battle.c 194 KB

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