;
  8460. }
  8461. case BL_SKILL:
  8462. {
  8463. TBL_SKILL *su = (TBL_SKILL*)target;
  8464. uint16 skill_id = battle_getcurrentskill(src);
  8465. if( !su || !su->group)
  8466. return 0;
  8467. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  8468. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  8469. ;
  8470. }
  8471. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  8472. switch (skill_id) {
  8473. case RK_DRAGONBREATH:
  8474. case RK_DRAGONBREATH_WATER:
  8475. case NC_SELFDESTRUCTION:
  8476. case NC_AXETORNADO:
  8477. case SR_SKYNETBLOW:
  8478. // Can only hit traps in PVP/GVG maps
  8479. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  8480. return 0;
  8481. break;
  8482. }
  8483. }
  8484. else
  8485. return 0;
  8486. state |= BCT_ENEMY;
  8487. strip_enemy = 0;
  8488. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  8489. switch (skill_id) {
  8490. case RK_DRAGONBREATH:
  8491. case RK_DRAGONBREATH_WATER:
  8492. case NC_SELFDESTRUCTION:
  8493. case NC_AXETORNADO:
  8494. case SR_SKYNETBLOW:
  8495. // Can only hit icewall in PVP/GVG maps
  8496. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  8497. return 0;
  8498. break;
  8499. case HT_CLAYMORETRAP:
  8500. // Can't hit icewall
  8501. return 0;
  8502. default:
  8503. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  8504. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  8505. return -1;
  8506. }
  8507. state |= BCT_ENEMY;
  8508. strip_enemy = 0;
  8509. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  8510. return 0;
  8511. }
  8512. break;
  8513. case BL_MER:
  8514. case BL_HOM:
  8515. case BL_ELEM:
  8516. if (ud && ud->immune_attack)
  8517. return 0;
  8518. break;
  8519. //All else not specified is an invalid target.
  8520. default:
  8521. return 0;
  8522. } //end switch actual target
  8523. switch( t_bl->type ) { //Checks on target master
  8524. case BL_PC: {
  8525. struct map_session_data *sd;
  8526. struct status_change *sc = NULL;
  8527. if( t_bl == s_bl )
  8528. break;
  8529. sd = BL_CAST(BL_PC, t_bl);
  8530. sc = status_get_sc(t_bl);
  8531. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  8532. return 0; // Global immunity only to Attacks
  8533. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  8534. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  8535. if( sd->state.killable ) {
  8536. state |= BCT_ENEMY; // Everything can kill it
  8537. strip_enemy = 0;
  8538. }
  8539. break;
  8540. }
  8541. case BL_MOB:
  8542. {
  8543. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  8544. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  8545. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  8546. break;
  8547. }
  8548. default: break; //other type doesn't have slave yet
  8549. } //end switch master target
  8550. switch( src->type ) { //Checks on actual src type
  8551. case BL_PET:
  8552. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  8553. return 0; //Pet may not attack non-mobs.
  8554. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  8555. mob_data *md = BL_CAST(BL_MOB, t_bl);
  8556. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  8557. return 0; //pet may not attack Guardians/Emperium
  8558. }
  8559. break;
  8560. case BL_SKILL: {
  8561. struct skill_unit *su = (struct skill_unit *)src;
  8562. struct status_change* sc = status_get_sc(target);
  8563. if (!su || !su->group)
  8564. return 0;
  8565. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  8566. if (su->group->src_id == target->id) {
  8567. if (inf2[INF2_NOTARGETSELF])
  8568. return -1;
  8569. if (inf2[INF2_TARGETSELF])
  8570. return 1;
  8571. }
  8572. //Status changes that prevent traps from triggering
  8573. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  8574. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  8575. return -1;
  8576. }
  8577. }
  8578. break;
  8579. case BL_MER:
  8580. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  8581. return 0; //mercenary may not attack Emperium
  8582. break;
  8583. } //end switch actual src
  8584. switch( s_bl->type )
  8585. { //Checks on source master
  8586. case BL_PC:
  8587. {
  8588. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  8589. if( s_bl != t_bl )
  8590. {
  8591. if( sd->state.killer )
  8592. {
  8593. state |= BCT_ENEMY; // Can kill anything
  8594. strip_enemy = 0;
  8595. }
  8596. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  8597. {
  8598. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  8599. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  8600. else
  8601. return 0; // You can't target anything out of your duel
  8602. }
  8603. }
  8604. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  8605. return 0; //If you don't belong to a guild, can't target emperium.
  8606. if( t_bl->type != BL_PC )
  8607. state |= BCT_ENEMY; //Natural enemy.
  8608. break;
  8609. }
  8610. case BL_MOB:
  8611. {
  8612. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  8613. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  8614. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  8615. if( !md->special_state.ai )
  8616. { //Normal mobs
  8617. if(
  8618. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  8619. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  8620. )
  8621. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  8622. else
  8623. state |= BCT_ENEMY; //However, all else are enemies.
  8624. }
  8625. else
  8626. {
  8627. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  8628. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  8629. }
  8630. break;
  8631. }
  8632. default:
  8633. //Need some sort of default behaviour for unhandled types.
  8634. if (t_bl->type != s_bl->type)
  8635. state |= BCT_ENEMY;
  8636. break;
  8637. } //end switch on src master
  8638. if( (flag&BCT_ALL) == BCT_ALL )
  8639. { //All actually stands for all attackable chars, icewall and traps
  8640. if(target->type&(BL_CHAR|BL_SKILL))
  8641. return 1;
  8642. else
  8643. return -1;
  8644. }
  8645. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  8646. return -1;
  8647. if( t_bl == s_bl )
  8648. { //No need for further testing.
  8649. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8650. if( state&BCT_ENEMY && strip_enemy )
  8651. state&=~BCT_ENEMY;
  8652. return (flag&state)?1:-1;
  8653. }
  8654. if( mapdata_flag_vs(mapdata) )
  8655. { //Check rivalry settings.
  8656. int sbg_id = 0, tbg_id = 0;
  8657. if(mapdata->flag[MF_BATTLEGROUND] )
  8658. {
  8659. sbg_id = bg_team_get_id(s_bl);
  8660. tbg_id = bg_team_get_id(t_bl);
  8661. }
  8662. if( flag&(BCT_PARTY|BCT_ENEMY) )
  8663. {
  8664. int s_party = status_get_party_id(s_bl);
  8665. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  8666. state |= BCT_PARTY;
  8667. else
  8668. state |= BCT_ENEMY;
  8669. }
  8670. if( flag&(BCT_GUILD|BCT_ENEMY) )
  8671. {
  8672. int s_guild = status_get_guild_id(s_bl);
  8673. int t_guild = status_get_guild_id(t_bl);
  8674. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  8675. state |= BCT_GUILD;
  8676. else
  8677. state |= BCT_ENEMY;
  8678. }
  8679. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  8680. state &= ~BCT_ENEMY;
  8681. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  8682. { // Prevent novice engagement on pk_mode (feature by Valaris)
  8683. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  8684. if (
  8685. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  8686. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  8687. (int)sd->status.base_level < battle_config.pk_min_level ||
  8688. (int)sd2->status.base_level < battle_config.pk_min_level ||
  8689. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  8690. )
  8691. state &= ~BCT_ENEMY;
  8692. }
  8693. }//end map_flag_vs chk rivality
  8694. else
  8695. { //Non pvp/gvg, check party/guild settings.
  8696. if( flag&BCT_PARTY || state&BCT_ENEMY )
  8697. {
  8698. int s_party = status_get_party_id(s_bl);
  8699. if(s_party && s_party == status_get_party_id(t_bl))
  8700. state |= BCT_PARTY;
  8701. }
  8702. if( flag&BCT_GUILD || state&BCT_ENEMY )
  8703. {
  8704. int s_guild = status_get_guild_id(s_bl);
  8705. int t_guild = status_get_guild_id(t_bl);
  8706. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  8707. state |= BCT_GUILD;
  8708. }
  8709. } //end non pvp/gvg chk rivality
  8710. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  8711. state = BCT_NEUTRAL;
  8712. //Alliance state takes precedence over enemy one.
  8713. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  8714. state&=~BCT_ENEMY;
  8715. return (flag&state)?1:-1;
  8716. }
  8717. /*==========================================
  8718. * Check if can attack from this range
  8719. * Basic check then calling path_search for obstacle etc..
  8720. *------------------------------------------
  8721. */
  8722. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  8723. {
  8724. int d;
  8725. nullpo_retr(false, src);
  8726. nullpo_retr(false, bl);
  8727. if( src->m != bl->m )
  8728. return false;
  8729. #ifndef CIRCULAR_AREA
  8730. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  8731. if ( !check_distance_client_bl(src, bl, range) )
  8732. return false;
  8733. } else
  8734. #endif
  8735. if( !check_distance_bl(src, bl, range) )
  8736. return false;
  8737. if( (d = distance_bl(src, bl)) < 2 )
  8738. return true; // No need for path checking.
  8739. if( d > AREA_SIZE )
  8740. return false; // Avoid targetting objects beyond your range of sight.
  8741. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  8742. }
  8743. /*=============================================
  8744. * Battle.conf settings and default/max values
  8745. *---------------------------------------------
  8746. */
  8747. static const struct _battle_data {
  8748. const char* str;
  8749. int* val;
  8750. int defval;
  8751. int min;
  8752. int max;
  8753. } battle_data[] = {
  8754. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  8755. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  8756. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  8757. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  8758. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  8759. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  8760. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  8761. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  8762. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  8763. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  8764. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  8765. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  8766. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  8767. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  8768. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  8769. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  8770. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  8771. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  8772. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  8773. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  8774. #ifdef RENEWAL
  8775. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  8776. #else
  8777. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  8778. #endif
  8779. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  8780. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  8781. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  8782. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  8783. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  8784. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  8785. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  8786. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  8787. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  8788. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  8789. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  8790. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  8791. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  8792. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  8793. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  8794. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  8795. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  8796. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  8797. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  8798. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  8799. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  8800. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  8801. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  8802. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  8803. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  8804. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  8805. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  8806. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  8807. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  8808. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  8809. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  8810. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  8811. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  8812. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  8813. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  8814. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  8815. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  8816. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  8817. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  8818. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  8819. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  8820. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  8821. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  8822. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  8823. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  8824. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  8825. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  8826. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  8827. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  8828. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  8829. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  8830. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  8831. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  8832. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  8833. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  8834. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  8835. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  8836. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  8837. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  8838. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  8839. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  8840. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  8841. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  8842. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  8843. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  8844. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  8845. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  8846. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  8847. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  8848. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  8849. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  8850. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  8851. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  8852. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  8853. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  8854. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  8855. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  8856. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  8857. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  8858. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  8859. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  8860. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  8861. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  8862. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  8863. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  8864. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  8865. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  8866. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  8867. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  8868. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  8869. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  8870. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  8871. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  8872. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  8873. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  8874. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  8875. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  8876. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  8877. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  8878. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  8879. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  8880. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  8881. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  8882. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  8883. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  8884. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  8885. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  8886. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  8887. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  8888. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  8889. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  8890. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  8891. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  8892. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  8893. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  8894. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  8895. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  8896. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  8897. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  8898. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  8899. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  8900. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  8901. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  8902. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  8903. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  8904. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  8905. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  8906. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  8907. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  8908. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  8909. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  8910. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  8911. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  8912. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  8913. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  8914. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  8915. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  8916. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  8917. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  8918. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  8919. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  8920. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  8921. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  8922. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  8923. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  8924. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  8925. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  8926. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  8927. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  8928. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  8929. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  8930. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  8931. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  8932. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  8933. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  8934. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  8935. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  8936. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  8937. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  8938. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  8939. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  8940. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  8941. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  8942. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  8943. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  8944. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  8945. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  8946. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  8947. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  8948. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  8949. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  8950. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  8951. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  8952. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  8953. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  8954. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  8955. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  8956. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  8957. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  8958. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  8959. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  8960. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  8961. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  8962. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  8963. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  8964. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  8965. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  8966. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  8967. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  8968. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  8969. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  8970. // eAthena additions
  8971. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  8972. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  8973. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  8974. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  8975. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  8976. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  8977. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  8978. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  8979. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  8980. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  8981. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  8982. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  8983. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  8984. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  8985. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  8986. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  8987. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  8988. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  8989. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  8990. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  8991. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  8992. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  8993. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  8994. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  8995. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  8996. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  8997. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  8998. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  8999. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  9000. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  9001. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  9002. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  9003. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  9004. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  9005. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  9006. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  9007. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  9008. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  9009. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  9010. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  9011. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  9012. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  9013. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  9014. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  9015. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  9016. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  9017. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  9018. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  9019. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  9020. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  9021. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  9022. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  9023. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  9024. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  9025. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  9026. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  9027. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  9028. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  9029. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  9030. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  9031. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  9032. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  9033. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  9034. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  9035. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  9036. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  9037. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  9038. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  9039. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  9040. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  9041. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  9042. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  9043. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  9044. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  9045. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  9046. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  9047. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  9048. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  9049. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  9050. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  9051. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  9052. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  9053. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  9054. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  9055. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  9056. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  9057. { "display_version", &battle_config.display_version, 1, 0, 1, },
  9058. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  9059. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  9060. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  9061. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  9062. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  9063. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  9064. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  9065. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  9066. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  9067. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  9068. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  9069. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  9070. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  9071. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  9072. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  9073. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  9074. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  9075. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  9076. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  9077. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  9078. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  9079. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  9080. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  9081. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  9082. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  9083. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  9084. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  9085. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  9086. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  9087. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  9088. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  9089. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  9090. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  9091. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  9092. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  9093. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  9094. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  9095. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  9096. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  9097. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  9098. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  9099. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  9100. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  9101. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  9102. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  9103. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  9104. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  9105. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  9106. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  9107. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  9108. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  9109. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  9110. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  9111. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  9112. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  9113. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  9114. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  9115. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  9116. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  9117. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  9118. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  9119. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  9120. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  9121. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  9122. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  9123. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  9124. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  9125. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  9126. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  9127. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  9128. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  9129. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  9130. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  9131. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  9132. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  9133. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  9134. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  9135. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  9136. // BattleGround Settings
  9137. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  9138. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  9139. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  9140. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  9141. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  9142. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  9143. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  9144. // rAthena
  9145. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  9146. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  9147. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  9148. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  9149. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  9150. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  9151. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  9152. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  9153. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  9154. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  9155. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  9156. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  9157. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  9158. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  9159. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  9160. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  9161. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  9162. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  9163. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  9164. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  9165. #ifdef RENEWAL
  9166. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  9167. #else
  9168. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  9169. #endif
  9170. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  9171. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  9172. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  9173. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  9174. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  9175. #ifdef VIP_ENABLE
  9176. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  9177. #else
  9178. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  9179. #endif
  9180. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  9181. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  9182. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  9183. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  9184. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  9185. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  9186. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  9187. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  9188. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  9189. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  9190. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  9191. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  9192. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  9193. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  9194. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  9195. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  9196. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  9197. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  9198. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  9199. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  9200. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  9201. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  9202. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  9203. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  9204. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  9205. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  9206. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  9207. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  9208. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  9209. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  9210. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  9211. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  9212. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  9213. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  9214. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9215. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9216. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  9217. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  9218. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  9219. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  9220. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  9221. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  9222. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  9223. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  9224. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  9225. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  9226. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  9227. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  9228. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  9229. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  9230. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  9231. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  9232. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  9233. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  9234. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  9235. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  9236. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  9237. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  9238. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  9239. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  9240. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  9241. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  9242. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  9243. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  9244. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  9245. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  9246. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  9247. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  9248. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  9249. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  9250. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  9251. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  9252. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  9253. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  9254. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  9255. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  9256. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  9257. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  9258. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  9259. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  9260. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  9261. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  9262. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  9263. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  9264. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  9265. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  9266. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  9267. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  9268. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  9269. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  9270. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  9271. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  9272. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  9273. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  9274. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  9275. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  9276. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  9277. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  9278. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  9279. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  9280. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  9281. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  9282. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  9283. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  9284. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  9285. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  9286. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  9287. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  9288. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  9289. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  9290. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  9291. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  9292. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  9293. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  9294. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  9295. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  9296. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  9297. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  9298. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  9299. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  9300. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  9301. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  9302. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  9303. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  9304. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  9305. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  9306. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  9307. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  9308. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  9309. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  9310. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  9311. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  9312. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  9313. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  9314. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  9315. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  9316. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  9317. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  9318. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  9319. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  9320. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  9321. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  9322. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  9323. // 4th Job Stuff
  9324. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  9325. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  9326. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  9327. { "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
  9328. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  9329. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  9330. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  9331. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  9332. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  9333. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  9334. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  9335. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  9336. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  9337. #include "../custom/battle_config_init.inc"
  9338. };
  9339. /*==========================
  9340. * Set battle settings
  9341. *--------------------------*/
  9342. int battle_set_value(const char* w1, const char* w2)
  9343. {
  9344. int val = config_switch(w2);
  9345. int i;
  9346. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9347. if (i == ARRAYLENGTH(battle_data))
  9348. return 0; // not found
  9349. if (val < battle_data[i].min || val > battle_data[i].max) {
  9350. 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);
  9351. val = battle_data[i].defval;
  9352. }
  9353. *battle_data[i].val = val;
  9354. return 1;
  9355. }
  9356. /*===========================
  9357. * Get battle settings
  9358. *---------------------------*/
  9359. int battle_get_value(const char* w1)
  9360. {
  9361. int i;
  9362. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9363. if (i == ARRAYLENGTH(battle_data))
  9364. return 0; // not found
  9365. else
  9366. return *battle_data[i].val;
  9367. }
  9368. /*======================
  9369. * Set default settings
  9370. *----------------------*/
  9371. void battle_set_defaults()
  9372. {
  9373. int i;
  9374. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  9375. *battle_data[i].val = battle_data[i].defval;
  9376. }
  9377. /*==================================
  9378. * Cap certain battle.conf settings
  9379. *----------------------------------*/
  9380. void battle_adjust_conf()
  9381. {
  9382. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  9383. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  9384. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  9385. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  9386. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  9387. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  9388. battle_config.max_cart_weight *= 10;
  9389. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  9390. battle_config.max_def = 100;
  9391. if (battle_config.min_hitrate > battle_config.max_hitrate)
  9392. battle_config.min_hitrate = battle_config.max_hitrate;
  9393. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  9394. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  9395. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  9396. battle_config.day_duration = 60000;
  9397. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  9398. battle_config.night_duration = 60000;
  9399. #if PACKETVER < 20100427
  9400. if (battle_config.feature_buying_store) {
  9401. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  9402. battle_config.feature_buying_store = 0;
  9403. }
  9404. #endif
  9405. #if PACKETVER < 20100803
  9406. if (battle_config.feature_search_stores) {
  9407. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  9408. battle_config.feature_search_stores = 0;
  9409. }
  9410. #endif
  9411. #if PACKETVER < 20120101
  9412. if (battle_config.feature_bgqueue) {
  9413. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  9414. battle_config.feature_bgqueue = 0;
  9415. }
  9416. #endif
  9417. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  9418. if (battle_config.feature_auction) {
  9419. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  9420. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9421. battle_config.feature_auction = 0;
  9422. }
  9423. #elif PACKETVER >= 20141112
  9424. if (battle_config.feature_auction) {
  9425. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  9426. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9427. battle_config.feature_auction = 0;
  9428. }
  9429. #endif
  9430. #if PACKETVER < 20130724
  9431. if (battle_config.feature_banking) {
  9432. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  9433. battle_config.feature_banking = 0;
  9434. }
  9435. #endif
  9436. #if PACKETVER < 20131223
  9437. if (battle_config.mvp_exp_reward_message) {
  9438. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  9439. battle_config.mvp_exp_reward_message = 0;
  9440. }
  9441. #endif
  9442. #if PACKETVER < 20141022
  9443. if (battle_config.feature_roulette) {
  9444. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  9445. battle_config.feature_roulette = 0;
  9446. }
  9447. #endif
  9448. #if PACKETVER < 20150513
  9449. if (battle_config.feature_achievement) {
  9450. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  9451. battle_config.feature_achievement = 0;
  9452. }
  9453. #endif
  9454. #if PACKETVER < 20141008
  9455. if (battle_config.feature_petevolution) {
  9456. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9457. battle_config.feature_petevolution = 0;
  9458. }
  9459. if (battle_config.feature_pet_autofeed) {
  9460. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9461. battle_config.feature_pet_autofeed = 0;
  9462. }
  9463. #endif
  9464. #if PACKETVER < 20161012
  9465. if (battle_config.feature_refineui) {
  9466. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  9467. battle_config.feature_refineui = 0;
  9468. }
  9469. #endif
  9470. #if PACKETVER < 20170208
  9471. if (battle_config.feature_equipswitch) {
  9472. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  9473. battle_config.feature_equipswitch = 0;
  9474. }
  9475. #endif
  9476. #if PACKETVER < 20170920
  9477. if( battle_config.feature_homunculus_autofeed ){
  9478. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  9479. battle_config.feature_homunculus_autofeed = 0;
  9480. }
  9481. #endif
  9482. #if PACKETVER < 20180307
  9483. if( battle_config.feature_attendance ){
  9484. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  9485. battle_config.feature_attendance = 0;
  9486. }
  9487. #endif
  9488. #if PACKETVER < 20180321
  9489. if( battle_config.feature_privateairship ){
  9490. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  9491. battle_config.feature_privateairship = 0;
  9492. }
  9493. #endif
  9494. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  9495. if( battle_config.feature_barter ){
  9496. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  9497. battle_config.feature_barter = 0;
  9498. }
  9499. #endif
  9500. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  9501. if( battle_config.feature_barter_extended ){
  9502. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  9503. battle_config.feature_barter_extended = 0;
  9504. }
  9505. #endif
  9506. #ifndef CELL_NOSTACK
  9507. if (battle_config.custom_cell_stack_limit != 1)
  9508. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  9509. #endif
  9510. }
  9511. /*=====================================
  9512. * Read battle.conf settings from file
  9513. *-------------------------------------*/
  9514. int battle_config_read(const char* cfgName)
  9515. {
  9516. FILE* fp;
  9517. static int count = 0;
  9518. if (count == 0)
  9519. battle_set_defaults();
  9520. count++;
  9521. fp = fopen(cfgName,"r");
  9522. if (fp == NULL)
  9523. ShowError("File not found: %s\n", cfgName);
  9524. else {
  9525. char line[1024], w1[1024], w2[1024];
  9526. while(fgets(line, sizeof(line), fp)) {
  9527. if (line[0] == '/' && line[1] == '/')
  9528. continue;
  9529. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  9530. continue;
  9531. if (strcmpi(w1, "import") == 0)
  9532. battle_config_read(w2);
  9533. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  9534. const char* symbol = &w2[0];
  9535. if (ISPRINT(*symbol) && // no control characters
  9536. *symbol != '/' && // symbol of client commands
  9537. *symbol != '%' && // symbol of party chat
  9538. *symbol != '$' && // symbol of guild chat
  9539. *symbol != charcommand_symbol)
  9540. atcommand_symbol = *symbol;
  9541. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  9542. const char* symbol = &w2[0];
  9543. if (ISPRINT(*symbol) && // no control characters
  9544. *symbol != '/' && // symbol of client commands
  9545. *symbol != '%' && // symbol of party chat
  9546. *symbol != '$' && // symbol of guild chat
  9547. *symbol != atcommand_symbol)
  9548. charcommand_symbol = *symbol;
  9549. }else if( battle_set_value(w1, w2) == 0 )
  9550. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  9551. }
  9552. fclose(fp);
  9553. }
  9554. count--;
  9555. if (count == 0)
  9556. battle_adjust_conf();
  9557. return 0;
  9558. }
  9559. /*==========================
  9560. * initialize battle timer
  9561. *--------------------------*/
  9562. void do_init_battle(void)
  9563. {
  9564. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  9565. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  9566. }
  9567. /*==================
  9568. * end battle timer
  9569. *------------------*/
  9570. void do_final_battle(void)
  9571. {
  9572. ers_destroy(delay_damage_ers);
  9573. }