battle.c 325 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "homunculus.h"
  17. #include "mercenary.h"
  18. #include "elemental.h"
  19. #include "pet.h"
  20. #include "party.h"
  21. #include "battleground.h"
  22. #include "chrif.h"
  23. #include <stdlib.h>
  24. #include <math.h>
  25. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  26. struct Battle_Config battle_config;
  27. static struct eri *delay_damage_ers; //For battle delay damage structures.
  28. /**
  29. * Returns the current/list skill used by the bl
  30. * @param bl
  31. * @return skill_id
  32. */
  33. int battle_getcurrentskill(struct block_list *bl)
  34. {
  35. struct unit_data *ud;
  36. if( bl->type == BL_SKILL ) {
  37. struct skill_unit *su = (struct skill_unit*)bl;
  38. return (su && su->group?su->group->skill_id:0);
  39. }
  40. ud = unit_bl2ud(bl);
  41. return (ud?ud->skill_id:0);
  42. }
  43. /**
  44. * Get random targeting enemy
  45. * @param bl
  46. * @param ap
  47. * @return Found target (1) or not found (0)
  48. */
  49. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  50. {
  51. struct block_list **bl_list;
  52. struct unit_data *ud;
  53. int target_id;
  54. int *c;
  55. bl_list = va_arg(ap, struct block_list **);
  56. c = va_arg(ap, int *);
  57. target_id = va_arg(ap, int);
  58. if (bl->id == target_id)
  59. return 0;
  60. if (*c >= 24)
  61. return 0;
  62. if ( !(ud = unit_bl2ud(bl)) )
  63. return 0;
  64. if (ud->target == target_id || ud->skilltarget == target_id) {
  65. bl_list[(*c)++] = bl;
  66. return 1;
  67. }
  68. return 0;
  69. }
  70. /**
  71. * Returns list of targets
  72. * @param target
  73. * @return Target list
  74. */
  75. struct block_list* battle_gettargeted(struct block_list *target)
  76. {
  77. struct block_list *bl_list[24];
  78. int c = 0;
  79. nullpo_retr(NULL, target);
  80. memset(bl_list, 0, sizeof(bl_list));
  81. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  82. if ( c == 0 )
  83. return NULL;
  84. if( c > 24 )
  85. c = 24;
  86. return bl_list[rnd()%c];
  87. }
  88. /**
  89. * Returns the ID of the current targeted character of the passed bl
  90. * @param bl
  91. * @return Target Unit ID
  92. * @author [Skotlex]
  93. */
  94. int battle_gettarget(struct block_list* bl)
  95. {
  96. switch (bl->type) {
  97. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  98. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  99. case BL_PET: return ((struct pet_data*)bl)->target_id;
  100. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  101. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  102. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  103. }
  104. return 0;
  105. }
  106. /**
  107. * Get random enemy
  108. * @param bl
  109. * @param ap
  110. * @return Found target (1) or not found (0)
  111. */
  112. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  113. {
  114. struct block_list **bl_list;
  115. struct block_list *target;
  116. int *c;
  117. bl_list = va_arg(ap, struct block_list **);
  118. c = va_arg(ap, int *);
  119. target = va_arg(ap, struct block_list *);
  120. if (bl->id == target->id)
  121. return 0;
  122. if (*c >= 24)
  123. return 0;
  124. if (status_isdead(bl))
  125. return 0;
  126. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  127. bl_list[(*c)++] = bl;
  128. return 1;
  129. }
  130. return 0;
  131. }
  132. /**
  133. * Returns list of enemies within given range
  134. * @param target
  135. * @param type
  136. * @param range
  137. * @return Target list
  138. * @author [Skotlex]
  139. */
  140. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  141. {
  142. struct block_list *bl_list[24];
  143. int c = 0;
  144. memset(bl_list, 0, sizeof(bl_list));
  145. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  146. if ( c == 0 )
  147. return NULL;
  148. if( c > 24 )
  149. c = 24;
  150. return bl_list[rnd()%c];
  151. }
  152. /**
  153. * Get random enemy within area
  154. * @param bl
  155. * @param ap
  156. * @return Found target (1) or not found (0)
  157. */
  158. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  159. {
  160. struct block_list **bl_list, *src;
  161. int *c, ignore_id;
  162. bl_list = va_arg(ap, struct block_list **);
  163. c = va_arg(ap, int *);
  164. src = va_arg(ap, struct block_list *);
  165. ignore_id = va_arg(ap, int);
  166. if( bl->id == src->id || bl->id == ignore_id )
  167. return 0; // Ignores Caster and a possible pre-target
  168. if( *c >= 23 )
  169. return 0;
  170. if( status_isdead(bl) )
  171. return 0;
  172. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  173. bl_list[(*c)++] = bl;
  174. return 1;
  175. }
  176. return 0;
  177. }
  178. /**
  179. * Returns list of enemies within an area
  180. * @param src
  181. * @param x
  182. * @param y
  183. * @param range
  184. * @param type
  185. * @param ignore_id
  186. * @return Target list
  187. */
  188. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  189. {
  190. struct block_list *bl_list[24];
  191. int c = 0;
  192. memset(bl_list, 0, sizeof(bl_list));
  193. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  194. if( c == 0 )
  195. return NULL;
  196. if( c >= 24 )
  197. c = 23;
  198. return bl_list[rnd()%c];
  199. }
  200. /// Damage Delayed Structure
  201. struct delay_damage {
  202. int src_id;
  203. int target_id;
  204. int64 damage;
  205. int delay;
  206. unsigned short distance;
  207. uint16 skill_lv;
  208. uint16 skill_id;
  209. enum damage_lv dmg_lv;
  210. unsigned short attack_type;
  211. bool additional_effects;
  212. enum bl_type src_type;
  213. };
  214. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  215. {
  216. struct delay_damage *dat = (struct delay_damage *)data;
  217. if ( dat ) {
  218. struct block_list* src = NULL;
  219. struct block_list* target = map_id2bl(dat->target_id);
  220. if( !target || status_isdead(target) ) { /* Nothing we can do */
  221. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  222. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  223. ((TBL_PC*)src)->state.hold_recalc = 0;
  224. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  225. }
  226. ers_free(delay_damage_ers, dat);
  227. return 0;
  228. }
  229. src = map_id2bl(dat->src_id);
  230. if( src && target->m == src->m &&
  231. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  232. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  233. {
  234. map_freeblock_lock();
  235. status_fix_damage(src, target, dat->damage, dat->delay);
  236. if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
  237. skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  238. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  239. skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  240. map_freeblock_unlock();
  241. } 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
  242. map_freeblock_lock();
  243. status_fix_damage(target, target, dat->damage, dat->delay);
  244. map_freeblock_unlock();
  245. }
  246. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  247. ((TBL_PC*)src)->state.hold_recalc = 0;
  248. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  249. }
  250. }
  251. ers_free(delay_damage_ers, dat);
  252. return 0;
  253. }
  254. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
  255. {
  256. struct delay_damage *dat;
  257. struct status_change *sc;
  258. struct block_list *d_tbl = NULL;
  259. struct block_list *e_tbl = NULL;
  260. nullpo_ret(src);
  261. nullpo_ret(target);
  262. sc = status_get_sc(target);
  263. if (sc) {
  264. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  265. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  266. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  267. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  268. }
  269. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  270. damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  271. damage = 0;
  272. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  273. map_freeblock_lock();
  274. status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
  275. if( attack_type && !status_isdead(target) && additional_effects )
  276. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  277. if( dmg_lv > ATK_BLOCK && attack_type )
  278. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  279. map_freeblock_unlock();
  280. return 0;
  281. }
  282. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  283. dat->src_id = src->id;
  284. dat->target_id = target->id;
  285. dat->skill_id = skill_id;
  286. dat->skill_lv = skill_lv;
  287. dat->attack_type = attack_type;
  288. dat->damage = damage;
  289. dat->dmg_lv = dmg_lv;
  290. dat->delay = ddelay;
  291. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  292. dat->additional_effects = additional_effects;
  293. dat->src_type = src->type;
  294. if (src->type != BL_PC && amotion > 1000)
  295. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  296. if( src->type == BL_PC )
  297. ((TBL_PC*)src)->delayed_damage++;
  298. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  299. return 0;
  300. }
  301. /**
  302. * Get attribute ratio
  303. * @param atk_elem Attack element enum e_element
  304. * @param def_type Defense element enum e_element
  305. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  306. */
  307. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  308. {
  309. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  310. return 100;
  311. return attr_fix_table[def_lv-1][atk_elem][def_type];
  312. }
  313. /**
  314. * Does attribute fix modifiers.
  315. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  316. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  317. * @param src
  318. * @param target
  319. * @param damage
  320. * @param atk_elem
  321. * @param def_type
  322. * @param def_lv
  323. * @return damage
  324. */
  325. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  326. {
  327. struct status_change *sc = NULL, *tsc = NULL;
  328. int ratio;
  329. if (src) sc = status_get_sc(src);
  330. if (target) tsc = status_get_sc(target);
  331. if (!CHK_ELEMENT(atk_elem))
  332. atk_elem = rnd()%ELE_ALL;
  333. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  334. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  335. return damage;
  336. }
  337. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  338. if (sc && sc->count) { //increase dmg by src status
  339. switch(atk_elem){
  340. case ELE_FIRE:
  341. if (sc->data[SC_VOLCANO])
  342. ratio += sc->data[SC_VOLCANO]->val3;
  343. break;
  344. case ELE_WIND:
  345. if (sc->data[SC_VIOLENTGALE])
  346. ratio += sc->data[SC_VIOLENTGALE]->val3;
  347. break;
  348. case ELE_WATER:
  349. if (sc->data[SC_DELUGE])
  350. ratio += sc->data[SC_DELUGE]->val3;
  351. break;
  352. case ELE_GHOST:
  353. if (sc->data[SC_TELEKINESIS_INTENSE])
  354. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  355. break;
  356. }
  357. }
  358. if( target && target->type == BL_SKILL ) {
  359. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  360. struct skill_unit *su = (struct skill_unit*)target;
  361. struct skill_unit_group *sg;
  362. struct block_list *src2;
  363. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  364. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  365. return 0;
  366. if( sg->unit_id != UNT_FIREWALL ) {
  367. int x,y;
  368. x = sg->val3 >> 16;
  369. y = sg->val3 & 0xffff;
  370. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  371. sg->val3 = -1;
  372. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  373. }
  374. }
  375. }
  376. if (tsc && tsc->count) { //increase dmg by target status
  377. switch(atk_elem) {
  378. case ELE_FIRE:
  379. if (tsc->data[SC_SPIDERWEB]) {
  380. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  381. if (tsc->data[SC_SPIDERWEB]->val2-- > 0)
  382. ratio += 100; // double damage
  383. if (tsc->data[SC_SPIDERWEB]->val2 == 0)
  384. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  385. }
  386. if (tsc->data[SC_THORNSTRAP])
  387. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  388. if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  389. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  390. if (tsc->data[SC_EARTH_INSIGNIA])
  391. ratio += 50;
  392. if (tsc->data[SC_ASH])
  393. ratio += 50;
  394. break;
  395. case ELE_HOLY:
  396. if (tsc->data[SC_ORATIO])
  397. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  398. break;
  399. case ELE_POISON:
  400. if (tsc->data[SC_VENOMIMPRESS])
  401. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  402. break;
  403. case ELE_WIND:
  404. if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  405. ratio += 50;
  406. if (tsc->data[SC_WATER_INSIGNIA])
  407. ratio += 50;
  408. break;
  409. case ELE_WATER:
  410. if (tsc->data[SC_FIRE_INSIGNIA])
  411. ratio += 50;
  412. break;
  413. case ELE_EARTH:
  414. if (tsc->data[SC_WIND_INSIGNIA])
  415. ratio += 50;
  416. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  417. break;
  418. case ELE_NEUTRAL:
  419. if (tsc->data[SC_ANTI_M_BLAST])
  420. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  421. break;
  422. }
  423. }
  424. if (ratio < 100)
  425. damage = damage - (damage * (100 - ratio) / 100);
  426. else
  427. damage = damage + (damage * (ratio - 100) / 100);
  428. return i64max(damage,0);
  429. }
  430. /**
  431. * Calculates card bonuses damage adjustments.
  432. * @param attack_type @see enum e_battle_flag
  433. * @param src Attacker
  434. * @param target Target
  435. * @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
  436. * @param rh_ele Right-hand weapon element
  437. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  438. * @param damage Original damage
  439. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  440. * 3: Calculates attacker bonuses in both hands.
  441. * 2: Calculates attacker bonuses in right-hand only.
  442. * 0 or 1: Only calculates target bonuses.
  443. * @param flag Misc value of skill & damage flags
  444. * @return damage Damage diff between original damage and after calculation
  445. */
  446. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  447. struct map_session_data *sd, ///< Attacker session data if BL_PC
  448. *tsd; ///< Target session data if BL_PC
  449. short cardfix = 1000;
  450. enum e_classAE s_class, ///< Attacker class
  451. t_class; ///< Target class
  452. enum e_race2 s_race2, /// Attacker Race2
  453. t_race2; ///< Target Race2
  454. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  455. struct status_data *sstatus, ///< Attacker status data
  456. *tstatus; ///< Target status data
  457. int64 original_damage;
  458. int i;
  459. if( !damage )
  460. return 0;
  461. original_damage = damage;
  462. sd = BL_CAST(BL_PC, src);
  463. tsd = BL_CAST(BL_PC, target);
  464. t_class = (enum e_classAE)status_get_class(target);
  465. s_class = (enum e_classAE)status_get_class(src);
  466. sstatus = status_get_status_data(src);
  467. tstatus = status_get_status_data(target);
  468. s_race2 = (enum e_race2)status_get_race2(src);
  469. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  470. switch( attack_type ) {
  471. case BF_MAGIC:
  472. // Affected by attacker ATK bonuses
  473. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  474. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL]) / 100;
  475. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  476. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL]) / 100;
  477. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  478. }
  479. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  480. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  481. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  482. if( sd->add_mdmg[i].class_ == t_class ) {
  483. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  484. break;
  485. }
  486. }
  487. if( cardfix != 1000 )
  488. damage = damage * cardfix / 1000;
  489. }
  490. // Affected by target DEF bonuses
  491. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  492. cardfix = 1000; // reset var for target
  493. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  494. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
  495. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  496. if( tsd->subele2[i].ele != rh_ele )
  497. continue;
  498. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  499. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  500. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  501. continue;
  502. ele_fix += tsd->subele2[i].rate;
  503. }
  504. if (s_defele != ELE_NONE)
  505. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  506. cardfix = cardfix * (100 - ele_fix) / 100;
  507. }
  508. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  509. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  510. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  511. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  512. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  513. if( tsd->add_mdef[i].class_ == s_class ) {
  514. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  515. break;
  516. }
  517. }
  518. #ifndef RENEWAL
  519. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  520. if( flag&BF_SHORT )
  521. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  522. else
  523. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  524. #endif
  525. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  526. if( tsd->sc.data[SC_MDEF_RATE] )
  527. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  528. if( cardfix != 1000 )
  529. damage = damage * cardfix / 1000;
  530. }
  531. break;
  532. case BF_WEAPON:
  533. t_race2 = (enum e_race2)status_get_race2(target);
  534. // Affected by attacker ATK bonuses
  535. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
  536. short cardfix_ = 1000;
  537. if( sd->state.arrow_atk ) { // Ranged attack
  538. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  539. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  540. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  541. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  542. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  543. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  544. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  545. continue;
  546. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  547. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  548. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  549. continue;
  550. ele_fix += sd->right_weapon.addele2[i].rate;
  551. }
  552. cardfix = cardfix * (100 + ele_fix) / 100;
  553. }
  554. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  555. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  556. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  557. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  558. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  559. } else { // Melee attack
  560. int skill = 0;
  561. // Calculates each right & left hand weapon bonuses separatedly
  562. if( !battle_config.left_cardfix_to_right ) {
  563. // Right-handed weapon
  564. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  565. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  566. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  567. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  568. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  569. continue;
  570. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  571. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  572. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  573. continue;
  574. ele_fix += sd->right_weapon.addele2[i].rate;
  575. }
  576. cardfix = cardfix * (100 + ele_fix) / 100;
  577. }
  578. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  579. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  580. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  581. if( left&1 ) { // Left-handed weapon
  582. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  583. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  584. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  585. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  586. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  587. continue;
  588. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  589. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  590. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  591. continue;
  592. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  593. }
  594. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  595. }
  596. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  597. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  598. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  599. }
  600. }
  601. // Calculates right & left hand weapon as unity
  602. else {
  603. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
  604. //if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  605. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  606. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  607. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  608. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  609. continue;
  610. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  611. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  612. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  613. continue;
  614. ele_fix += sd->right_weapon.addele2[i].rate;
  615. }
  616. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  617. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  618. continue;
  619. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  620. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  621. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  622. continue;
  623. ele_fix += sd->left_weapon.addele2[i].rate;
  624. }
  625. cardfix = cardfix * (100 + ele_fix) / 100;
  626. //}
  627. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  628. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  629. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  630. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  631. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  632. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  633. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  634. }
  635. 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]
  636. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  637. }
  638. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  639. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  640. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  641. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  642. break;
  643. }
  644. }
  645. if( left&1 ) {
  646. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  647. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  648. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  649. break;
  650. }
  651. }
  652. }
  653. #ifndef RENEWAL
  654. if( flag&BF_LONG )
  655. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  656. #endif
  657. if( (left&1) && cardfix_ != 1000 )
  658. damage = damage * cardfix_ / 1000;
  659. else if( cardfix != 1000 )
  660. damage = damage * cardfix / 1000;
  661. }
  662. // Affected by target DEF bonuses
  663. else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
  664. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  665. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
  666. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  667. if( tsd->subele2[i].ele != rh_ele )
  668. continue;
  669. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  670. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  671. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  672. continue;
  673. ele_fix += tsd->subele2[i].rate;
  674. }
  675. cardfix = cardfix * (100 - ele_fix) / 100;
  676. if( left&1 && lh_ele != rh_ele ) {
  677. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL];
  678. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  679. if( tsd->subele2[i].ele != lh_ele )
  680. continue;
  681. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  682. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  683. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  684. continue;
  685. ele_fix_lh += tsd->subele2[i].rate;
  686. }
  687. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  688. }
  689. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  690. }
  691. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  692. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  693. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  694. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  695. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  696. if( tsd->add_def[i].class_ == s_class ) {
  697. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  698. break;
  699. }
  700. }
  701. if( flag&BF_SHORT )
  702. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  703. else // BF_LONG (there's no other choice)
  704. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  705. if( tsd->sc.data[SC_DEF_RATE] )
  706. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  707. if( cardfix != 1000 )
  708. damage = damage * cardfix / 1000;
  709. }
  710. break;
  711. case BF_MISC:
  712. // Affected by target DEF bonuses
  713. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  714. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  715. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
  716. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  717. if( tsd->subele2[i].ele != rh_ele )
  718. continue;
  719. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  720. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  721. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  722. continue;
  723. ele_fix += tsd->subele2[i].rate;
  724. }
  725. if (s_defele != ELE_NONE)
  726. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  727. cardfix = cardfix * (100 - ele_fix) / 100;
  728. }
  729. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  730. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  731. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  732. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  733. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  734. if( flag&BF_SHORT )
  735. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  736. else // BF_LONG (there's no other choice)
  737. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  738. if( cardfix != 1000 )
  739. damage = damage * cardfix / 1000;
  740. }
  741. break;
  742. }
  743. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  744. }
  745. /**
  746. * Absorb damage based on criteria
  747. * @param bl
  748. * @param d Damage
  749. **/
  750. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  751. int64 dmg_ori = 0, dmg_new = 0;
  752. nullpo_retv(bl);
  753. nullpo_retv(d);
  754. if (!d->damage && !d->damage2)
  755. return;
  756. switch (bl->type) {
  757. case BL_PC:
  758. {
  759. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  760. if (!sd)
  761. return;
  762. if (sd->bonus.absorb_dmg_maxhp) {
  763. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  764. dmg_ori = dmg_new = d->damage + d->damage2;
  765. if (dmg_ori > hp)
  766. dmg_new = dmg_ori - hp;
  767. }
  768. }
  769. break;
  770. }
  771. if (dmg_ori == dmg_new)
  772. return;
  773. if (!d->damage2)
  774. d->damage = dmg_new;
  775. else if (!d->damage)
  776. d->damage2 = dmg_new;
  777. else {
  778. d->damage = dmg_new;
  779. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  780. if (d->damage2 < 1)
  781. d->damage2 = 1;
  782. d->damage = d->damage - d->damage2;
  783. }
  784. }
  785. /**
  786. * Check Safety Wall and Pneuma effect.
  787. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  788. * @param src Attacker
  789. * @param target Target of attack
  790. * @param sc STatus Change
  791. * @param d Damage data
  792. * @param damage Damage received
  793. * @param skill_id
  794. * @param skill_lv
  795. * @return True:Damage inflicted, False:Missed
  796. **/
  797. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  798. if (!sc)
  799. return true;
  800. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  801. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  802. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  803. if (group) {
  804. if (skill_id_val == MH_STEINWAND) {
  805. if (--group->val2 <= 0)
  806. skill_delunitgroup(group);
  807. d->dmg_lv = ATK_BLOCK;
  808. if( (group->val3 - damage) > 0 )
  809. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  810. else
  811. skill_delunitgroup(group);
  812. return false;
  813. }
  814. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  815. d->dmg_lv = ATK_BLOCK;
  816. #ifdef RENEWAL
  817. if ( ( group->val2 - damage) > 0 ) {
  818. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  819. } else
  820. skill_delunitgroup(group);
  821. return false;
  822. #else
  823. if (--group->val2 <= 0)
  824. skill_delunitgroup(group);
  825. return false;
  826. #endif
  827. }
  828. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  829. }
  830. if( (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && !(skill_get_nk(skill_id)&NK_IGNORE_FLEE) &&
  831. (skill_id == NPC_EARTHQUAKE || (d->flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) )
  832. {
  833. d->dmg_lv = ATK_MISS;
  834. return false;
  835. }
  836. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  837. d->dmg_lv = ATK_BLOCK;
  838. skill_blown(src,target,skill_get_blewcount(skill_id,skill_lv),-1,0);
  839. return false;
  840. }
  841. return true;
  842. }
  843. /**
  844. * Check damage through status.
  845. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  846. * After this we apply bg/gvg reduction
  847. * @param src
  848. * @param bl
  849. * @param d
  850. * @param damage
  851. * @param skill_id
  852. * @param skill_lv
  853. * @return damage
  854. */
  855. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  856. {
  857. struct map_session_data *sd = NULL;
  858. struct status_change *sc;
  859. struct status_change_entry *sce;
  860. int div_ = d->div_, flag = d->flag;
  861. nullpo_ret(bl);
  862. if( !damage )
  863. return 0;
  864. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  865. return 0;
  866. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  867. && skill_get_casttype(skill_id) == CAST_GROUND )
  868. return 0;
  869. if (bl->type == BL_PC) {
  870. sd=(struct map_session_data *)bl;
  871. //Special no damage states
  872. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  873. damage -= damage * sd->special_state.no_weapon_damage / 100;
  874. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  875. damage -= damage * sd->special_state.no_magic_damage / 100;
  876. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  877. damage -= damage * sd->special_state.no_misc_damage / 100;
  878. if(!damage)
  879. return 0;
  880. }
  881. sc = status_get_sc(bl); //check target status
  882. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  883. return 1;
  884. if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION)
  885. return damage; //These skills bypass everything else.
  886. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  887. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) {
  888. d->dmg_lv = ATK_BLOCK;
  889. return 0;
  890. }
  891. if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect
  892. if( skill_id == MG_NAPALMBEAT ||
  893. skill_id == MG_SOULSTRIKE ||
  894. skill_id == WL_SOULEXPANSION ||
  895. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  896. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  897. {
  898. if( skill_id == WL_SOULEXPANSION )
  899. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  900. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  901. } else {
  902. d->dmg_lv = ATK_BLOCK;
  903. return 0;
  904. }
  905. }
  906. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  907. d->dmg_lv = ATK_BLOCK;
  908. return 0;
  909. }
  910. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  911. return 0;
  912. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) {
  913. d->dmg_lv = ATK_BLOCK;
  914. return 0;
  915. }
  916. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  917. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  918. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,skill_get_time2(GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1));
  919. d->dmg_lv = ATK_BLOCK;
  920. return 0;
  921. }
  922. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  923. int delay;
  924. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  925. struct block_list *d_bl = NULL;
  926. // different delay depending on skill level [celest]
  927. if (sce->val1 <= 5)
  928. delay = 300;
  929. else if (sce->val1 > 5 && sce->val1 <= 9)
  930. delay = 200;
  931. else
  932. delay = 100;
  933. if (sd && pc_issit(sd))
  934. pc_setstand(sd, true);
  935. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  936. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  937. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  938. check_distance_bl(bl,d_bl,sce_d->val3) )
  939. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  940. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  941. unit_set_walkdelay(d_bl,gettick(),delay,1);
  942. d->dmg_lv = ATK_MISS;
  943. return 0;
  944. } else {
  945. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  946. unit_set_walkdelay(bl,gettick(),delay,1);
  947. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  948. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  949. d->dmg_lv = ATK_MISS;
  950. return 0;
  951. }
  952. }
  953. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  954. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  955. d->dmg_lv = ATK_BLOCK;
  956. if( sce->val3 <= 0 ) { // Shield Down
  957. sce->val2--;
  958. if( sce->val2 >= 0 ) {
  959. clif_millenniumshield(bl,sce->val2);
  960. if( !sce->val2 )
  961. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  962. else
  963. sce->val3 = 1000; // Next shield
  964. }
  965. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  966. }
  967. return 0;
  968. }
  969. // attack blocked by Parrying
  970. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  971. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  972. return 0;
  973. }
  974. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd()%100 < 20) {
  975. if (sd && pc_issit(sd))
  976. pc_setstand(sd, true); //Stand it to dodge.
  977. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  978. if (!sc->data[SC_COMBO])
  979. sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  980. return 0;
  981. }
  982. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  983. return 0;
  984. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  985. return 0;
  986. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  987. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  988. clif_specialeffect(bl, 462, AREA);
  989. //Shouldn't end until Breaker's non-weapon part connects.
  990. #ifndef RENEWAL
  991. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  992. #endif
  993. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  994. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  995. return 0;
  996. }
  997. #ifdef RENEWAL // Flat +400% damage from melee
  998. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  999. damage <<= 2;
  1000. #endif
  1001. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1002. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  1003. return 0;
  1004. }
  1005. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
  1006. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1007. if (!status_isdead(src))
  1008. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1009. if (sce) {
  1010. clif_specialeffect(bl, 462, AREA);
  1011. skill_blown(src,bl,sce->val3,-1,0);
  1012. }
  1013. //Both need to be consumed if they are active.
  1014. if (sce && --(sce->val2) <= 0)
  1015. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1016. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1017. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1018. return 0;
  1019. }
  1020. //Now damage increasing effects
  1021. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1022. if (src->type != BL_MER || !skill_id)
  1023. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1024. #ifndef RENEWAL
  1025. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1026. #endif
  1027. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1028. }
  1029. #ifdef RENEWAL
  1030. if( sc->data[SC_RAID] ) {
  1031. damage += damage * 20 / 100;
  1032. if (--sc->data[SC_RAID]->val1 == 0)
  1033. status_change_end(bl, SC_RAID, INVALID_TIMER);
  1034. }
  1035. #endif
  1036. if( damage ) {
  1037. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1038. if( sc->data[SC_DEEPSLEEP] ) {
  1039. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1040. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1041. }
  1042. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1043. switch(tsd->status.weapon) {
  1044. case W_MACE:
  1045. case W_2HMACE:
  1046. case W_1HAXE:
  1047. case W_2HAXE:
  1048. damage += damage / 2;
  1049. break;
  1050. case W_MUSICAL:
  1051. case W_WHIP:
  1052. if(!sd->state.arrow_atk)
  1053. break;
  1054. case W_BOW:
  1055. case W_REVOLVER:
  1056. case W_RIFLE:
  1057. case W_GATLING:
  1058. case W_SHOTGUN:
  1059. case W_GRENADE:
  1060. case W_DAGGER:
  1061. case W_1HSWORD:
  1062. case W_2HSWORD:
  1063. damage -= damage / 2;
  1064. break;
  1065. }
  1066. }
  1067. if( sc->data[SC_VOICEOFSIREN] )
  1068. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1069. }
  1070. if( sc->data[SC_DEVOTION] ) {
  1071. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1072. struct block_list *d_bl = map_id2bl(sce_d->val1);
  1073. if( d_bl &&
  1074. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1075. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1076. check_distance_bl(bl,d_bl,sce_d->val3) )
  1077. {
  1078. struct status_change *d_sc = status_get_sc(d_bl);
  1079. if( d_sc && d_sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_MAGIC)) == BF_LONG && skill_id != ASC_BREAKER && skill_id != CR_ACIDDEMONSTRATION && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE )
  1080. damage -= damage * d_sc->data[SC_DEFENDER]->val2 / 100;
  1081. }
  1082. }
  1083. // Damage reductions
  1084. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1085. #ifndef RENEWAL
  1086. if( sc->data[SC_ASSUMPTIO] ) {
  1087. if( map_flag_vs(bl->m) )
  1088. damage = (int64)damage*2/3; //Receive 66% damage
  1089. else
  1090. damage >>= 1; //Receive 50% damage
  1091. }
  1092. #endif
  1093. if (sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1094. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1095. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1096. damage -= damage * 20 / 100;
  1097. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1098. if(flag&BF_SKILL) //25% reduction
  1099. damage -= damage * 25 / 100;
  1100. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1101. damage >>= 2; //75% reduction
  1102. }
  1103. if(sc->data[SC_ARMORCHANGE]) {
  1104. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1105. if(flag&BF_WEAPON)
  1106. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1107. else if(flag&BF_MAGIC)
  1108. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1109. }
  1110. if(sc->data[SC_SMOKEPOWDER]) {
  1111. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1112. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1113. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1114. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1115. }
  1116. if (sc->data[SC_WATER_BARRIER])
  1117. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1118. // Compressed code, fixed by map.h [Epoque]
  1119. if (src->type == BL_MOB) {
  1120. int i;
  1121. if (sc->data[SC_MANU_DEF]) {
  1122. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) {
  1123. if (mob_manuk[i]==((TBL_MOB*)src)->mob_id) {
  1124. damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
  1125. break;
  1126. }
  1127. }
  1128. }
  1129. if (sc->data[SC_SPL_DEF]) {
  1130. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) {
  1131. if (mob_splendide[i]==((TBL_MOB*)src)->mob_id) {
  1132. damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
  1133. break;
  1134. }
  1135. }
  1136. }
  1137. }
  1138. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1139. sce->val3&flag && sce->val4&flag)
  1140. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1141. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1142. #ifdef RENEWAL
  1143. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1144. #else
  1145. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1146. #endif
  1147. ) )
  1148. {
  1149. struct status_data *status = status_get_status_data(bl);
  1150. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1151. per /=20; //Uses 20% SP intervals.
  1152. //SP Cost: 1% + 0.5% per every 20% SP
  1153. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1154. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1155. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1156. }
  1157. if(sc->data[SC_GRANITIC_ARMOR])
  1158. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1159. if(sc->data[SC_PAIN_KILLER])
  1160. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1161. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1162. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1163. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1164. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1165. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1166. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1167. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1168. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1169. else
  1170. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1171. if( sce->val2 <= 0 )
  1172. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  1173. }
  1174. #ifdef RENEWAL
  1175. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1176. if( sc->data[SC_STEELBODY] )
  1177. damage = damage > 10 ? damage / 10 : 1;
  1178. #endif
  1179. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1180. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1181. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1182. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1183. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1184. }
  1185. //Finally Kyrie because it may, or not, reduce damage to 0.
  1186. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1187. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1188. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1189. if(sce->val2>=0)
  1190. damage=0;
  1191. else
  1192. damage=-sce->val2;
  1193. }
  1194. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1195. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1196. }
  1197. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1198. damage = 0;
  1199. if (!damage)
  1200. return 0;
  1201. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1202. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1203. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1204. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1205. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1206. clif_blown(bl);
  1207. unit_setdir(bl, dir);
  1208. }
  1209. d->dmg_lv = ATK_DEF;
  1210. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1211. return 0;
  1212. }
  1213. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1214. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1215. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1216. int spheres = 5;
  1217. if( sc->data[SC_RAISINGDRAGON] )
  1218. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1219. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1220. }
  1221. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1222. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1223. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1224. hom_addspiritball(hd, 10);
  1225. }
  1226. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1227. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1228. } //End of target SC_ check
  1229. //SC effects from caster side.
  1230. sc = status_get_sc(src);
  1231. if (sc && sc->count) {
  1232. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1233. damage += damage * 75 / 100;
  1234. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1235. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1236. // [Epoque]
  1237. if (bl->type == BL_MOB) {
  1238. uint8 i;
  1239. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1240. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  1241. ) {
  1242. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) {
  1243. if (((TBL_MOB*)bl)->mob_id==mob_manuk[i]) {
  1244. damage += damage * sce->val1 / 100;
  1245. break;
  1246. }
  1247. }
  1248. }
  1249. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1250. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  1251. ) {
  1252. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) {
  1253. if (((TBL_MOB*)bl)->mob_id==mob_splendide[i]) {
  1254. damage += damage * sce->val1 / 100;
  1255. break;
  1256. }
  1257. }
  1258. }
  1259. }
  1260. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1261. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1262. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1263. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1264. }
  1265. if( sc->data[SC_POISONINGWEAPON]
  1266. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1267. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1268. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1269. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1270. status_change_spread(src, bl, 0);
  1271. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1272. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1273. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1274. }
  1275. } //End of caster SC_ check
  1276. //PK damage rates
  1277. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1278. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1279. if (flag&BF_WEAPON)
  1280. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1281. if (flag&BF_MAGIC)
  1282. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1283. if (flag&BF_MISC)
  1284. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1285. } else { //Normal attacks get reductions based on range.
  1286. if (flag & BF_SHORT)
  1287. damage = damage * battle_config.pk_short_damage_rate / 100;
  1288. if (flag & BF_LONG)
  1289. damage = damage * battle_config.pk_long_damage_rate / 100;
  1290. }
  1291. damage = i64max(damage,1);
  1292. }
  1293. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1294. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1295. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1296. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1297. )
  1298. damage = div_;
  1299. }
  1300. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1301. if (damage > 0 )
  1302. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1303. if (skill_id)
  1304. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1305. }
  1306. if( sd ) {
  1307. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1308. short element = skill_get_ele(skill_id, skill_lv);
  1309. if( !skill_id || element == -1 ) { //Take weapon's element
  1310. struct status_data *sstatus = NULL;
  1311. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1312. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1313. else if( (sstatus = status_get_status_data(src)) ) {
  1314. element = sstatus->rhw.ele;
  1315. }
  1316. } else if( element == -2 ) //Use enchantment's element
  1317. element = status_get_attack_sc_element(src,status_get_sc(src));
  1318. else if( element == -3 ) //Use random element
  1319. element = rnd()%ELE_ALL;
  1320. if( element == ELE_FIRE || element == ELE_WATER )
  1321. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1322. }
  1323. }
  1324. return damage;
  1325. }
  1326. /**
  1327. * Calculates BG related damage adjustments.
  1328. * @param src
  1329. * @param bl
  1330. * @param damage
  1331. * @param skill_id
  1332. * @param flag
  1333. * @return damage
  1334. * Credits:
  1335. * Original coder Skotlex
  1336. * Initial refactoring by Baalberith
  1337. * Refined and optimized by helvetica
  1338. */
  1339. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1340. {
  1341. if( !damage )
  1342. return 0;
  1343. if( bl->type == BL_MOB ) {
  1344. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1345. if( map[bl->m].flag.battleground && (md->mob_id == MOBID_BLUE_CRYST || md->mob_id == MOBID_PINK_CRYST) && flag&BF_SKILL )
  1346. return 0; // Crystal cannot receive skill damage on battlegrounds
  1347. }
  1348. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1349. return damage; //skill that ignore bg map reduction
  1350. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1351. if( flag&BF_WEAPON )
  1352. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1353. if( flag&BF_MAGIC )
  1354. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1355. if( flag&BF_MISC )
  1356. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1357. } else { //Normal attacks get reductions based on range.
  1358. if( flag&BF_SHORT )
  1359. damage = damage * battle_config.bg_short_damage_rate / 100;
  1360. if( flag&BF_LONG )
  1361. damage = damage * battle_config.bg_long_damage_rate / 100;
  1362. }
  1363. damage = i64max(damage,1); //min 1 damage
  1364. return damage;
  1365. }
  1366. /**
  1367. * Determines whether target can be hit
  1368. * @param src
  1369. * @param bl
  1370. * @param skill_id
  1371. * @param flag
  1372. * @return Can be hit (true) or can't be hit (false)
  1373. */
  1374. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1375. {
  1376. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1377. int class_ = status_get_class(bl);
  1378. if(md && md->guardian_data) {
  1379. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
  1380. return false;
  1381. if(src->type != BL_MOB) {
  1382. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1383. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1384. return false;
  1385. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1386. return false; // [MouseJstr]
  1387. }
  1388. }
  1389. return true;
  1390. }
  1391. /**
  1392. * Calculates GVG related damage adjustments.
  1393. * @param src
  1394. * @param bl
  1395. * @param damage
  1396. * @param skill_id
  1397. * @param flag
  1398. * @return damage
  1399. */
  1400. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1401. {
  1402. if (!damage) //No reductions to make.
  1403. return 0;
  1404. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1405. return 0;
  1406. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1407. return damage;
  1408. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1409. if (md && md->guardian_data)
  1410. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1411. */
  1412. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1413. if (flag&BF_WEAPON)
  1414. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1415. if (flag&BF_MAGIC)
  1416. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1417. if (flag&BF_MISC)
  1418. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1419. } else { //Normal attacks get reductions based on range.
  1420. if (flag & BF_SHORT)
  1421. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1422. if (flag & BF_LONG)
  1423. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1424. }
  1425. damage = i64max(damage,1);
  1426. return damage;
  1427. }
  1428. /**
  1429. * HP/SP drain calculation
  1430. * @param damage Damage inflicted to the enemy
  1431. * @param rate Success chance 1000 = 100%
  1432. * @param per HP/SP drained
  1433. * @return diff
  1434. */
  1435. static int battle_calc_drain(int64 damage, int rate, int per)
  1436. {
  1437. int64 diff = 0;
  1438. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1439. diff = (damage * per) / 100;
  1440. if (diff == 0) {
  1441. if (per > 0)
  1442. diff = 1;
  1443. else
  1444. diff = -1;
  1445. }
  1446. }
  1447. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1448. }
  1449. /**
  1450. * Passive skill damage increases
  1451. * @param sd
  1452. * @param target
  1453. * @param dmg
  1454. * @param type
  1455. * @return damage
  1456. */
  1457. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1458. {
  1459. int64 damage;
  1460. struct status_data *status = status_get_status_data(target);
  1461. int weapon, skill;
  1462. #ifdef RENEWAL
  1463. damage = 0;
  1464. #else
  1465. damage = dmg;
  1466. #endif
  1467. nullpo_ret(sd);
  1468. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1469. target->type == BL_MOB && //This bonus doesn't work against players.
  1470. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1471. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1472. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1473. damage += (skill * 5);
  1474. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1475. damage += (skill * 10);
  1476. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1477. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1478. damage += (skill * 4);
  1479. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1480. damage += sd->status.str;
  1481. }
  1482. #ifdef RENEWAL
  1483. //Weapon Research bonus applies to all weapons
  1484. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1485. damage += (skill * 2);
  1486. #endif
  1487. if(type == 0)
  1488. weapon = sd->weapontype1;
  1489. else
  1490. weapon = sd->weapontype2;
  1491. switch(weapon) {
  1492. case W_1HSWORD:
  1493. #ifdef RENEWAL
  1494. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1495. damage += (skill * 3);
  1496. #endif
  1497. case W_DAGGER:
  1498. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1499. damage += (skill * 4);
  1500. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1501. damage += skill * 10;
  1502. break;
  1503. case W_2HSWORD:
  1504. #ifdef RENEWAL
  1505. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1506. damage += (skill * 3);
  1507. #endif
  1508. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1509. damage += (skill * 4);
  1510. break;
  1511. case W_1HSPEAR:
  1512. case W_2HSPEAR:
  1513. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1514. if(!pc_isriding(sd) || !pc_isridingdragon(sd))
  1515. damage += (skill * 4);
  1516. else
  1517. damage += (skill * 5);
  1518. // Increase damage by level of KN_SPEARMASTERY * 10
  1519. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1520. damage += (skill * 10);
  1521. }
  1522. break;
  1523. case W_1HAXE:
  1524. case W_2HAXE:
  1525. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1526. damage += (skill * 3);
  1527. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1528. damage += (skill * 5);
  1529. break;
  1530. case W_MACE:
  1531. case W_2HMACE:
  1532. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1533. damage += (skill * 3);
  1534. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1535. damage += (skill * 4);
  1536. break;
  1537. case W_FIST:
  1538. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1539. damage += (skill * 10);
  1540. // No break, fallthrough to Knuckles
  1541. case W_KNUCKLE:
  1542. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1543. damage += (skill * 3);
  1544. break;
  1545. case W_MUSICAL:
  1546. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1547. damage += (skill * 3);
  1548. break;
  1549. case W_WHIP:
  1550. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1551. damage += (skill * 3);
  1552. break;
  1553. case W_BOOK:
  1554. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1555. damage += (skill * 3);
  1556. break;
  1557. case W_KATAR:
  1558. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1559. damage += (skill * 3);
  1560. break;
  1561. }
  1562. return damage;
  1563. }
  1564. #ifdef RENEWAL
  1565. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1566. {
  1567. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1568. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1569. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1570. }
  1571. static int battle_calc_status_attack(struct status_data *status, short hand)
  1572. {
  1573. //left-hand penalty on sATK is always 50% [Baalberith]
  1574. if (hand == EQI_HAND_L)
  1575. return status->batk;
  1576. else
  1577. return 2 * status->batk;
  1578. }
  1579. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1580. {
  1581. struct status_data *status = status_get_status_data(src);
  1582. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1583. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1584. uint16 atkmax = atkmin;
  1585. int64 damage = atkmin;
  1586. uint16 weapon_perfection = 0;
  1587. struct status_change *sc = status_get_sc(src);
  1588. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1589. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1590. atkmin = max(0, (int)(atkmin - variance));
  1591. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1592. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1593. damage = atkmax;
  1594. else
  1595. damage = rnd_value(atkmin, atkmax);
  1596. }
  1597. if (sc && sc->data[SC_WEAPONPERFECTION])
  1598. weapon_perfection = 1;
  1599. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1600. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1601. }
  1602. #endif
  1603. /*==========================================
  1604. * Calculates the standard damage of a normal attack assuming it hits,
  1605. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1606. * This applies to pre-renewal and non-sd in renewal
  1607. *------------------------------------------
  1608. * Pass damage2 as NULL to not calc it.
  1609. * Flag values:
  1610. * &1 : Critical hit
  1611. * &2 : Arrow attack
  1612. * &4 : Skill is Magic Crasher
  1613. * &8 : Skip target size adjustment (Extremity Fist?)
  1614. * &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)
  1615. *
  1616. * Credits:
  1617. * Original coder Skotlex
  1618. * Initial refactoring by Baalberith
  1619. * Refined and optimized by helvetica
  1620. */
  1621. static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  1622. {
  1623. unsigned int atkmin = 0, atkmax = 0;
  1624. short type = 0;
  1625. int64 damage = 0;
  1626. if (!sd) { //Mobs/Pets
  1627. if(flag&4) {
  1628. atkmin = status->matk_min;
  1629. atkmax = status->matk_max;
  1630. } else {
  1631. atkmin = wa->atk;
  1632. atkmax = wa->atk2;
  1633. }
  1634. if (atkmin > atkmax)
  1635. atkmin = atkmax;
  1636. } else { //PCs
  1637. atkmax = wa->atk;
  1638. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1639. if (!(flag&1) || (flag&2)) { //Normal attacks
  1640. atkmin = status->dex;
  1641. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1642. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1643. if (atkmin > atkmax)
  1644. atkmin = atkmax;
  1645. if(flag&2 && !(flag&16)) { //Bows
  1646. atkmin = atkmin*atkmax/100;
  1647. if (atkmin > atkmax)
  1648. atkmax = atkmin;
  1649. }
  1650. }
  1651. }
  1652. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1653. atkmin = atkmax;
  1654. //Weapon Damage calculation
  1655. if (!(flag&1))
  1656. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1657. else
  1658. damage = atkmax;
  1659. if (sd) {
  1660. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1661. if (flag&2 && sd->bonus.arrow_atk)
  1662. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1663. // Size fix only for players
  1664. if (!(sd->special_state.no_sizefix || (flag&8)))
  1665. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1666. }
  1667. //Finally, add baseatk
  1668. if(flag&4)
  1669. damage += status->matk_min;
  1670. else
  1671. damage += status->batk;
  1672. //rodatazone says that Overrefine bonuses are part of baseatk
  1673. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1674. if(sd) {
  1675. if (type == EQI_HAND_L) {
  1676. if(sd->left_weapon.overrefine)
  1677. damage += rnd()%sd->left_weapon.overrefine+1;
  1678. if (sd->weapon_atk_rate[sd->weapontype2])
  1679. damage += damage * sd->weapon_atk_rate[sd->weapontype2] / 100;
  1680. } else { //Right hand
  1681. if(sd->right_weapon.overrefine)
  1682. damage += rnd()%sd->right_weapon.overrefine+1;
  1683. if (sd->weapon_atk_rate[sd->weapontype1])
  1684. damage += damage * sd->weapon_atk_rate[sd->weapontype1] / 100;
  1685. }
  1686. }
  1687. #ifdef RENEWAL
  1688. if (flag&1)
  1689. damage = (damage * 14) / 10;
  1690. #endif
  1691. return damage;
  1692. }
  1693. /*==========================================
  1694. * Consumes ammo for the given skill.
  1695. *------------------------------------------
  1696. * Credits:
  1697. * Original coder Skotlex
  1698. * Initial refactoring by Baalberith
  1699. * Refined and optimized by helvetica
  1700. */
  1701. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1702. {
  1703. int qty = 1;
  1704. if (!battle_config.arrow_decrement)
  1705. return;
  1706. if (skill) {
  1707. qty = skill_get_ammo_qty(skill, lv);
  1708. if (!qty) qty = 1;
  1709. }
  1710. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1711. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1712. sd->state.arrow_atk = 0;
  1713. }
  1714. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1715. {
  1716. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1717. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1718. return BF_SHORT;
  1719. //Skill Range Criteria
  1720. if (battle_config.skillrange_by_distance &&
  1721. (src->type&battle_config.skillrange_by_distance)
  1722. ) { //based on distance between src/target [Skotlex]
  1723. if (check_distance_bl(src, target, 5))
  1724. return BF_SHORT;
  1725. return BF_LONG;
  1726. }
  1727. if (skill_id == SR_GATEOFHELL) {
  1728. if (skill_lv < 5)
  1729. return BF_SHORT;
  1730. else
  1731. return BF_LONG;
  1732. }
  1733. //based on used skill's range
  1734. if (skill_get_range2(src, skill_id, skill_lv) < 5)
  1735. return BF_SHORT;
  1736. return BF_LONG;
  1737. }
  1738. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1739. {
  1740. uint8 i;
  1741. if (!sd->skillblown[0].id)
  1742. return 0;
  1743. //Apply the bonus blewcount. [Skotlex]
  1744. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1745. if (sd->skillblown[i].id == skill_id)
  1746. return sd->skillblown[i].val;
  1747. }
  1748. return 0;
  1749. }
  1750. #ifdef ADJUST_SKILL_DAMAGE
  1751. /**
  1752. * Damage calculation for adjusting skill damage
  1753. * @param caster Applied caster type for damage skill
  1754. * @param type BL_Type of attacker
  1755. */
  1756. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1757. if (caster == 0)
  1758. return false;
  1759. switch (src_type) {
  1760. case BL_PC: if (caster&SDC_PC) return true; break;
  1761. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1762. case BL_PET: if (caster&SDC_PET) return true; break;
  1763. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1764. case BL_MER: if (caster&SDC_MER) return true; break;
  1765. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1766. }
  1767. return false;
  1768. }
  1769. /**
  1770. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1771. * @param src
  1772. * @param target
  1773. * @param skill_id
  1774. * @return Skill damage rate
  1775. */
  1776. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1777. uint16 idx = skill_get_index(skill_id), m = src->m;
  1778. struct s_skill_damage *damage = NULL;
  1779. struct map_data *mapd = &map[m];
  1780. if (!idx || !skill_db[idx]->damage.map)
  1781. return 0;
  1782. damage = &skill_db[idx]->damage;
  1783. //check the adjustment works for specified type
  1784. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1785. return 0;
  1786. if ((damage->map&1 && (!mapd->flag.pvp && !map_flag_gvg(m) && !mapd->flag.battleground && !mapd->flag.skill_damage && !mapd->flag.restricted)) ||
  1787. (damage->map&2 && mapd->flag.pvp) ||
  1788. (damage->map&4 && map_flag_gvg(m)) ||
  1789. (damage->map&8 && mapd->flag.battleground) ||
  1790. (damage->map&16 && mapd->flag.skill_damage) ||
  1791. (mapd->flag.restricted && damage->map&(8*mapd->zone)))
  1792. {
  1793. switch (target->type) {
  1794. case BL_PC:
  1795. return damage->pc;
  1796. case BL_MOB:
  1797. if (is_boss(target))
  1798. return damage->boss;
  1799. else
  1800. return damage->mob;
  1801. default:
  1802. return damage->other;
  1803. }
  1804. }
  1805. return 0;
  1806. }
  1807. /**
  1808. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1809. * @param src
  1810. * @param target
  1811. * @param skill_id
  1812. * @return Skill damage rate
  1813. */
  1814. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1815. int rate = 0;
  1816. uint8 i = 0;
  1817. struct map_data *mapd = NULL;
  1818. mapd = &map[src->m];
  1819. if (!mapd || !mapd->flag.skill_damage)
  1820. return 0;
  1821. // Damage rate for all skills at this map
  1822. if (battle_skill_damage_iscaster(mapd->adjust.damage.caster, src->type)) {
  1823. switch (target->type) {
  1824. case BL_PC:
  1825. rate = mapd->adjust.damage.pc;
  1826. break;
  1827. case BL_MOB:
  1828. if (is_boss(target))
  1829. rate = mapd->adjust.damage.boss;
  1830. else
  1831. rate = mapd->adjust.damage.mob;
  1832. break;
  1833. default:
  1834. rate = mapd->adjust.damage.other;
  1835. break;
  1836. }
  1837. }
  1838. if (!mapd->skill_damage.count)
  1839. return rate;
  1840. // Damage rate for specified skill at this map
  1841. for (i = 0; i < mapd->skill_damage.count; i++) {
  1842. if (mapd->skill_damage.entries[i]->skill_id == skill_id &&
  1843. battle_skill_damage_iscaster(mapd->skill_damage.entries[i]->caster, src->type))
  1844. {
  1845. switch (target->type) {
  1846. case BL_PC:
  1847. rate += mapd->skill_damage.entries[i]->pc;
  1848. break;
  1849. case BL_MOB:
  1850. if (is_boss(target))
  1851. rate += mapd->skill_damage.entries[i]->boss;
  1852. else
  1853. rate += mapd->skill_damage.entries[i]->mob;
  1854. break;
  1855. default:
  1856. rate += mapd->skill_damage.entries[i]->other;
  1857. break;
  1858. }
  1859. }
  1860. }
  1861. return rate;
  1862. }
  1863. /**
  1864. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1865. * @param src
  1866. * @param target
  1867. * @param skill_id
  1868. * @return Total damage rate
  1869. */
  1870. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1871. nullpo_ret(src);
  1872. if (!target || !skill_id)
  1873. return 0;
  1874. skill_id = skill_dummy2skill_id(skill_id);
  1875. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1876. }
  1877. #endif
  1878. /**
  1879. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1880. * @param sd Player who has Chorus skill active
  1881. * @return Bonus value based on party count
  1882. */
  1883. static int battle_calc_chorusbonus(struct map_session_data *sd) {
  1884. int members = 0;
  1885. if (!sd || !sd->status.party_id)
  1886. return 0;
  1887. members = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1888. if (members < 3)
  1889. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1890. if (members > 7)
  1891. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1892. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1893. }
  1894. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1895. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1896. /*=======================================================
  1897. * Should infinite defense be applied on target? (plant)
  1898. *-------------------------------------------------------
  1899. * Credits:
  1900. * Original coder Skotlex
  1901. * Initial refactoring by Baalberith
  1902. * Refined and optimized by helvetica
  1903. * flag - see e_battle_flag
  1904. */
  1905. bool is_infinite_defense(struct block_list *target, int flag)
  1906. {
  1907. struct status_data *tstatus = status_get_status_data(target);
  1908. if(target->type == BL_SKILL) {
  1909. TBL_SKILL *su = ((TBL_SKILL*)target);
  1910. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1911. return true;
  1912. }
  1913. if(tstatus->mode&MD_IGNOREMELEE && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  1914. return true;
  1915. if(tstatus->mode&MD_IGNOREMAGIC && flag&(BF_MAGIC) )
  1916. return true;
  1917. if(tstatus->mode&MD_IGNORERANGED && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  1918. return true;
  1919. if(tstatus->mode&MD_IGNOREMISC && flag&(BF_MISC) )
  1920. return true;
  1921. return (tstatus->mode&MD_PLANT);
  1922. }
  1923. /*========================
  1924. * Is attack arrow based?
  1925. *------------------------
  1926. * Credits:
  1927. * Original coder Skotlex
  1928. * Initial refactoring by Baalberith
  1929. * Refined and optimized by helvetica
  1930. */
  1931. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1932. {
  1933. if(src != NULL) {
  1934. struct status_data *sstatus = status_get_status_data(src);
  1935. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1936. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
  1937. } else
  1938. return false;
  1939. }
  1940. /*=========================================
  1941. * Is attack right handed? By default yes.
  1942. *-----------------------------------------
  1943. * Credits:
  1944. * Original coder Skotlex
  1945. * Initial refactoring by Baalberith
  1946. * Refined and optimized by helvetica
  1947. */
  1948. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1949. {
  1950. if(src != NULL) {
  1951. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1952. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1953. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1954. return false;
  1955. }
  1956. return true;
  1957. }
  1958. /*=======================================
  1959. * Is attack left handed? By default no.
  1960. *---------------------------------------
  1961. * Credits:
  1962. * Original coder Skotlex
  1963. * Initial refactoring by Baalberith
  1964. * Refined and optimized by helvetica
  1965. */
  1966. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  1967. {
  1968. if(src != NULL) {
  1969. struct status_data *sstatus = status_get_status_data(src);
  1970. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1971. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1972. if(!skill_id) {
  1973. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1974. return true;
  1975. if (sstatus->lhw.atk)
  1976. return true;
  1977. if (sd && sd->status.weapon == W_KATAR)
  1978. return true;
  1979. }
  1980. }
  1981. return false;
  1982. }
  1983. /*=============================
  1984. * Do we score a critical hit?
  1985. *-----------------------------
  1986. * Credits:
  1987. * Original coder Skotlex
  1988. * Initial refactoring by Baalberith
  1989. * Refined and optimized by helvetica
  1990. */
  1991. 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)
  1992. {
  1993. struct status_data *sstatus = status_get_status_data(src);
  1994. struct status_data *tstatus = status_get_status_data(target);
  1995. struct status_change *sc = status_get_sc(src);
  1996. struct status_change *tsc = status_get_sc(target);
  1997. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1998. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  1999. if (!first_call)
  2000. return (wd.type == DMG_CRITICAL);
  2001. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2002. return true;
  2003. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  2004. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  2005. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  2006. {
  2007. short cri = sstatus->cri;
  2008. if (sd) {
  2009. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2010. if(is_skill_using_arrow(src, skill_id))
  2011. cri += sd->bonus.arrow_cri;
  2012. }
  2013. if(sc && sc->data[SC_CAMOUFLAGE])
  2014. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2015. //The official equation is *2, but that only applies when sd's do critical.
  2016. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2017. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2018. if( tsc && tsc->data[SC_SLEEP] )
  2019. cri <<= 1;
  2020. switch(skill_id) {
  2021. case 0:
  2022. if(sc && !sc->data[SC_AUTOCOUNTER])
  2023. break;
  2024. clif_specialeffect(src, 131, AREA);
  2025. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2026. case KN_AUTOCOUNTER:
  2027. if(battle_config.auto_counter_type &&
  2028. (battle_config.auto_counter_type&src->type))
  2029. return true;
  2030. else
  2031. cri <<= 1;
  2032. break;
  2033. case SN_SHARPSHOOTING:
  2034. case MA_SHARPSHOOTING:
  2035. cri += 200;
  2036. break;
  2037. case NJ_KIRIKAGE:
  2038. cri += 250 + 50*skill_lv;
  2039. break;
  2040. }
  2041. if(tsd && tsd->bonus.critical_def)
  2042. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2043. return (rnd()%1000 < cri);
  2044. }
  2045. return 0;
  2046. }
  2047. /*==========================================================
  2048. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2049. *----------------------------------------------------------
  2050. * Credits:
  2051. * Original coder Skotlex
  2052. * Initial refactoring by Baalberith
  2053. * Refined and optimized by helvetica
  2054. */
  2055. 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)
  2056. {
  2057. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2058. return 2;
  2059. if(src != NULL) {
  2060. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2061. struct status_data *tstatus = status_get_status_data(target);
  2062. #ifdef RENEWAL
  2063. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2064. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2065. #else
  2066. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2067. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2068. #endif
  2069. { //Elemental/Racial adjustments
  2070. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2071. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2072. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2073. )
  2074. if (weapon_position == EQI_HAND_R)
  2075. return 1;
  2076. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2077. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2078. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2079. )
  2080. { //Pass effect onto right hand if configured so. [Skotlex]
  2081. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2082. if (weapon_position == EQI_HAND_R)
  2083. return 1;
  2084. }
  2085. else if (weapon_position == EQI_HAND_L)
  2086. return 1;
  2087. }
  2088. }
  2089. }
  2090. return 0;
  2091. }
  2092. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2093. {
  2094. int nk = skill_get_nk(skill_id);
  2095. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  2096. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  2097. return nk;
  2098. }
  2099. /*=============================
  2100. * Checks if attack is hitting
  2101. *-----------------------------
  2102. * Credits:
  2103. * Original coder Skotlex
  2104. * Initial refactoring by Baalberith
  2105. * Refined and optimized by helvetica
  2106. */
  2107. 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)
  2108. {
  2109. struct status_data *sstatus = status_get_status_data(src);
  2110. struct status_data *tstatus = status_get_status_data(target);
  2111. struct status_change *sc = status_get_sc(src);
  2112. struct status_change *tsc = status_get_sc(target);
  2113. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2114. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2115. short flee, hitrate;
  2116. if (!first_call)
  2117. return (wd.dmg_lv != ATK_FLEE);
  2118. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2119. return true;
  2120. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2121. return true;
  2122. else if (sc && sc->data[SC_FUSION])
  2123. return true;
  2124. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  2125. return true;
  2126. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2127. return true;
  2128. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2129. return true;
  2130. else if (nk&NK_IGNORE_FLEE)
  2131. return true;
  2132. if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && (wd.flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  2133. return false;
  2134. flee = tstatus->flee;
  2135. #ifdef RENEWAL
  2136. hitrate = 0; //Default hitrate
  2137. #else
  2138. hitrate = 80; //Default hitrate
  2139. #endif
  2140. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2141. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2142. if(attacker_count >= battle_config.agi_penalty_count) {
  2143. if (battle_config.agi_penalty_type == 1)
  2144. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2145. else //assume type 2: absolute reduction
  2146. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2147. if(flee < 1)
  2148. flee = 1;
  2149. }
  2150. }
  2151. hitrate += sstatus->hit - flee;
  2152. //Fogwall's hit penalty is only for normal ranged attacks.
  2153. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2154. hitrate -= 50;
  2155. if(sd && is_skill_using_arrow(src, skill_id))
  2156. hitrate += sd->bonus.arrow_hit;
  2157. #ifdef RENEWAL
  2158. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2159. hitrate += pc_checkskill(sd,AC_VULTURE);
  2160. #endif
  2161. if(skill_id) {
  2162. switch(skill_id) { //Hit skill modifiers
  2163. //It is proven that bonus is applied on final hitrate, not hit.
  2164. case SM_BASH:
  2165. case MS_BASH:
  2166. hitrate += hitrate * 5 * skill_lv / 100;
  2167. break;
  2168. case MS_MAGNUM:
  2169. case SM_MAGNUM:
  2170. hitrate += hitrate * 10 * skill_lv / 100;
  2171. break;
  2172. case KN_AUTOCOUNTER:
  2173. case PA_SHIELDCHAIN:
  2174. case NPC_WATERATTACK:
  2175. case NPC_GROUNDATTACK:
  2176. case NPC_FIREATTACK:
  2177. case NPC_WINDATTACK:
  2178. case NPC_POISONATTACK:
  2179. case NPC_HOLYATTACK:
  2180. case NPC_DARKNESSATTACK:
  2181. case NPC_UNDEADATTACK:
  2182. case NPC_TELEKINESISATTACK:
  2183. case NPC_BLEEDING:
  2184. hitrate += hitrate * 20 / 100;
  2185. break;
  2186. case KN_PIERCE:
  2187. case ML_PIERCE:
  2188. hitrate += hitrate * 5 * skill_lv / 100;
  2189. break;
  2190. case AS_SONICBLOW:
  2191. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2192. hitrate += hitrate * 50 / 100;
  2193. break;
  2194. case MC_CARTREVOLUTION:
  2195. case GN_CART_TORNADO:
  2196. case GN_CARTCANNON:
  2197. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2198. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2199. break;
  2200. case LG_BANISHINGPOINT:
  2201. hitrate += 3 * skill_lv;
  2202. break;
  2203. case GC_VENOMPRESSURE:
  2204. hitrate += 10 + 4 * skill_lv;
  2205. break;
  2206. case SC_FATALMENACE:
  2207. hitrate -= 35 - 5 * skill_lv;
  2208. break;
  2209. case RL_SLUGSHOT:
  2210. {
  2211. int8 dist = distance_bl(src, target);
  2212. if (dist > 3) {
  2213. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2214. // -10:-9:-8:-7:-6
  2215. dist -= 3;
  2216. hitrate -= ((11 - skill_lv) * dist);
  2217. }
  2218. }
  2219. break;
  2220. }
  2221. } 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]
  2222. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2223. if (sd) {
  2224. int skill = 0;
  2225. #ifdef RENEWAL
  2226. // Weaponry Research hidden bonus
  2227. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2228. hitrate += hitrate * ( 2 * skill ) / 100;
  2229. #endif
  2230. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2231. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2232. hitrate += 3 * skill;
  2233. }
  2234. if (sc) {
  2235. if (sc->data[SC_MTF_ASPD])
  2236. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2237. if (sc->data[SC_MTF_ASPD2])
  2238. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2239. }
  2240. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2241. return (rnd()%100 < hitrate);
  2242. }
  2243. /*==========================================
  2244. * If attack ignores def.
  2245. *------------------------------------------
  2246. * Credits:
  2247. * Original coder Skotlex
  2248. * Initial refactoring by Baalberith
  2249. * Refined and optimized by helvetica
  2250. */
  2251. 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)
  2252. {
  2253. struct status_data *tstatus = status_get_status_data(target);
  2254. struct status_change *sc = status_get_sc(src);
  2255. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2256. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2257. #ifndef RENEWAL
  2258. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2259. return true;
  2260. else
  2261. #endif
  2262. if (sc && sc->data[SC_FUSION])
  2263. return true;
  2264. #ifdef RENEWAL
  2265. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2266. #else
  2267. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2268. #endif
  2269. { //Ignore Defense?
  2270. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2271. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2272. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2273. if (weapon_position == EQI_HAND_R)
  2274. return true;
  2275. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2276. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2277. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2278. {
  2279. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2280. if (weapon_position == EQI_HAND_R)
  2281. return true;
  2282. } else if (weapon_position == EQI_HAND_L)
  2283. return true;
  2284. }
  2285. }
  2286. return (nk&NK_IGNORE_DEF);
  2287. }
  2288. /*================================================
  2289. * Should skill attack consider VVS and masteries?
  2290. *------------------------------------------------
  2291. * Credits:
  2292. * Original coder Skotlex
  2293. * Initial refactoring by Baalberith
  2294. * Refined and optimized by helvetica
  2295. */
  2296. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2297. {
  2298. if (
  2299. #ifndef RENEWAL
  2300. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2301. #endif
  2302. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2303. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2304. return false;
  2305. return true;
  2306. }
  2307. #ifdef RENEWAL
  2308. /*========================================
  2309. * Calculate equipment ATK for renewal ATK
  2310. *----------------------------------------
  2311. * Credits:
  2312. * Original coder Skotlex
  2313. * Initial refactoring by Baalberith
  2314. * Refined and optimized by helvetica
  2315. */
  2316. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2317. {
  2318. if(src != NULL) {
  2319. int eatk = 0;
  2320. struct status_data *status = status_get_status_data(src);
  2321. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2322. if (sd) // add arrow atk if using an applicable skill
  2323. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2324. return eatk + status->eatk;
  2325. }
  2326. return 0; // shouldn't happen but just in case
  2327. }
  2328. #endif
  2329. /*========================================
  2330. * Returns the element type of attack
  2331. *----------------------------------------
  2332. * Credits:
  2333. * Original coder Skotlex
  2334. * Initial refactoring by Baalberith
  2335. * Refined and optimized by helvetica
  2336. */
  2337. 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)
  2338. {
  2339. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2340. struct status_change *sc = status_get_sc(src);
  2341. struct status_data *sstatus = status_get_status_data(src);
  2342. int element = skill_get_ele(skill_id, skill_lv);
  2343. //Take weapon's element
  2344. if( !skill_id || element == -1 ) {
  2345. if (weapon_position == EQI_HAND_R)
  2346. element = sstatus->rhw.ele;
  2347. else
  2348. element = sstatus->lhw.ele;
  2349. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2350. element = sd->bonus.arrow_ele;
  2351. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2352. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2353. // on official endows override all other elements [helvetica]
  2354. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2355. element = sc->data[SC_ENCHANTARMS]->val2;
  2356. } else if( element == -2 ) //Use enchantment's element
  2357. element = status_get_attack_sc_element(src,sc);
  2358. else if( element == -3 ) //Use random element
  2359. element = rnd()%ELE_ALL;
  2360. switch( skill_id ) {
  2361. case GS_GROUNDDRIFT:
  2362. element = wd.miscflag; //element comes in flag.
  2363. break;
  2364. case LK_SPIRALPIERCE:
  2365. if (!sd)
  2366. element = ELE_NEUTRAL; //forced neutral for monsters
  2367. break;
  2368. case LG_HESPERUSLIT:
  2369. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2370. element = ELE_HOLY;
  2371. break;
  2372. case RL_H_MINE:
  2373. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2374. element = ELE_FIRE;
  2375. break;
  2376. }
  2377. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2378. element = ELE_HOLY;
  2379. // calc_flag means the element should be calculated for damage only
  2380. if (calc_for_damage_only)
  2381. return element;
  2382. #ifdef RENEWAL
  2383. if (skill_id == CR_SHIELDBOOMERANG)
  2384. element = ELE_NEUTRAL;
  2385. #endif
  2386. return element;
  2387. }
  2388. /*========================================
  2389. * Do element damage modifier calculation
  2390. *----------------------------------------
  2391. * Credits:
  2392. * Original coder Skotlex
  2393. * Initial refactoring by Baalberith
  2394. * Refined and optimized by helvetica
  2395. */
  2396. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2397. {
  2398. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2399. struct status_change *sc = status_get_sc(src);
  2400. struct status_data *sstatus = status_get_status_data(src);
  2401. struct status_data *tstatus = status_get_status_data(target);
  2402. int element = skill_get_ele(skill_id, skill_lv);
  2403. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2404. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2405. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2406. //Elemental attribute fix
  2407. if(!(nk&NK_NO_ELEFIX)) {
  2408. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2409. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2410. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2411. if(battle_config.attack_attr_none&src->type)
  2412. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2413. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2414. return wd;
  2415. if(wd.damage > 0) {
  2416. //Forced to its element
  2417. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2418. switch( skill_id ) {
  2419. case MC_CARTREVOLUTION:
  2420. case SR_GATEOFHELL:
  2421. case KO_BAKURETSU:
  2422. //Forced to neutral element
  2423. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2424. break;
  2425. case GN_CARTCANNON:
  2426. case KO_HAPPOKUNAI:
  2427. //Forced to ammo's element
  2428. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2429. break;
  2430. }
  2431. }
  2432. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2433. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2434. if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
  2435. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2436. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2437. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2438. if (is_attack_left_handed(src, skill_id)) {
  2439. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2440. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2441. }
  2442. }
  2443. }
  2444. return wd;
  2445. }
  2446. #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);
  2447. #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);
  2448. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2449. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2450. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2451. #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);
  2452. #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);
  2453. //Adds an absolute value to damage. 100 = +100 damage
  2454. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2455. #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);
  2456. #ifdef RENEWAL
  2457. #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);
  2458. #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);
  2459. #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);
  2460. #else
  2461. #define RE_ALLATK_ADD(wd, a) {;}
  2462. #define RE_ALLATK_RATE(wd, a) {;}
  2463. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2464. #endif
  2465. /*==================================
  2466. * Calculate weapon mastery damages
  2467. *----------------------------------
  2468. * Credits:
  2469. * Original coder Skotlex
  2470. * Initial refactoring by Baalberith
  2471. * Refined and optimized by helvetica
  2472. */
  2473. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2474. {
  2475. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2476. struct status_change *sc = status_get_sc(src);
  2477. struct status_data *sstatus = status_get_status_data(src);
  2478. int t_class = status_get_class(target);
  2479. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2480. skill_id != MO_INVESTIGATE &&
  2481. skill_id != MO_EXTREMITYFIST &&
  2482. skill_id != CR_GRANDCROSS)
  2483. { //Add mastery damage
  2484. uint16 skill;
  2485. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2486. #ifdef RENEWAL
  2487. wd.masteryAtk = battle_addmastery(sd,target,wd.weaponAtk,0);
  2488. #endif
  2489. if (is_attack_left_handed(src, skill_id)) {
  2490. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2491. #ifdef RENEWAL
  2492. wd.masteryAtk2 = battle_addmastery(sd,target,wd.weaponAtk2,1);
  2493. #endif
  2494. }
  2495. #ifdef RENEWAL
  2496. //General skill masteries
  2497. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2498. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2499. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2500. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2501. if (skill_id != CR_SHIELDBOOMERANG)
  2502. 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);
  2503. if (skill_id == MO_FINGEROFFENSIVE) {
  2504. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2505. } else
  2506. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2507. #endif
  2508. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2509. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2510. #ifdef RENEWAL
  2511. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2512. #endif
  2513. }
  2514. if (sc) { // Status change considered as masteries
  2515. uint8 i;
  2516. #ifdef RENEWAL
  2517. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2518. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2519. #endif
  2520. if (sc->data[SC_MIRACLE])
  2521. i = 2; //Star anger
  2522. else
  2523. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2524. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) {
  2525. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2526. if (i == 2)
  2527. skillratio += sstatus->str; //Star Anger
  2528. if (skill < 4)
  2529. skillratio /= 12 - 3 * skill;
  2530. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2531. #ifdef RENEWAL
  2532. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2533. #endif
  2534. }
  2535. if(sc->data[SC_CAMOUFLAGE]) {
  2536. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2537. #ifdef RENEWAL
  2538. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2539. #endif
  2540. }
  2541. if(sc->data[SC_GN_CARTBOOST]) {
  2542. ATK_ADD(wd.damage, wd.damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2543. #ifdef RENEWAL
  2544. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2545. #endif
  2546. }
  2547. }
  2548. }
  2549. return wd;
  2550. }
  2551. #ifdef RENEWAL
  2552. /*=========================================
  2553. * Calculate the various Renewal ATK parts
  2554. *-----------------------------------------
  2555. * Credits:
  2556. * Original coder Skotlex
  2557. * Initial refactoring by Baalberith
  2558. * Refined and optimized by helvetica
  2559. */
  2560. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2561. {
  2562. struct status_data *sstatus = status_get_status_data(src);
  2563. struct status_data *tstatus = status_get_status_data(target);
  2564. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2565. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2566. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2567. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2568. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2569. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2570. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2571. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2572. } else { // status atk is considered neutral on normal attacks [helvetica]
  2573. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2574. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2575. }
  2576. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2577. wd.weaponAtk = battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2578. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2579. wd.weaponAtk2 = battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2580. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2581. wd.equipAtk = battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2582. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2583. wd.equipAtk2 = battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2584. //Mastery ATK is a special kind of ATK that has no elemental properties
  2585. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2586. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2587. wd.damage = 0;
  2588. wd.damage2 = 0;
  2589. return wd;
  2590. }
  2591. #endif
  2592. /*==========================================================
  2593. * Calculate basic ATK that goes into the skill ATK formula
  2594. *----------------------------------------------------------
  2595. * Credits:
  2596. * Original coder Skotlex
  2597. * Initial refactoring by Baalberith
  2598. * Refined and optimized by helvetica
  2599. */
  2600. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2601. {
  2602. struct status_change *sc = status_get_sc(src);
  2603. struct status_data *sstatus = status_get_status_data(src);
  2604. struct status_data *tstatus = status_get_status_data(target);
  2605. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2606. uint16 i;
  2607. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2608. switch (skill_id) { //Calc base damage according to skill
  2609. case PA_SACRIFICE:
  2610. wd.damage = sstatus->max_hp* 9/100;
  2611. wd.damage2 = 0;
  2612. #ifdef RENEWAL
  2613. wd.weaponAtk = wd.damage;
  2614. wd.weaponAtk2 = wd.damage2;
  2615. #endif
  2616. break;
  2617. #ifdef RENEWAL
  2618. case LK_SPIRALPIERCE:
  2619. case ML_SPIRALPIERCE:
  2620. if (sd) {
  2621. short index = sd->equip_index[EQI_HAND_R];
  2622. if (index >= 0 &&
  2623. sd->inventory_data[index] &&
  2624. sd->inventory_data[index]->type == IT_WEAPON)
  2625. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2626. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2627. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2628. } else {
  2629. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2630. }
  2631. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2632. case SZ_SMALL: //Small: 125%
  2633. ATK_RATE(wd.damage, wd.damage2, 125);
  2634. RE_ALLATK_RATE(wd, 125);
  2635. break;
  2636. //case SZ_MEDIUM: //Medium: 100%
  2637. case SZ_BIG: //Large: 75%
  2638. ATK_RATE(wd.damage, wd.damage2, 75);
  2639. RE_ALLATK_RATE(wd, 75);
  2640. break;
  2641. }
  2642. #else
  2643. case NJ_ISSEN:
  2644. wd.damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2645. wd.damage2 = 0;
  2646. break;
  2647. case LK_SPIRALPIERCE:
  2648. case ML_SPIRALPIERCE:
  2649. if (sd) {
  2650. short index = sd->equip_index[EQI_HAND_R];
  2651. if (index >= 0 &&
  2652. sd->inventory_data[index] &&
  2653. sd->inventory_data[index]->type == IT_WEAPON)
  2654. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2655. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2656. } else {
  2657. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2658. }
  2659. i = sstatus->str/10;
  2660. i*=i;
  2661. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2662. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2663. case SZ_SMALL: //Small: 125%
  2664. ATK_RATE(wd.damage, wd.damage2, 125);
  2665. break;
  2666. //case SZ_MEDIUM: //Medium: 100%
  2667. case SZ_BIG: //Large: 75%
  2668. ATK_RATE(wd.damage, wd.damage2, 75);
  2669. break;
  2670. }
  2671. #endif
  2672. break;
  2673. case CR_SHIELDBOOMERANG:
  2674. case PA_SHIELDCHAIN:
  2675. wd.damage = sstatus->batk;
  2676. if (sd) {
  2677. short index = sd->equip_index[EQI_HAND_L];
  2678. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2679. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight / 10);
  2680. #ifdef RENEWAL
  2681. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sd->inventory_data[index]->weight / 10);
  2682. #endif
  2683. }
  2684. } else
  2685. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2686. break;
  2687. case RK_DRAGONBREATH:
  2688. case RK_DRAGONBREATH_WATER:
  2689. {
  2690. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2691. if(status_get_lv(src) > 100)
  2692. damagevalue = damagevalue * status_get_lv(src) / 150;
  2693. if(sd)
  2694. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2695. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2696. #ifdef RENEWAL
  2697. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2698. #endif
  2699. wd.flag |= BF_LONG;
  2700. }
  2701. break;
  2702. case NC_SELFDESTRUCTION: {
  2703. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2704. if(status_get_lv(src) > 100)
  2705. damagevalue = damagevalue * status_get_lv(src) / 100;
  2706. damagevalue = damagevalue + sstatus->hp;
  2707. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2708. #ifdef RENEWAL
  2709. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2710. #endif
  2711. }
  2712. break;
  2713. case KO_HAPPOKUNAI:
  2714. if(sd) {
  2715. short index = sd->equip_index[EQI_AMMO];
  2716. int damagevalue = 3 * (
  2717. #ifdef RENEWAL
  2718. 2 *
  2719. #endif
  2720. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2721. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2722. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2723. #ifdef RENEWAL
  2724. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2725. #endif
  2726. } else
  2727. ATK_ADD(wd.damage, wd.damage2, 5000);
  2728. break;
  2729. case HFLI_SBR44: //[orn]
  2730. if(src->type == BL_HOM)
  2731. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2732. break;
  2733. default:
  2734. #ifdef RENEWAL
  2735. if (sd)
  2736. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2737. else {
  2738. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2739. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2740. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2741. if (is_attack_left_handed(src, skill_id))
  2742. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2743. }
  2744. #else
  2745. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2746. (is_skill_using_arrow(src, skill_id)?2:0)|
  2747. (skill_id == HW_MAGICCRASHER?4:0)|
  2748. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2749. (skill_id == MO_EXTREMITYFIST?8:0)|
  2750. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2751. if (is_skill_using_arrow(src, skill_id) && sd) {
  2752. switch(sd->status.weapon) {
  2753. case W_BOW:
  2754. case W_REVOLVER:
  2755. case W_GATLING:
  2756. case W_SHOTGUN:
  2757. case W_GRENADE:
  2758. break;
  2759. default:
  2760. i |= 16; // for ex. shuriken must not be influenced by DEX
  2761. break;
  2762. }
  2763. }
  2764. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2765. if (is_attack_left_handed(src, skill_id))
  2766. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2767. #endif
  2768. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2769. if(wd.miscflag > 0) {
  2770. wd.damage /= wd.miscflag;
  2771. #ifdef RENEWAL
  2772. wd.statusAtk /= wd.miscflag;
  2773. wd.weaponAtk /= wd.miscflag;
  2774. wd.equipAtk /= wd.miscflag;
  2775. wd.masteryAtk /= wd.miscflag;
  2776. #endif
  2777. } else
  2778. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2779. }
  2780. //Add any bonuses that modify the base atk (pre-skills)
  2781. if(sd) {
  2782. int skill;
  2783. if (sd->bonus.atk_rate) {
  2784. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2785. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2786. }
  2787. #ifndef RENEWAL
  2788. 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]
  2789. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2790. }
  2791. #endif
  2792. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2793. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2794. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2795. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2796. }
  2797. }
  2798. }
  2799. break;
  2800. } //End switch(skill_id)
  2801. return wd;
  2802. }
  2803. //For quick div adjustment.
  2804. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  2805. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  2806. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  2807. /*================================================= [Playtester]
  2808. * Applies DAMAGE_DIV_FIX and checks for min damage
  2809. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2810. * @return Modified damage struct
  2811. *------------------------------------------------*/
  2812. static struct Damage battle_apply_div_fix(struct Damage d)
  2813. {
  2814. if(d.damage) {
  2815. DAMAGE_DIV_FIX(d.damage, d.div_);
  2816. //Min damage
  2817. if((battle_config.skill_min_damage&d.flag) && d.damage < d.div_)
  2818. d.damage = d.div_;
  2819. } else if (d.div_ < 0) {
  2820. d.div_ *= -1;
  2821. }
  2822. return d;
  2823. }
  2824. /*=======================================
  2825. * Check for and calculate multi attacks
  2826. *---------------------------------------
  2827. * Credits:
  2828. * Original coder Skotlex
  2829. * Initial refactoring by Baalberith
  2830. * Refined and optimized by helvetica
  2831. */
  2832. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2833. {
  2834. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2835. struct status_change *sc = status_get_sc(src);
  2836. struct status_change *tsc = status_get_sc(target);
  2837. struct status_data *tstatus = status_get_status_data(target);
  2838. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2839. short i;
  2840. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2841. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2842. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2843. { //Success chance is not added, the higher one is used [Skotlex]
  2844. int max_rate = max(5*skill_lv,sd->bonus.double_rate);
  2845. if(sc && sc->data[SC_KAGEMUSYA]) max_rate= max(max_rate,sc->data[SC_KAGEMUSYA]->val1*3);
  2846. if( rnd()%100 < max_rate ) {
  2847. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2848. wd.type = DMG_MULTI_HIT;
  2849. }
  2850. }
  2851. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2852. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2853. && rnd()%100 < 5*skill_lv ) //Success rate
  2854. {
  2855. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2856. wd.type = DMG_MULTI_HIT;
  2857. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2858. }
  2859. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2860. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
  2861. {
  2862. int chance = rnd()%100;
  2863. switch(sc->data[SC_FEARBREEZE]->val1) {
  2864. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2865. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2866. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2867. case 2:
  2868. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2869. }
  2870. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  2871. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2872. if (wd.div_ > 1)
  2873. wd.type = DMG_MULTI_HIT;
  2874. }
  2875. }
  2876. switch (skill_id) {
  2877. case RA_AIMEDBOLT:
  2878. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2879. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2880. break;
  2881. case SC_JYUMONJIKIRI:
  2882. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2883. wd.div_ = wd.div_ * -1;// needs more info
  2884. break;
  2885. }
  2886. return wd;
  2887. }
  2888. /*======================================================
  2889. * Calculate skill level ratios for weapon-based skills
  2890. *------------------------------------------------------
  2891. * Credits:
  2892. * Original coder Skotlex
  2893. * Initial refactoring by Baalberith
  2894. * Refined and optimized by helvetica
  2895. */
  2896. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2897. {
  2898. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2899. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  2900. struct status_change *sc = status_get_sc(src);
  2901. struct status_change *tsc = status_get_sc(target);
  2902. struct status_data *sstatus = status_get_status_data(src);
  2903. struct status_data *tstatus = status_get_status_data(target);
  2904. int skillratio = 100;
  2905. int i;
  2906. //Skill damage modifiers that stack linearly
  2907. if(sc && skill_id != PA_SACRIFICE) {
  2908. if(sc->data[SC_OVERTHRUST])
  2909. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2910. if(sc->data[SC_MAXOVERTHRUST])
  2911. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2912. if(sc->data[SC_BERSERK])
  2913. #ifndef RENEWAL
  2914. skillratio += 100;
  2915. #else
  2916. skillratio += 200;
  2917. if (sc && sc->data[SC_TRUESIGHT])
  2918. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  2919. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  2920. skillratio += sc->data[SC_CONCENTRATION]->val2;
  2921. #endif
  2922. if (sc->data[SC_CRUSHSTRIKE] && (!skill_id || skill_id == KN_AUTOCOUNTER)) {
  2923. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2924. short index = sd->equip_index[EQI_HAND_R];
  2925. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2926. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sstatus->rhw.atk +
  2927. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2928. }
  2929. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  2930. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  2931. }
  2932. //!TODO: Verify this placement & skills that affected by these effects [Cydh]
  2933. if (sc->data[SC_HEAT_BARREL])
  2934. skillratio += 200;
  2935. if (sc->data[SC_P_ALTER])
  2936. skillratio += sc->data[SC_P_ALTER]->val2;
  2937. }
  2938. switch(skill_id) {
  2939. case SM_BASH:
  2940. case MS_BASH:
  2941. skillratio += 30 * skill_lv;
  2942. break;
  2943. case SM_MAGNUM:
  2944. case MS_MAGNUM:
  2945. if(wd.miscflag == 1)
  2946. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  2947. else
  2948. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  2949. break;
  2950. case MC_MAMMONITE:
  2951. skillratio += 50 * skill_lv;
  2952. break;
  2953. case HT_POWER:
  2954. skillratio += -50 + 8 * sstatus->str;
  2955. break;
  2956. case AC_DOUBLE:
  2957. case MA_DOUBLE:
  2958. skillratio += 10 * (skill_lv - 1);
  2959. break;
  2960. case AC_SHOWER:
  2961. case MA_SHOWER:
  2962. #ifdef RENEWAL
  2963. skillratio += 50 + 10 * skill_lv;
  2964. #else
  2965. skillratio += -25 + 5 * skill_lv;
  2966. #endif
  2967. break;
  2968. case AC_CHARGEARROW:
  2969. case MA_CHARGEARROW:
  2970. skillratio += 50;
  2971. break;
  2972. #ifndef RENEWAL
  2973. case HT_FREEZINGTRAP:
  2974. case MA_FREEZINGTRAP:
  2975. skillratio += -50 + 10 * skill_lv;
  2976. break;
  2977. #endif
  2978. case KN_PIERCE:
  2979. case ML_PIERCE:
  2980. skillratio += 10 * skill_lv;
  2981. break;
  2982. case MER_CRASH:
  2983. skillratio += 10 * skill_lv;
  2984. break;
  2985. case KN_SPEARSTAB:
  2986. skillratio += 15 * skill_lv;
  2987. break;
  2988. case KN_SPEARBOOMERANG:
  2989. skillratio += 50 * skill_lv;
  2990. break;
  2991. case KN_BRANDISHSPEAR:
  2992. case ML_BRANDISH: {
  2993. int ratio = 100 + 20 * skill_lv;
  2994. skillratio += -100 + ratio;
  2995. if(skill_lv > 3 && wd.miscflag == 1)
  2996. skillratio += ratio / 2;
  2997. if(skill_lv > 6 && wd.miscflag == 1)
  2998. skillratio += ratio / 4;
  2999. if(skill_lv > 9 && wd.miscflag == 1)
  3000. skillratio += ratio / 8;
  3001. if(skill_lv > 6 && wd.miscflag == 2)
  3002. skillratio += ratio / 2;
  3003. if(skill_lv > 9 && wd.miscflag == 2)
  3004. skillratio += ratio / 4;
  3005. if(skill_lv > 9 && wd.miscflag == 3)
  3006. skillratio += ratio / 2;
  3007. break;
  3008. }
  3009. case KN_BOWLINGBASH:
  3010. case MS_BOWLINGBASH:
  3011. skillratio+= 40 * skill_lv;
  3012. break;
  3013. case AS_GRIMTOOTH:
  3014. skillratio += 20 * skill_lv;
  3015. break;
  3016. case AS_POISONREACT:
  3017. skillratio += 30 * skill_lv;
  3018. break;
  3019. case AS_SONICBLOW:
  3020. skillratio += 300 + 40 * skill_lv;
  3021. break;
  3022. case TF_SPRINKLESAND:
  3023. skillratio += 30;
  3024. break;
  3025. case MC_CARTREVOLUTION:
  3026. skillratio += 50;
  3027. if(sd && sd->cart_weight)
  3028. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3029. else if (!sd)
  3030. skillratio += 100; //Max damage for non players.
  3031. break;
  3032. case NPC_PIERCINGATT:
  3033. skillratio += -25; //75% base damage
  3034. break;
  3035. case NPC_COMBOATTACK:
  3036. skillratio += 25 * skill_lv;
  3037. break;
  3038. case NPC_RANDOMATTACK:
  3039. case NPC_WATERATTACK:
  3040. case NPC_GROUNDATTACK:
  3041. case NPC_FIREATTACK:
  3042. case NPC_WINDATTACK:
  3043. case NPC_POISONATTACK:
  3044. case NPC_HOLYATTACK:
  3045. case NPC_DARKNESSATTACK:
  3046. case NPC_UNDEADATTACK:
  3047. case NPC_TELEKINESISATTACK:
  3048. case NPC_BLOODDRAIN:
  3049. case NPC_ACIDBREATH:
  3050. case NPC_DARKNESSBREATH:
  3051. case NPC_FIREBREATH:
  3052. case NPC_ICEBREATH:
  3053. case NPC_THUNDERBREATH:
  3054. case NPC_HELLJUDGEMENT:
  3055. case NPC_PULSESTRIKE:
  3056. skillratio += 100 * (skill_lv - 1);
  3057. break;
  3058. case RG_BACKSTAP:
  3059. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3060. skillratio += (200 + 40 * skill_lv) / 2;
  3061. else
  3062. skillratio += 200 + 40 * skill_lv;
  3063. break;
  3064. case RG_RAID:
  3065. skillratio += 40 * skill_lv;
  3066. break;
  3067. case RG_INTIMIDATE:
  3068. skillratio += 30 * skill_lv;
  3069. break;
  3070. case CR_SHIELDCHARGE:
  3071. skillratio += 20 * skill_lv;
  3072. break;
  3073. case CR_SHIELDBOOMERANG:
  3074. skillratio += 30 * skill_lv;
  3075. break;
  3076. case NPC_DARKCROSS:
  3077. case CR_HOLYCROSS:
  3078. #ifdef RENEWAL
  3079. if(sd && sd->status.weapon == W_2HSPEAR)
  3080. skillratio += 70 * skill_lv;
  3081. else
  3082. #endif
  3083. skillratio += 35 * skill_lv;
  3084. break;
  3085. case AM_DEMONSTRATION:
  3086. skillratio += 20 * skill_lv;
  3087. break;
  3088. case AM_ACIDTERROR:
  3089. skillratio += 40 * skill_lv;
  3090. break;
  3091. case MO_FINGEROFFENSIVE:
  3092. skillratio += 50 * skill_lv;
  3093. break;
  3094. case MO_INVESTIGATE:
  3095. skillratio += 100 + 150 * skill_lv;
  3096. break;
  3097. case MO_EXTREMITYFIST:
  3098. skillratio += 100 * (7 + sstatus->sp / 10);
  3099. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3100. break;
  3101. case MO_TRIPLEATTACK:
  3102. skillratio += 20 * skill_lv;
  3103. break;
  3104. case MO_CHAINCOMBO:
  3105. skillratio += 50 + 50 * skill_lv;
  3106. break;
  3107. case MO_COMBOFINISH:
  3108. skillratio += 140 + 60 * skill_lv;
  3109. break;
  3110. case BA_MUSICALSTRIKE:
  3111. case DC_THROWARROW:
  3112. skillratio += 25 + 25 * skill_lv;
  3113. break;
  3114. case CH_TIGERFIST:
  3115. skillratio += -60 + 100 * skill_lv;
  3116. break;
  3117. case CH_CHAINCRUSH:
  3118. skillratio += 300 + 100 * skill_lv;
  3119. break;
  3120. case CH_PALMSTRIKE:
  3121. skillratio += 100 + 100 * skill_lv;
  3122. break;
  3123. case LK_HEADCRUSH:
  3124. skillratio += 40 * skill_lv;
  3125. break;
  3126. case LK_JOINTBEAT:
  3127. i = 10 * skill_lv - 50;
  3128. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  3129. if (wd.miscflag&BREAK_NECK)
  3130. i *= 2;
  3131. skillratio += i;
  3132. break;
  3133. #ifdef RENEWAL
  3134. // Renewal: skill ratio applies to entire damage [helvetica]
  3135. case LK_SPIRALPIERCE:
  3136. case ML_SPIRALPIERCE:
  3137. skillratio += 50 * skill_lv;
  3138. break;
  3139. #endif
  3140. case ASC_METEORASSAULT:
  3141. skillratio += -60 + 40 * skill_lv;
  3142. break;
  3143. case SN_SHARPSHOOTING:
  3144. case MA_SHARPSHOOTING:
  3145. skillratio += 100 + 50 * skill_lv;
  3146. break;
  3147. case CG_ARROWVULCAN:
  3148. skillratio += 100 + 100 * skill_lv;
  3149. break;
  3150. case AS_SPLASHER:
  3151. skillratio += 400 + 50 * skill_lv;
  3152. if(sd)
  3153. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3154. break;
  3155. #ifndef RENEWAL
  3156. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3157. case ASC_BREAKER:
  3158. skillratio += -100 + 100 * skill_lv;
  3159. break;
  3160. #endif
  3161. case PA_SACRIFICE:
  3162. skillratio += -10 + 10 * skill_lv;
  3163. break;
  3164. case PA_SHIELDCHAIN:
  3165. skillratio += 30 * skill_lv;
  3166. break;
  3167. case WS_CARTTERMINATION:
  3168. i = 10 * (16 - skill_lv);
  3169. if (i < 1) i = 1;
  3170. //Preserve damage ratio when max cart weight is changed.
  3171. if (sd && sd->cart_weight)
  3172. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3173. else if (!sd)
  3174. skillratio += 80000 / i - 100;
  3175. break;
  3176. case TK_DOWNKICK:
  3177. case TK_STORMKICK:
  3178. skillratio += 60 + 20 * skill_lv + 10 * pc_checkskill(sd,TK_RUN); //+Dmg (to Kick skills, %)
  3179. break;
  3180. case TK_TURNKICK:
  3181. case TK_COUNTER:
  3182. skillratio += 90 + 30 * skill_lv + 10 * pc_checkskill(sd,TK_RUN);
  3183. break;
  3184. case TK_JUMPKICK:
  3185. skillratio += -70 + 10 * skill_lv + 10 * pc_checkskill(sd,TK_RUN);
  3186. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3187. skillratio += 10 * status_get_lv(src) / 3; //Tumble bonus
  3188. if (wd.miscflag) {
  3189. skillratio += 10 * status_get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
  3190. if (sc && sc->data[SC_SPURT]) // Spurt bonus
  3191. skillratio *= 2;
  3192. }
  3193. break;
  3194. case GS_TRIPLEACTION:
  3195. skillratio += 50 * skill_lv;
  3196. break;
  3197. case GS_BULLSEYE:
  3198. //Only works well against brute/demihumans non bosses.
  3199. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !(tstatus->mode&MD_BOSS))
  3200. skillratio += 400;
  3201. break;
  3202. case GS_TRACKING:
  3203. skillratio += 100 * (skill_lv + 1);
  3204. break;
  3205. case GS_PIERCINGSHOT:
  3206. #ifdef RENEWAL
  3207. if (sd && sd->weapontype1 == W_RIFLE)
  3208. skillratio += 50 + 30 * skill_lv;
  3209. else
  3210. #endif
  3211. skillratio += 20 * skill_lv;
  3212. break;
  3213. case GS_RAPIDSHOWER:
  3214. skillratio += 400 + 50 * skill_lv;
  3215. break;
  3216. case GS_DESPERADO:
  3217. skillratio += 50 * (skill_lv - 1);
  3218. break;
  3219. case GS_DUST:
  3220. skillratio += 50 * skill_lv;
  3221. break;
  3222. case GS_FULLBUSTER:
  3223. skillratio += 100 * (skill_lv + 2);
  3224. break;
  3225. case GS_SPREADATTACK:
  3226. #ifdef RENEWAL
  3227. skillratio += 20 * skill_lv;
  3228. #else
  3229. skillratio += 20 * (skill_lv - 1);
  3230. #endif
  3231. break;
  3232. case NJ_HUUMA:
  3233. skillratio += 50 + 150 * skill_lv;
  3234. break;
  3235. case NJ_TATAMIGAESHI:
  3236. skillratio += 10 * skill_lv;
  3237. #ifdef RENEWAL
  3238. skillratio *= 2;
  3239. #endif
  3240. break;
  3241. case NJ_KASUMIKIRI:
  3242. skillratio += 10 * skill_lv;
  3243. break;
  3244. case NJ_KIRIKAGE:
  3245. skillratio += 100 * (skill_lv - 1);
  3246. break;
  3247. #ifdef RENEWAL
  3248. case NJ_KUNAI:
  3249. skillratio += 200;
  3250. break;
  3251. #endif
  3252. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3253. unsigned int k = wd.miscflag / 3;
  3254. if (k < 2)
  3255. k = 0;
  3256. else if (k > 1 && k < 3)
  3257. k = 1;
  3258. else if (k > 2 && k < 4)
  3259. k = 2;
  3260. else if (k > 3 && k < 5)
  3261. k = 3;
  3262. else
  3263. k = 4;
  3264. skillratio += 100 * k;
  3265. }
  3266. break;
  3267. case HT_PHANTASMIC:
  3268. skillratio += 50;
  3269. break;
  3270. case MO_BALKYOUNG:
  3271. skillratio += 200;
  3272. break;
  3273. case HFLI_MOON: //[orn]
  3274. skillratio += 10 + 110 * skill_lv;
  3275. break;
  3276. case HFLI_SBR44: //[orn]
  3277. skillratio += 100 * (skill_lv - 1);
  3278. break;
  3279. case NPC_VAMPIRE_GIFT:
  3280. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3281. break;
  3282. case RK_SONICWAVE:
  3283. skillratio += -100 + (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3284. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3285. break;
  3286. case RK_HUNDREDSPEAR:
  3287. skillratio += 500 + (80 * skill_lv);
  3288. if (sd) {
  3289. short index = sd->equip_index[EQI_HAND_R];
  3290. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3291. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3292. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3293. } // (1 + [(Casters Base Level - 100) / 200])
  3294. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3295. break;
  3296. case RK_WINDCUTTER:
  3297. skillratio += -100 + (skill_lv + 2) * 50;
  3298. RE_LVL_DMOD(100);
  3299. break;
  3300. case RK_IGNITIONBREAK:
  3301. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3302. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3303. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3304. i = distance_bl(src,target);
  3305. if (i < 2)
  3306. skillratio += -100 + 300 * skill_lv;
  3307. else if (i < 4)
  3308. skillratio += -100 + 250 * skill_lv;
  3309. else
  3310. skillratio += -100 + 200 * skill_lv;
  3311. skillratio = skillratio * status_get_lv(src) / 100;
  3312. // Elemental check, 1.5x damage if your weapon element is fire.
  3313. if (sstatus->rhw.ele == ELE_FIRE)
  3314. skillratio += 100 * skill_lv;
  3315. break;
  3316. case RK_STORMBLAST:
  3317. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + (status_get_int(src) / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  3318. break;
  3319. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3320. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3321. RE_LVL_DMOD(150); // Base level bonus.
  3322. break;
  3323. case GC_CROSSIMPACT:
  3324. skillratio += 900 + 100 * skill_lv;
  3325. RE_LVL_DMOD(120);
  3326. break;
  3327. case GC_COUNTERSLASH:
  3328. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3329. skillratio += 200 + (100 * skill_lv);
  3330. RE_LVL_DMOD(120);
  3331. break;
  3332. case GC_VENOMPRESSURE:
  3333. skillratio += 900;
  3334. break;
  3335. case GC_PHANTOMMENACE:
  3336. skillratio += 200;
  3337. break;
  3338. case GC_ROLLINGCUTTER:
  3339. skillratio += -50 + 50 * skill_lv;
  3340. RE_LVL_DMOD(100);
  3341. break;
  3342. case GC_CROSSRIPPERSLASHER:
  3343. skillratio += 300 + 80 * skill_lv;
  3344. RE_LVL_DMOD(100);
  3345. if (sc && sc->data[SC_ROLLINGCUTTER])
  3346. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3347. break;
  3348. case GC_DARKCROW:
  3349. skillratio += 100 * (skill_lv - 1);
  3350. break;
  3351. case AB_DUPLELIGHT_MELEE:
  3352. skillratio += 10 * skill_lv;
  3353. break;
  3354. case RA_ARROWSTORM:
  3355. skillratio += 900 + 80 * skill_lv;
  3356. RE_LVL_DMOD(100);
  3357. break;
  3358. case RA_AIMEDBOLT:
  3359. skillratio += 400 + 50 * skill_lv;
  3360. RE_LVL_DMOD(100);
  3361. break;
  3362. case RA_CLUSTERBOMB:
  3363. skillratio += 100 + 100 * skill_lv;
  3364. break;
  3365. case RA_WUGDASH:// ATK 300%
  3366. skillratio += 200;
  3367. if (sc && sc->data[SC_DANCEWITHWUG])
  3368. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3369. break;
  3370. case RA_WUGSTRIKE:
  3371. skillratio += -100 + 200 * skill_lv;
  3372. if (sc && sc->data[SC_DANCEWITHWUG])
  3373. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3374. break;
  3375. case RA_WUGBITE:
  3376. skillratio += 300 + 200 * skill_lv;
  3377. if (skill_lv == 5)
  3378. skillratio += 100;
  3379. break;
  3380. case RA_SENSITIVEKEEN:
  3381. skillratio += 50 * skill_lv;
  3382. break;
  3383. case NC_BOOSTKNUCKLE:
  3384. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3385. RE_LVL_DMOD(120);
  3386. break;
  3387. case NC_PILEBUNKER:
  3388. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3389. RE_LVL_DMOD(100);
  3390. break;
  3391. case NC_VULCANARM:
  3392. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3393. RE_LVL_DMOD(120);
  3394. break;
  3395. case NC_FLAMELAUNCHER:
  3396. case NC_COLDSLOWER:
  3397. skillratio += 200 + 300 * skill_lv;
  3398. RE_LVL_DMOD(150);
  3399. break;
  3400. case NC_ARMSCANNON:
  3401. switch( tstatus->size ) {
  3402. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3403. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3404. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3405. }
  3406. RE_LVL_DMOD(120);
  3407. break;
  3408. case NC_AXEBOOMERANG:
  3409. skillratio += 150 + 50 * skill_lv;
  3410. if (sd) {
  3411. short index = sd->equip_index[EQI_HAND_R];
  3412. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3413. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3414. }
  3415. RE_LVL_DMOD(100);
  3416. break;
  3417. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3418. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3419. RE_LVL_DMOD(100);
  3420. skillratio += 300 + 100 * skill_lv;
  3421. break;
  3422. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3423. skillratio += 450 + 50 * skill_lv;
  3424. RE_LVL_DMOD(100);
  3425. break;
  3426. case NC_AXETORNADO:
  3427. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3428. RE_LVL_DMOD(100);
  3429. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3430. skillratio = skillratio * 75 / 100;
  3431. break;
  3432. case SC_FATALMENACE:
  3433. skillratio += 100 * skill_lv;
  3434. RE_LVL_DMOD(100);
  3435. break;
  3436. case SC_TRIANGLESHOT:
  3437. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3438. RE_LVL_DMOD(120);
  3439. break;
  3440. case SC_FEINTBOMB:
  3441. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3442. RE_LVL_DMOD(120);
  3443. break;
  3444. case LG_CANNONSPEAR:
  3445. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3446. RE_LVL_DMOD(100);
  3447. break;
  3448. case LG_BANISHINGPOINT:
  3449. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3450. RE_LVL_DMOD(100);
  3451. break;
  3452. case LG_SHIELDPRESS:
  3453. skillratio += -100 + 150 * skill_lv + status_get_str(src);
  3454. if (sd) {
  3455. short index = sd->equip_index[EQI_HAND_L];
  3456. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3457. skillratio += sd->inventory_data[index]->weight / 10;
  3458. }
  3459. RE_LVL_DMOD(100);
  3460. break;
  3461. case LG_PINPOINTATTACK:
  3462. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3463. RE_LVL_DMOD(120);
  3464. break;
  3465. case LG_RAGEBURST:
  3466. if (sd && sd->spiritball_old)
  3467. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3468. else
  3469. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3470. RE_LVL_DMOD(100);
  3471. break;
  3472. case LG_SHIELDSPELL:
  3473. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3474. short index = sd->equip_index[EQI_HAND_L];
  3475. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3476. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3477. skillratio += sd->inventory_data[index]->def * 10;
  3478. } else
  3479. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3480. break;
  3481. case LG_MOONSLASHER:
  3482. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3483. RE_LVL_DMOD(100);
  3484. break;
  3485. case LG_OVERBRAND:
  3486. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3487. RE_LVL_DMOD(100);
  3488. break;
  3489. case LG_OVERBRAND_BRANDISH:
  3490. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3491. RE_LVL_DMOD(100);
  3492. break;
  3493. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3494. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3495. break;
  3496. case LG_RAYOFGENESIS:
  3497. skillratio += 200 + 300 * skill_lv;
  3498. RE_LVL_DMOD(100);
  3499. break;
  3500. case LG_EARTHDRIVE:
  3501. if (sd) {
  3502. short index = sd->equip_index[EQI_HAND_L];
  3503. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3504. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3505. }
  3506. RE_LVL_DMOD(100);
  3507. break;
  3508. case LG_HESPERUSLIT:
  3509. if (sc) {
  3510. if (sc->data[SC_INSPIRATION])
  3511. skillratio += 1100;
  3512. if (sc->data[SC_BANDING]) {
  3513. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3514. if (sc->data[SC_BANDING]->val2 > 5)
  3515. skillratio = skillratio * 150 / 100;
  3516. }
  3517. RE_LVL_DMOD(100);
  3518. }
  3519. break;
  3520. case SR_EARTHSHAKER:
  3521. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3522. //[(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3523. skillratio += -100 + 150 * skill_lv;
  3524. RE_LVL_DMOD(100);
  3525. skillratio += status_get_int(src) * 3;
  3526. } else { //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3527. skillratio += -100 + 50 * skill_lv;
  3528. RE_LVL_DMOD(100);
  3529. skillratio += status_get_int(src) * 2;
  3530. }
  3531. break;
  3532. case SR_DRAGONCOMBO:
  3533. case SR_FLASHCOMBO_ATK_STEP1:
  3534. skillratio += 40 * skill_lv;
  3535. RE_LVL_DMOD(100);
  3536. break;
  3537. case SR_FALLENEMPIRE:
  3538. case SR_FLASHCOMBO_ATK_STEP2:
  3539. // ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3540. skillratio += 150 * skill_lv;
  3541. RE_LVL_DMOD(150);
  3542. break;
  3543. case SR_TIGERCANNON:
  3544. case SR_FLASHCOMBO_ATK_STEP3:
  3545. {
  3546. int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100, // skill_get_hp_rate(SR_TIGERCANNON, skill_lv)
  3547. sp = sstatus->max_sp * (5 + 1 * skill_lv) / 100; // skill_get_sp_rate(SR_TIGERCANNON, skill_lv)
  3548. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  3549. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3550. skillratio += ((hp+sp) / 2);
  3551. else
  3552. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3553. skillratio += ((hp+sp) / 4);
  3554. RE_LVL_DMOD(100);
  3555. }
  3556. break;
  3557. case SR_SKYNETBLOW:
  3558. case SR_FLASHCOMBO_ATK_STEP4:
  3559. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )
  3560. //ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3561. skillratio += (100 * skill_lv + sstatus->agi + 150);
  3562. else
  3563. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3564. skillratio += (80 * skill_lv + sstatus->agi);
  3565. RE_LVL_DMOD(100);
  3566. break;
  3567. case SR_RAMPAGEBLASTER:
  3568. if (sc && sc->data[SC_EXPLOSIONSPIRITS]) {
  3569. skillratio += -100 + (20 * sc->data[SC_EXPLOSIONSPIRITS]->val1 + 20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3570. RE_LVL_DMOD(120);
  3571. } else {
  3572. skillratio += -100 + (20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3573. RE_LVL_DMOD(150);
  3574. }
  3575. break;
  3576. case SR_KNUCKLEARROW:
  3577. 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)] %
  3578. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3579. if (tsd && tsd->weight)
  3580. skillratio += 100 * tsd->weight / tsd->max_weight;
  3581. RE_LVL_DMOD(150);
  3582. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3583. skillratio += 400 + 100 * skill_lv;
  3584. RE_LVL_DMOD(100);
  3585. }
  3586. break;
  3587. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3588. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3589. RE_LVL_DMOD(100);
  3590. break;
  3591. case SR_GATEOFHELL:
  3592. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3593. skillratio += -100 + 800 * skill_lv;
  3594. else
  3595. skillratio += -100 + 500 * skill_lv;
  3596. RE_LVL_DMOD(100);
  3597. break;
  3598. case SR_GENTLETOUCH_QUIET:
  3599. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3600. RE_LVL_DMOD(100);
  3601. break;
  3602. case SR_HOWLINGOFLION:
  3603. skillratio += -100 + 300 * skill_lv;
  3604. RE_LVL_DMOD(150);
  3605. break;
  3606. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3607. skillratio += -100 + 200 * skill_lv;
  3608. if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND)
  3609. skillratio += skill_lv * 50;
  3610. RE_LVL_DMOD(100);
  3611. break;
  3612. case WM_REVERBERATION_MELEE:
  3613. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3614. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3615. RE_LVL_DMOD(100);
  3616. break;
  3617. case WM_SEVERE_RAINSTORM_MELEE:
  3618. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3619. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3620. RE_LVL_DMOD(100);
  3621. break;
  3622. case WM_GREAT_ECHO:
  3623. skillratio += 300 + 200 * skill_lv;
  3624. if (sd) {
  3625. int chorusbonus = battle_calc_chorusbonus(sd);
  3626. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3627. if (chorusbonus >= 1 && chorusbonus <= 5)
  3628. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3629. }
  3630. RE_LVL_DMOD(100);
  3631. break;
  3632. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3633. skillratio += -100 + 50 * skill_lv;
  3634. if(sd && sd->cart_weight)
  3635. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3636. }
  3637. break;
  3638. case GN_CARTCANNON:
  3639. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3640. skillratio += -100 + 60 * skill_lv + ((sd) ? pc_checkskill(sd, GN_REMODELING_CART) : 1) * 50 * status_get_int(src) / 40;
  3641. break;
  3642. case GN_SPORE_EXPLOSION:
  3643. skillratio += 100 + status_get_int(src) + 100 * skill_lv;
  3644. RE_LVL_DMOD(100);
  3645. break;
  3646. case GN_WALLOFTHORN:
  3647. skillratio += 10 * skill_lv;
  3648. break;
  3649. case GN_CRAZYWEED_ATK:
  3650. skillratio += 400 + 100 * skill_lv;
  3651. break;
  3652. case GN_SLINGITEM_RANGEMELEEATK:
  3653. if( sd ) {
  3654. switch( sd->itemid ) {
  3655. case ITEMID_APPLE_BOMB:
  3656. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  3657. break;
  3658. case ITEMID_COCONUT_BOMB:
  3659. case ITEMID_PINEAPPLE_BOMB:
  3660. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  3661. break;
  3662. case ITEMID_MELON_BOMB:
  3663. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  3664. break;
  3665. case ITEMID_BANANA_BOMB:
  3666. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  3667. break;
  3668. case ITEMID_BLACK_LUMP:
  3669. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3670. break;
  3671. case ITEMID_BLACK_HARD_LUMP:
  3672. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3673. break;
  3674. case ITEMID_VERY_HARD_LUMP:
  3675. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3676. break;
  3677. }
  3678. RE_LVL_DMOD(100);
  3679. }
  3680. break;
  3681. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3682. skillratio += -100 + 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : 0);
  3683. RE_LVL_DMOD(100);
  3684. if (sc && sc->data[SC_BLAST_OPTION])
  3685. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3686. break;
  3687. // Physical Elemantal Spirits Attack Skills
  3688. case EL_CIRCLE_OF_FIRE:
  3689. case EL_FIRE_BOMB_ATK:
  3690. case EL_STONE_RAIN:
  3691. skillratio += 200;
  3692. break;
  3693. case EL_FIRE_WAVE_ATK:
  3694. skillratio += 500;
  3695. break;
  3696. case EL_TIDAL_WEAPON:
  3697. skillratio += 1400;
  3698. break;
  3699. case EL_WIND_SLASH:
  3700. skillratio += 100;
  3701. break;
  3702. case EL_HURRICANE:
  3703. skillratio += 600;
  3704. break;
  3705. case EL_TYPOON_MIS:
  3706. case EL_WATER_SCREW_ATK:
  3707. skillratio += 900;
  3708. break;
  3709. case EL_STONE_HAMMER:
  3710. skillratio += 400;
  3711. break;
  3712. case EL_ROCK_CRUSHER:
  3713. skillratio += 700;
  3714. break;
  3715. case KO_JYUMONJIKIRI:
  3716. skillratio += -100 + 150 * skill_lv;
  3717. RE_LVL_DMOD(120);
  3718. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3719. skillratio += skill_lv * status_get_lv(src);
  3720. break;
  3721. case KO_HUUMARANKA:
  3722. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3723. break;
  3724. case KO_SETSUDAN:
  3725. skillratio += 100 * (skill_lv - 1);
  3726. RE_LVL_DMOD(100);
  3727. if(tsc && tsc->data[SC_SPIRIT])
  3728. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3729. break;
  3730. case KO_BAKURETSU:
  3731. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3732. RE_LVL_DMOD(120);
  3733. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3734. break;
  3735. case KO_MAKIBISHI:
  3736. skillratio += -100 + 20 * skill_lv;
  3737. break;
  3738. case MH_NEEDLE_OF_PARALYZE:
  3739. skillratio += 600 + 100 * skill_lv;
  3740. break;
  3741. case MH_STAHL_HORN:
  3742. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3743. break;
  3744. case MH_LAVA_SLIDE:
  3745. skillratio += -100 + 70 * skill_lv;
  3746. break;
  3747. case MH_SONIC_CRAW:
  3748. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 150;
  3749. break;
  3750. case MH_SILVERVEIN_RUSH:
  3751. skillratio += -100 + 150 * skill_lv * status_get_lv(src) / 100;
  3752. break;
  3753. case MH_MIDNIGHT_FRENZY:
  3754. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 150;
  3755. break;
  3756. case MH_TINDER_BREAKER:
  3757. skillratio += -100 + (100 * skill_lv + 3 * status_get_str(src)) * status_get_lv(src) / 120;
  3758. break;
  3759. case MH_CBC:
  3760. skillratio += 300 * skill_lv + 4 * status_get_lv(src);
  3761. break;
  3762. case MH_MAGMA_FLOW:
  3763. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  3764. break;
  3765. case RL_MASS_SPIRAL:
  3766. skillratio += -100 + 200 * skill_lv;
  3767. break;
  3768. case RL_FIREDANCE:
  3769. skillratio += -100 + 100 * skill_lv;
  3770. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3771. break;
  3772. case RL_BANISHING_BUSTER:
  3773. skillratio += -100 + (400 * skill_lv); //(custom)
  3774. break;
  3775. case RL_S_STORM:
  3776. skillratio += -100 + (200 * skill_lv); //(custom)
  3777. break;
  3778. case RL_SLUGSHOT: {
  3779. uint16 w = 50;
  3780. int16 idx = -1;
  3781. if (sd && (idx = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[idx])
  3782. w = sd->inventory_data[idx]->weight / 10;
  3783. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3784. }
  3785. break;
  3786. case RL_D_TAIL:
  3787. skillratio += -100 + (2500 + 500 * skill_lv);
  3788. break;
  3789. case RL_R_TRIP:
  3790. skillratio += -100 + 150 * skill_lv; //(custom)
  3791. break;
  3792. case RL_R_TRIP_PLUSATK:
  3793. skillratio += -100 + 100 * skill_lv + rnd()%10 + 100; //(custom)
  3794. break;
  3795. case RL_H_MINE:
  3796. skillratio += 100 + 200 * skill_lv;
  3797. //If damaged by Flicker, explosion damage (800%:1100%:1400%:1700%:2000%)
  3798. if (sd && sd->flicker)
  3799. skillratio += 800 + (skill_lv - 1) * 300;
  3800. break;
  3801. case RL_HAMMER_OF_GOD:
  3802. //! TODO: Please check the right formula. [Cydh]
  3803. //kRO Update 2013-07-24. Ratio: 1600+lv*800
  3804. //kRO Update 2014-02-12. Coins increase the damage
  3805. skillratio += -100 + (2400 + (skill_lv - 1) * 800) + 10 *((sd) ? sd->spiritball_old : 1); //(custom)
  3806. break;
  3807. case RL_QD_SHOT:
  3808. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3809. break;
  3810. case RL_FIRE_RAIN:
  3811. skillratio += -100 + 2000 + (200 * (skill_lv - 1)) + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
  3812. break;
  3813. case RL_AM_BLAST:
  3814. skillratio += -100 + 300 * skill_lv + status_get_dex(src) / 5; //(custom)
  3815. break;
  3816. }
  3817. return skillratio;
  3818. }
  3819. /*==================================================================================================
  3820. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3821. *--------------------------------------------------------------------------------------------------*
  3822. * Credits:
  3823. * Original coder Skotlex
  3824. * Initial refactoring by Baalberith
  3825. * Refined and optimized by helvetica
  3826. */
  3827. static int64 battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3828. {
  3829. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3830. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3831. struct status_change *sc = status_get_sc(src);
  3832. struct status_data *sstatus = status_get_status_data(src);
  3833. struct status_data *tstatus = status_get_status_data(target);
  3834. int64 atk = 0;
  3835. //Constant/misc additions from skills
  3836. switch (skill_id) {
  3837. case MO_EXTREMITYFIST:
  3838. atk = 250 + 150 * skill_lv;
  3839. break;
  3840. #ifndef RENEWAL
  3841. case GS_MAGICALBULLET:
  3842. if (sstatus->matk_max > sstatus->matk_min)
  3843. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  3844. else
  3845. atk = sstatus->matk_min;
  3846. break;
  3847. #endif
  3848. case NJ_SYURIKEN:
  3849. atk = 4 * skill_lv;
  3850. break;
  3851. #ifdef RENEWAL
  3852. case HT_FREEZINGTRAP:
  3853. if(sd)
  3854. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  3855. break;
  3856. #endif
  3857. case RA_WUGDASH:
  3858. if (sd && sd->weight)
  3859. atk = (sd->weight / 8) + (30 * pc_checkskill(sd,RA_TOOTHOFWUG));
  3860. if (sc && sc->data[SC_DANCEWITHWUG])
  3861. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3862. break;
  3863. case RA_WUGSTRIKE:
  3864. case RA_WUGBITE:
  3865. if(sd)
  3866. atk = 30 * pc_checkskill(sd, RA_TOOTHOFWUG);
  3867. if (sc && sc->data[SC_DANCEWITHWUG])
  3868. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3869. break;
  3870. case GC_COUNTERSLASH:
  3871. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  3872. break;
  3873. case LG_SHIELDPRESS:
  3874. if (sd) {
  3875. int damagevalue = 0;
  3876. short index = sd->equip_index[EQI_HAND_L];
  3877. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3878. damagevalue = sstatus->vit * sd->status.inventory[index].refine;
  3879. atk = damagevalue;
  3880. }
  3881. break;
  3882. case SR_TIGERCANNON:
  3883. case SR_FLASHCOMBO_ATK_STEP3:
  3884. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  3885. if( skill_id == SR_FLASHCOMBO_ATK_STEP3 || (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) )
  3886. atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
  3887. else
  3888. atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
  3889. break;
  3890. case SR_FALLENEMPIRE:
  3891. case SR_FLASHCOMBO_ATK_STEP2:
  3892. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3893. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  3894. if( tsd && tsd->weight )
  3895. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  3896. else
  3897. atk += ( status_get_lv(target) * 50 ); //mobs
  3898. break;
  3899. }
  3900. return atk;
  3901. }
  3902. /*==============================================================
  3903. * Stackable SC bonuses added on top of calculated skill damage
  3904. *--------------------------------------------------------------
  3905. * Credits:
  3906. * Original coder Skotlex
  3907. * Initial refactoring by Baalberith
  3908. * Refined and optimized by helvetica
  3909. */
  3910. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3911. {
  3912. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3913. struct status_change *sc = status_get_sc(src);
  3914. struct status_data *sstatus = status_get_status_data(src);
  3915. #ifdef RENEWAL
  3916. struct status_data *tstatus = status_get_status_data(target);
  3917. #endif
  3918. int inf3 = skill_get_inf3(skill_id);
  3919. // Kagerou/Oboro Earth Charm effect +15% wATK
  3920. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  3921. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->spiritcharm);
  3922. #ifdef RENEWAL
  3923. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->spiritcharm);
  3924. #endif
  3925. }
  3926. //The following are applied on top of current damage and are stackable.
  3927. if (sc) {
  3928. #ifdef RENEWAL
  3929. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  3930. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  3931. if (sc->data[SC_IMPOSITIO])
  3932. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_IMPOSITIO]->val2);
  3933. if (sc->data[SC_VOLCANO])
  3934. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_VOLCANO]->val2);
  3935. if (sc->data[SC_DRUMBATTLE])
  3936. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  3937. if (sc->data[SC_MADNESSCANCEL])
  3938. ATK_ADD(wd.equipAtk, wd.equipAtk2, 100);
  3939. if (sc->data[SC_GATLINGFEVER]) {
  3940. if (tstatus->size == SZ_SMALL) {
  3941. ATK_ADD(wd.equipAtk, wd.equipAtk2, 10 * sc->data[SC_GATLINGFEVER]->val1);
  3942. } else if (tstatus->size == SZ_MEDIUM) {
  3943. ATK_ADD(wd.equipAtk, wd.equipAtk2, 5 * sc->data[SC_GATLINGFEVER]->val1);
  3944. } else if (tstatus->size == SZ_BIG)
  3945. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_GATLINGFEVER]->val1);
  3946. }
  3947. #else
  3948. if (sc->data[SC_TRUESIGHT])
  3949. ATK_ADDRATE(wd.damage, wd.damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  3950. #endif
  3951. if (sc->data[SC_SPIRIT]) {
  3952. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  3953. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  3954. RE_ALLATK_ADDRATE(wd, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  3955. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  3956. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  3957. RE_ALLATK_ADDRATE(wd, 100);
  3958. }
  3959. }
  3960. if (sc->data[SC_EDP]) {
  3961. switch(skill_id) {
  3962. case AS_SPLASHER:
  3963. // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
  3964. // Renewal only: Grimtooth and Venom Knife ignore EDP
  3965. // Both: Venom Splasher ignores EDP [helvetica]
  3966. #ifndef RENEWAL
  3967. case ASC_BREAKER:
  3968. case ASC_METEORASSAULT:
  3969. #else
  3970. case AS_GRIMTOOTH:
  3971. case AS_VENOMKNIFE:
  3972. #endif
  3973. break; // skills above have no effect with edp
  3974. #ifdef RENEWAL
  3975. // renewal EDP mode requires renewal enabled as well
  3976. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  3977. // * Sonic Blow
  3978. // * Soul Breaker
  3979. // * Counter Slash
  3980. // * Cross Impact
  3981. case AS_SONICBLOW:
  3982. case ASC_BREAKER:
  3983. case GC_COUNTERSLASH:
  3984. case GC_CROSSIMPACT:
  3985. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  3986. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  3987. default: // fall through to apply EDP bonuses
  3988. // Renewal EDP formula [helvetica]
  3989. // weapon atk * (1 + (edp level * .8))
  3990. // equip atk * (1 + (edp level * .6))
  3991. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  3992. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  3993. break;
  3994. #else
  3995. default:
  3996. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  3997. #endif
  3998. }
  3999. }
  4000. if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
  4001. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4002. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4003. }
  4004. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4005. ATK_ADD(wd.damage, wd.damage2, 200);
  4006. #ifdef RENEWAL
  4007. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  4008. #endif
  4009. }
  4010. if(sc->data[SC_STYLE_CHANGE]) {
  4011. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4012. if(hd) {
  4013. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  4014. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4015. }
  4016. }
  4017. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4018. switch(skill_id) {
  4019. case RA_WUGDASH:
  4020. case RA_WUGSTRIKE:
  4021. case RA_WUGBITE:
  4022. break;
  4023. default:
  4024. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  4025. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4026. break;
  4027. }
  4028. }
  4029. if (sc->data[SC_FLASHCOMBO]) {
  4030. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2);
  4031. #ifdef RENEWAL
  4032. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_FLASHCOMBO]->val2);
  4033. #endif
  4034. }
  4035. if((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { // Monster Transformation bonus
  4036. if (sc->data[SC_MTF_RANGEATK]) {
  4037. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4038. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4039. }
  4040. if (sc->data[SC_MTF_RANGEATK2]) {
  4041. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4042. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4043. }
  4044. }
  4045. }
  4046. return wd;
  4047. }
  4048. /*====================================
  4049. * Calc defense damage reduction
  4050. *------------------------------------
  4051. * Credits:
  4052. * Original coder Skotlex
  4053. * Initial refactoring by Baalberith
  4054. * Refined and optimized by helvetica
  4055. */
  4056. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4057. {
  4058. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4059. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4060. struct status_change *sc = status_get_sc(src);
  4061. struct status_change *tsc = status_get_sc(target);
  4062. struct status_data *sstatus = status_get_status_data(src);
  4063. struct status_data *tstatus = status_get_status_data(target);
  4064. //Defense reduction
  4065. short vit_def;
  4066. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4067. short def2 = tstatus->def2;
  4068. #ifdef RENEWAL
  4069. if( tsc && tsc->data[SC_ASSUMPTIO] )
  4070. def1 <<= 1; // only eDEF is doubled
  4071. #endif
  4072. if (sd) {
  4073. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4074. if (i) {
  4075. i = min(i,100); //cap it to 100 for 0 def min
  4076. def1 -= def1 * i / 100;
  4077. def2 -= def2 * i / 100;
  4078. }
  4079. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4080. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4081. short si = 10 * sd->spiritcharm;
  4082. def1 = (def1 * (100 + si)) / 100;
  4083. }
  4084. }
  4085. if (sc && sc->data[SC_EXPIATIO]) {
  4086. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4087. i = min(i,100); //cap it to 100 for 0 def min
  4088. def1 = (def1*(100-i))/100;
  4089. def2 = (def2*(100-i))/100;
  4090. }
  4091. if (tsc) {
  4092. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4093. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4094. def1 = (def1 * (100 + i)) / 100;
  4095. }
  4096. if( tsc->data[SC_CAMOUFLAGE] ){
  4097. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4098. i = min(i,100); //cap it to 100 for 0 def min
  4099. def1 = (def1*(100-i))/100;
  4100. def2 = (def2*(100-i))/100;
  4101. }
  4102. if (tsc->data[SC_GT_REVITALIZE])
  4103. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  4104. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4105. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4106. }
  4107. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4108. unsigned char target_count; //256 max targets should be a sane max
  4109. target_count = unit_counttargeted(target);
  4110. if(target_count >= battle_config.vit_penalty_count) {
  4111. if(battle_config.vit_penalty_type == 1) {
  4112. if( !tsc || !tsc->data[SC_STEELBODY] )
  4113. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4114. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4115. } else { //Assume type 2
  4116. if( !tsc || !tsc->data[SC_STEELBODY] )
  4117. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4118. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4119. }
  4120. }
  4121. if (skill_id == AM_ACIDTERROR)
  4122. #ifdef RENEWAL
  4123. def2 = 0; //Ignore only status defense. [FatalEror]
  4124. #else
  4125. def1 = 0; //Ignores only armor defense. [Skotlex]
  4126. #endif
  4127. if(def2 < 1)
  4128. def2 = 1;
  4129. }
  4130. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4131. if (tsd) { //Sd vit-eq
  4132. int skill;
  4133. #ifndef RENEWAL
  4134. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4135. vit_def = def2*(def2-15)/150;
  4136. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4137. #else
  4138. vit_def = def2;
  4139. #endif
  4140. 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
  4141. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4142. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4143. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4144. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4145. vit_def += skill*5;
  4146. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4147. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4148. vit_def += skill * 10;
  4149. if( src->type == BL_MOB && //Only affected from mob
  4150. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  4151. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  4152. vit_def += tsc->data[SC_P_ALTER]->val3;
  4153. } else { //Mob-Pet vit-eq
  4154. #ifndef RENEWAL
  4155. //VIT + rnd(0,[VIT/20]^2-1)
  4156. vit_def = (def2/20)*(def2/20);
  4157. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4158. #else
  4159. //renewal monsters have their def swapped
  4160. vit_def = def1;
  4161. def1 = def2;
  4162. #endif
  4163. }
  4164. if (battle_config.weapon_defense_type) {
  4165. vit_def += def1*battle_config.weapon_defense_type;
  4166. def1 = 0;
  4167. }
  4168. #ifdef RENEWAL
  4169. /**
  4170. * RE DEF Reduction
  4171. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4172. * Pierce defence gains 1 atk per def/2
  4173. */
  4174. if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
  4175. def1 = -399;
  4176. ATK_ADD2(wd.damage, wd.damage2,
  4177. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
  4178. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
  4179. );
  4180. 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) )
  4181. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  4182. 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) )
  4183. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4184. #else
  4185. if (def1 > 100) def1 = 100;
  4186. ATK_RATE2(wd.damage, wd.damage2,
  4187. 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)),
  4188. 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))
  4189. );
  4190. ATK_ADD2(wd.damage, wd.damage2,
  4191. 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,
  4192. 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
  4193. );
  4194. #endif
  4195. return wd;
  4196. }
  4197. /*====================================
  4198. * Modifiers ignoring DEF
  4199. *------------------------------------
  4200. * Credits:
  4201. * Original coder Skotlex
  4202. * Initial refactoring by Baalberith
  4203. * Refined and optimized by helvetica
  4204. */
  4205. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4206. {
  4207. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4208. struct status_change *sc = status_get_sc(src);
  4209. struct status_data *sstatus = status_get_status_data(src);
  4210. // Post skill/vit reduction damage increases
  4211. if( sc ) { // SC skill damages
  4212. if(sc->data[SC_AURABLADE]
  4213. #ifndef RENEWAL
  4214. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4215. #endif
  4216. ) {
  4217. int lv = sc->data[SC_AURABLADE]->val1;
  4218. #ifdef RENEWAL
  4219. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4220. #endif
  4221. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  4222. }
  4223. }
  4224. #ifndef RENEWAL
  4225. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4226. //Refine bonus
  4227. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4228. if (skill_id == MO_FINGEROFFENSIVE) {
  4229. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  4230. } else {
  4231. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4232. }
  4233. }
  4234. #endif
  4235. //Set to min of 1
  4236. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  4237. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  4238. switch (skill_id) {
  4239. case AS_SONICBLOW:
  4240. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4241. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  4242. break;
  4243. case NC_AXETORNADO:
  4244. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4245. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  4246. break;
  4247. }
  4248. return wd;
  4249. }
  4250. /*=================================================================================
  4251. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4252. *---------------------------------------------------------------------------------
  4253. * Credits:
  4254. * Original coder Skotlex
  4255. * Initial refactoring by Baalberith
  4256. * Refined and optimized by helvetica
  4257. */
  4258. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4259. {
  4260. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4261. struct status_data *tstatus = status_get_status_data(target);
  4262. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4263. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4264. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4265. short class_ = status_get_class(target);
  4266. //Plants receive 1 damage when hit
  4267. if( attack_hits || wd.damage > 0 )
  4268. wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4269. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
  4270. if(sd->status.weapon == W_KATAR)
  4271. wd.damage2 = 0; //No backhand damage against plants
  4272. else {
  4273. wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4274. }
  4275. }
  4276. if (attack_hits && target->type == BL_MOB) {
  4277. struct status_change *sc = status_get_sc(target);
  4278. struct mob_data *md = BL_CAST(BL_MOB,target);
  4279. if (sc &&
  4280. class_ != MOBID_EMPERIUM && !mob_is_battleground(md) &&
  4281. !battle_check_sc(src, target, sc, &wd, 1, skill_id, skill_lv))
  4282. {
  4283. wd.damage = wd.damage2 = 0;
  4284. return wd;
  4285. }
  4286. }
  4287. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4288. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  4289. wd.damage = wd.damage2 = 0;
  4290. return wd;
  4291. }
  4292. if (wd.damage > 0) {
  4293. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4294. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4295. } else if (wd.damage2 > 0) {
  4296. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4297. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4298. }
  4299. return wd;
  4300. }
  4301. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4302. wd = battle_apply_div_fix(wd);
  4303. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4304. if(wd.damage > 1 && wd.damage2 > 0) {
  4305. wd.damage = 1;
  4306. wd.damage2 = 1;
  4307. }
  4308. return wd;
  4309. }
  4310. /*========================================================================================
  4311. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4312. *----------------------------------------------------------------------------------------
  4313. * Credits:
  4314. * Original coder Skotlex
  4315. * Initial refactoring by Baalberith
  4316. * Refined and optimized by helvetica
  4317. */
  4318. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4319. {
  4320. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4321. if (sd) {
  4322. int skill;
  4323. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4324. wd.damage = wd.damage2;
  4325. wd.damage2 = 0;
  4326. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4327. skill = pc_checkskill(sd,TF_DOUBLE);
  4328. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4329. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4330. if (wd.damage) {
  4331. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4332. skill = pc_checkskill(sd,AS_RIGHT);
  4333. ATK_RATER(wd.damage, 50 + (skill * 10))
  4334. }
  4335. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4336. skill = pc_checkskill(sd,KO_RIGHT);
  4337. ATK_RATER(wd.damage, 70 + (skill * 10))
  4338. }
  4339. if(wd.damage < 1)
  4340. wd.damage = 1;
  4341. }
  4342. if (wd.damage2) {
  4343. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4344. skill = pc_checkskill(sd,AS_LEFT);
  4345. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4346. }
  4347. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4348. skill = pc_checkskill(sd,KO_LEFT);
  4349. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4350. }
  4351. if(wd.damage2 < 1)
  4352. wd.damage2 = 1;
  4353. }
  4354. }
  4355. }
  4356. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4357. wd.damage=0;
  4358. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4359. wd.damage2=0;
  4360. return wd;
  4361. }
  4362. /**
  4363. * Check if bl is devoted by someone
  4364. * @param bl
  4365. * @return 'd_bl' if devoted or NULL if not devoted
  4366. */
  4367. struct block_list *battle_check_devotion(struct block_list *bl) {
  4368. struct block_list *d_bl = NULL;
  4369. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4370. struct status_change *sc = status_get_sc(bl);
  4371. if (sc && sc->data[SC_DEVOTION])
  4372. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4373. }
  4374. return d_bl;
  4375. }
  4376. /*==========================================
  4377. * BG/GvG attack modifiers
  4378. *------------------------------------------
  4379. * Credits:
  4380. * Original coder Skotlex
  4381. * Initial refactoring by Baalberith
  4382. * Refined and optimized by helvetica
  4383. */
  4384. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4385. {
  4386. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4387. if( src != target && //Don't reflect your own damage (Grand Cross)
  4388. (!skill_id || skill_id ||
  4389. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4390. int64 damage = wd.damage + wd.damage2, rdamage = 0;
  4391. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4392. struct status_data *sstatus = status_get_status_data(src);
  4393. int tick = gettick(), rdelay = 0;
  4394. rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, false);
  4395. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4396. struct block_list *d_bl = battle_check_devotion(src);
  4397. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd.amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4398. if( tsd )
  4399. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_, is_infinite_defense(src,wd.flag));
  4400. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4401. battle_delay_damage(tick, wd.amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
  4402. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4403. }
  4404. }
  4405. if(!wd.damage2) {
  4406. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4407. if( map_flag_gvg2(target->m) )
  4408. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4409. else if( map[target->m].flag.battleground )
  4410. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4411. }
  4412. else if(!wd.damage) {
  4413. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4414. if( map_flag_gvg2(target->m) )
  4415. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4416. else if( map[target->m].flag.battleground )
  4417. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4418. }
  4419. else {
  4420. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4421. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4422. if( map_flag_gvg2(target->m) )
  4423. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4424. else if( map[target->m].flag.battleground )
  4425. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4426. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4427. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4428. wd.damage-=wd.damage2;
  4429. }
  4430. }
  4431. return wd;
  4432. }
  4433. /*==========================================
  4434. * final ATK modifiers - after BG/GvG calc
  4435. *------------------------------------------
  4436. * Credits:
  4437. * Original coder Skotlex
  4438. * Initial refactoring by Baalberith
  4439. * Refined and optimized by helvetica
  4440. */
  4441. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4442. {
  4443. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4444. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4445. struct status_change *sc = status_get_sc(src);
  4446. struct status_change *tsc = status_get_sc(target);
  4447. struct status_data *sstatus = status_get_status_data(src);
  4448. struct status_data *tstatus = status_get_status_data(target);
  4449. #ifdef ADJUST_SKILL_DAMAGE
  4450. int skill_damage = 0;
  4451. #endif
  4452. //Reject Sword bugreport:4493 by Daegaladh
  4453. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4454. (src->type!=BL_PC || (
  4455. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4456. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4457. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4458. )) &&
  4459. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4460. )
  4461. {
  4462. ATK_RATER(wd.damage, 50)
  4463. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0));
  4464. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4465. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4466. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4467. }
  4468. if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4469. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4470. int64 rdamage = 0;
  4471. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4472. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4473. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  4474. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4475. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4476. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4477. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  4478. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0);
  4479. status_damage(target, src, rdamage, 0, 0, 0);
  4480. status_damage(src, target, rdamage/10, 0, 0, 1);
  4481. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4482. }
  4483. if( sc ) {
  4484. //SC_FUSION hp penalty [Komurka]
  4485. if (sc->data[SC_FUSION]) {
  4486. int hp= sstatus->max_hp;
  4487. if (sd && tsd) {
  4488. hp = 8*hp/100;
  4489. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4490. hp = sstatus->hp;
  4491. } else
  4492. hp = 2*hp/100; //2% hp loss per hit
  4493. status_zap(src, hp, 0);
  4494. }
  4495. // affecting non-skills
  4496. if( !skill_id ) {
  4497. if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
  4498. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  4499. ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  4500. }
  4501. }
  4502. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4503. }
  4504. switch (skill_id) {
  4505. case LG_RAYOFGENESIS:
  4506. {
  4507. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4508. wd.damage += md.damage;
  4509. }
  4510. break;
  4511. #ifndef RENEWAL
  4512. case ASC_BREAKER:
  4513. { //Breaker's int-based damage (a misc attack?)
  4514. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4515. wd.damage += md.damage;
  4516. }
  4517. break;
  4518. #endif
  4519. }
  4520. // Skill damage adjustment
  4521. #ifdef ADJUST_SKILL_DAMAGE
  4522. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4523. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4524. #endif
  4525. return wd;
  4526. }
  4527. /*====================================================
  4528. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4529. *----------------------------------------------------
  4530. * Credits:
  4531. * Original coder Skotlex
  4532. * Initial refactoring by Baalberith
  4533. * Refined and optimized by helvetica
  4534. */
  4535. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4536. {
  4537. struct status_data *sstatus = status_get_status_data(src);
  4538. struct status_data *tstatus = status_get_status_data(target);
  4539. struct status_change *sc = status_get_sc(src);
  4540. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4541. struct Damage wd;
  4542. wd.type = DMG_NORMAL; //Normal attack
  4543. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4544. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4545. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4546. /*if(skill_id == KN_AUTOCOUNTER)
  4547. wd.amotion >>= 1; */
  4548. wd.dmotion = tstatus->dmotion;
  4549. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4550. wd.miscflag = wflag;
  4551. wd.flag = BF_WEAPON; //Initial Flag
  4552. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4553. wd.damage = wd.damage2 =
  4554. #ifdef RENEWAL
  4555. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4556. #endif
  4557. 0;
  4558. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4559. if(sd)
  4560. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4561. if (skill_id) {
  4562. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4563. switch(skill_id)
  4564. {
  4565. case MH_SONIC_CRAW:{
  4566. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4567. wd.div_ = hd->homunculus.spiritball;
  4568. }
  4569. break;
  4570. case MO_FINGEROFFENSIVE:
  4571. if(sd) {
  4572. if (battle_config.finger_offensive_type)
  4573. wd.div_ = 1;
  4574. else
  4575. wd.div_ = sd->spiritball_old;
  4576. }
  4577. break;
  4578. case KN_PIERCE:
  4579. case ML_PIERCE:
  4580. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4581. break;
  4582. case TF_DOUBLE: //For NPC used skill.
  4583. case GS_CHAINACTION:
  4584. wd.type = DMG_MULTI_HIT;
  4585. break;
  4586. case GS_GROUNDDRIFT:
  4587. case KN_SPEARSTAB:
  4588. case KN_BOWLINGBASH:
  4589. case MS_BOWLINGBASH:
  4590. case MO_BALKYOUNG:
  4591. case TK_TURNKICK:
  4592. wd.blewcount = 0;
  4593. break;
  4594. case KN_AUTOCOUNTER:
  4595. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4596. break;
  4597. case LK_SPIRALPIERCE:
  4598. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4599. break;
  4600. // The number of hits is set to 3 by default for use in Inspiration status.
  4601. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4602. case LG_HESPERUSLIT:
  4603. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4604. wd.div_ = sc->data[SC_BANDING]->val2;
  4605. break;
  4606. }
  4607. } else {
  4608. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4609. }
  4610. return wd;
  4611. }
  4612. /**
  4613. * Check if we should reflect the damage and calculate it if so
  4614. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4615. * @param wd : weapon damage
  4616. * @param src : bl who did the attack
  4617. * @param target : target of the attack
  4618. * @param skill_id : id of casted skill, 0 = basic atk
  4619. * @param skill_lv : lvl of skill casted
  4620. */
  4621. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  4622. {
  4623. // Don't reflect your own damage (Grand Cross)
  4624. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  4625. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  4626. {
  4627. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4628. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4629. struct status_change *tsc = status_get_sc(target);
  4630. struct status_data *sstatus = status_get_status_data(src);
  4631. int tick = gettick(), rdelay = 0;
  4632. if (!tsc)
  4633. return;
  4634. // Calculate skill reflect damage separately
  4635. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4636. if( rdamage > 0 ) {
  4637. struct block_list *d_bl = battle_check_devotion(src);
  4638. if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4639. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  4640. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4641. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4642. if( tsd )
  4643. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_, is_infinite_defense(src,wd->flag));
  4644. // It appears that official servers give skill reflect damage a longer delay
  4645. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true);
  4646. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4647. }
  4648. }
  4649. }
  4650. }
  4651. /*============================================
  4652. * Calculate "weapon"-type attacks and skills
  4653. *--------------------------------------------
  4654. * Credits:
  4655. * Original coder Skotlex
  4656. * Initial refactoring by Baalberith
  4657. * Refined and optimized by helvetica
  4658. */
  4659. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4660. {
  4661. struct map_session_data *sd, *tsd;
  4662. struct Damage wd;
  4663. struct status_change *sc = status_get_sc(src);
  4664. struct status_change *tsc = status_get_sc(target);
  4665. struct status_data *tstatus = status_get_status_data(target);
  4666. int right_element, left_element;
  4667. bool infdef = false;
  4668. memset(&wd,0,sizeof(wd));
  4669. if (src == NULL || target == NULL) {
  4670. nullpo_info(NLP_MARK);
  4671. return wd;
  4672. }
  4673. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4674. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4675. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4676. if (sc && !sc->count)
  4677. sc = NULL; //Skip checking as there are no status changes active.
  4678. if (tsc && !tsc->count)
  4679. tsc = NULL; //Skip checking as there are no status changes active.
  4680. sd = BL_CAST(BL_PC, src);
  4681. tsd = BL_CAST(BL_PC, target);
  4682. //Check for Lucky Dodge
  4683. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4684. wd.type = DMG_LUCY_DODGE;
  4685. wd.dmg_lv = ATK_LUCKY;
  4686. if(wd.div_ < 0)
  4687. wd.div_ *= -1;
  4688. return wd;
  4689. }
  4690. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4691. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4692. // crit check is next since crits always hit on official [helvetica]
  4693. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4694. wd.type = DMG_CRITICAL;
  4695. // check if we're landing a hit
  4696. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4697. wd.dmg_lv = ATK_FLEE;
  4698. else if(wd.miscflag&8 || !(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  4699. int64 ratio = 0;
  4700. int i = 0;
  4701. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4702. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4703. ATK_RATE(wd.damage, wd.damage2, ratio);
  4704. RE_ALLATK_RATE(wd, ratio);
  4705. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4706. ATK_ADD(wd.damage, wd.damage2, ratio);
  4707. RE_ALLATK_ADD(wd, ratio);
  4708. #ifdef RENEWAL
  4709. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4710. struct status_data *sstatus = status_get_status_data(src);
  4711. if (sstatus->matk_max > sstatus->matk_min) {
  4712. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4713. } else
  4714. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4715. }
  4716. #endif
  4717. // add any miscellaneous player ATK bonuses
  4718. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4719. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4720. RE_ALLATK_ADDRATE(wd, i);
  4721. }
  4722. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  4723. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  4724. RE_ALLATK_ADDRATE(wd, -i);
  4725. }
  4726. #ifdef RENEWAL
  4727. // In Renewal we only cardfix to the weapon and equip ATK
  4728. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4729. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4730. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4731. if (is_attack_left_handed(src, skill_id)) {
  4732. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4733. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4734. }
  4735. // final attack bonuses that aren't affected by cards
  4736. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4737. if (sd) { //monsters, homuns and pets have their damage computed directly
  4738. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4739. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4740. if(wd.flag&BF_LONG) //Long damage rate addition doesn't use weapon + equip attack
  4741. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4742. //Custom fix for "a hole" in renewal attack calculation [exneval]
  4743. ATK_ADDRATE(wd.damage, wd.damage2, 6);
  4744. }
  4745. #else
  4746. // final attack bonuses that aren't affected by cards
  4747. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4748. #endif
  4749. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4750. 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))
  4751. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4752. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4753. }
  4754. }
  4755. #ifdef RENEWAL
  4756. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4757. #endif
  4758. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4759. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4760. return wd; //Enough, rest is not needed.
  4761. #ifdef RENEWAL
  4762. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4763. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4764. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4765. if (is_attack_left_handed(src, skill_id))
  4766. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4767. } else
  4768. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4769. }
  4770. #endif
  4771. #ifndef RENEWAL
  4772. if (skill_id == NJ_KUNAI) {
  4773. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4774. ATK_ADD(wd.damage, wd.damage2, 90);
  4775. nk |= NK_IGNORE_DEF;
  4776. }
  4777. #endif
  4778. switch (skill_id) {
  4779. case TK_DOWNKICK:
  4780. case TK_STORMKICK:
  4781. case TK_TURNKICK:
  4782. case TK_COUNTER:
  4783. case TK_JUMPKICK:
  4784. if(sd && pc_checkskill(sd,TK_RUN)) {
  4785. uint8 i;
  4786. uint16 skill = pc_checkskill(sd,TK_RUN);
  4787. switch(skill) {
  4788. case 1: case 4: case 7: case 10: i = 1; break;
  4789. case 2: case 5: case 8: i = 2; break;
  4790. default: i = 0; break;
  4791. }
  4792. if(sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4793. ATK_ADD(wd.damage, wd.damage2, 10 * skill - i);
  4794. }
  4795. break;
  4796. case SR_GATEOFHELL: {
  4797. struct status_data *sstatus = status_get_status_data(src);
  4798. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  4799. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  4800. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  4801. } else
  4802. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  4803. }
  4804. break;
  4805. }
  4806. if(sd) {
  4807. #ifndef RENEWAL
  4808. uint16 skill;
  4809. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  4810. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  4811. if (skill_id == TF_POISON)
  4812. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  4813. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4814. 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);
  4815. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  4816. ATK_ADD(wd.damage, wd.damage2, 4);
  4817. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4818. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  4819. } else
  4820. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  4821. #endif
  4822. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  4823. short index = sd->equip_index[EQI_HAND_L];
  4824. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4825. ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
  4826. }
  4827. #ifndef RENEWAL
  4828. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4829. switch(skill_id) {
  4830. case RK_DRAGONBREATH:
  4831. case RK_DRAGONBREATH_WATER:
  4832. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  4833. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4834. if(is_attack_left_handed(src, skill_id))
  4835. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4836. }
  4837. break;
  4838. default:
  4839. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4840. if( is_attack_left_handed(src, skill_id ))
  4841. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4842. break;
  4843. }
  4844. #endif
  4845. }
  4846. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4847. switch(skill_id) {
  4848. #ifdef RENEWAL
  4849. case NJ_ISSEN:
  4850. case GS_MAGICALBULLET:
  4851. case ASC_BREAKER:
  4852. case CR_ACIDDEMONSTRATION:
  4853. case GN_FIRE_EXPANSION_ACID:
  4854. #endif
  4855. case SO_VARETYR_SPEAR:
  4856. break; //These skills will do a card fix later
  4857. default:
  4858. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4859. if(is_attack_left_handed(src, skill_id))
  4860. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4861. break;
  4862. }
  4863. }
  4864. #ifdef RENEWAL
  4865. // forced to neutral skills [helvetica]
  4866. // skills forced to neutral gain benefits from weapon element
  4867. // but final damage is considered "neutral" and resistances are applied again
  4868. switch (skill_id) {
  4869. case MC_CARTREVOLUTION:
  4870. case MO_INVESTIGATE:
  4871. case CR_ACIDDEMONSTRATION:
  4872. case SR_GATEOFHELL:
  4873. case GN_FIRE_EXPANSION_ACID:
  4874. case KO_BAKURETSU:
  4875. // Forced to neutral element
  4876. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4877. break;
  4878. case CR_SHIELDBOOMERANG:
  4879. case LK_SPIRALPIERCE:
  4880. case ML_SPIRALPIERCE:
  4881. case PA_SHIELDCHAIN:
  4882. case PA_SACRIFICE:
  4883. case RK_DRAGONBREATH:
  4884. case RK_DRAGONBREATH_WATER:
  4885. case NC_SELFDESTRUCTION:
  4886. case KO_HAPPOKUNAI: {
  4887. int64 tmp = wd.damage;
  4888. if (sd) {
  4889. if (skill_id == PA_SHIELDCHAIN) {
  4890. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4891. if (wd.damage > 0) {
  4892. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4893. if (!wd.damage)
  4894. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4895. }
  4896. } else if (skill_id == KO_HAPPOKUNAI) {
  4897. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4898. if (wd.damage > 0) {
  4899. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4900. if (!wd.damage)
  4901. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4902. }
  4903. } else
  4904. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4905. }
  4906. }
  4907. break;
  4908. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4909. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4910. break;
  4911. }
  4912. // perform multihit calculations
  4913. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  4914. #endif
  4915. // only do 1 dmg to plant, no need to calculate rest
  4916. if(!(wd.miscflag&8) && infdef)
  4917. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4918. //Apply DAMAGE_DIV_FIX and check for min damage
  4919. wd = battle_apply_div_fix(wd);
  4920. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  4921. switch (skill_id) {
  4922. #ifdef RENEWAL
  4923. case NJ_ISSEN:
  4924. case GS_MAGICALBULLET:
  4925. case ASC_BREAKER:
  4926. case CR_ACIDDEMONSTRATION:
  4927. case GN_FIRE_EXPANSION_ACID:
  4928. #endif
  4929. case SO_VARETYR_SPEAR:
  4930. return wd; //These skills will do a GVG fix later
  4931. default:
  4932. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  4933. break;
  4934. }
  4935. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  4936. battle_absorb_damage(target, &wd);
  4937. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  4938. return wd;
  4939. }
  4940. /*==========================================
  4941. * Calculate "magic"-type attacks and skills
  4942. *------------------------------------------
  4943. * Credits:
  4944. * Original coder DracoRPG
  4945. * Refined and optimized by helvetica
  4946. */
  4947. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  4948. {
  4949. int i, nk;
  4950. #ifdef ADJUST_SKILL_DAMAGE
  4951. int skill_damage = 0;
  4952. #endif
  4953. short s_ele = 0;
  4954. TBL_PC *sd;
  4955. TBL_PC *tsd;
  4956. struct status_change *sc, *tsc;
  4957. struct Damage ad;
  4958. struct status_data *sstatus = status_get_status_data(src);
  4959. struct status_data *tstatus = status_get_status_data(target);
  4960. struct {
  4961. unsigned imdef : 1;
  4962. unsigned infdef : 1;
  4963. } flag;
  4964. memset(&ad,0,sizeof(ad));
  4965. memset(&flag,0,sizeof(flag));
  4966. if (src == NULL || target == NULL) {
  4967. nullpo_info(NLP_MARK);
  4968. return ad;
  4969. }
  4970. //Initial Values
  4971. ad.damage = 1;
  4972. ad.div_ = skill_get_num(skill_id,skill_lv);
  4973. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  4974. ad.dmotion = tstatus->dmotion;
  4975. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  4976. ad.flag = BF_MAGIC|BF_SKILL;
  4977. ad.dmg_lv = ATK_DEF;
  4978. nk = skill_get_nk(skill_id);
  4979. flag.imdef = (nk&NK_IGNORE_DEF ? 1 : 0);
  4980. sd = BL_CAST(BL_PC, src);
  4981. tsd = BL_CAST(BL_PC, target);
  4982. sc = status_get_sc(src);
  4983. tsc = status_get_sc(target);
  4984. //Initialize variables that will be used afterwards
  4985. s_ele = skill_get_ele(skill_id, skill_lv);
  4986. if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
  4987. s_ele = sstatus->rhw.ele;
  4988. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  4989. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  4990. } else if (s_ele == -2) //Use status element
  4991. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  4992. else if (s_ele == -3) //Use random element
  4993. s_ele = rnd()%ELE_ALL;
  4994. switch(skill_id) {
  4995. case LG_SHIELDSPELL:
  4996. if (skill_lv == 2)
  4997. s_ele = ELE_HOLY;
  4998. break;
  4999. case SO_PSYCHIC_WAVE:
  5000. if( sc && sc->count ) {
  5001. if( sc->data[SC_HEATER_OPTION] )
  5002. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5003. else if( sc->data[SC_COOLER_OPTION] )
  5004. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5005. else if( sc->data[SC_BLAST_OPTION] )
  5006. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5007. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5008. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5009. }
  5010. break;
  5011. case KO_KAIHOU:
  5012. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5013. s_ele = sd->spiritcharm_type;
  5014. break;
  5015. }
  5016. //Set miscellaneous data that needs be filled
  5017. if(sd) {
  5018. sd->state.arrow_atk = 0;
  5019. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5020. }
  5021. //Skill Range Criteria
  5022. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5023. //Infinite defense (plant mode)
  5024. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5025. switch(skill_id) {
  5026. case MG_FIREWALL:
  5027. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5028. ad.blewcount = 0; //No knockback
  5029. //Fall through
  5030. case NJ_KAENSIN:
  5031. case PR_SANCTUARY:
  5032. ad.dmotion = 0; //No flinch animation.
  5033. break;
  5034. }
  5035. if (!flag.infdef) { //No need to do the math for plants
  5036. unsigned int skillratio = 100; //Skill dmg modifiers.
  5037. #ifdef RENEWAL
  5038. ad.damage = 0; //reinitialize..
  5039. #endif
  5040. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5041. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5042. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5043. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5044. //Adds an absolute value to damage. 100 = +100 damage
  5045. #define MATK_ADD(a) { ad.damage += a; }
  5046. //Calc base damage according to skill
  5047. switch (skill_id) {
  5048. case AL_HEAL:
  5049. case PR_BENEDICTIO:
  5050. case PR_SANCTUARY:
  5051. case AB_HIGHNESSHEAL:
  5052. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5053. break;
  5054. case PR_ASPERSIO:
  5055. ad.damage = 40;
  5056. break;
  5057. case ALL_RESURRECTION:
  5058. case PR_TURNUNDEAD:
  5059. //Undead check is on skill_castend_damageid code.
  5060. #ifdef RENEWAL
  5061. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5062. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5063. #else
  5064. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5065. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5066. #endif
  5067. if(i > 700)
  5068. i = 700;
  5069. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  5070. ad.damage = tstatus->hp;
  5071. else {
  5072. #ifdef RENEWAL
  5073. if (sstatus->matk_max > sstatus->matk_min) {
  5074. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5075. } else {
  5076. MATK_ADD(sstatus->matk_min);
  5077. }
  5078. MATK_RATE(skill_lv);
  5079. #else
  5080. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5081. #endif
  5082. }
  5083. break;
  5084. case PF_SOULBURN:
  5085. ad.damage = tstatus->sp * 2;
  5086. break;
  5087. case AB_RENOVATIO:
  5088. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5089. break;
  5090. case GN_FIRE_EXPANSION_ACID:
  5091. #ifdef RENEWAL
  5092. {
  5093. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5094. ad.damage = (int64)(7 * ((wd.damage / skill_lv + ad.damage / skill_lv) * tstatus->vit / 100));
  5095. }
  5096. #else
  5097. if(tstatus->vit + sstatus->int_)
  5098. ad.damage = (int64)(7 * tstatus->vit * sstatus->int_ * sstatus->int_ / (10 * (tstatus->vit + sstatus->int_)));
  5099. else
  5100. ad.damage = 0;
  5101. if(tsd)
  5102. ad.damage >>= 1;
  5103. #endif
  5104. break;
  5105. default: {
  5106. if (sstatus->matk_max > sstatus->matk_min) {
  5107. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5108. } else {
  5109. MATK_ADD(sstatus->matk_min);
  5110. }
  5111. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  5112. if (mflag>0)
  5113. ad.damage /= mflag;
  5114. else
  5115. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5116. }
  5117. switch(skill_id) {
  5118. case MG_NAPALMBEAT:
  5119. skillratio += -30 + 10 * skill_lv;
  5120. break;
  5121. case MG_FIREBALL:
  5122. #ifdef RENEWAL
  5123. skillratio += 40 + 20 * skill_lv;
  5124. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5125. skillratio = skillratio * 3 / 4;
  5126. #else
  5127. skillratio += -30 + 10 * skill_lv;
  5128. #endif
  5129. break;
  5130. case MG_SOULSTRIKE:
  5131. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5132. skillratio += 5 * skill_lv;
  5133. break;
  5134. case MG_FIREWALL:
  5135. skillratio -= 50;
  5136. break;
  5137. case MG_FIREBOLT:
  5138. case MG_COLDBOLT:
  5139. case MG_LIGHTNINGBOLT:
  5140. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5141. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5142. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5143. ad.flag = BF_WEAPON|BF_SHORT;
  5144. ad.type = DMG_NORMAL;
  5145. }
  5146. break;
  5147. case MG_THUNDERSTORM:
  5148. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5149. #ifndef RENEWAL
  5150. skillratio -= 20;
  5151. #endif
  5152. break;
  5153. case MG_FROSTDIVER:
  5154. skillratio += 10 * skill_lv;
  5155. break;
  5156. case AL_HOLYLIGHT:
  5157. skillratio += 25;
  5158. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5159. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5160. break;
  5161. case AL_RUWACH:
  5162. skillratio += 45;
  5163. break;
  5164. case WZ_FROSTNOVA:
  5165. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5166. break;
  5167. case WZ_FIREPILLAR:
  5168. if (skill_lv > 10)
  5169. skillratio += 2300; //200% MATK each hit
  5170. else
  5171. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5172. break;
  5173. case WZ_SIGHTRASHER:
  5174. skillratio += 20 * skill_lv;
  5175. break;
  5176. case WZ_WATERBALL:
  5177. skillratio += 30 * skill_lv;
  5178. break;
  5179. case WZ_STORMGUST:
  5180. skillratio += 40 * skill_lv;
  5181. break;
  5182. case HW_NAPALMVULCAN:
  5183. skillratio += 25;
  5184. break;
  5185. case SL_STIN: //Target size must be small (0) for full damage
  5186. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5187. break;
  5188. case SL_STUN: //Full damage is dealt on small/medium targets
  5189. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5190. break;
  5191. case SL_SMA: //Base damage is 40% + lv%
  5192. skillratio += -60 + status_get_lv(src);
  5193. break;
  5194. case NJ_KOUENKA:
  5195. skillratio -= 10;
  5196. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5197. skillratio += 20 * sd->spiritcharm;
  5198. break;
  5199. case NJ_KAENSIN:
  5200. skillratio -= 50;
  5201. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5202. skillratio += 10 * sd->spiritcharm;
  5203. break;
  5204. case NJ_BAKUENRYU:
  5205. skillratio += 50 * (skill_lv - 1);
  5206. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5207. skillratio += 15 * sd->spiritcharm;
  5208. break;
  5209. case NJ_HYOUSENSOU:
  5210. #ifdef RENEWAL
  5211. skillratio -= 30;
  5212. #endif
  5213. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5214. skillratio += 5 * sd->spiritcharm;
  5215. break;
  5216. case NJ_HYOUSYOURAKU:
  5217. skillratio += 50 * skill_lv;
  5218. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5219. skillratio += 25 * sd->spiritcharm;
  5220. break;
  5221. case NJ_RAIGEKISAI:
  5222. skillratio += 60 + 40 * skill_lv;
  5223. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5224. skillratio += 15 * sd->spiritcharm;
  5225. break;
  5226. case NJ_KAMAITACHI:
  5227. skillratio += 100 * skill_lv;
  5228. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5229. skillratio += 10 * sd->spiritcharm;
  5230. break;
  5231. case NJ_HUUJIN:
  5232. #ifdef RENEWAL
  5233. skillratio += 50;
  5234. #endif
  5235. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5236. skillratio += 20 * sd->spiritcharm;
  5237. break;
  5238. case NPC_ENERGYDRAIN:
  5239. skillratio += 100 * skill_lv;
  5240. break;
  5241. case NPC_EARTHQUAKE:
  5242. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2);
  5243. break;
  5244. #ifdef RENEWAL
  5245. case WZ_HEAVENDRIVE:
  5246. case WZ_METEOR:
  5247. skillratio += 25;
  5248. break;
  5249. case WZ_VERMILION: {
  5250. int interval = 0, per = interval, ratio = per;
  5251. while((per++) < skill_lv) {
  5252. ratio += interval;
  5253. if(per%3 == 0)
  5254. interval += 20;
  5255. }
  5256. if (skill_lv > 9)
  5257. ratio -= 10;
  5258. skillratio += ratio;
  5259. }
  5260. break;
  5261. #else
  5262. case WZ_VERMILION:
  5263. skillratio += 20 * skill_lv - 20;
  5264. break;
  5265. #endif
  5266. case AB_JUDEX:
  5267. skillratio += 200 + 20 * skill_lv;
  5268. RE_LVL_DMOD(100);
  5269. break;
  5270. case AB_ADORAMUS:
  5271. skillratio += 400 + 100 * skill_lv;
  5272. RE_LVL_DMOD(100);
  5273. break;
  5274. case AB_DUPLELIGHT_MAGIC:
  5275. skillratio += 100 + 20 * skill_lv;
  5276. break;
  5277. case WL_SOULEXPANSION:
  5278. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5279. RE_LVL_DMOD(100);
  5280. break;
  5281. case WL_FROSTMISTY:
  5282. skillratio += 100 + 100 * skill_lv;
  5283. RE_LVL_DMOD(100);
  5284. break;
  5285. case WL_JACKFROST:
  5286. if (tsc && tsc->data[SC_FREEZING]) {
  5287. skillratio += 900 + 300 * skill_lv;
  5288. RE_LVL_DMOD(100);
  5289. } else {
  5290. skillratio += 400 + 100 * skill_lv;
  5291. RE_LVL_DMOD(150);
  5292. }
  5293. break;
  5294. case WL_DRAINLIFE:
  5295. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5296. RE_LVL_DMOD(100);
  5297. break;
  5298. case WL_CRIMSONROCK:
  5299. skillratio += 1200 + 300 * skill_lv;
  5300. RE_LVL_DMOD(100);
  5301. break;
  5302. case WL_HELLINFERNO:
  5303. skillratio += -100 + 300 * skill_lv;
  5304. RE_LVL_DMOD(100);
  5305. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5306. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5307. if (mflag&ELE_DARK)
  5308. skillratio *= 4;
  5309. skillratio /= 5;
  5310. break;
  5311. case WL_COMET:
  5312. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5313. if (i <= 3)
  5314. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5315. else if (i <= 5)
  5316. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5317. else if (i <= 7)
  5318. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5319. else
  5320. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5321. if (sd && sd->status.party_id) {
  5322. struct map_session_data* psd;
  5323. int p_sd[MAX_PARTY], c;
  5324. c = 0;
  5325. memset(p_sd, 0, sizeof(p_sd));
  5326. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5327. c = (c > 1 ? rnd()%c : 0);
  5328. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5329. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5330. RE_LVL_DMOD(120);
  5331. skillratio += 2500;
  5332. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5333. }
  5334. }
  5335. break;
  5336. case WL_CHAINLIGHTNING_ATK:
  5337. skillratio += 400 + 100 * skill_lv;
  5338. RE_LVL_DMOD(100);
  5339. if (mflag > 0)
  5340. skillratio += 100 * (9 - mflag);
  5341. break;
  5342. case WL_EARTHSTRAIN:
  5343. skillratio += 1900 + 100 * skill_lv;
  5344. RE_LVL_DMOD(100);
  5345. break;
  5346. case WL_TETRAVORTEX_FIRE:
  5347. case WL_TETRAVORTEX_WATER:
  5348. case WL_TETRAVORTEX_WIND:
  5349. case WL_TETRAVORTEX_GROUND:
  5350. skillratio += 400 + 500 * skill_lv;
  5351. break;
  5352. case WL_SUMMON_ATK_FIRE:
  5353. case WL_SUMMON_ATK_WATER:
  5354. case WL_SUMMON_ATK_WIND:
  5355. case WL_SUMMON_ATK_GROUND:
  5356. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5357. RE_LVL_DMOD(100);
  5358. break;
  5359. case LG_RAYOFGENESIS:
  5360. if(sc) {
  5361. if(sc->data[SC_INSPIRATION])
  5362. skillratio += 1400;
  5363. if(sc->data[SC_BANDING])
  5364. skillratio += -100 + 300 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  5365. skillratio = skillratio * ((sd) ? sd->status.job_level / 25 : 1);
  5366. }
  5367. break;
  5368. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5369. if (sd && skill_lv == 2)
  5370. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5371. else
  5372. skillratio = 0;
  5373. break;
  5374. case WM_METALICSOUND:
  5375. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5376. RE_LVL_DMOD(100);
  5377. break;
  5378. case WM_REVERBERATION_MAGIC:
  5379. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5380. skillratio += 100 * skill_lv;
  5381. RE_LVL_DMOD(100);
  5382. break;
  5383. case SO_FIREWALK:
  5384. skillratio += -100 + 60 * skill_lv;
  5385. RE_LVL_DMOD(100);
  5386. if( sc && sc->data[SC_HEATER_OPTION] )
  5387. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5388. break;
  5389. case SO_ELECTRICWALK:
  5390. skillratio += -100 + 60 * skill_lv;
  5391. RE_LVL_DMOD(100);
  5392. if( sc && sc->data[SC_BLAST_OPTION] )
  5393. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5394. break;
  5395. case SO_EARTHGRAVE:
  5396. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5397. RE_LVL_DMOD(100);
  5398. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5399. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5400. break;
  5401. case SO_DIAMONDDUST:
  5402. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5403. RE_LVL_DMOD(100);
  5404. if( sc && sc->data[SC_COOLER_OPTION] )
  5405. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5406. break;
  5407. case SO_POISON_BUSTER:
  5408. skillratio += 900 + 300 * skill_lv;
  5409. RE_LVL_DMOD(120);
  5410. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5411. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5412. break;
  5413. case SO_PSYCHIC_WAVE:
  5414. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5415. RE_LVL_DMOD(100);
  5416. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5417. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5418. skillratio += 20;
  5419. break;
  5420. case SO_CLOUD_KILL:
  5421. skillratio += -100 + 40 * skill_lv;
  5422. RE_LVL_DMOD(100);
  5423. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5424. skillratio += (sd ? sd->status.job_level : 0);
  5425. break;
  5426. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5427. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5428. RE_LVL_DMOD(100);
  5429. if (sc && sc->data[SC_BLAST_OPTION])
  5430. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5431. break;
  5432. case GN_DEMONIC_FIRE:
  5433. if (skill_lv > 20) // Fire expansion Lv.2
  5434. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5435. else if (skill_lv > 10) { // Fire expansion Lv.1
  5436. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5437. RE_LVL_DMOD(100);
  5438. } else
  5439. skillratio += 10 + 20 * skill_lv;
  5440. break;
  5441. case KO_KAIHOU:
  5442. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5443. skillratio += -100 + 200 * sd->spiritcharm;
  5444. RE_LVL_DMOD(100);
  5445. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5446. }
  5447. break;
  5448. // Magical Elemental Spirits Attack Skills
  5449. case EL_FIRE_MANTLE:
  5450. case EL_WATER_SCREW:
  5451. skillratio += 900;
  5452. break;
  5453. case EL_FIRE_ARROW:
  5454. case EL_ROCK_CRUSHER_ATK:
  5455. skillratio += 200;
  5456. break;
  5457. case EL_FIRE_BOMB:
  5458. case EL_ICE_NEEDLE:
  5459. case EL_HURRICANE_ATK:
  5460. skillratio += 400;
  5461. break;
  5462. case EL_FIRE_WAVE:
  5463. case EL_TYPOON_MIS_ATK:
  5464. skillratio += 1100;
  5465. break;
  5466. case MH_ERASER_CUTTER:
  5467. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5468. break;
  5469. case MH_XENO_SLASHER:
  5470. if(skill_lv%2)
  5471. skillratio += 350 + 50 * skill_lv; //500:600:700
  5472. else
  5473. skillratio += 400 + 100 * skill_lv; //700:900
  5474. break;
  5475. case MH_HEILIGE_STANGE:
  5476. skillratio += 400 + 250 * skill_lv;
  5477. skillratio = (skillratio * status_get_lv(src)) / 150;
  5478. break;
  5479. case MH_POISON_MIST:
  5480. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5481. break;
  5482. }
  5483. MATK_RATE(skillratio);
  5484. //Constant/misc additions from skills
  5485. if (skill_id == WZ_FIREPILLAR)
  5486. MATK_ADD(100 + 50 * skill_lv);
  5487. break;
  5488. }
  5489. }
  5490. #ifdef RENEWAL
  5491. switch(skill_id) { // These skills will do a card fix later
  5492. case CR_ACIDDEMONSTRATION:
  5493. case ASC_BREAKER:
  5494. break;
  5495. default:
  5496. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5497. break;
  5498. }
  5499. #endif
  5500. if(sd) {
  5501. //Damage bonuses
  5502. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5503. ad.damage += (int64)ad.damage*i/100;
  5504. //Ignore Defense?
  5505. if (!flag.imdef && (
  5506. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5507. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5508. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5509. ))
  5510. flag.imdef = 1;
  5511. }
  5512. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5513. ad.damage -= (int64)ad.damage*i/100;
  5514. if(!flag.imdef){
  5515. defType mdef = tstatus->mdef;
  5516. int mdef2= tstatus->mdef2;
  5517. #ifdef RENEWAL
  5518. if(tsc && tsc->data[SC_ASSUMPTIO])
  5519. mdef <<= 1; // only eMDEF is doubled
  5520. #endif
  5521. if(sd) {
  5522. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5523. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5524. if (i)
  5525. {
  5526. if (i > 100) i = 100;
  5527. mdef -= mdef * i/100;
  5528. //mdef2-= mdef2* i/100;
  5529. }
  5530. }
  5531. #ifdef RENEWAL
  5532. /**
  5533. * RE MDEF Reduction
  5534. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5535. */
  5536. if (mdef < -99)
  5537. mdef = -99; // Avoid divide by 0
  5538. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5539. #else
  5540. if(battle_config.magic_defense_type)
  5541. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5542. else
  5543. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5544. #endif
  5545. }
  5546. if (skill_id == NPC_EARTHQUAKE) {
  5547. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5548. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5549. if(mflag>0)
  5550. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5551. else
  5552. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5553. }
  5554. if(ad.damage<1)
  5555. ad.damage=1;
  5556. else if(sc) { //only applies when hit
  5557. switch(skill_id) {
  5558. case MG_LIGHTNINGBOLT:
  5559. case MG_THUNDERSTORM:
  5560. if(sc->data[SC_GUST_OPTION])
  5561. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5562. break;
  5563. case MG_FIREBOLT:
  5564. case MG_FIREWALL:
  5565. if(sc->data[SC_PYROTECHNIC_OPTION])
  5566. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5567. break;
  5568. case MG_COLDBOLT:
  5569. case MG_FROSTDIVER:
  5570. if(sc->data[SC_AQUAPLAY_OPTION])
  5571. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5572. break;
  5573. case WZ_EARTHSPIKE:
  5574. case WZ_HEAVENDRIVE:
  5575. if(sc->data[SC_PETROLOGY_OPTION])
  5576. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5577. break;
  5578. }
  5579. }
  5580. if (!(nk&NK_NO_ELEFIX))
  5581. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5582. //Apply the physical part of the skill's damage. [Skotlex]
  5583. switch(skill_id) {
  5584. case CR_GRANDCROSS:
  5585. case NPC_GRANDDARKNESS: {
  5586. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5587. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5588. if(src == target) {
  5589. if(src->type == BL_PC)
  5590. ad.damage = ad.damage / 2;
  5591. else
  5592. ad.damage = 0;
  5593. }
  5594. }
  5595. break;
  5596. case SO_VARETYR_SPEAR: {
  5597. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5598. ad.damage += wd.damage;
  5599. }
  5600. break;
  5601. }
  5602. #ifndef RENEWAL
  5603. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5604. #endif
  5605. } //Hint: Against plants damage will still be 1 at this point
  5606. //Apply DAMAGE_DIV_FIX and check for min damage
  5607. ad = battle_apply_div_fix(ad);
  5608. switch(skill_id) { // These skills will do a GVG fix later
  5609. #ifdef RENEWAL
  5610. case ASC_BREAKER:
  5611. case CR_ACIDDEMONSTRATION:
  5612. return ad; //These skills will do a GVG fix later
  5613. #endif
  5614. default:
  5615. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5616. if (map_flag_gvg2(target->m))
  5617. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5618. else if (map[target->m].flag.battleground)
  5619. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5620. break;
  5621. }
  5622. // Skill damage adjustment
  5623. #ifdef ADJUST_SKILL_DAMAGE
  5624. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5625. MATK_ADDRATE(skill_damage);
  5626. #endif
  5627. battle_absorb_damage(target, &ad);
  5628. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5629. return ad;
  5630. }
  5631. /*==========================================
  5632. * Calculate "misc"-type attacks and skills
  5633. *------------------------------------------
  5634. * Credits:
  5635. * Original coder Skotlex
  5636. * Refined and optimized by helvetica
  5637. */
  5638. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5639. {
  5640. #ifdef ADJUST_SKILL_DAMAGE
  5641. int skill_damage = 0;
  5642. #endif
  5643. short i, nk;
  5644. short s_ele;
  5645. struct map_session_data *sd, *tsd;
  5646. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5647. struct status_data *sstatus = status_get_status_data(src);
  5648. struct status_data *tstatus = status_get_status_data(target);
  5649. memset(&md,0,sizeof(md));
  5650. if (src == NULL || target == NULL) {
  5651. nullpo_info(NLP_MARK);
  5652. return md;
  5653. }
  5654. //Some initial values
  5655. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  5656. md.dmotion = tstatus->dmotion;
  5657. md.div_ = skill_get_num(skill_id,skill_lv);
  5658. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  5659. md.dmg_lv = ATK_DEF;
  5660. md.flag = BF_MISC|BF_SKILL;
  5661. nk = skill_get_nk(skill_id);
  5662. sd = BL_CAST(BL_PC, src);
  5663. tsd = BL_CAST(BL_PC, target);
  5664. if(sd) {
  5665. sd->state.arrow_atk = 0;
  5666. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5667. }
  5668. s_ele = skill_get_ele(skill_id, skill_lv);
  5669. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5670. s_ele = ELE_NEUTRAL;
  5671. else if (s_ele == -3) { //Use random element
  5672. if (skill_id == SN_FALCONASSAULT) {
  5673. if (sstatus->rhw.ele && !status_get_attack_sc_element(src, status_get_sc(src)))
  5674. s_ele = sstatus->rhw.ele;
  5675. else
  5676. s_ele = status_get_attack_sc_element(src, status_get_sc(src));
  5677. } else
  5678. s_ele = rnd()%ELE_ALL;
  5679. }
  5680. //Skill Range Criteria
  5681. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5682. switch (skill_id) {
  5683. case NC_MAGMA_ERUPTION: // 'Eruption' damage
  5684. md.damage = 800 + 200 * skill_lv;
  5685. break;
  5686. case TF_THROWSTONE:
  5687. md.damage = 50;
  5688. md.flag |= BF_WEAPON;
  5689. break;
  5690. #ifdef RENEWAL
  5691. case HT_LANDMINE:
  5692. case MA_LANDMINE:
  5693. case HT_BLASTMINE:
  5694. case HT_CLAYMORETRAP:
  5695. md.damage = skill_lv * sstatus->dex * (3 + status_get_lv(src) / 100) * (1 + sstatus->int_ / 35);
  5696. md.damage += md.damage * (rnd()%20 - 10) / 100;
  5697. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  5698. break;
  5699. #else
  5700. case HT_LANDMINE:
  5701. case MA_LANDMINE:
  5702. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  5703. break;
  5704. case HT_BLASTMINE:
  5705. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  5706. break;
  5707. case HT_CLAYMORETRAP:
  5708. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  5709. break;
  5710. #endif
  5711. case HT_BLITZBEAT:
  5712. case SN_FALCONASSAULT:
  5713. {
  5714. uint16 skill;
  5715. //Blitz-beat Damage
  5716. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  5717. skill = 0;
  5718. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  5719. if(mflag > 1) //Autocasted Blitz
  5720. nk |= NK_SPLASHSPLIT;
  5721. if (skill_id == SN_FALCONASSAULT) {
  5722. //Div fix of Blitzbeat
  5723. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5724. //Falcon Assault Modifier
  5725. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  5726. }
  5727. }
  5728. break;
  5729. #ifdef RENEWAL
  5730. case GS_MAGICALBULLET:
  5731. {
  5732. //Official renewal formula [exneval]
  5733. //Damage = (Final ATK + Final MATK) * Skill modifiers - (eDEF + sDEF + eMDEF + sMDEF)
  5734. short totaldef, totalmdef;
  5735. struct Damage atk, matk;
  5736. atk = battle_calc_weapon_attack(src,target,skill_id,skill_lv,md.miscflag);
  5737. matk = battle_calc_magic_attack(src,target,skill_id,skill_lv,md.miscflag);
  5738. md.damage = atk.damage + matk.damage;
  5739. totaldef = (short)status_get_def(target) + tstatus->def2;
  5740. totalmdef = tstatus->mdef + tstatus->mdef2;
  5741. md.damage -= totaldef + totalmdef;
  5742. md.flag |= BF_WEAPON;
  5743. nk |= NK_IGNORE_FLEE; // Flee already checked in battle_calc_weapon_attack, so don't do it again here [exneval]
  5744. }
  5745. break;
  5746. #endif
  5747. case BA_DISSONANCE:
  5748. md.damage = 30 + skill_lv * 10;
  5749. if (sd)
  5750. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  5751. break;
  5752. case NPC_SELFDESTRUCTION:
  5753. md.damage = sstatus->hp;
  5754. break;
  5755. case NPC_SMOKING:
  5756. md.damage = 3;
  5757. break;
  5758. case NPC_DARKBREATH:
  5759. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  5760. break;
  5761. case NPC_EVILLAND:
  5762. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5763. break;
  5764. case ASC_BREAKER:
  5765. #ifdef RENEWAL
  5766. // Official Renewal formula [helvetica]
  5767. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5768. // atk part takes weapon element, matk part is non-elemental
  5769. // modified def formula
  5770. {
  5771. short totaldef, totalmdef;
  5772. struct Damage atk, matk;
  5773. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5774. nk |= NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5775. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5776. // (atk + matk) * (3 + (.5 * skill level))
  5777. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5778. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5779. totaldef = tstatus->def2 + (short)status_get_def(target);
  5780. totalmdef = tstatus->mdef + tstatus->mdef2;
  5781. md.damage -= totaldef + totalmdef;
  5782. }
  5783. #else
  5784. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  5785. nk |= NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5786. #endif
  5787. break;
  5788. case HW_GRAVITATION:
  5789. #ifdef RENEWAL
  5790. md.damage = 500 + 100 * skill_lv;
  5791. #else
  5792. md.damage = 200 + 200 * skill_lv;
  5793. #endif
  5794. md.dmotion = 0; //No flinch animation
  5795. break;
  5796. case PA_PRESSURE:
  5797. md.damage = 500 + 300 * skill_lv;
  5798. break;
  5799. case PA_GOSPEL:
  5800. md.damage = 1 + rnd()%9999;
  5801. break;
  5802. case CR_ACIDDEMONSTRATION:
  5803. #ifdef RENEWAL
  5804. // Official Renewal formula [helvetica]
  5805. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5806. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5807. // is considered "neutral" for purposes of resistances
  5808. {
  5809. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5810. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5811. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5812. // AD benefits from endow/element but damage is forced back to neutral
  5813. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5814. }
  5815. #else
  5816. if(tstatus->vit+sstatus->int_) //crash fix
  5817. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5818. else
  5819. md.damage = 0;
  5820. if (tsd) md.damage>>=1;
  5821. #endif
  5822. break;
  5823. case NJ_ZENYNAGE:
  5824. case KO_MUCHANAGE:
  5825. md.damage = skill_get_zeny(skill_id, skill_lv);
  5826. if (!md.damage)
  5827. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  5828. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  5829. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  5830. md.damage = md.damage / 2;
  5831. if (is_boss(target))
  5832. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  5833. else if (tsd && skill_id == NJ_ZENYNAGE)
  5834. md.damage = md.damage / 2;
  5835. break;
  5836. #ifdef RENEWAL
  5837. case NJ_ISSEN:
  5838. // Official Renewal formula [helvetica]
  5839. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5840. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5841. // modified def formula
  5842. {
  5843. short totaldef;
  5844. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5845. struct status_change *sc = status_get_sc(src);
  5846. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5847. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5848. md.div_ = -(i + 2); // mirror image count + 2
  5849. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5850. }
  5851. // modified def reduction, final damage = base damage - (edef + sdef)
  5852. totaldef = tstatus->def2 + (short)status_get_def(target);
  5853. md.damage -= totaldef;
  5854. md.flag |= BF_WEAPON;
  5855. }
  5856. break;
  5857. #endif
  5858. case GS_FLING:
  5859. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  5860. break;
  5861. case GS_GROUNDDRIFT:
  5862. // Official formula [helvetica]
  5863. // bonus damage = 50 * skill level (fixed damage)
  5864. s_ele = ELE_NEUTRAL;
  5865. md.damage = battle_attr_fix(src, target, 50 * skill_lv, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5866. break;
  5867. case HVAN_EXPLOSION: //[orn]
  5868. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5869. break;
  5870. case RA_CLUSTERBOMB:
  5871. case RA_FIRINGTRAP:
  5872. case RA_ICEBOUNDTRAP:
  5873. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  5874. RE_LVL_TMDMOD();
  5875. if(sd) {
  5876. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5877. if(researchskill_lv)
  5878. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  5879. else
  5880. md.damage = 0;
  5881. } else
  5882. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  5883. nk |= NK_NO_ELEFIX|NK_IGNORE_FLEE|NK_NO_CARDFIX_DEF;
  5884. break;
  5885. case WM_SOUND_OF_DESTRUCTION:
  5886. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  5887. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  5888. break;
  5889. case GN_THORNS_TRAP:
  5890. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  5891. break;
  5892. case GN_HELLS_PLANT_ATK:
  5893. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5894. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( status_get_int(src) * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - ((sd) ? pc_checkskill(sd,AM_CANNIBALIZE) : 0)) );
  5895. break;
  5896. case RL_B_TRAP:
  5897. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  5898. md.damage = ((200 + status_get_dex(src)) * skill_lv * 10) + sstatus->hp; // (custom)
  5899. break;
  5900. }
  5901. if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets
  5902. if(mflag > 0)
  5903. md.damage /= mflag;
  5904. else
  5905. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5906. }
  5907. if (!(nk&NK_IGNORE_FLEE)) {
  5908. struct status_change *sc = status_get_sc(target);
  5909. i = 0; //Temp for "hit or no hit"
  5910. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  5911. i = 1;
  5912. else {
  5913. short
  5914. flee = tstatus->flee,
  5915. #ifdef RENEWAL
  5916. hitrate = 0; //Default hitrate
  5917. #else
  5918. hitrate = 80; //Default hitrate
  5919. #endif
  5920. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  5921. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  5922. if(attacker_count >= battle_config.agi_penalty_count) {
  5923. if (battle_config.agi_penalty_type == 1)
  5924. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  5925. else //assume type 2: absolute reduction
  5926. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  5927. if(flee < 1)
  5928. flee = 1;
  5929. }
  5930. }
  5931. hitrate += sstatus->hit - flee;
  5932. #ifdef RENEWAL
  5933. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  5934. hitrate += pc_checkskill(sd,AC_VULTURE);
  5935. #endif
  5936. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  5937. if(rnd()%100 < hitrate)
  5938. i = 1;
  5939. }
  5940. if (!i) {
  5941. md.damage = 0;
  5942. md.dmg_lv = ATK_FLEE;
  5943. }
  5944. }
  5945. switch(skill_id) {
  5946. #ifdef RENEWAL
  5947. case GS_MAGICALBULLET:
  5948. break; // Card fix already done
  5949. #endif
  5950. default:
  5951. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  5952. break;
  5953. }
  5954. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  5955. md.damage += (int64)md.damage*i/100;
  5956. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5957. md.damage -= (int64)md.damage*i/100;
  5958. if(!(nk&NK_NO_ELEFIX))
  5959. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5960. //Plant damage
  5961. if(md.damage < 0)
  5962. md.damage = 0;
  5963. else if(md.damage && is_infinite_defense(target, md.flag)) {
  5964. md.damage = 1;
  5965. }
  5966. //Apply DAMAGE_DIV_FIX and check for min damage
  5967. md = battle_apply_div_fix(md);
  5968. switch(skill_id) {
  5969. case RA_FIRINGTRAP:
  5970. case RA_ICEBOUNDTRAP:
  5971. if (md.damage == 1)
  5972. break;
  5973. case RA_CLUSTERBOMB:
  5974. {
  5975. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5976. md.damage += wd.damage;
  5977. }
  5978. break;
  5979. case NJ_ZENYNAGE:
  5980. if (sd) {
  5981. if (md.damage > sd->status.zeny)
  5982. md.damage = sd->status.zeny;
  5983. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  5984. }
  5985. break;
  5986. case GS_GROUNDDRIFT:
  5987. {
  5988. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5989. int blewcount = skill_get_blewcount(skill_id, skill_lv);
  5990. md.damage += wd.damage;
  5991. // Knockback only from Fire Element (except from bonuses?)
  5992. if (mflag != ELE_FIRE && md.blewcount >= blewcount)
  5993. md.blewcount -= blewcount;
  5994. }
  5995. break;
  5996. }
  5997. switch(skill_id) {
  5998. #ifdef RENEWAL
  5999. case GS_MAGICALBULLET:
  6000. break; // GVG fix already done
  6001. #endif
  6002. default:
  6003. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6004. if(map_flag_gvg2(target->m))
  6005. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6006. else if(map[target->m].flag.battleground)
  6007. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6008. break;
  6009. }
  6010. // Skill damage adjustment
  6011. #ifdef ADJUST_SKILL_DAMAGE
  6012. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6013. md.damage += (int64)md.damage * skill_damage / 100;
  6014. #endif
  6015. battle_absorb_damage(target, &md);
  6016. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6017. return md;
  6018. }
  6019. /*==========================================
  6020. * Battle main entry, from skill_attack
  6021. *------------------------------------------
  6022. * Credits:
  6023. * Original coder unknown
  6024. * Initial refactoring by Baalberith
  6025. * Refined and optimized by helvetica
  6026. */
  6027. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6028. {
  6029. struct Damage d;
  6030. switch(attack_type) {
  6031. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6032. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6033. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6034. default:
  6035. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6036. memset(&d,0,sizeof(d));
  6037. break;
  6038. }
  6039. if( d.damage + d.damage2 < 1 )
  6040. { //Miss/Absorbed
  6041. //Weapon attacks should go through to cause additional effects.
  6042. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6043. d.dmg_lv = ATK_MISS;
  6044. d.dmotion = 0;
  6045. }
  6046. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6047. d.dmg_lv = ATK_DEF;
  6048. return d;
  6049. }
  6050. /*==========================================
  6051. * Final damage return function
  6052. *------------------------------------------
  6053. * Credits:
  6054. * Original coder unknown
  6055. * Initial refactoring by Baalberith
  6056. * Refined and optimized by helvetica
  6057. */
  6058. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6059. struct map_session_data* sd;
  6060. int64 rdamage = 0, damage = *dmg;
  6061. int max_damage = status_get_max_hp(bl);
  6062. struct status_change *sc, *ssc;
  6063. sd = BL_CAST(BL_PC, bl);
  6064. sc = status_get_sc(bl);
  6065. ssc = status_get_sc(src);
  6066. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6067. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  6068. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6069. rdamage = i64max(rdamage,1);
  6070. } else if( status_reflect && sc && sc->count ) {
  6071. if( sc->data[SC_REFLECTSHIELD] ) {
  6072. struct status_change_entry *sce_d;
  6073. struct block_list *d_bl = NULL;
  6074. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6075. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6076. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6077. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6078. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6079. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6080. return 0;
  6081. }
  6082. }
  6083. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  6084. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6085. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6086. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6087. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6088. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6089. }
  6090. } else {
  6091. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6092. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6093. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6094. rdamage = 0;
  6095. else {
  6096. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6097. if (rdamage < 1)
  6098. rdamage = 1;
  6099. }
  6100. }
  6101. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !(src->type == BL_MOB && is_boss(src))) {
  6102. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6103. int64 rd1 = 0;
  6104. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6105. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6106. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6);
  6107. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), 0);
  6108. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6109. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6110. }
  6111. }
  6112. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){
  6113. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6114. if (rdamage < 1) rdamage = 1;
  6115. }
  6116. }
  6117. }
  6118. } else {
  6119. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6120. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6121. if (rdamage < 1) rdamage = 1;
  6122. }
  6123. }
  6124. if (ssc && ssc->data[SC_INSPIRATION]) {
  6125. rdamage += damage / 100;
  6126. #ifdef RENEWAL
  6127. rdamage = cap_value(rdamage, 1, max_damage);
  6128. #else
  6129. rdamage = i64max(rdamage,1);
  6130. #endif
  6131. }
  6132. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  6133. rdamage = 0;
  6134. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6135. }
  6136. /*===========================================
  6137. * Perform battle drain effects (HP/SP loss)
  6138. *-------------------------------------------*/
  6139. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_, bool infdef)
  6140. {
  6141. struct weapon_data *wd;
  6142. int64 *damage;
  6143. int thp = 0, // HP gained
  6144. tsp = 0, // SP gained
  6145. //rhp = 0, // HP reduced from target
  6146. //rsp = 0, // SP reduced from target
  6147. hp = 0, sp = 0;
  6148. uint8 i = 0;
  6149. short vrate_hp = 0, vrate_sp = 0, v_hp = 0, v_sp = 0;
  6150. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6151. return;
  6152. // Check for vanish HP/SP. !CHECKME: Which first, drain or vanish?
  6153. hp = (sd->bonus.hp_vanish_rate*10) + sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate;
  6154. vrate_hp = cap_value(hp, 0, SHRT_MAX);
  6155. hp = sd->bonus.hp_vanish_per + sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per;
  6156. v_hp = cap_value(hp, SHRT_MIN, SHRT_MAX);
  6157. sp = (sd->bonus.sp_vanish_rate*10) + sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate;
  6158. vrate_sp = cap_value(sp, 0, SHRT_MAX);
  6159. sp = sd->bonus.sp_vanish_per + sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per;
  6160. v_sp = cap_value(sp, INT8_MIN, INT8_MAX);
  6161. if (v_hp > 0 && vrate_hp > 0 && (vrate_hp >= 10000 || rnd()%10000 < vrate_hp))
  6162. i |= 1;
  6163. if (v_sp > 0 && vrate_sp > 0 && (vrate_sp >= 10000 || rnd()%10000 < vrate_sp))
  6164. i |= 2;
  6165. if (i) {
  6166. if (infdef)
  6167. status_zap(tbl, v_hp ? v_hp/100 : 0, v_sp ? v_sp/100 : 0);
  6168. else
  6169. status_percent_damage(&sd->bl, tbl, (i&1 ? (int8)(-v_hp): 0), (i&2 ? (int8)(-v_sp) : 0), false);
  6170. }
  6171. // Check for drain HP/SP
  6172. hp = sp = i = 0;
  6173. for (i = 0; i < 4; i++) {
  6174. //First two iterations: Right hand
  6175. if (i < 2) {
  6176. wd = &sd->right_weapon;
  6177. damage = &rdamage;
  6178. }
  6179. else {
  6180. wd = &sd->left_weapon;
  6181. damage = &ldamage;
  6182. }
  6183. if (*damage <= 0)
  6184. continue;
  6185. if( i == 1 || i == 3 ) {
  6186. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6187. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6188. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6189. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6190. if( hp ) {
  6191. //rhp += hp;
  6192. thp += hp;
  6193. }
  6194. if( sp ) {
  6195. //rsp += sp;
  6196. tsp += sp;
  6197. }
  6198. } else {
  6199. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6200. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6201. if( hp ) {
  6202. //rhp += hp;
  6203. thp += hp;
  6204. }
  6205. if( sp ) {
  6206. //rsp += sp;
  6207. tsp += sp;
  6208. }
  6209. }
  6210. }
  6211. if (!thp && !tsp)
  6212. return;
  6213. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6214. //if (rhp || rsp)
  6215. // status_zap(tbl, rhp, rsp);
  6216. }
  6217. /*===========================================
  6218. * Deals the same damage to targets in area.
  6219. *-------------------------------------------
  6220. * Credits:
  6221. * Original coder pakpil
  6222. */
  6223. int battle_damage_area(struct block_list *bl, va_list ap) {
  6224. unsigned int tick;
  6225. int64 damage;
  6226. int amotion, dmotion, flag;
  6227. struct block_list *src;
  6228. nullpo_ret(bl);
  6229. tick = va_arg(ap, unsigned int);
  6230. src = va_arg(ap,struct block_list *);
  6231. amotion = va_arg(ap,int);
  6232. dmotion = va_arg(ap,int);
  6233. damage = va_arg(ap,int);
  6234. flag = va_arg(ap,int);
  6235. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  6236. return 0;
  6237. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6238. map_freeblock_lock();
  6239. if( src->type == BL_PC )
  6240. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl), is_infinite_defense(bl,flag));
  6241. if( amotion )
  6242. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
  6243. else
  6244. status_fix_damage(src,bl,damage,0);
  6245. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0);
  6246. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6247. map_freeblock_unlock();
  6248. }
  6249. return 0;
  6250. }
  6251. /*==========================================
  6252. * Do a basic physical attack (call through unit_attack_timer)
  6253. *------------------------------------------*/
  6254. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  6255. struct map_session_data *sd = NULL, *tsd = NULL;
  6256. struct status_data *sstatus, *tstatus;
  6257. struct status_change *sc, *tsc;
  6258. int64 damage;
  6259. int skillv;
  6260. struct Damage wd;
  6261. nullpo_retr(ATK_NONE, src);
  6262. nullpo_retr(ATK_NONE, target);
  6263. if (src->prev == NULL || target->prev == NULL)
  6264. return ATK_NONE;
  6265. sd = BL_CAST(BL_PC, src);
  6266. tsd = BL_CAST(BL_PC, target);
  6267. sstatus = status_get_status_data(src);
  6268. tstatus = status_get_status_data(target);
  6269. sc = status_get_sc(src);
  6270. tsc = status_get_sc(target);
  6271. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6272. sc = NULL;
  6273. if (tsc && !tsc->count)
  6274. tsc = NULL;
  6275. if (sd)
  6276. {
  6277. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6278. if (sd->state.arrow_atk)
  6279. {
  6280. short index = sd->equip_index[EQI_AMMO];
  6281. if (index < 0) {
  6282. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6283. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6284. else
  6285. clif_arrow_fail(sd,0);
  6286. return ATK_NONE;
  6287. }
  6288. //Ammo check by Ishizu-chan
  6289. if (sd->inventory_data[index]) {
  6290. switch (sd->status.weapon) {
  6291. case W_BOW:
  6292. if (sd->inventory_data[index]->look != A_ARROW) {
  6293. clif_arrow_fail(sd,0);
  6294. return ATK_NONE;
  6295. }
  6296. break;
  6297. case W_REVOLVER:
  6298. case W_RIFLE:
  6299. case W_GATLING:
  6300. case W_SHOTGUN:
  6301. if (sd->inventory_data[index]->look != A_BULLET) {
  6302. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6303. return ATK_NONE;
  6304. }
  6305. break;
  6306. case W_GRENADE:
  6307. if (sd->inventory_data[index]->look != A_GRENADE) {
  6308. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6309. return ATK_NONE;
  6310. }
  6311. break;
  6312. }
  6313. }
  6314. }
  6315. }
  6316. if (sc && sc->count) {
  6317. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6318. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6319. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6320. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6321. }
  6322. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6323. uint8 dir = map_calc_dir(target,src->x,src->y);
  6324. int t_dir = unit_getdir(target);
  6325. int dist = distance_bl(src, target);
  6326. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6327. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6328. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6329. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6330. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6331. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6332. return ATK_BLOCK;
  6333. }
  6334. }
  6335. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6336. {
  6337. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6338. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6339. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6340. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6341. { //Target locked.
  6342. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6343. clif_bladestop(target, src->id, 1);
  6344. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6345. return ATK_BLOCK;
  6346. }
  6347. }
  6348. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6349. int triple_rate= 30 - skillv; //Base Rate
  6350. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6351. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6352. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6353. }
  6354. if (rnd()%100 < triple_rate) {
  6355. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6356. sd->ud.canact_tick = tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv);
  6357. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6358. return ATK_DEF;
  6359. return ATK_MISS;
  6360. }
  6361. }
  6362. if (sc) {
  6363. if (sc->data[SC_SACRIFICE]) {
  6364. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6365. damage_lv ret_val;
  6366. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6367. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6368. /**
  6369. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6370. * For further information: bugreport:4950
  6371. */
  6372. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6373. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6374. if( ret_val == ATK_NONE )
  6375. return ATK_MISS;
  6376. return ret_val;
  6377. }
  6378. if (sc->data[SC_MAGICALATTACK]) {
  6379. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6380. return ATK_DEF;
  6381. return ATK_MISS;
  6382. }
  6383. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6384. int spheres = 5;
  6385. if( sc->data[SC_RAISINGDRAGON] )
  6386. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6387. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6388. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6389. }
  6390. }
  6391. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6392. int spheres = 5;
  6393. if( tsc->data[SC_RAISINGDRAGON] )
  6394. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6395. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6396. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6397. }
  6398. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6399. 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)));
  6400. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6401. int hp_heal = tstatus->max_hp - tstatus->hp;
  6402. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6403. hp_heal = tsc->data[SC_KAAHI]->val2;
  6404. if (hp_heal)
  6405. status_heal(target, hp_heal, 0, 2);
  6406. }
  6407. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6408. if( sc && sc->count ) {
  6409. if (sc->data[SC_EXEEDBREAK]) {
  6410. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6411. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6412. }
  6413. if( sc->data[SC_SPELLFIST] ) {
  6414. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  6415. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  6416. wd.damage = ad.damage;
  6417. if (wd.div_ > 1)
  6418. wd.damage *= 2; // Double the damage for multiple hits.
  6419. } else
  6420. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6421. }
  6422. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  6423. wd.damage *= 3; // Triple Damage
  6424. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6425. short idx = sd->equip_index[EQI_AMMO];
  6426. if (idx >= 0 && sd->status.inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6427. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6428. sc->data[SC_FEARBREEZE]->val4 = 0;
  6429. }
  6430. }
  6431. }
  6432. if (sd && sd->state.arrow_atk) //Consume arrow.
  6433. battle_consume_ammo(sd, 0, 0);
  6434. damage = wd.damage + wd.damage2;
  6435. if( damage > 0 && src != target )
  6436. {
  6437. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6438. { // Activates it only from melee damage
  6439. uint16 skill_id;
  6440. if( rnd()%2 == 1 )
  6441. skill_id = AB_DUPLELIGHT_MELEE;
  6442. else
  6443. skill_id = AB_DUPLELIGHT_MAGIC;
  6444. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6445. }
  6446. }
  6447. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , (enum e_damage_type)wd.type, wd.damage2);
  6448. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6449. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6450. if ( target->type == BL_SKILL && damage > 0 ) {
  6451. TBL_SKILL *su = (TBL_SKILL*)target;
  6452. if (su && su->group) {
  6453. if (su->group->skill_id == HT_BLASTMINE)
  6454. skill_blown(src, target, 3, -1, 0);
  6455. if (su->group->skill_id == GN_WALLOFTHORN) {
  6456. if (--su->val2 <= 0)
  6457. skill_delunit(su);
  6458. }
  6459. }
  6460. }
  6461. map_freeblock_lock();
  6462. if( skill_check_shadowform(target, damage, wd.div_) ) {
  6463. if( !status_isdead(target) )
  6464. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6465. if( wd.dmg_lv > ATK_BLOCK )
  6466. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6467. } else
  6468. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
  6469. if( tsc ) {
  6470. if( tsc->data[SC_DEVOTION] ) {
  6471. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6472. struct block_list *d_bl = map_id2bl(sce->val1);
  6473. if( d_bl && (
  6474. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6475. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6476. ) && check_distance_bl(target, d_bl, sce->val3) )
  6477. {
  6478. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  6479. status_fix_damage(NULL, d_bl, damage, 0);
  6480. }
  6481. else
  6482. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6483. }
  6484. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  6485. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6486. if (ed) {
  6487. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  6488. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6489. }
  6490. }
  6491. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  6492. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6493. if (e_bl && !status_isdead(e_bl)) {
  6494. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0);
  6495. status_fix_damage(NULL, e_bl, damage, 0);
  6496. }
  6497. }
  6498. }
  6499. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6500. int sp = 0;
  6501. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6502. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6503. int i = rnd()%100;
  6504. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6505. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6506. //reduction only for skill_lv > 1
  6507. if (skill_lv > 1) {
  6508. if (i >= 50) skill_lv /= 2;
  6509. else if (i >= 15) skill_lv--;
  6510. }
  6511. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6512. if (status_charge(src, 0, sp)) {
  6513. switch (skill_get_casttype(skill_id)) {
  6514. case CAST_GROUND:
  6515. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6516. break;
  6517. case CAST_NODAMAGE:
  6518. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6519. break;
  6520. case CAST_DAMAGE:
  6521. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6522. break;
  6523. }
  6524. }
  6525. }
  6526. if (sd) {
  6527. uint16 r_skill = 0, sk_idx = 0;
  6528. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6529. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  6530. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  6531. {
  6532. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6533. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6534. int type;
  6535. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6536. int maxcount = 0;
  6537. if( !(BL_PC&battle_config.skill_reiteration) &&
  6538. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6539. type = -1;
  6540. if( BL_PC&battle_config.skill_nofootset &&
  6541. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6542. type = -1;
  6543. if( BL_PC&battle_config.land_skill_limit &&
  6544. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6545. ) {
  6546. int v;
  6547. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6548. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6549. maxcount--;
  6550. }
  6551. if( maxcount == 0 )
  6552. type = -1;
  6553. }
  6554. if( type != CAST_GROUND ){
  6555. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6556. map_freeblock_unlock();
  6557. return wd.dmg_lv;
  6558. }
  6559. }
  6560. if (sd->state.autocast == 0) {
  6561. sd->state.autocast = 1;
  6562. skill_consume_requirement(sd, r_skill, r_lv, 3);
  6563. switch (type) {
  6564. case CAST_GROUND:
  6565. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6566. break;
  6567. case CAST_NODAMAGE:
  6568. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6569. break;
  6570. case CAST_DAMAGE:
  6571. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6572. break;
  6573. }
  6574. }
  6575. sd->state.autocast = 0;
  6576. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  6577. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6578. }
  6579. }
  6580. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6581. if (battle_config.left_cardfix_to_right)
  6582. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_, is_infinite_defense(target,wd.flag));
  6583. else
  6584. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_, is_infinite_defense(target,wd.flag));
  6585. }
  6586. }
  6587. if (tsc) {
  6588. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6589. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6590. || sstatus->def_ele == ELE_POISON) &&
  6591. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6592. status_check_skilluse(target, src, TF_POISON, 0)
  6593. ) { //Poison React
  6594. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6595. if (sstatus->def_ele == ELE_POISON) {
  6596. sce->val2 = 0;
  6597. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6598. } else {
  6599. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6600. --sce->val2;
  6601. }
  6602. if (sce->val2 <= 0)
  6603. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6604. }
  6605. }
  6606. map_freeblock_unlock();
  6607. return wd.dmg_lv;
  6608. }
  6609. /*=========================
  6610. * Check for undead status
  6611. *-------------------------
  6612. * Credits:
  6613. * Original coder Skotlex
  6614. * Refactored by Baalberith
  6615. */
  6616. int battle_check_undead(int race,int element)
  6617. {
  6618. if(battle_config.undead_detect_type == 0) {
  6619. if(element == ELE_UNDEAD)
  6620. return 1;
  6621. }
  6622. else if(battle_config.undead_detect_type == 1) {
  6623. if(race == RC_UNDEAD)
  6624. return 1;
  6625. }
  6626. else {
  6627. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6628. return 1;
  6629. }
  6630. return 0;
  6631. }
  6632. /*================================================================
  6633. * Returns the upmost level master starting with the given object
  6634. *----------------------------------------------------------------*/
  6635. struct block_list* battle_get_master(struct block_list *src)
  6636. {
  6637. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6638. do {
  6639. prev = src;
  6640. switch (src->type) {
  6641. case BL_PET:
  6642. if (((TBL_PET*)src)->master)
  6643. src = (struct block_list*)((TBL_PET*)src)->master;
  6644. break;
  6645. case BL_MOB:
  6646. if (((TBL_MOB*)src)->master_id)
  6647. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6648. break;
  6649. case BL_HOM:
  6650. if (((TBL_HOM*)src)->master)
  6651. src = (struct block_list*)((TBL_HOM*)src)->master;
  6652. break;
  6653. case BL_MER:
  6654. if (((TBL_MER*)src)->master)
  6655. src = (struct block_list*)((TBL_MER*)src)->master;
  6656. break;
  6657. case BL_ELEM:
  6658. if (((TBL_ELEM*)src)->master)
  6659. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6660. break;
  6661. case BL_SKILL:
  6662. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6663. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6664. break;
  6665. }
  6666. } while (src && src != prev);
  6667. return prev;
  6668. }
  6669. /*==========================================
  6670. * Checks the state between two targets
  6671. * (enemy, friend, party, guild, etc)
  6672. *------------------------------------------
  6673. * Usage:
  6674. * See battle.h for possible values/combinations
  6675. * to be used here (BCT_* constants)
  6676. * Return value is:
  6677. * 1: flag holds true (is enemy, party, etc)
  6678. * -1: flag fails
  6679. * 0: Invalid target (non-targetable ever)
  6680. *
  6681. * Credits:
  6682. * Original coder unknown
  6683. * Rewritten by Skotlex
  6684. */
  6685. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6686. {
  6687. int16 m; //map
  6688. int state = 0; //Initial state none
  6689. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6690. struct block_list *s_bl = src, *t_bl = target;
  6691. struct unit_data *ud = NULL;
  6692. nullpo_ret(src);
  6693. nullpo_ret(target);
  6694. ud = unit_bl2ud(target);
  6695. m = target->m;
  6696. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6697. //objects involved.
  6698. if( (t_bl = battle_get_master(target)) == NULL )
  6699. t_bl = target;
  6700. if( (s_bl = battle_get_master(src)) == NULL )
  6701. s_bl = src;
  6702. if ( s_bl->type == BL_PC ) {
  6703. switch( t_bl->type ) {
  6704. case BL_MOB: // Source => PC, Target => MOB
  6705. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6706. return 0;
  6707. break;
  6708. case BL_PC:
  6709. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6710. return 0;
  6711. break;
  6712. default:/* anything else goes */
  6713. break;
  6714. }
  6715. }
  6716. switch( target->type ) { // Checks on actual target
  6717. case BL_PC: {
  6718. struct status_change* sc = status_get_sc(src);
  6719. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6720. return -1; //Cannot be targeted yet.
  6721. if( sc && sc->count ) {
  6722. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6723. return -1;
  6724. }
  6725. }
  6726. break;
  6727. case BL_MOB:
  6728. {
  6729. struct mob_data *md = ((TBL_MOB*)target);
  6730. if (ud && ud->immune_attack)
  6731. return 0;
  6732. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6733. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6734. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  6735. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6736. ){ //Targettable by players
  6737. state |= BCT_ENEMY;
  6738. strip_enemy = 0;
  6739. }
  6740. break;
  6741. }
  6742. case BL_SKILL:
  6743. {
  6744. TBL_SKILL *su = (TBL_SKILL*)target;
  6745. if( !su || !su->group)
  6746. return 0;
  6747. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) {
  6748. uint16 skill_id = battle_getcurrentskill(src);
  6749. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  6750. ;
  6751. }
  6752. else if (skill_get_inf2(skill_id)&INF2_HIT_TRAP) { // Only a few skills can target traps
  6753. switch (skill_id) {
  6754. case RK_DRAGONBREATH:
  6755. case RK_DRAGONBREATH_WATER:
  6756. // Can only hit traps in PVP/GVG maps
  6757. if( !map[m].flag.pvp && !map[m].flag.gvg )
  6758. return 0;
  6759. }
  6760. }
  6761. else
  6762. return 0;
  6763. state |= BCT_ENEMY;
  6764. strip_enemy = 0;
  6765. } else if (su->group->skill_id == WZ_ICEWALL || su->group->skill_id == GN_WALLOFTHORN) {
  6766. state |= BCT_ENEMY;
  6767. strip_enemy = 0;
  6768. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  6769. return 0;
  6770. }
  6771. break;
  6772. case BL_MER:
  6773. case BL_HOM:
  6774. case BL_ELEM:
  6775. if (ud && ud->immune_attack)
  6776. return 0;
  6777. break;
  6778. //All else not specified is an invalid target.
  6779. default:
  6780. return 0;
  6781. } //end switch actual target
  6782. switch( t_bl->type ) { //Checks on target master
  6783. case BL_PC: {
  6784. struct map_session_data *sd;
  6785. struct status_change *sc = NULL;
  6786. if( t_bl == s_bl )
  6787. break;
  6788. sd = BL_CAST(BL_PC, t_bl);
  6789. sc = status_get_sc(t_bl);
  6790. if( (sd->state.monster_ignore || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  6791. return 0; // Global immunity only to Attacks
  6792. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6793. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6794. if( sd->state.killable ) {
  6795. state |= BCT_ENEMY; // Everything can kill it
  6796. strip_enemy = 0;
  6797. }
  6798. break;
  6799. }
  6800. case BL_MOB:
  6801. {
  6802. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6803. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6804. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6805. break;
  6806. }
  6807. default: break; //other type doesn't have slave yet
  6808. } //end switch master target
  6809. switch( src->type ) { //Checks on actual src type
  6810. case BL_PET:
  6811. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6812. return 0; //Pet may not attack non-mobs.
  6813. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6814. return 0; //pet may not attack Guardians/Emperium
  6815. break;
  6816. case BL_SKILL: {
  6817. struct skill_unit *su = (struct skill_unit *)src;
  6818. struct status_change* sc = status_get_sc(target);
  6819. if (!su || !su->group)
  6820. return 0;
  6821. if (su->group->src_id == target->id) {
  6822. int inf2 = skill_get_inf2(su->group->skill_id);
  6823. if (inf2&INF2_NO_TARGET_SELF)
  6824. return -1;
  6825. if (inf2&INF2_TARGET_SELF)
  6826. return 1;
  6827. }
  6828. //Status changes that prevent traps from triggering
  6829. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  6830. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  6831. return -1;
  6832. }
  6833. }
  6834. break;
  6835. case BL_MER:
  6836. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  6837. return 0; //mercenary may not attack Emperium
  6838. break;
  6839. } //end switch actual src
  6840. switch( s_bl->type )
  6841. { //Checks on source master
  6842. case BL_PC:
  6843. {
  6844. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  6845. if( s_bl != t_bl )
  6846. {
  6847. if( sd->state.killer )
  6848. {
  6849. state |= BCT_ENEMY; // Can kill anything
  6850. strip_enemy = 0;
  6851. }
  6852. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  6853. {
  6854. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  6855. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  6856. else
  6857. return 0; // You can't target anything out of your duel
  6858. }
  6859. }
  6860. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  6861. return 0; //If you don't belong to a guild, can't target emperium.
  6862. if( t_bl->type != BL_PC )
  6863. state |= BCT_ENEMY; //Natural enemy.
  6864. break;
  6865. }
  6866. case BL_MOB:
  6867. {
  6868. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  6869. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6870. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  6871. if( !md->special_state.ai )
  6872. { //Normal mobs
  6873. if(
  6874. ( 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 ) ) ||
  6875. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6876. )
  6877. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  6878. else
  6879. state |= BCT_ENEMY; //However, all else are enemies.
  6880. }
  6881. else
  6882. {
  6883. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6884. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  6885. }
  6886. break;
  6887. }
  6888. default:
  6889. //Need some sort of default behaviour for unhandled types.
  6890. if (t_bl->type != s_bl->type)
  6891. state |= BCT_ENEMY;
  6892. break;
  6893. } //end switch on src master
  6894. if( (flag&BCT_ALL) == BCT_ALL )
  6895. { //All actually stands for all attackable chars
  6896. if( target->type&BL_CHAR )
  6897. return 1;
  6898. else
  6899. return -1;
  6900. }
  6901. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  6902. return -1;
  6903. if( t_bl == s_bl )
  6904. { //No need for further testing.
  6905. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  6906. if( state&BCT_ENEMY && strip_enemy )
  6907. state&=~BCT_ENEMY;
  6908. return (flag&state)?1:-1;
  6909. }
  6910. if( map_flag_vs(m) )
  6911. { //Check rivalry settings.
  6912. int sbg_id = 0, tbg_id = 0;
  6913. if( map[m].flag.battleground )
  6914. {
  6915. sbg_id = bg_team_get_id(s_bl);
  6916. tbg_id = bg_team_get_id(t_bl);
  6917. }
  6918. if( flag&(BCT_PARTY|BCT_ENEMY) )
  6919. {
  6920. int s_party = status_get_party_id(s_bl);
  6921. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6922. state |= BCT_PARTY;
  6923. else
  6924. state |= BCT_ENEMY;
  6925. }
  6926. if( flag&(BCT_GUILD|BCT_ENEMY) )
  6927. {
  6928. int s_guild = status_get_guild_id(s_bl);
  6929. int t_guild = status_get_guild_id(t_bl);
  6930. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6931. state |= BCT_GUILD;
  6932. else
  6933. state |= BCT_ENEMY;
  6934. }
  6935. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  6936. state &= ~BCT_ENEMY;
  6937. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  6938. { // Prevent novice engagement on pk_mode (feature by Valaris)
  6939. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  6940. if (
  6941. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6942. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6943. (int)sd->status.base_level < battle_config.pk_min_level ||
  6944. (int)sd2->status.base_level < battle_config.pk_min_level ||
  6945. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  6946. )
  6947. state &= ~BCT_ENEMY;
  6948. }
  6949. }//end map_flag_vs chk rivality
  6950. else
  6951. { //Non pvp/gvg, check party/guild settings.
  6952. if( flag&BCT_PARTY || state&BCT_ENEMY )
  6953. {
  6954. int s_party = status_get_party_id(s_bl);
  6955. if(s_party && s_party == status_get_party_id(t_bl))
  6956. state |= BCT_PARTY;
  6957. }
  6958. if( flag&BCT_GUILD || state&BCT_ENEMY )
  6959. {
  6960. int s_guild = status_get_guild_id(s_bl);
  6961. int t_guild = status_get_guild_id(t_bl);
  6962. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  6963. state |= BCT_GUILD;
  6964. }
  6965. } //end non pvp/gvg chk rivality
  6966. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  6967. state = BCT_NEUTRAL;
  6968. //Alliance state takes precedence over enemy one.
  6969. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  6970. state&=~BCT_ENEMY;
  6971. return (flag&state)?1:-1;
  6972. }
  6973. /*==========================================
  6974. * Check if can attack from this range
  6975. * Basic check then calling path_search for obstacle etc..
  6976. *------------------------------------------
  6977. */
  6978. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  6979. {
  6980. int d;
  6981. nullpo_retr(false, src);
  6982. nullpo_retr(false, bl);
  6983. if( src->m != bl->m )
  6984. return false;
  6985. #ifndef CIRCULAR_AREA
  6986. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  6987. if ( !check_distance_client_bl(src, bl, range) )
  6988. return false;
  6989. } else
  6990. #endif
  6991. if( !check_distance_bl(src, bl, range) )
  6992. return false;
  6993. if( (d = distance_bl(src, bl)) < 2 )
  6994. return true; // No need for path checking.
  6995. if( d > AREA_SIZE )
  6996. return false; // Avoid targetting objects beyond your range of sight.
  6997. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  6998. }
  6999. /*=============================================
  7000. * Battle.conf settings and default/max values
  7001. *---------------------------------------------
  7002. */
  7003. static const struct _battle_data {
  7004. const char* str;
  7005. int* val;
  7006. int defval;
  7007. int min;
  7008. int max;
  7009. } battle_data[] = {
  7010. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7011. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7012. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7013. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7014. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  7015. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7016. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7017. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7018. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7019. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7020. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7021. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7022. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7023. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7024. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7025. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7026. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7027. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7028. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7029. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  7030. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7031. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7032. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7033. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7034. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7035. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7036. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7037. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7038. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7039. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7040. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7041. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7042. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7043. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7044. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7045. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7046. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7047. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7048. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7049. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7050. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7051. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7052. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7053. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7054. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7055. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7056. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7057. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7058. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7059. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7060. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7061. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7062. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7063. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7064. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7065. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7066. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7067. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7068. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7069. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7070. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7071. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7072. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7073. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7074. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7075. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7076. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7077. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7078. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7079. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7080. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7081. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7082. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7083. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7084. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7085. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  7086. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7087. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7088. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7089. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7090. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7091. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7092. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7093. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7094. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7095. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7096. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7097. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7098. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7099. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7100. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7101. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7102. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7103. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7104. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7105. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7106. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  7107. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7108. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7109. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7110. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7111. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7112. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7113. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7114. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7115. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7116. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7117. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7118. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7119. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7120. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7121. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7122. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7123. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7124. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7125. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7126. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7127. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7128. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7129. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7130. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7131. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7132. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7133. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7134. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7135. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  7136. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7137. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7138. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7139. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7140. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7141. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7142. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  7143. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7144. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7145. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7146. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7147. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7148. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7149. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7150. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7151. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7152. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7153. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7154. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7155. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7156. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7157. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7158. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7159. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7160. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7161. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7162. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7163. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7164. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  7165. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7166. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7167. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7168. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7169. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7170. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7171. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7172. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7173. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7174. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7175. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7176. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7177. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7178. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7179. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7180. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7181. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7182. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7183. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7184. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7185. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7186. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7187. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7188. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7189. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7190. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  7191. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7192. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7193. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7194. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7195. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7196. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7197. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7198. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7199. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7200. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7201. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7202. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7203. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7204. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7205. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7206. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7207. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7208. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7209. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  7210. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7211. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7212. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7213. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7214. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7215. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7216. // eAthena additions
  7217. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7218. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  7219. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7220. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  7221. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7222. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  7223. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7224. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  7225. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7226. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7227. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  7228. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7229. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  7230. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7231. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  7232. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7233. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  7234. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7235. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7236. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7237. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7238. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7239. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7240. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7241. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7242. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7243. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7244. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7245. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7246. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7247. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7248. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7249. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7250. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7251. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7252. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7253. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7254. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7255. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7256. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7257. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7258. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7259. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7260. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7261. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7262. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7263. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7264. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7265. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  7266. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  7267. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7268. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7269. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7270. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7271. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7272. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7273. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7274. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7275. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7276. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7277. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7278. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7279. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7280. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7281. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7282. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7283. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7284. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7285. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7286. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7287. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7288. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7289. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7290. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7291. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7292. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7293. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7294. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7295. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7296. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7297. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7298. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7299. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7300. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7301. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7302. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  7303. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7304. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7305. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7306. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7307. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7308. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7309. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7310. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7311. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7312. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7313. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7314. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7315. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7316. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7317. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7318. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7319. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7320. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7321. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7322. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7323. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7324. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7325. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7326. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7327. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7328. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7329. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7330. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7331. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7332. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7333. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7334. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7335. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7336. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7337. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7338. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7339. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7340. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7341. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7342. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7343. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7344. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7345. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7346. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7347. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7348. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7349. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7350. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7351. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7352. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7353. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7354. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  7355. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7356. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7357. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7358. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7359. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7360. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7361. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7362. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7363. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7364. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7365. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7366. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7367. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7368. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7369. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7370. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7371. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7372. // BattleGround Settings
  7373. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7374. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7375. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7376. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7377. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7378. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7379. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7380. // rAthena
  7381. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7382. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7383. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7384. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7385. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7386. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
  7387. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7388. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7389. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7390. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7391. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7392. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7393. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7394. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7395. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7396. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7397. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7398. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7399. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7400. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7401. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7402. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7403. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7404. #ifdef VIP_ENABLE
  7405. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
  7406. #else
  7407. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
  7408. #endif
  7409. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
  7410. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
  7411. { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, },
  7412. { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, },
  7413. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
  7414. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
  7415. { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
  7416. { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
  7417. { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
  7418. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7419. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7420. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7421. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7422. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7423. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7424. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7425. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7426. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7427. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7428. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7429. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7430. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7431. { "disp_serverbank_msg", &battle_config.disp_serverbank_msg, 0, 0, 1, },
  7432. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  7433. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7434. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7435. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7436. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7437. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7438. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7439. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7440. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7441. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7442. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7443. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7444. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7445. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7446. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7447. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7448. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7449. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7450. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7451. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7452. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7453. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7454. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7455. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7456. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7457. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7458. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7459. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7460. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7461. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  7462. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7463. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7464. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7465. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7466. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  7467. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  7468. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  7469. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  7470. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  7471. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  7472. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  7473. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  7474. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  7475. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  7476. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  7477. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  7478. };
  7479. #ifndef STATS_OPT_OUT
  7480. // rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  7481. void rAthena_report(char* date, char *time_c) {
  7482. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  7483. unsigned int config = 0;
  7484. const char* rev_str;
  7485. char timestring[25];
  7486. time_t curtime;
  7487. char* buf;
  7488. enum config_table {
  7489. C_CIRCULAR_AREA = 0x0001,
  7490. C_CELLNOSTACK = 0x0002,
  7491. C_BETA_THREAD_TEST = 0x0004,
  7492. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  7493. C_OFFICIAL_WALKPATH = 0x0010,
  7494. C_RENEWAL = 0x0020,
  7495. C_RENEWAL_CAST = 0x0040,
  7496. C_RENEWAL_DROP = 0x0080,
  7497. C_RENEWAL_EXP = 0x0100,
  7498. C_RENEWAL_LVDMG = 0x0200,
  7499. C_RENEWAL_ASPD = 0x0400,
  7500. C_SECURE_NPCTIMEOUT = 0x0800,
  7501. C_SQL_DBS = 0x1000,
  7502. C_SQL_LOGS = 0x2000,
  7503. };
  7504. if( (rev_str = get_svn_revision()) != 0 )
  7505. rev = atoi(rev_str);
  7506. /* we get the current time */
  7507. time(&curtime);
  7508. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  7509. // Various compile-time options
  7510. #ifdef CIRCULAR_AREA
  7511. config |= C_CIRCULAR_AREA;
  7512. #endif
  7513. #ifdef CELL_NOSTACK
  7514. config |= C_CELLNOSTACK;
  7515. #endif
  7516. #ifdef BETA_THREAD_TEST
  7517. config |= C_BETA_THREAD_TEST;
  7518. #endif
  7519. #ifdef SCRIPT_CALLFUNC_CHECK
  7520. config |= C_SCRIPT_CALLFUNC_CHECK;
  7521. #endif
  7522. #ifdef OFFICIAL_WALKPATH
  7523. config |= C_OFFICIAL_WALKPATH;
  7524. #endif
  7525. #ifdef RENEWAL
  7526. config |= C_RENEWAL;
  7527. #endif
  7528. #ifdef RENEWAL_CAST
  7529. config |= C_RENEWAL_CAST;
  7530. #endif
  7531. #ifdef RENEWAL_DROP
  7532. config |= C_RENEWAL_DROP;
  7533. #endif
  7534. #ifdef RENEWAL_EXP
  7535. config |= C_RENEWAL_EXP;
  7536. #endif
  7537. #ifdef RENEWAL_LVDMG
  7538. config |= C_RENEWAL_LVDMG;
  7539. #endif
  7540. #ifdef RENEWAL_ASPD
  7541. config |= C_RENEWAL_ASPD;
  7542. #endif
  7543. #ifdef SECURE_NPCTIMEOUT
  7544. config |= C_SECURE_NPCTIMEOUT;
  7545. #endif
  7546. /* non-define part */
  7547. if( db_use_sqldbs )
  7548. config |= C_SQL_DBS;
  7549. if( log_config.sql_logs )
  7550. config |= C_SQL_LOGS;
  7551. #define BFLAG_LENGTH 35
  7552. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  7553. /* build packet */
  7554. WBUFW(buf,0) = 0x3000;
  7555. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  7556. WBUFW(buf,4) = 0x9c;
  7557. safestrncpy((char*)WBUFP(buf,6), date, 12);
  7558. safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
  7559. safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
  7560. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  7561. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  7562. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  7563. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  7564. for( i = 0; i < bd_size; i++ ) {
  7565. safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
  7566. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  7567. }
  7568. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  7569. aFree(buf);
  7570. #undef BFLAG_LENGTH
  7571. }
  7572. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
  7573. if( chrif_isconnected() ) { /* char server relays it, so it must be online. */
  7574. rAthena_report(__DATE__,__TIME__);
  7575. }
  7576. return 0;
  7577. }
  7578. #endif
  7579. /*==========================
  7580. * Set battle settings
  7581. *--------------------------*/
  7582. int battle_set_value(const char* w1, const char* w2)
  7583. {
  7584. int val = config_switch(w2);
  7585. int i;
  7586. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7587. if (i == ARRAYLENGTH(battle_data))
  7588. return 0; // not found
  7589. if (val < battle_data[i].min || val > battle_data[i].max) {
  7590. 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);
  7591. val = battle_data[i].defval;
  7592. }
  7593. *battle_data[i].val = val;
  7594. return 1;
  7595. }
  7596. /*===========================
  7597. * Get battle settings
  7598. *---------------------------*/
  7599. int battle_get_value(const char* w1)
  7600. {
  7601. int i;
  7602. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7603. if (i == ARRAYLENGTH(battle_data))
  7604. return 0; // not found
  7605. else
  7606. return *battle_data[i].val;
  7607. }
  7608. /*======================
  7609. * Set default settings
  7610. *----------------------*/
  7611. void battle_set_defaults()
  7612. {
  7613. int i;
  7614. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7615. *battle_data[i].val = battle_data[i].defval;
  7616. }
  7617. /*==================================
  7618. * Cap certain battle.conf settings
  7619. *----------------------------------*/
  7620. void battle_adjust_conf()
  7621. {
  7622. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7623. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7624. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7625. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7626. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7627. battle_config.max_cart_weight *= 10;
  7628. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7629. battle_config.max_def = 100;
  7630. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7631. battle_config.min_hitrate = battle_config.max_hitrate;
  7632. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7633. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7634. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7635. battle_config.day_duration = 60000;
  7636. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7637. battle_config.night_duration = 60000;
  7638. #if PACKETVER < 20100427
  7639. if (battle_config.feature_buying_store) {
  7640. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7641. battle_config.feature_buying_store = 0;
  7642. }
  7643. #endif
  7644. #if PACKETVER < 20100803
  7645. if (battle_config.feature_search_stores) {
  7646. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7647. battle_config.feature_search_stores = 0;
  7648. }
  7649. #endif
  7650. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7651. if (battle_config.feature_auction) {
  7652. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
  7653. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7654. battle_config.feature_auction = 0;
  7655. }
  7656. #elif PACKETVER >= 20141112
  7657. if (battle_config.feature_auction) {
  7658. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  7659. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7660. battle_config.feature_auction = 0;
  7661. }
  7662. #endif
  7663. #if PACKETVER < 20130724
  7664. if (battle_config.feature_banking) {
  7665. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7666. battle_config.feature_banking = 0;
  7667. }
  7668. #endif
  7669. #if PACKETVER < 20141022
  7670. if (battle_config.feature_roulette) {
  7671. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  7672. battle_config.feature_roulette = 0;
  7673. }
  7674. #endif
  7675. #ifndef CELL_NOSTACK
  7676. if (battle_config.custom_cell_stack_limit != 1)
  7677. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7678. #endif
  7679. }
  7680. /*=====================================
  7681. * Read battle.conf settings from file
  7682. *-------------------------------------*/
  7683. int battle_config_read(const char* cfgName)
  7684. {
  7685. FILE* fp;
  7686. static int count = 0;
  7687. if (count == 0)
  7688. battle_set_defaults();
  7689. count++;
  7690. fp = fopen(cfgName,"r");
  7691. if (fp == NULL)
  7692. ShowError("File not found: %s\n", cfgName);
  7693. else {
  7694. char line[1024], w1[1024], w2[1024];
  7695. while(fgets(line, sizeof(line), fp)) {
  7696. if (line[0] == '/' && line[1] == '/')
  7697. continue;
  7698. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7699. continue;
  7700. if (strcmpi(w1, "import") == 0)
  7701. battle_config_read(w2);
  7702. else if
  7703. (battle_set_value(w1, w2) == 0)
  7704. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7705. }
  7706. fclose(fp);
  7707. }
  7708. count--;
  7709. if (count == 0)
  7710. battle_adjust_conf();
  7711. return 0;
  7712. }
  7713. /*==========================
  7714. * initialize battle timer
  7715. *--------------------------*/
  7716. void do_init_battle(void)
  7717. {
  7718. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7719. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7720. #ifndef STATS_OPT_OUT
  7721. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  7722. add_timer_interval(gettick() + 30000, rAthena_report_timer, 0, 0, 60000 * 30);
  7723. #endif
  7724. }
  7725. /*==================
  7726. * end battle timer
  7727. *------------------*/
  7728. void do_final_battle(void)
  7729. {
  7730. ers_destroy(delay_damage_ers);
  7731. }