battle.cpp 351 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. /**
  36. * Returns the current/list skill used by the bl
  37. * @param bl
  38. * @return skill_id
  39. */
  40. uint16 battle_getcurrentskill(struct block_list *bl)
  41. {
  42. struct unit_data *ud;
  43. if( bl->type == BL_SKILL ) {
  44. struct skill_unit *su = (struct skill_unit*)bl;
  45. return (su && su->group?su->group->skill_id:0);
  46. }
  47. ud = unit_bl2ud(bl);
  48. return (ud?ud->skill_id:0);
  49. }
  50. /**
  51. * Get random targeting enemy
  52. * @param bl
  53. * @param ap
  54. * @return Found target (1) or not found (0)
  55. */
  56. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  57. {
  58. struct block_list **bl_list;
  59. struct unit_data *ud;
  60. int target_id;
  61. int *c;
  62. bl_list = va_arg(ap, struct block_list **);
  63. c = va_arg(ap, int *);
  64. target_id = va_arg(ap, int);
  65. if (bl->id == target_id)
  66. return 0;
  67. if (*c >= 24)
  68. return 0;
  69. if ( !(ud = unit_bl2ud(bl)) )
  70. return 0;
  71. if (ud->target == target_id || ud->skilltarget == target_id) {
  72. bl_list[(*c)++] = bl;
  73. return 1;
  74. }
  75. return 0;
  76. }
  77. /**
  78. * Returns list of targets
  79. * @param target
  80. * @return Target list
  81. */
  82. struct block_list* battle_gettargeted(struct block_list *target)
  83. {
  84. struct block_list *bl_list[24];
  85. int c = 0;
  86. nullpo_retr(NULL, target);
  87. memset(bl_list, 0, sizeof(bl_list));
  88. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  89. if ( c == 0 )
  90. return NULL;
  91. if( c > 24 )
  92. c = 24;
  93. return bl_list[rnd()%c];
  94. }
  95. /**
  96. * Returns the ID of the current targeted character of the passed bl
  97. * @param bl
  98. * @return Target Unit ID
  99. * @author [Skotlex]
  100. */
  101. int battle_gettarget(struct block_list* bl)
  102. {
  103. switch (bl->type) {
  104. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  105. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  106. case BL_PET: return ((struct pet_data*)bl)->target_id;
  107. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  108. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  109. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  110. }
  111. return 0;
  112. }
  113. /**
  114. * Get random enemy
  115. * @param bl
  116. * @param ap
  117. * @return Found target (1) or not found (0)
  118. */
  119. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  120. {
  121. struct block_list **bl_list;
  122. struct block_list *target;
  123. int *c;
  124. bl_list = va_arg(ap, struct block_list **);
  125. c = va_arg(ap, int *);
  126. target = va_arg(ap, struct block_list *);
  127. if (bl->id == target->id)
  128. return 0;
  129. if (*c >= 24)
  130. return 0;
  131. if (status_isdead(bl))
  132. return 0;
  133. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  134. bl_list[(*c)++] = bl;
  135. return 1;
  136. }
  137. return 0;
  138. }
  139. /**
  140. * Returns list of enemies within given range
  141. * @param target
  142. * @param type
  143. * @param range
  144. * @return Target list
  145. * @author [Skotlex]
  146. */
  147. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  153. if ( c == 0 )
  154. return NULL;
  155. if( c > 24 )
  156. c = 24;
  157. return bl_list[rnd()%c];
  158. }
  159. /**
  160. * Get random enemy within area
  161. * @param bl
  162. * @param ap
  163. * @return Found target (1) or not found (0)
  164. */
  165. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  166. {
  167. struct block_list **bl_list, *src;
  168. int *c, ignore_id;
  169. bl_list = va_arg(ap, struct block_list **);
  170. c = va_arg(ap, int *);
  171. src = va_arg(ap, struct block_list *);
  172. ignore_id = va_arg(ap, int);
  173. if( bl->id == src->id || bl->id == ignore_id )
  174. return 0; // Ignores Caster and a possible pre-target
  175. if( *c >= 23 )
  176. return 0;
  177. if( status_isdead(bl) )
  178. return 0;
  179. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  180. bl_list[(*c)++] = bl;
  181. return 1;
  182. }
  183. return 0;
  184. }
  185. /**
  186. * Returns list of enemies within an area
  187. * @param src
  188. * @param x
  189. * @param y
  190. * @param range
  191. * @param type
  192. * @param ignore_id
  193. * @return Target list
  194. */
  195. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  196. {
  197. struct block_list *bl_list[24];
  198. int c = 0;
  199. memset(bl_list, 0, sizeof(bl_list));
  200. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  201. if( c == 0 )
  202. return NULL;
  203. if( c >= 24 )
  204. c = 23;
  205. return bl_list[rnd()%c];
  206. }
  207. /*========================================== [Playtester]
  208. * Deals damage without delay, applies additional effects and triggers monster events
  209. * This function is called from battle_delay_damage or battle_delay_damage_sub
  210. * @param src: Source of damage
  211. * @param target: Target of damage
  212. * @param damage: Damage to be dealt
  213. * @param delay: Damage delay
  214. * @param skill_lv: Level of skill used
  215. * @param skill_id: ID o skill used
  216. * @param dmg_lv: State of the attack (miss, etc.)
  217. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  218. * @param additional_effects: Whether additional effect should be applied
  219. * @param isspdamage: If the damage is done to SP
  220. * @param tick: Current tick
  221. *------------------------------------------*/
  222. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  223. map_freeblock_lock();
  224. if (isspdamage)
  225. status_fix_spdamage(src, target, damage, delay, skill_id);
  226. else
  227. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  228. if (attack_type && !status_isdead(target) && additional_effects)
  229. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  230. if (dmg_lv > ATK_BLOCK && attack_type)
  231. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  232. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  233. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  234. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  235. struct mob_data* md = BL_CAST(BL_MOB, target);
  236. md->norm_attacked_id = md->attacked_id;
  237. }
  238. map_freeblock_unlock();
  239. }
  240. /// Damage Delayed Structure
  241. struct delay_damage {
  242. int src_id;
  243. int target_id;
  244. int64 damage;
  245. t_tick delay;
  246. unsigned short distance;
  247. uint16 skill_lv;
  248. uint16 skill_id;
  249. enum damage_lv dmg_lv;
  250. unsigned short attack_type;
  251. bool additional_effects;
  252. enum bl_type src_type;
  253. bool isspdamage;
  254. };
  255. TIMER_FUNC(battle_delay_damage_sub){
  256. struct delay_damage *dat = (struct delay_damage *)data;
  257. if ( dat ) {
  258. struct block_list* src = map_id2bl(dat->src_id);
  259. struct block_list* target = map_id2bl(dat->target_id);
  260. if (target && !status_isdead(target)) {
  261. if( src && target->m == src->m &&
  262. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  263. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  264. {
  265. //Deal damage
  266. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  267. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  268. map_freeblock_lock();
  269. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  270. map_freeblock_unlock();
  271. }
  272. }
  273. struct map_session_data *sd = BL_CAST(BL_PC, src);
  274. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  275. sd->state.hold_recalc = false;
  276. status_calc_pc(sd, SCO_FORCE);
  277. }
  278. }
  279. ers_free(delay_damage_ers, dat);
  280. return 0;
  281. }
  282. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  283. {
  284. struct delay_damage *dat;
  285. struct status_change *sc;
  286. struct block_list *d_tbl = NULL;
  287. struct block_list *e_tbl = NULL;
  288. nullpo_ret(src);
  289. nullpo_ret(target);
  290. sc = status_get_sc(target);
  291. if (sc) {
  292. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  293. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  294. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  295. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  296. }
  297. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  298. damage > 0 && skill_id != CR_REFLECTSHIELD
  299. #ifndef RENEWAL
  300. && skill_id != PA_PRESSURE
  301. #endif
  302. ) {
  303. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  304. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  305. pc_setstand( tsd, true );
  306. skill_sit( tsd, 0 );
  307. }
  308. damage = 0;
  309. }
  310. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  311. //Deal damage
  312. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  313. return 0;
  314. }
  315. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  316. dat->src_id = src->id;
  317. dat->target_id = target->id;
  318. dat->skill_id = skill_id;
  319. dat->skill_lv = skill_lv;
  320. dat->attack_type = attack_type;
  321. dat->damage = damage;
  322. dat->dmg_lv = dmg_lv;
  323. dat->delay = ddelay;
  324. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  325. dat->additional_effects = additional_effects;
  326. dat->src_type = src->type;
  327. dat->isspdamage = isspdamage;
  328. if (src->type != BL_PC && amotion > 1000)
  329. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  330. if( src->type == BL_PC )
  331. ((TBL_PC*)src)->delayed_damage++;
  332. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  333. return 0;
  334. }
  335. /**
  336. * Get attribute ratio
  337. * @param atk_elem Attack element enum e_element
  338. * @param def_type Defense element enum e_element
  339. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  340. */
  341. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  342. {
  343. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  344. return 100;
  345. return attr_fix_table[def_lv-1][atk_elem][def_type];
  346. }
  347. /**
  348. * Does attribute fix modifiers.
  349. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  350. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  351. * @param src
  352. * @param target
  353. * @param damage
  354. * @param atk_elem
  355. * @param def_type
  356. * @param def_lv
  357. * @param flag
  358. * @return damage
  359. */
  360. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  361. {
  362. struct status_change *sc = NULL, *tsc = NULL;
  363. int ratio;
  364. if (src) sc = status_get_sc(src);
  365. if (target) tsc = status_get_sc(target);
  366. if (!CHK_ELEMENT(atk_elem))
  367. atk_elem = rnd()%ELE_ALL;
  368. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  369. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  370. return damage;
  371. }
  372. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  373. if (sc && sc->count) { //increase dmg by src status
  374. switch(atk_elem){
  375. case ELE_FIRE:
  376. if (sc->data[SC_VOLCANO])
  377. #ifdef RENEWAL
  378. ratio += sc->data[SC_VOLCANO]->val3;
  379. #else
  380. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  381. #endif
  382. break;
  383. case ELE_WIND:
  384. if (sc->data[SC_VIOLENTGALE])
  385. #ifdef RENEWAL
  386. ratio += sc->data[SC_VIOLENTGALE]->val3;
  387. #else
  388. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  389. #endif
  390. break;
  391. case ELE_WATER:
  392. if (sc->data[SC_DELUGE])
  393. #ifdef RENEWAL
  394. ratio += sc->data[SC_DELUGE]->val3;
  395. #else
  396. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  397. #endif
  398. break;
  399. case ELE_GHOST:
  400. if (sc->data[SC_TELEKINESIS_INTENSE])
  401. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  402. break;
  403. }
  404. }
  405. if( target && target->type == BL_SKILL ) {
  406. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  407. struct skill_unit *su = (struct skill_unit*)target;
  408. struct skill_unit_group *sg;
  409. struct block_list *src2;
  410. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  411. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  412. return 0;
  413. if( sg->unit_id != UNT_FIREWALL ) {
  414. int x,y;
  415. x = sg->val3 >> 16;
  416. y = sg->val3 & 0xffff;
  417. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  418. sg->val3 = -1;
  419. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  420. }
  421. }
  422. }
  423. if (tsc && tsc->count) { //increase dmg by target status
  424. switch(atk_elem) {
  425. case ELE_FIRE:
  426. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  427. #ifdef RENEWAL
  428. ratio += 100;
  429. #else
  430. damage *= 2;
  431. #endif
  432. //Remove a unit group or end whole status change
  433. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  434. }
  435. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  436. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  437. if (tsc->data[SC_CRYSTALIZE])
  438. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  439. if (tsc->data[SC_EARTH_INSIGNIA])
  440. #ifdef RENEWAL
  441. ratio += 50;
  442. #else
  443. damage += (int64)(damage * 50 / 100);
  444. #endif
  445. break;
  446. case ELE_HOLY:
  447. if (tsc->data[SC_ORATIO])
  448. #ifdef RENEWAL
  449. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  450. #else
  451. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  452. #endif
  453. break;
  454. case ELE_POISON:
  455. if (tsc->data[SC_VENOMIMPRESS])
  456. #ifdef RENEWAL
  457. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  458. #else
  459. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  460. #endif
  461. break;
  462. case ELE_WIND:
  463. if (tsc->data[SC_WATER_INSIGNIA])
  464. #ifdef RENEWAL
  465. ratio += 50;
  466. #else
  467. damage += (int64)(damage * 50 / 100);
  468. #endif
  469. if (tsc->data[SC_CRYSTALIZE]) {
  470. uint16 skill_id = battle_getcurrentskill(src);
  471. if (skill_get_type(skill_id)&BF_MAGIC)
  472. #ifdef RENEWAL
  473. ratio += 50;
  474. #else
  475. damage += (int64)(damage * 50 / 100);
  476. #endif
  477. }
  478. break;
  479. case ELE_WATER:
  480. if (tsc->data[SC_FIRE_INSIGNIA])
  481. #ifdef RENEWAL
  482. ratio += 50;
  483. #else
  484. damage += (int64)(damage * 50 / 100);
  485. #endif
  486. break;
  487. case ELE_EARTH:
  488. if (tsc->data[SC_WIND_INSIGNIA])
  489. #ifdef RENEWAL
  490. ratio += 50;
  491. #else
  492. damage += (int64)(damage * 50 / 100);
  493. #endif
  494. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  495. break;
  496. case ELE_NEUTRAL:
  497. if (tsc->data[SC_ANTI_M_BLAST])
  498. #ifdef RENEWAL
  499. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  500. #else
  501. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  502. #endif
  503. break;
  504. case ELE_DARK:
  505. if (tsc->data[SC_SOULCURSE]) {
  506. if (status_get_class_(target) == CLASS_BOSS)
  507. #ifdef RENEWAL
  508. ratio += 20;
  509. #else
  510. damage += (int64)(damage * 20 / 100);
  511. #endif
  512. else
  513. #ifdef RENEWAL
  514. ratio += 100;
  515. #else
  516. damage *= 2;
  517. #endif
  518. }
  519. break;
  520. }
  521. }
  522. if (battle_config.attr_recover == 0 && ratio < 0)
  523. ratio = 0;
  524. #ifdef RENEWAL
  525. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  526. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  527. #else
  528. damage = (int64)((damage*ratio)/100);
  529. #endif
  530. //Damage can be negative, see battle_config.attr_recover
  531. return damage;
  532. }
  533. /**
  534. * Calculates card bonuses damage adjustments.
  535. * @param attack_type @see enum e_battle_flag
  536. * @param src Attacker
  537. * @param target Target
  538. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  539. * @param rh_ele Right-hand weapon element
  540. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  541. * @param damage Original damage
  542. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  543. * 3: Calculates attacker bonuses in both hands.
  544. * 2: Calculates attacker bonuses in right-hand only.
  545. * 0 or 1: Only calculates target bonuses.
  546. * @param flag Misc value of skill & damage flags
  547. * @return damage Damage diff between original damage and after calculation
  548. */
  549. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  550. struct map_session_data *sd, ///< Attacker session data if BL_PC
  551. *tsd; ///< Target session data if BL_PC
  552. short cardfix = 1000;
  553. int s_class, ///< Attacker class
  554. t_class; ///< Target class
  555. enum e_race2 s_race2, /// Attacker Race2
  556. t_race2; ///< Target Race2
  557. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  558. struct status_data *sstatus, ///< Attacker status data
  559. *tstatus; ///< Target status data
  560. int64 original_damage;
  561. if( !damage )
  562. return 0;
  563. original_damage = damage;
  564. sd = BL_CAST(BL_PC, src);
  565. tsd = BL_CAST(BL_PC, target);
  566. t_class = status_get_class(target);
  567. s_class = status_get_class(src);
  568. sstatus = status_get_status_data(src);
  569. tstatus = status_get_status_data(target);
  570. s_race2 = status_get_race2(src);
  571. t_race2 = status_get_race2(target);
  572. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  573. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  574. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  575. switch( attack_type ) {
  576. case BF_MAGIC:
  577. // Affected by attacker ATK bonuses
  578. if( sd && !nk[NK_IGNOREATKCARD] ) {
  579. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  580. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  581. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  582. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  583. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  584. }
  585. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  586. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  587. for (const auto &it : sd->add_mdmg) {
  588. if (it.id == t_class) {
  589. cardfix = cardfix * (100 + it.val) / 100;
  590. break;
  591. }
  592. }
  593. APPLY_CARDFIX(damage, cardfix);
  594. }
  595. // Affected by target DEF bonuses
  596. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  597. cardfix = 1000; // reset var for target
  598. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  599. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  600. for (const auto &it : tsd->subele2) {
  601. if (it.ele != rh_ele)
  602. continue;
  603. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  604. ((it.flag)&flag)&BF_RANGEMASK &&
  605. ((it.flag)&flag)&BF_SKILLMASK))
  606. continue;
  607. ele_fix += it.rate;
  608. }
  609. if (s_defele != ELE_NONE)
  610. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  611. cardfix = cardfix * (100 - ele_fix) / 100;
  612. }
  613. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  614. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  615. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  616. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  617. for (const auto &it : tsd->add_mdef) {
  618. if (it.id == s_class) {
  619. cardfix = cardfix * (100 - it.val) / 100;
  620. break;
  621. }
  622. }
  623. #ifndef RENEWAL
  624. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  625. if( flag&BF_SHORT )
  626. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  627. else
  628. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  629. #endif
  630. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  631. if( tsd->sc.data[SC_MDEF_RATE] )
  632. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  633. APPLY_CARDFIX(damage, cardfix);
  634. }
  635. break;
  636. case BF_WEAPON:
  637. // Affected by attacker ATK bonuses
  638. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  639. short cardfix_ = 1000;
  640. if( sd->state.arrow_atk ) { // Ranged attack
  641. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  642. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  643. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  644. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  645. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  646. for (const auto &it : sd->right_weapon.addele2) {
  647. if (it.ele != tstatus->def_ele)
  648. continue;
  649. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  650. ((it.flag)&flag)&BF_RANGEMASK &&
  651. ((it.flag)&flag)&BF_SKILLMASK))
  652. continue;
  653. ele_fix += it.rate;
  654. }
  655. cardfix = cardfix * (100 + ele_fix) / 100;
  656. }
  657. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  658. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  659. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  660. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  661. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  662. } else { // Melee attack
  663. int skill = 0;
  664. // Calculates each right & left hand weapon bonuses separatedly
  665. if( !battle_config.left_cardfix_to_right ) {
  666. // Right-handed weapon
  667. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  668. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  669. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  670. for (const auto &it : sd->right_weapon.addele2) {
  671. if (it.ele != tstatus->def_ele)
  672. continue;
  673. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  674. ((it.flag)&flag)&BF_RANGEMASK &&
  675. ((it.flag)&flag)&BF_SKILLMASK))
  676. continue;
  677. ele_fix += it.rate;
  678. }
  679. cardfix = cardfix * (100 + ele_fix) / 100;
  680. }
  681. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  682. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  683. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  684. if( left&1 ) { // Left-handed weapon
  685. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  686. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  687. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  688. for (const auto &it : sd->left_weapon.addele2) {
  689. if (it.ele != tstatus->def_ele)
  690. continue;
  691. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  692. ((it.flag)&flag)&BF_RANGEMASK &&
  693. ((it.flag)&flag)&BF_SKILLMASK))
  694. continue;
  695. ele_fix_lh += it.rate;
  696. }
  697. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  698. }
  699. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  700. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  701. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  702. }
  703. }
  704. // Calculates right & left hand weapon as unity
  705. else {
  706. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  707. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  708. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  709. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  710. for (const auto &it : sd->right_weapon.addele2) {
  711. if (it.ele != tstatus->def_ele)
  712. continue;
  713. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  714. ((it.flag)&flag)&BF_RANGEMASK &&
  715. ((it.flag)&flag)&BF_SKILLMASK))
  716. continue;
  717. ele_fix += it.rate;
  718. }
  719. for (const auto &it : sd->left_weapon.addele2) {
  720. if (it.ele != tstatus->def_ele)
  721. continue;
  722. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  723. ((it.flag)&flag)&BF_RANGEMASK &&
  724. ((it.flag)&flag)&BF_SKILLMASK))
  725. continue;
  726. ele_fix += it.rate;
  727. }
  728. cardfix = cardfix * (100 + ele_fix) / 100;
  729. //}
  730. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  731. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  732. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  733. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  734. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  735. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  736. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  737. }
  738. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  739. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  740. }
  741. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  742. for (const auto &it : sd->right_weapon.add_dmg) {
  743. if (it.id == t_class) {
  744. cardfix = cardfix * (100 + it.val) / 100;
  745. break;
  746. }
  747. }
  748. if( left&1 ) {
  749. for (const auto &it : sd->left_weapon.add_dmg) {
  750. if (it.id == t_class) {
  751. cardfix_ = cardfix_ * (100 + it.val) / 100;
  752. break;
  753. }
  754. }
  755. }
  756. #ifndef RENEWAL
  757. if( flag&BF_LONG )
  758. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  759. #endif
  760. if (left&1) {
  761. APPLY_CARDFIX(damage, cardfix_);
  762. } else {
  763. APPLY_CARDFIX(damage, cardfix);
  764. }
  765. }
  766. // Affected by target DEF bonuses
  767. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  768. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  769. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  770. for (const auto &it : tsd->subele2) {
  771. if (it.ele != rh_ele)
  772. continue;
  773. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  774. ((it.flag)&flag)&BF_RANGEMASK &&
  775. ((it.flag)&flag)&BF_SKILLMASK))
  776. continue;
  777. ele_fix += it.rate;
  778. }
  779. cardfix = cardfix * (100 - ele_fix) / 100;
  780. if( left&1 && lh_ele != rh_ele ) {
  781. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  782. for (const auto &it : tsd->subele2) {
  783. if (it.ele != lh_ele)
  784. continue;
  785. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  786. ((it.flag)&flag)&BF_RANGEMASK &&
  787. ((it.flag)&flag)&BF_SKILLMASK))
  788. continue;
  789. ele_fix_lh += it.rate;
  790. }
  791. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  792. }
  793. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  794. }
  795. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  796. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  797. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  798. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  799. for (const auto &it : tsd->add_def) {
  800. if (it.id == s_class) {
  801. cardfix = cardfix * (100 - it.val) / 100;
  802. break;
  803. }
  804. }
  805. if( flag&BF_SHORT )
  806. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  807. else // BF_LONG (there's no other choice)
  808. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  809. if( tsd->sc.data[SC_DEF_RATE] )
  810. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  811. APPLY_CARDFIX(damage, cardfix);
  812. }
  813. break;
  814. case BF_MISC:
  815. // Affected by target DEF bonuses
  816. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  817. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  818. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  819. for (const auto &it : tsd->subele2) {
  820. if (it.ele != rh_ele)
  821. continue;
  822. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  823. ((it.flag)&flag)&BF_RANGEMASK &&
  824. ((it.flag)&flag)&BF_SKILLMASK))
  825. continue;
  826. ele_fix += it.rate;
  827. }
  828. if (s_defele != ELE_NONE)
  829. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  830. cardfix = cardfix * (100 - ele_fix) / 100;
  831. }
  832. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  833. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  834. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  835. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  836. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  837. if( flag&BF_SHORT )
  838. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  839. else // BF_LONG (there's no other choice)
  840. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  841. APPLY_CARDFIX(damage, cardfix);
  842. }
  843. break;
  844. }
  845. #undef APPLY_CARDFIX
  846. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  847. }
  848. /**
  849. * Absorb damage based on criteria
  850. * @param bl
  851. * @param d Damage
  852. **/
  853. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  854. int64 dmg_ori = 0, dmg_new = 0;
  855. nullpo_retv(bl);
  856. nullpo_retv(d);
  857. if (!d->damage && !d->damage2)
  858. return;
  859. switch (bl->type) {
  860. case BL_PC:
  861. {
  862. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  863. if (!sd)
  864. return;
  865. if (sd->bonus.absorb_dmg_maxhp) {
  866. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  867. dmg_ori = dmg_new = d->damage + d->damage2;
  868. if (dmg_ori > hp)
  869. dmg_new = dmg_ori - hp;
  870. }
  871. }
  872. break;
  873. }
  874. if (dmg_ori == dmg_new)
  875. return;
  876. if (!d->damage2)
  877. d->damage = dmg_new;
  878. else if (!d->damage)
  879. d->damage2 = dmg_new;
  880. else {
  881. d->damage = dmg_new;
  882. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  883. if (d->damage2 < 1)
  884. d->damage2 = 1;
  885. d->damage = d->damage - d->damage2;
  886. }
  887. }
  888. /**
  889. * Check Safety Wall and Pneuma effect.
  890. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  891. * @param src Attacker
  892. * @param target Target of attack
  893. * @param sc STatus Change
  894. * @param d Damage data
  895. * @param damage Damage received
  896. * @param skill_id
  897. * @param skill_lv
  898. * @return True:Damage inflicted, False:Missed
  899. **/
  900. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  901. if (!sc)
  902. return true;
  903. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  904. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  905. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  906. if (group) {
  907. if (skill_id_val == MH_STEINWAND) {
  908. if (--group->val2 <= 0)
  909. skill_delunitgroup(group);
  910. d->dmg_lv = ATK_BLOCK;
  911. if( (group->val3 - damage) > 0 )
  912. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  913. else
  914. skill_delunitgroup(group);
  915. return false;
  916. }
  917. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  918. d->dmg_lv = ATK_BLOCK;
  919. #ifdef RENEWAL
  920. if ( ( group->val2 - damage) > 0 ) {
  921. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  922. } else
  923. skill_delunitgroup(group);
  924. return false;
  925. #else
  926. if (--group->val2 <= 0)
  927. skill_delunitgroup(group);
  928. return false;
  929. #endif
  930. }
  931. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  932. }
  933. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  934. #ifndef RENEWAL
  935. || skill_id == CR_ACIDDEMONSTRATION
  936. #endif
  937. )) {
  938. d->dmg_lv = ATK_MISS;
  939. return false;
  940. }
  941. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  942. d->dmg_lv = ATK_BLOCK;
  943. return false;
  944. }
  945. return true;
  946. }
  947. /**
  948. * Check damage through status.
  949. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  950. * After this we apply bg/gvg reduction
  951. * @param src
  952. * @param bl
  953. * @param d
  954. * @param damage
  955. * @param skill_id
  956. * @param skill_lv
  957. * @return damage
  958. */
  959. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  960. {
  961. struct map_session_data *sd = NULL;
  962. struct status_change *sc, *tsc;
  963. struct status_change_entry *sce;
  964. int div_ = d->div_, flag = d->flag;
  965. nullpo_ret(bl);
  966. if( !damage )
  967. return 0;
  968. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  969. return 0;
  970. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  971. && skill_get_casttype(skill_id) == CAST_GROUND )
  972. return 0;
  973. if (bl->type == BL_PC) {
  974. sd=(struct map_session_data *)bl;
  975. //Special no damage states
  976. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  977. damage -= damage * sd->special_state.no_weapon_damage / 100;
  978. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  979. damage -= damage * sd->special_state.no_magic_damage / 100;
  980. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  981. damage -= damage * sd->special_state.no_misc_damage / 100;
  982. if(!damage)
  983. return 0;
  984. }
  985. sc = status_get_sc(bl); //check target status
  986. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  987. return 1;
  988. if (sc && sc->data[SC_MAXPAIN])
  989. return 0;
  990. switch (skill_id) {
  991. #ifndef RENEWAL
  992. case PA_PRESSURE:
  993. case HW_GRAVITATION:
  994. #endif
  995. case SP_SOULEXPLOSION:
  996. return damage; //These skills bypass everything else.
  997. }
  998. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  999. // So can defense sphere's but what the heck is that??? [Rytech]
  1000. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1001. return damage;
  1002. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  1003. #ifdef RENEWAL
  1004. if (sc->data[SC_BASILICA_CELL]
  1005. #else
  1006. if (sc->data[SC_BASILICA]
  1007. #endif
  1008. && !status_bl_has_mode(src,MD_STATUS_IMMUNE) && skill_id != SP_SOULEXPLOSION ) {
  1009. d->dmg_lv = ATK_BLOCK;
  1010. return 0;
  1011. }
  1012. if( sc->data[SC_WHITEIMPRISON] ) { // Pre-Renewal: Gravitation and Pressure do damage without removing the effect
  1013. if( skill_id == MG_NAPALMBEAT ||
  1014. skill_id == MG_SOULSTRIKE ||
  1015. skill_id == WL_SOULEXPANSION ||
  1016. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1017. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  1018. {
  1019. if( skill_id == WL_SOULEXPANSION )
  1020. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1021. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  1022. } else {
  1023. d->dmg_lv = ATK_BLOCK;
  1024. return 0;
  1025. }
  1026. }
  1027. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  1028. d->dmg_lv = ATK_BLOCK;
  1029. return 0;
  1030. }
  1031. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  1032. return 0;
  1033. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE]) || sc->data[SC_GRAVITYCONTROL]) {
  1034. d->dmg_lv = ATK_BLOCK;
  1035. return 0;
  1036. }
  1037. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  1038. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  1039. sc_start(src, bl, SC_WEAPONBLOCK_ON, 100, 0, skill_get_time2(GC_WEAPONBLOCKING, 1));
  1040. d->dmg_lv = ATK_BLOCK;
  1041. return 0;
  1042. }
  1043. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD) && rnd()%100 < sce->val2) {
  1044. int delay;
  1045. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1046. struct block_list *d_bl = NULL;
  1047. // different delay depending on skill level [celest]
  1048. if (sce->val1 <= 5)
  1049. delay = 300;
  1050. else if (sce->val1 > 5 && sce->val1 <= 9)
  1051. delay = 200;
  1052. else
  1053. delay = 100;
  1054. if (sd && pc_issit(sd))
  1055. pc_setstand(sd, true);
  1056. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1057. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1058. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1059. check_distance_bl(bl,d_bl,sce_d->val3) )
  1060. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1061. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  1062. unit_set_walkdelay(d_bl,gettick(),delay,1);
  1063. d->dmg_lv = ATK_MISS;
  1064. return 0;
  1065. } else {
  1066. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  1067. unit_set_walkdelay(bl,gettick(),delay,1);
  1068. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  1069. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE);
  1070. d->dmg_lv = ATK_MISS;
  1071. return 0;
  1072. }
  1073. }
  1074. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  1075. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  1076. d->dmg_lv = ATK_BLOCK;
  1077. if( sce->val3 <= 0 ) { // Shield Down
  1078. sce->val2--;
  1079. if( sce->val2 >= 0 ) {
  1080. clif_millenniumshield(bl,sce->val2);
  1081. if( !sce->val2 )
  1082. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  1083. else
  1084. sce->val3 = 1000; // Next shield
  1085. }
  1086. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  1087. }
  1088. return 0;
  1089. }
  1090. // attack blocked by Parrying
  1091. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  1092. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  1093. return 0;
  1094. }
  1095. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  1096. if (sd && pc_issit(sd))
  1097. pc_setstand(sd, true); //Stand it to dodge.
  1098. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1099. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1100. return 0;
  1101. }
  1102. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1103. return 0;
  1104. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1105. return 0;
  1106. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1107. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1108. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1109. //Shouldn't end until Breaker's non-weapon part connects.
  1110. #ifndef RENEWAL
  1111. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1112. #endif
  1113. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1114. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1115. return 0;
  1116. }
  1117. #ifdef RENEWAL // Flat +400% damage from melee
  1118. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1119. damage <<= 2;
  1120. #endif
  1121. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1122. clif_specialeffect(bl, EF_STORMKICK4, AREA); // Still need confirm it.
  1123. return 0;
  1124. }
  1125. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1126. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1127. if (!status_isdead(src))
  1128. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1129. if (sce) {
  1130. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1131. skill_blown(src,bl,sce->val3,-1,BLOWN_NONE);
  1132. }
  1133. //Both need to be consumed if they are active.
  1134. if (sce && --(sce->val2) <= 0)
  1135. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1136. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1137. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1138. return 0;
  1139. }
  1140. //Now damage increasing effects
  1141. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1142. if (src->type != BL_MER || !skill_id)
  1143. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1144. #ifndef RENEWAL
  1145. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1146. #endif
  1147. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1148. }
  1149. #ifdef RENEWAL
  1150. if( sc->data[SC_RAID] ) {
  1151. if (status_get_class_(bl) == CLASS_BOSS)
  1152. damage += damage * 15 / 100;
  1153. else
  1154. damage += damage * 30 / 100;
  1155. }
  1156. #endif
  1157. if( damage ) {
  1158. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1159. if( sc->data[SC_DEEPSLEEP] ) {
  1160. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1161. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1162. }
  1163. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1164. switch(tsd->status.weapon) {
  1165. case W_MACE:
  1166. case W_2HMACE:
  1167. case W_1HAXE:
  1168. case W_2HAXE:
  1169. damage += damage / 2;
  1170. break;
  1171. case W_MUSICAL:
  1172. case W_WHIP:
  1173. if(!tsd->state.arrow_atk)
  1174. break;
  1175. case W_BOW:
  1176. case W_REVOLVER:
  1177. case W_RIFLE:
  1178. case W_GATLING:
  1179. case W_SHOTGUN:
  1180. case W_GRENADE:
  1181. case W_DAGGER:
  1182. case W_1HSWORD:
  1183. case W_2HSWORD:
  1184. damage -= damage / 2;
  1185. break;
  1186. }
  1187. }
  1188. if( sc->data[SC_VOICEOFSIREN] )
  1189. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1190. }
  1191. // Damage reductions
  1192. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1193. #ifndef RENEWAL
  1194. if( sc->data[SC_ASSUMPTIO] ) {
  1195. if( map_flag_vs(bl->m) )
  1196. damage = (int64)damage*2/3; //Receive 66% damage
  1197. else
  1198. damage >>= 1; //Receive 50% damage
  1199. }
  1200. #endif
  1201. if (sc->data[SC_DEFENDER] &&
  1202. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1203. #ifdef RENEWAL
  1204. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1205. #else
  1206. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1207. #endif
  1208. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1209. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1210. damage -= damage * 20 / 100;
  1211. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1212. if(flag&BF_SKILL) //25% reduction
  1213. damage -= damage * 25 / 100;
  1214. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1215. damage >>= 2; //75% reduction
  1216. }
  1217. if(sc->data[SC_ARMORCHANGE]) {
  1218. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1219. if(flag&BF_WEAPON)
  1220. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1221. else if(flag&BF_MAGIC)
  1222. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1223. }
  1224. if(sc->data[SC_SMOKEPOWDER]) {
  1225. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1226. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1227. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1228. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1229. }
  1230. if (sc->data[SC_WATER_BARRIER])
  1231. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1232. if (sc->data[SC_SU_STOOP])
  1233. damage -= damage * 90 / 100;
  1234. // Compressed code, fixed by map.hpp [Epoque]
  1235. if (src->type == BL_MOB) {
  1236. enum e_race2 race2 = status_get_race2(src);
  1237. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_DEF]))
  1238. damage -= damage * sce->val1 / 100;
  1239. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_DEF]))
  1240. damage -= damage * sce->val1 / 100;
  1241. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_DEF])
  1242. return 0;
  1243. if (race2 == RC2_OGH_HIDDEN && (sce = sc->data[SC_GLASTHEIM_HIDDEN]))
  1244. damage -= damage * sce->val1 / 100;
  1245. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N1]))
  1246. damage -= damage * sce->val2 / 100;
  1247. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N2]))
  1248. damage -= damage * sce->val2 / 100;
  1249. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N3]))
  1250. damage -= damage * sce->val2 / 100;
  1251. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1252. damage -= damage * sce->val2 / 100;
  1253. }
  1254. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1255. sce->val3&flag && sce->val4&flag)
  1256. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1257. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1258. #ifdef RENEWAL
  1259. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1260. #else
  1261. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1262. #endif
  1263. ) )
  1264. {
  1265. struct status_data *status = status_get_status_data(bl);
  1266. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1267. per /=20; //Uses 20% SP intervals.
  1268. //SP Cost: 1% + 0.5% per every 20% SP
  1269. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1270. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1271. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1272. }
  1273. if(sc->data[SC_GRANITIC_ARMOR])
  1274. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1275. if(sc->data[SC_PAIN_KILLER]) {
  1276. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1277. damage = i64max(damage, 1);
  1278. }
  1279. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1280. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1281. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1282. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1283. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1284. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1285. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1286. else if (flag&(BF_WEAPON|BF_SHORT))
  1287. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1288. }
  1289. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1290. if (flag&BF_WEAPON)
  1291. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1292. if (flag&BF_MAGIC)
  1293. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1294. }
  1295. #ifdef RENEWAL
  1296. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1297. if( sc->data[SC_STEELBODY] )
  1298. damage = damage > 10 ? damage / 10 : 1;
  1299. #endif
  1300. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1301. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1302. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1303. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1304. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1305. }
  1306. //Finally Kyrie because it may, or not, reduce damage to 0.
  1307. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1308. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1309. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1310. if(sce->val2>=0)
  1311. damage=0;
  1312. else
  1313. damage=-sce->val2;
  1314. }
  1315. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1316. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1317. }
  1318. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  1319. clif_specialeffect(bl, EF_GUARD, AREA);
  1320. sce->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1321. if (sce->val3 >= 0)
  1322. damage = 0;
  1323. else
  1324. damage = -sce->val3;
  1325. if (sce->val3 <= 0)
  1326. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  1327. }
  1328. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1329. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1330. if (sce->val2 >= 0)
  1331. damage = 0;
  1332. else
  1333. damage = -sce->val2;
  1334. if (sce->val2 <= 0)
  1335. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1336. }
  1337. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  1338. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1339. if (sce->val2 >= 0)
  1340. damage = 0;
  1341. else
  1342. damage = -sce->val2;
  1343. if (sce->val2 <= 0)
  1344. status_change_end(bl, SC_DIMENSION1, INVALID_TIMER);
  1345. }
  1346. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  1347. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1348. if (sce->val2 >= 0)
  1349. damage = 0;
  1350. else
  1351. damage = -sce->val2;
  1352. if (sce->val2 <= 0)
  1353. status_change_end(bl, SC_DIMENSION2, INVALID_TIMER);
  1354. }
  1355. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1356. damage = 0;
  1357. if (!damage)
  1358. return 0;
  1359. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1360. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1361. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1362. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1363. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1364. clif_blown(bl);
  1365. unit_setdir(bl, dir);
  1366. }
  1367. d->dmg_lv = ATK_DEF;
  1368. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1369. return 0;
  1370. }
  1371. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1372. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1373. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1374. int spheres = 5;
  1375. if( sc->data[SC_RAISINGDRAGON] )
  1376. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1377. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1378. }
  1379. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1380. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1381. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1382. hom_addspiritball(hd, 10);
  1383. }
  1384. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1385. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1386. } //End of target SC_ check
  1387. //SC effects from caster side.
  1388. sc = status_get_sc(src);
  1389. tsc = status_get_sc(src);
  1390. if (sc && sc->count) {
  1391. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1392. damage += damage * 75 / 100;
  1393. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1394. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1395. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1396. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1397. // [Epoque]
  1398. if (bl->type == BL_MOB) {
  1399. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1400. enum e_race2 race2 = status_get_race2(bl);
  1401. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_ATK]))
  1402. damage += damage * sce->val1 / 100;
  1403. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_ATK]))
  1404. damage += damage * sce->val1 / 100;
  1405. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_ATK])
  1406. damage <<= 1;
  1407. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N1]))
  1408. damage += damage * sce->val1 / 100;
  1409. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N2]))
  1410. damage += damage * sce->val1 / 100;
  1411. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N3]))
  1412. damage += damage * sce->val1 / 100;
  1413. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1414. damage += damage * sce->val1 / 100;
  1415. }
  1416. }
  1417. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1418. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1419. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1420. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1421. }
  1422. if( sc->data[SC_POISONINGWEAPON]
  1423. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1424. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1425. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1426. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1427. status_change_spread(src, bl, 0);
  1428. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1429. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1430. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1431. }
  1432. } //End of caster SC_ check
  1433. if (tsc && tsc->count) {
  1434. struct map_session_data *tsd = (struct map_session_data *)src;
  1435. if (tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF])
  1436. damage += damage * 75 / 100;
  1437. if (tsd && (sce = tsc->data[SC_SOULREAPER])) {
  1438. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1439. clif_specialeffect(src, 1208, AREA);
  1440. pc_addsoulball(tsd, 0, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1441. }
  1442. }
  1443. }
  1444. //PK damage rates
  1445. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1446. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1447. if (flag&BF_WEAPON)
  1448. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1449. if (flag&BF_MAGIC)
  1450. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1451. if (flag&BF_MISC)
  1452. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1453. } else { //Normal attacks get reductions based on range.
  1454. if (flag & BF_SHORT)
  1455. damage = damage * battle_config.pk_short_damage_rate / 100;
  1456. if (flag & BF_LONG)
  1457. damage = damage * battle_config.pk_long_damage_rate / 100;
  1458. }
  1459. damage = i64max(damage,1);
  1460. }
  1461. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1462. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1463. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1464. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1465. )
  1466. damage = div_;
  1467. }
  1468. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1469. if (damage > 0 )
  1470. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1471. if (skill_id)
  1472. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1473. }
  1474. if (sd && pc_ismadogear(sd)) {
  1475. short element = skill_get_ele(skill_id, skill_lv);
  1476. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1477. struct status_data *sstatus = NULL;
  1478. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1479. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1480. else if( (sstatus = status_get_status_data(src)) ) {
  1481. element = sstatus->rhw.ele;
  1482. }
  1483. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1484. element = status_get_attack_sc_element(src,status_get_sc(src));
  1485. else if( element == ELE_RANDOM ) //Use random element
  1486. element = rnd()%ELE_ALL;
  1487. pc_overheat(sd, (element == ELE_FIRE ? 3 : 1));
  1488. }
  1489. return damage;
  1490. }
  1491. /**
  1492. * Determines whether battleground target can be hit
  1493. * @param src: Source of attack
  1494. * @param bl: Target of attack
  1495. * @param skill_id: Skill ID used
  1496. * @param flag: Special flags
  1497. * @return Can be hit (true) or can't be hit (false)
  1498. */
  1499. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1500. {
  1501. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1502. struct unit_data *ud = unit_bl2ud(bl);
  1503. if (ud && ud->immune_attack)
  1504. return false;
  1505. if (md && md->bg_id) {
  1506. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) && flag&BF_SKILL) //Skill immunity.
  1507. return false;
  1508. if (src->type == BL_PC) {
  1509. struct map_session_data *sd = map_id2sd(src->id);
  1510. if (sd && sd->bg_id == md->bg_id)
  1511. return false;
  1512. }
  1513. }
  1514. return true;
  1515. }
  1516. /**
  1517. * Calculates BG related damage adjustments.
  1518. * @param src
  1519. * @param bl
  1520. * @param damage
  1521. * @param skill_id
  1522. * @param flag
  1523. * @return damage
  1524. * Credits:
  1525. * Original coder Skotlex
  1526. * Initial refactoring by Baalberith
  1527. * Refined and optimized by helvetica
  1528. */
  1529. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1530. {
  1531. if( !damage )
  1532. return 0;
  1533. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1534. return 0;
  1535. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1536. return damage; //skill that ignore bg map reduction
  1537. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1538. if( flag&BF_WEAPON )
  1539. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1540. if( flag&BF_MAGIC )
  1541. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1542. if( flag&BF_MISC )
  1543. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1544. } else { //Normal attacks get reductions based on range.
  1545. if( flag&BF_SHORT )
  1546. damage = damage * battle_config.bg_short_damage_rate / 100;
  1547. if( flag&BF_LONG )
  1548. damage = damage * battle_config.bg_long_damage_rate / 100;
  1549. }
  1550. damage = i64max(damage,1); //min 1 damage
  1551. return damage;
  1552. }
  1553. /**
  1554. * Determines whether target can be hit
  1555. * @param src
  1556. * @param bl
  1557. * @param skill_id
  1558. * @param flag
  1559. * @return Can be hit (true) or can't be hit (false)
  1560. */
  1561. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1562. {
  1563. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1564. struct unit_data *ud = unit_bl2ud(bl);
  1565. int class_ = status_get_class(bl);
  1566. if (ud && ud->immune_attack)
  1567. return false;
  1568. if(md && md->guardian_data) {
  1569. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1570. return false;
  1571. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1572. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1573. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1574. return false;
  1575. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1576. return false; // [MouseJstr]
  1577. }
  1578. }
  1579. return true;
  1580. }
  1581. /**
  1582. * Calculates GVG related damage adjustments.
  1583. * @param src
  1584. * @param bl
  1585. * @param damage
  1586. * @param skill_id
  1587. * @param flag
  1588. * @return damage
  1589. */
  1590. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1591. {
  1592. if (!damage) //No reductions to make.
  1593. return 0;
  1594. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1595. return 0;
  1596. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1597. return damage;
  1598. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1599. if (flag&BF_WEAPON)
  1600. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1601. if (flag&BF_MAGIC)
  1602. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1603. if (flag&BF_MISC)
  1604. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1605. } else { //Normal attacks get reductions based on range.
  1606. if (flag & BF_SHORT)
  1607. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1608. if (flag & BF_LONG)
  1609. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1610. }
  1611. damage = i64max(damage,1);
  1612. return damage;
  1613. }
  1614. /**
  1615. * HP/SP drain calculation
  1616. * @param damage Damage inflicted to the enemy
  1617. * @param rate Success chance 1000 = 100%
  1618. * @param per HP/SP drained
  1619. * @return diff
  1620. */
  1621. static int battle_calc_drain(int64 damage, int rate, int per)
  1622. {
  1623. int64 diff = 0;
  1624. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1625. diff = (damage * per) / 100;
  1626. if (diff == 0) {
  1627. if (per > 0)
  1628. diff = 1;
  1629. else
  1630. diff = -1;
  1631. }
  1632. }
  1633. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1634. }
  1635. /**
  1636. * Passive skill damage increases
  1637. * @param sd
  1638. * @param target
  1639. * @param dmg
  1640. * @param type
  1641. * @return damage
  1642. */
  1643. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1644. {
  1645. int64 damage;
  1646. struct status_data *status = status_get_status_data(target);
  1647. int weapon, skill;
  1648. #ifdef RENEWAL
  1649. damage = 0;
  1650. #else
  1651. damage = dmg;
  1652. #endif
  1653. nullpo_ret(sd);
  1654. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1655. target->type == BL_MOB && //This bonus doesn't work against players.
  1656. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1657. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1658. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1659. damage += (skill * 5);
  1660. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1661. damage += (skill * 10);
  1662. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1663. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1664. damage += (skill * 4);
  1665. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1666. damage += sd->status.str;
  1667. }
  1668. #ifdef RENEWAL
  1669. //Weapon Research bonus applies to all weapons
  1670. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1671. damage += (skill * 2);
  1672. #endif
  1673. if(type == 0)
  1674. weapon = sd->weapontype1;
  1675. else
  1676. weapon = sd->weapontype2;
  1677. switch(weapon) {
  1678. case W_1HSWORD:
  1679. #ifdef RENEWAL
  1680. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1681. damage += (skill * 3);
  1682. #endif
  1683. case W_DAGGER:
  1684. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1685. damage += (skill * 4);
  1686. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1687. damage += skill * 10;
  1688. break;
  1689. case W_2HSWORD:
  1690. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1691. damage += (skill * 4);
  1692. break;
  1693. case W_1HSPEAR:
  1694. case W_2HSPEAR:
  1695. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1696. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1697. damage += (skill * 4);
  1698. else
  1699. damage += (skill * 5);
  1700. // Increase damage by level of KN_SPEARMASTERY * 10
  1701. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1702. damage += (skill * 10);
  1703. }
  1704. break;
  1705. case W_1HAXE:
  1706. case W_2HAXE:
  1707. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1708. damage += (skill * 3);
  1709. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1710. damage += (skill * 5);
  1711. break;
  1712. case W_MACE:
  1713. case W_2HMACE:
  1714. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1715. damage += (skill * 3);
  1716. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1717. damage += (skill * 4);
  1718. break;
  1719. case W_FIST:
  1720. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1721. damage += (skill * 10);
  1722. // No break, fallthrough to Knuckles
  1723. case W_KNUCKLE:
  1724. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1725. damage += (skill * 3);
  1726. break;
  1727. case W_MUSICAL:
  1728. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1729. damage += (skill * 3);
  1730. break;
  1731. case W_WHIP:
  1732. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1733. damage += (skill * 3);
  1734. break;
  1735. case W_BOOK:
  1736. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1737. damage += (skill * 3);
  1738. break;
  1739. case W_KATAR:
  1740. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1741. damage += (skill * 3);
  1742. break;
  1743. }
  1744. return damage;
  1745. }
  1746. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1747. * @param sd Player
  1748. * @param damage Current damage
  1749. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1750. */
  1751. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1752. if (!sd)
  1753. return;
  1754. //rodatazone says that Overrefine bonuses are part of baseatk
  1755. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1756. if (lr_type == EQI_HAND_L) {
  1757. if (sd->left_weapon.overrefine)
  1758. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1759. if (sd->weapon_damage_rate[sd->weapontype2])
  1760. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1761. }
  1762. else if (lr_type == EQI_HAND_R) {
  1763. if (sd->right_weapon.overrefine)
  1764. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1765. if (sd->weapon_damage_rate[sd->weapontype1])
  1766. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1767. }
  1768. }
  1769. #ifdef RENEWAL
  1770. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1771. {
  1772. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1773. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1774. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1775. }
  1776. static int battle_calc_status_attack(struct status_data *status, short hand)
  1777. {
  1778. //left-hand penalty on sATK is always 50% [Baalberith]
  1779. if (hand == EQI_HAND_L)
  1780. return status->batk;
  1781. else
  1782. return 2 * status->batk;
  1783. }
  1784. /**
  1785. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1786. * @param src Block list of attacker
  1787. * @param tstatus Target's status data
  1788. * @param wa Weapon attack data
  1789. * @param sd Player
  1790. * @return Base weapon damage
  1791. */
  1792. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1793. {
  1794. struct status_data *status = status_get_status_data(src);
  1795. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1796. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1797. uint16 atkmax = atkmin;
  1798. int64 damage = atkmin;
  1799. uint16 weapon_perfection = 0;
  1800. struct status_change *sc = status_get_sc(src);
  1801. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1802. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1803. atkmin = max(0, (int)(atkmin - variance));
  1804. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1805. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1806. damage = atkmax;
  1807. else
  1808. damage = rnd_value(atkmin, atkmax);
  1809. }
  1810. if (sc && sc->data[SC_WEAPONPERFECTION])
  1811. weapon_perfection = 1;
  1812. battle_add_weapon_damage(sd, &damage, type);
  1813. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1814. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1815. }
  1816. #endif
  1817. /*==========================================
  1818. * Calculates the standard damage of a normal attack assuming it hits,
  1819. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1820. * This applies to pre-renewal and non-sd in renewal
  1821. *------------------------------------------
  1822. * Pass damage2 as NULL to not calc it.
  1823. * Flag values:
  1824. * &1 : Critical hit
  1825. * &2 : Arrow attack
  1826. * &4 : Skill is Magic Crasher
  1827. * &8 : Skip target size adjustment (Extremity Fist?)
  1828. * &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)
  1829. *
  1830. * Credits:
  1831. * Original coder Skotlex
  1832. * Initial refactoring by Baalberith
  1833. * Refined and optimized by helvetica
  1834. */
  1835. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1836. {
  1837. unsigned int atkmin = 0, atkmax = 0;
  1838. short type = 0;
  1839. int64 damage = 0;
  1840. struct map_session_data *sd = NULL;
  1841. nullpo_retr(damage, src);
  1842. sd = BL_CAST(BL_PC, src);
  1843. if (!sd) { //Mobs/Pets
  1844. if(flag&4) {
  1845. atkmin = status->matk_min;
  1846. atkmax = status->matk_max;
  1847. } else {
  1848. atkmin = wa->atk;
  1849. atkmax = wa->atk2;
  1850. }
  1851. if (atkmin > atkmax)
  1852. atkmin = atkmax;
  1853. } else { //PCs
  1854. atkmax = wa->atk;
  1855. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1856. if (!(flag&1) || (flag&2)) { //Normal attacks
  1857. atkmin = status->dex;
  1858. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1859. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1860. if (atkmin > atkmax)
  1861. atkmin = atkmax;
  1862. if(flag&2 && !(flag&16)) { //Bows
  1863. atkmin = atkmin*atkmax/100;
  1864. if (atkmin > atkmax)
  1865. atkmax = atkmin;
  1866. }
  1867. }
  1868. }
  1869. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1870. atkmin = atkmax;
  1871. //Weapon Damage calculation
  1872. if (!(flag&1))
  1873. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1874. else
  1875. damage = atkmax;
  1876. if (sd) {
  1877. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1878. if (flag&2 && sd->bonus.arrow_atk)
  1879. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1880. // Size fix only for players
  1881. if (!(sd->special_state.no_sizefix || (flag&8)))
  1882. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1883. } else if (src->type == BL_ELEM) {
  1884. struct status_change *ele_sc = status_get_sc(src);
  1885. int ele_class = status_get_class(src);
  1886. if (ele_sc) {
  1887. switch (ele_class) {
  1888. case ELEMENTALID_AGNI_S:
  1889. case ELEMENTALID_AGNI_M:
  1890. case ELEMENTALID_AGNI_L:
  1891. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  1892. damage += damage * 20 / 100;
  1893. break;
  1894. case ELEMENTALID_AQUA_S:
  1895. case ELEMENTALID_AQUA_M:
  1896. case ELEMENTALID_AQUA_L:
  1897. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  1898. damage += damage * 20 / 100;
  1899. break;
  1900. case ELEMENTALID_VENTUS_S:
  1901. case ELEMENTALID_VENTUS_M:
  1902. case ELEMENTALID_VENTUS_L:
  1903. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  1904. damage += damage * 20 / 100;
  1905. break;
  1906. case ELEMENTALID_TERA_S:
  1907. case ELEMENTALID_TERA_M:
  1908. case ELEMENTALID_TERA_L:
  1909. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  1910. damage += damage * 20 / 100;
  1911. break;
  1912. }
  1913. }
  1914. }
  1915. //Finally, add baseatk
  1916. if(flag&4)
  1917. damage += status->matk_min;
  1918. else
  1919. damage += status->batk;
  1920. if (sd)
  1921. battle_add_weapon_damage(sd, &damage, type);
  1922. #ifdef RENEWAL
  1923. if (flag&1)
  1924. damage = (damage * 14) / 10;
  1925. #endif
  1926. return damage;
  1927. }
  1928. /*==========================================
  1929. * Consumes ammo for the given skill.
  1930. *------------------------------------------
  1931. * Credits:
  1932. * Original coder Skotlex
  1933. * Initial refactoring by Baalberith
  1934. * Refined and optimized by helvetica
  1935. */
  1936. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1937. {
  1938. int qty = 1;
  1939. if (!battle_config.arrow_decrement)
  1940. return;
  1941. if (skill) {
  1942. qty = skill_get_ammo_qty(skill, lv);
  1943. if (!qty) qty = 1;
  1944. }
  1945. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1946. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1947. sd->state.arrow_atk = 0;
  1948. }
  1949. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1950. {
  1951. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1952. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  1953. return BF_SHORT;
  1954. // When monsters use Arrow Shower or Bomb, it is always short range
  1955. if (src->type == BL_MOB && (skill_id == AC_SHOWER || skill_id == AM_DEMONSTRATION))
  1956. return BF_SHORT;
  1957. //Skill Range Criteria
  1958. if (battle_config.skillrange_by_distance &&
  1959. (src->type&battle_config.skillrange_by_distance)
  1960. ) { //based on distance between src/target [Skotlex]
  1961. if (check_distance_bl(src, target, 3))
  1962. return BF_SHORT;
  1963. return BF_LONG;
  1964. }
  1965. //based on used skill's range
  1966. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  1967. return BF_SHORT;
  1968. return BF_LONG;
  1969. }
  1970. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1971. {
  1972. if (sd->skillblown.empty())
  1973. return 0;
  1974. //Apply the bonus blewcount. [Skotlex]
  1975. for (const auto &it : sd->skillblown) {
  1976. if (it.id == skill_id)
  1977. return it.val;
  1978. }
  1979. return 0;
  1980. }
  1981. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  1982. switch( bl->type ){
  1983. case BL_PC:
  1984. return SKILLDMG_PC;
  1985. case BL_MOB:
  1986. if( status_get_class_(bl) == CLASS_BOSS ){
  1987. return SKILLDMG_BOSS;
  1988. }else{
  1989. return SKILLDMG_MOB;
  1990. }
  1991. default:
  1992. return SKILLDMG_OTHER;
  1993. }
  1994. }
  1995. /**
  1996. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1997. * @param src
  1998. * @param target
  1999. * @param skill_id
  2000. * @return Skill damage rate
  2001. */
  2002. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2003. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2004. if (!skill || !skill->damage.map)
  2005. return 0;
  2006. s_skill_damage *damage = &skill->damage;
  2007. //check the adjustment works for specified type
  2008. if (!(damage->caster&src->type))
  2009. return 0;
  2010. map_data *mapdata = map_getmapdata(src->m);
  2011. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2012. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2013. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2014. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2015. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2016. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2017. {
  2018. return damage->rate[battle_skill_damage_type(target)];
  2019. }
  2020. return 0;
  2021. }
  2022. /**
  2023. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2024. * @param src
  2025. * @param target
  2026. * @param skill_id
  2027. * @return Skill damage rate
  2028. */
  2029. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2030. map_data *mapdata = map_getmapdata(src->m);
  2031. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2032. return 0;
  2033. int rate = 0;
  2034. // Damage rate for all skills at this map
  2035. if (mapdata->damage_adjust.caster&src->type)
  2036. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2037. if (mapdata->skill_damage.empty())
  2038. return rate;
  2039. // Damage rate for specified skill at this map
  2040. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2041. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2042. }
  2043. return rate;
  2044. }
  2045. /**
  2046. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2047. * @param src
  2048. * @param target
  2049. * @param skill_id
  2050. * @return Total damage rate
  2051. */
  2052. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2053. nullpo_ret(src);
  2054. if (!target || !skill_id)
  2055. return 0;
  2056. skill_id = skill_dummy2skill_id(skill_id);
  2057. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2058. }
  2059. /**
  2060. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2061. * @param sd: Player who has Chorus skill active
  2062. * @return Bonus value based on party count
  2063. */
  2064. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2065. #ifdef RENEWAL // No bonus in renewal
  2066. return 0;
  2067. #endif
  2068. int members = 0;
  2069. if (!sd || !sd->status.party_id)
  2070. return 0;
  2071. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2072. if (members < 3)
  2073. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2074. if (members > 7)
  2075. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2076. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2077. }
  2078. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2079. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2080. /*=======================================================
  2081. * Should infinite defense be applied on target? (plant)
  2082. *-------------------------------------------------------
  2083. * Credits:
  2084. * Original coder Skotlex
  2085. * Initial refactoring by Baalberith
  2086. * Refined and optimized by helvetica
  2087. * flag - see e_battle_flag
  2088. */
  2089. bool is_infinite_defense(struct block_list *target, int flag)
  2090. {
  2091. struct status_data *tstatus = status_get_status_data(target);
  2092. if(target->type == BL_SKILL) {
  2093. TBL_SKILL *su = ((TBL_SKILL*)target);
  2094. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2095. return true;
  2096. }
  2097. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2098. return true;
  2099. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2100. return true;
  2101. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2102. return true;
  2103. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2104. return true;
  2105. return false;
  2106. }
  2107. /*========================
  2108. * Is attack arrow based?
  2109. *------------------------
  2110. * Credits:
  2111. * Original coder Skotlex
  2112. * Initial refactoring by Baalberith
  2113. * Refined and optimized by helvetica
  2114. */
  2115. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2116. {
  2117. if(src != NULL) {
  2118. struct status_data *sstatus = status_get_status_data(src);
  2119. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2120. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2121. } else
  2122. return false;
  2123. }
  2124. /*=========================================
  2125. * Is attack right handed? By default yes.
  2126. *-----------------------------------------
  2127. * Credits:
  2128. * Original coder Skotlex
  2129. * Initial refactoring by Baalberith
  2130. * Refined and optimized by helvetica
  2131. */
  2132. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2133. {
  2134. if(src != NULL) {
  2135. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2136. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2137. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2138. return false;
  2139. }
  2140. return true;
  2141. }
  2142. /*=======================================
  2143. * Is attack left handed? By default no.
  2144. *---------------------------------------
  2145. * Credits:
  2146. * Original coder Skotlex
  2147. * Initial refactoring by Baalberith
  2148. * Refined and optimized by helvetica
  2149. */
  2150. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2151. {
  2152. if(src != NULL) {
  2153. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2154. if(!skill_id) {
  2155. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2156. if (sd) {
  2157. if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2158. return true;
  2159. if (sd->status.weapon == W_KATAR)
  2160. return true;
  2161. }
  2162. struct status_data *sstatus = status_get_status_data(src);
  2163. if (sstatus->lhw.atk)
  2164. return true;
  2165. }
  2166. }
  2167. return false;
  2168. }
  2169. /*=============================
  2170. * Do we score a critical hit?
  2171. *-----------------------------
  2172. * Credits:
  2173. * Original coder Skotlex
  2174. * Initial refactoring by Baalberith
  2175. * Refined and optimized by helvetica
  2176. */
  2177. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2178. {
  2179. if (!first_call)
  2180. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2181. #ifdef RENEWAL
  2182. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2183. return true;
  2184. #endif
  2185. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2186. return false;
  2187. struct status_data *sstatus = status_get_status_data(src);
  2188. if( sstatus->cri )
  2189. {
  2190. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2191. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2192. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2193. return false;
  2194. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2195. return false;
  2196. }
  2197. struct status_data *tstatus = status_get_status_data(target);
  2198. struct status_change *sc = status_get_sc(src);
  2199. struct status_change *tsc = status_get_sc(target);
  2200. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2201. short cri = sstatus->cri;
  2202. if (sd) {
  2203. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2204. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2205. cri += sd->bonus.arrow_cri;
  2206. cri += sd->bonus.critical_rangeatk;
  2207. }
  2208. }
  2209. if(sc && sc->data[SC_CAMOUFLAGE])
  2210. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2211. //The official equation is *2, but that only applies when sd's do critical.
  2212. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2213. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2214. if( tsc && tsc->data[SC_SLEEP] )
  2215. cri <<= 1;
  2216. switch(skill_id) {
  2217. case 0:
  2218. if(sc && !sc->data[SC_AUTOCOUNTER])
  2219. break;
  2220. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2221. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2222. case KN_AUTOCOUNTER:
  2223. if(battle_config.auto_counter_type &&
  2224. (battle_config.auto_counter_type&src->type))
  2225. return true;
  2226. else
  2227. cri <<= 1;
  2228. break;
  2229. case SN_SHARPSHOOTING:
  2230. case MA_SHARPSHOOTING:
  2231. #ifdef RENEWAL
  2232. cri += 300; // !TODO: Confirm new bonus
  2233. #else
  2234. cri += 200;
  2235. #endif
  2236. break;
  2237. case NJ_KIRIKAGE:
  2238. cri += 250 + 50*skill_lv;
  2239. break;
  2240. }
  2241. if(tsd && tsd->bonus.critical_def)
  2242. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2243. return (rnd()%1000 < cri);
  2244. }
  2245. return false;
  2246. }
  2247. /*==========================================================
  2248. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2249. *----------------------------------------------------------
  2250. * Credits:
  2251. * Original coder Skotlex
  2252. * Initial refactoring by Baalberith
  2253. * Refined and optimized by helvetica
  2254. */
  2255. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2256. {
  2257. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2258. return 2;
  2259. if(src != NULL) {
  2260. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2261. struct status_data *tstatus = status_get_status_data(target);
  2262. #ifdef RENEWAL
  2263. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2264. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2265. #else
  2266. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2267. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2268. #endif
  2269. { //Elemental/Racial adjustments
  2270. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2271. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2272. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2273. )
  2274. if (weapon_position == EQI_HAND_R)
  2275. return 1;
  2276. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2277. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2278. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2279. )
  2280. { //Pass effect onto right hand if configured so. [Skotlex]
  2281. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2282. if (weapon_position == EQI_HAND_R)
  2283. return 1;
  2284. }
  2285. else if (weapon_position == EQI_HAND_L)
  2286. return 1;
  2287. }
  2288. }
  2289. }
  2290. return 0;
  2291. }
  2292. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2293. {
  2294. if (skill_id == 0) {
  2295. if (is_splash) {
  2296. std::bitset<NK_MAX> tmp_nk;
  2297. tmp_nk.set(NK_IGNOREATKCARD);
  2298. tmp_nk.set(NK_IGNOREFLEE);
  2299. return tmp_nk;
  2300. } else
  2301. return 0;
  2302. } else
  2303. return skill_db.find(skill_id)->nk;
  2304. }
  2305. /*=============================
  2306. * Checks if attack is hitting
  2307. *-----------------------------
  2308. * Credits:
  2309. * Original coder Skotlex
  2310. * Initial refactoring by Baalberith
  2311. * Refined and optimized by helvetica
  2312. */
  2313. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2314. {
  2315. struct status_data *sstatus = status_get_status_data(src);
  2316. struct status_data *tstatus = status_get_status_data(target);
  2317. struct status_change *sc = status_get_sc(src);
  2318. struct status_change *tsc = status_get_sc(target);
  2319. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2320. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2321. short flee, hitrate;
  2322. if (!first_call)
  2323. return (wd->dmg_lv != ATK_FLEE);
  2324. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2325. return true;
  2326. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2327. return true;
  2328. else if (sc && sc->data[SC_FUSION])
  2329. return true;
  2330. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2331. return true;
  2332. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2333. return true;
  2334. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2335. return true;
  2336. else if (nk[NK_IGNOREFLEE])
  2337. return true;
  2338. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2339. return false;
  2340. flee = tstatus->flee;
  2341. #ifdef RENEWAL
  2342. hitrate = 0; //Default hitrate
  2343. #else
  2344. hitrate = 80; //Default hitrate
  2345. #endif
  2346. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2347. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2348. if(attacker_count >= battle_config.agi_penalty_count) {
  2349. if (battle_config.agi_penalty_type == 1)
  2350. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2351. else //assume type 2: absolute reduction
  2352. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2353. if(flee < 1)
  2354. flee = 1;
  2355. }
  2356. }
  2357. hitrate += sstatus->hit - flee;
  2358. //Fogwall's hit penalty is only for normal ranged attacks.
  2359. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2360. hitrate -= 50;
  2361. if(sd && is_skill_using_arrow(src, skill_id))
  2362. hitrate += sd->bonus.arrow_hit;
  2363. #ifdef RENEWAL
  2364. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2365. hitrate += pc_checkskill(sd,AC_VULTURE);
  2366. #endif
  2367. if(skill_id) {
  2368. switch(skill_id) { //Hit skill modifiers
  2369. //It is proven that bonus is applied on final hitrate, not hit.
  2370. case SM_BASH:
  2371. case MS_BASH:
  2372. hitrate += hitrate * 5 * skill_lv / 100;
  2373. break;
  2374. case MS_MAGNUM:
  2375. case SM_MAGNUM:
  2376. hitrate += hitrate * 10 * skill_lv / 100;
  2377. break;
  2378. case KN_AUTOCOUNTER:
  2379. case PA_SHIELDCHAIN:
  2380. case NPC_WATERATTACK:
  2381. case NPC_GROUNDATTACK:
  2382. case NPC_FIREATTACK:
  2383. case NPC_WINDATTACK:
  2384. case NPC_POISONATTACK:
  2385. case NPC_HOLYATTACK:
  2386. case NPC_DARKNESSATTACK:
  2387. case NPC_UNDEADATTACK:
  2388. case NPC_TELEKINESISATTACK:
  2389. case NPC_BLEEDING:
  2390. hitrate += hitrate * 20 / 100;
  2391. break;
  2392. case NPC_FIREBREATH:
  2393. case NPC_ICEBREATH:
  2394. case NPC_THUNDERBREATH:
  2395. case NPC_ACIDBREATH:
  2396. case NPC_DARKNESSBREATH:
  2397. hitrate *= 2;
  2398. break;
  2399. case KN_PIERCE:
  2400. case ML_PIERCE:
  2401. hitrate += hitrate * 5 * skill_lv / 100;
  2402. break;
  2403. case AS_SONICBLOW:
  2404. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2405. hitrate += hitrate * 50 / 100;
  2406. break;
  2407. #ifdef RENEWAL
  2408. case RG_BACKSTAP:
  2409. hitrate += skill_lv; // !TODO: What's the rate increase?
  2410. break;
  2411. #endif
  2412. case RK_SONICWAVE:
  2413. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2414. break;
  2415. case MC_CARTREVOLUTION:
  2416. case GN_CART_TORNADO:
  2417. case GN_CARTCANNON:
  2418. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2419. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2420. break;
  2421. case LG_BANISHINGPOINT:
  2422. hitrate += 3 * skill_lv;
  2423. break;
  2424. case GC_VENOMPRESSURE:
  2425. hitrate += 10 + 4 * skill_lv;
  2426. break;
  2427. case SC_FATALMENACE:
  2428. if (skill_lv < 6)
  2429. hitrate -= 35 - 5 * skill_lv;
  2430. else if (skill_lv > 6)
  2431. hitrate += 5 * skill_lv - 30;
  2432. break;
  2433. case RL_SLUGSHOT:
  2434. {
  2435. int8 dist = distance_bl(src, target);
  2436. if (dist > 3) {
  2437. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2438. // -10:-9:-8:-7:-6
  2439. dist -= 3;
  2440. hitrate -= ((11 - skill_lv) * dist);
  2441. }
  2442. }
  2443. break;
  2444. }
  2445. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2446. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2447. if (sd) {
  2448. int skill = 0;
  2449. // Weaponry Research hidden bonus
  2450. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2451. hitrate += hitrate * ( 2 * skill ) / 100;
  2452. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2453. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2454. hitrate += 3 * skill;
  2455. }
  2456. if (sc) {
  2457. if (sc->data[SC_MTF_ASPD])
  2458. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2459. if (sc->data[SC_MTF_ASPD2])
  2460. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2461. }
  2462. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2463. return (rnd()%100 < hitrate);
  2464. }
  2465. /*==========================================
  2466. * If attack ignores def.
  2467. *------------------------------------------
  2468. * Credits:
  2469. * Original coder Skotlex
  2470. * Initial refactoring by Baalberith
  2471. * Refined and optimized by helvetica
  2472. */
  2473. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2474. {
  2475. struct status_data *tstatus = status_get_status_data(target);
  2476. struct status_change *sc = status_get_sc(src);
  2477. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2478. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2479. #ifndef RENEWAL
  2480. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2481. return true;
  2482. else
  2483. #endif
  2484. if (sc && sc->data[SC_FUSION])
  2485. return true;
  2486. #ifdef RENEWAL
  2487. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2488. #else
  2489. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2490. #endif
  2491. { //Ignore Defense?
  2492. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2493. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2494. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2495. if (weapon_position == EQI_HAND_R)
  2496. return true;
  2497. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2498. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2499. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2500. {
  2501. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2502. if (weapon_position == EQI_HAND_R)
  2503. return true;
  2504. } else if (weapon_position == EQI_HAND_L)
  2505. return true;
  2506. }
  2507. }
  2508. return nk[NK_IGNOREDEFENSE] != 0;
  2509. }
  2510. /*================================================
  2511. * Should skill attack consider VVS and masteries?
  2512. *------------------------------------------------
  2513. * Credits:
  2514. * Original coder Skotlex
  2515. * Initial refactoring by Baalberith
  2516. * Refined and optimized by helvetica
  2517. */
  2518. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2519. {
  2520. if (
  2521. #ifndef RENEWAL
  2522. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2523. #endif
  2524. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2525. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2526. return false;
  2527. return true;
  2528. }
  2529. #ifdef RENEWAL
  2530. /*========================================
  2531. * Calculate equipment ATK for renewal ATK
  2532. *----------------------------------------
  2533. * Credits:
  2534. * Original coder Skotlex
  2535. * Initial refactoring by Baalberith
  2536. * Refined and optimized by helvetica
  2537. */
  2538. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2539. {
  2540. if(src != NULL) {
  2541. int eatk = 0;
  2542. struct status_data *status = status_get_status_data(src);
  2543. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2544. if (sd) // add arrow atk if using an applicable skill
  2545. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2546. return eatk + status->eatk;
  2547. }
  2548. return 0; // shouldn't happen but just in case
  2549. }
  2550. #endif
  2551. /*========================================
  2552. * Returns the element type of attack
  2553. *----------------------------------------
  2554. * Credits:
  2555. * Original coder Skotlex
  2556. * Initial refactoring by Baalberith
  2557. * Refined and optimized by helvetica
  2558. */
  2559. static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2560. {
  2561. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2562. struct status_change *sc = status_get_sc(src);
  2563. struct status_data *sstatus = status_get_status_data(src);
  2564. int element = skill_get_ele(skill_id, skill_lv);
  2565. //Take weapon's element
  2566. if( !skill_id || element == ELE_WEAPON ) {
  2567. if (weapon_position == EQI_HAND_R)
  2568. element = sstatus->rhw.ele;
  2569. else
  2570. element = sstatus->lhw.ele;
  2571. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2572. element = sd->bonus.arrow_ele;
  2573. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2574. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2575. // on official endows override all other elements [helvetica]
  2576. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2577. element = sc->data[SC_ENCHANTARMS]->val1;
  2578. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2579. element = status_get_attack_sc_element(src,sc);
  2580. else if( element == ELE_RANDOM ) //Use random element
  2581. element = rnd()%ELE_ALL;
  2582. switch( skill_id ) {
  2583. case GS_GROUNDDRIFT:
  2584. element = wd->miscflag; //element comes in flag.
  2585. break;
  2586. case LK_SPIRALPIERCE:
  2587. if (!sd)
  2588. element = ELE_NEUTRAL; //forced neutral for monsters
  2589. break;
  2590. case LG_HESPERUSLIT:
  2591. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2592. element = ELE_HOLY;
  2593. break;
  2594. case SJ_PROMINENCEKICK:
  2595. element = ELE_FIRE;
  2596. break;
  2597. case RL_H_MINE:
  2598. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2599. element = ELE_FIRE;
  2600. break;
  2601. }
  2602. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2603. element = ELE_HOLY;
  2604. // calc_flag means the element should be calculated for damage only
  2605. if (calc_for_damage_only)
  2606. return element;
  2607. #ifdef RENEWAL
  2608. if (skill_id == CR_SHIELDBOOMERANG)
  2609. element = ELE_NEUTRAL;
  2610. #endif
  2611. return element;
  2612. }
  2613. /*========================================
  2614. * Do element damage modifier calculation
  2615. *----------------------------------------
  2616. * Credits:
  2617. * Original coder Skotlex
  2618. * Initial refactoring by Baalberith
  2619. * Refined and optimized by helvetica
  2620. */
  2621. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2622. {
  2623. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2624. struct status_change *sc = status_get_sc(src);
  2625. struct status_data *sstatus = status_get_status_data(src);
  2626. struct status_data *tstatus = status_get_status_data(target);
  2627. int element = skill_get_ele(skill_id, skill_lv);
  2628. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2629. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2630. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2631. //Elemental attribute fix
  2632. if(!nk[NK_IGNOREELEMENT]) {
  2633. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2634. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2635. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2636. if(battle_config.attack_attr_none&src->type)
  2637. if(((!skill_id && !right_element) || (skill_id && (element == ELE_WEAPON || !right_element))) &&
  2638. (wd->flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2639. return;
  2640. if(wd->damage > 0) {
  2641. //Forced to its element
  2642. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2643. switch( skill_id ) {
  2644. case MC_CARTREVOLUTION:
  2645. case SR_GATEOFHELL:
  2646. case SR_TIGERCANNON:
  2647. case KO_BAKURETSU:
  2648. //case NC_MAGMA_ERUPTION:
  2649. //Forced to neutral element
  2650. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2651. break;
  2652. case GN_CARTCANNON:
  2653. case KO_HAPPOKUNAI:
  2654. //Forced to ammo's element
  2655. wd->damage = battle_attr_fix(src, target, wd->damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2656. break;
  2657. }
  2658. }
  2659. if (is_attack_left_handed(src, skill_id) && wd->damage2 > 0)
  2660. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2661. if (sc && sc->data[SC_WATK_ELEMENT] && (wd->damage || wd->damage2)) {
  2662. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2663. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2664. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2665. if (is_attack_left_handed(src, skill_id)) {
  2666. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2667. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2668. }
  2669. }
  2670. }
  2671. }
  2672. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2673. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2674. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2675. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2676. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2677. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2678. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2679. //Adds an absolute value to damage. 100 = +100 damage
  2680. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2681. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2682. #ifdef RENEWAL
  2683. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2684. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2685. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2686. #else
  2687. #define RE_ALLATK_ADD(wd, a) {;}
  2688. #define RE_ALLATK_RATE(wd, a) {;}
  2689. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2690. #endif
  2691. /*==================================
  2692. * Calculate weapon mastery damages
  2693. *----------------------------------
  2694. * Credits:
  2695. * Original coder Skotlex
  2696. * Initial refactoring by Baalberith
  2697. * Refined and optimized by helvetica
  2698. */
  2699. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2700. {
  2701. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2702. struct status_change *sc = status_get_sc(src);
  2703. struct status_data *sstatus = status_get_status_data(src);
  2704. int t_class = status_get_class(target);
  2705. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2706. skill_id != MO_INVESTIGATE &&
  2707. skill_id != MO_EXTREMITYFIST &&
  2708. skill_id != CR_GRANDCROSS)
  2709. { //Add mastery damage
  2710. uint16 skill;
  2711. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2712. #ifdef RENEWAL
  2713. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2714. #endif
  2715. if (is_attack_left_handed(src, skill_id)) {
  2716. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2717. #ifdef RENEWAL
  2718. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2719. #endif
  2720. }
  2721. #ifdef RENEWAL
  2722. //General skill masteries
  2723. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2724. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2725. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2726. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2727. if (skill_id != CR_SHIELDBOOMERANG)
  2728. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  2729. if (skill_id == MO_FINGEROFFENSIVE) {
  2730. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2731. } else
  2732. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2733. #endif
  2734. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2735. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2736. #ifdef RENEWAL
  2737. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2738. #endif
  2739. }
  2740. switch(skill_id) {
  2741. case RA_WUGDASH:
  2742. case RA_WUGSTRIKE:
  2743. case RA_WUGBITE:
  2744. if (sd) {
  2745. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2746. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2747. #ifdef RENEWAL
  2748. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2749. #endif
  2750. }
  2751. break;
  2752. }
  2753. if (sc) { // Status change considered as masteries
  2754. #ifdef RENEWAL
  2755. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2756. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2757. #endif
  2758. if(sc->data[SC_CAMOUFLAGE]) {
  2759. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2760. #ifdef RENEWAL
  2761. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2762. #endif
  2763. }
  2764. if(sc->data[SC_GN_CARTBOOST]) {
  2765. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2766. #ifdef RENEWAL
  2767. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2768. #endif
  2769. }
  2770. if (sc->data[SC_P_ALTER]) {
  2771. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2772. #ifdef RENEWAL
  2773. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2774. #endif
  2775. }
  2776. }
  2777. }
  2778. }
  2779. #ifdef RENEWAL
  2780. /*=========================================
  2781. * Calculate the various Renewal ATK parts
  2782. *-----------------------------------------
  2783. * Credits:
  2784. * Original coder Skotlex
  2785. * Initial refactoring by Baalberith
  2786. * Refined and optimized by helvetica
  2787. */
  2788. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2789. {
  2790. struct status_data *sstatus = status_get_status_data(src);
  2791. struct status_data *tstatus = status_get_status_data(target);
  2792. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2793. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2794. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2795. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2796. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2797. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2798. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2799. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2800. } else { // status atk is considered neutral on normal attacks [helvetica]
  2801. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2802. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2803. }
  2804. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2805. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2806. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2807. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2808. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  2809. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2810. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2811. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2812. //Mastery ATK is a special kind of ATK that has no elemental properties
  2813. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2814. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2815. wd->damage = 0;
  2816. wd->damage2 = 0;
  2817. }
  2818. #endif
  2819. /*==========================================================
  2820. * Calculate basic ATK that goes into the skill ATK formula
  2821. *----------------------------------------------------------
  2822. * Credits:
  2823. * Original coder Skotlex
  2824. * Initial refactoring by Baalberith
  2825. * Refined and optimized by helvetica
  2826. */
  2827. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2828. {
  2829. struct status_change *sc = status_get_sc(src);
  2830. struct status_data *sstatus = status_get_status_data(src);
  2831. struct status_data *tstatus = status_get_status_data(target);
  2832. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2833. uint16 i;
  2834. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2835. switch (skill_id) { //Calc base damage according to skill
  2836. case PA_SACRIFICE:
  2837. wd->damage = sstatus->max_hp* 9/100;
  2838. wd->damage2 = 0;
  2839. #ifdef RENEWAL
  2840. wd->weaponAtk = wd->damage;
  2841. wd->weaponAtk2 = wd->damage2;
  2842. #endif
  2843. break;
  2844. #ifdef RENEWAL
  2845. case LK_SPIRALPIERCE:
  2846. case ML_SPIRALPIERCE:
  2847. if (sd) {
  2848. short index = sd->equip_index[EQI_HAND_R];
  2849. if (index >= 0 &&
  2850. sd->inventory_data[index] &&
  2851. sd->inventory_data[index]->type == IT_WEAPON)
  2852. wd->equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2853. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2854. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  2855. } else {
  2856. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2857. }
  2858. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2859. // !TODO: Confirm new size modifiers
  2860. case SZ_SMALL: //Small: 125%
  2861. ATK_RATE(wd->damage, wd->damage2, 125);
  2862. RE_ALLATK_RATE(wd, 125);
  2863. break;
  2864. //case SZ_MEDIUM: //Medium: 100%
  2865. case SZ_BIG: //Large: 75%
  2866. ATK_RATE(wd->damage, wd->damage2, 75);
  2867. RE_ALLATK_RATE(wd, 75);
  2868. break;
  2869. }
  2870. #else
  2871. case NJ_ISSEN:
  2872. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2873. wd->damage2 = 0;
  2874. break;
  2875. case LK_SPIRALPIERCE:
  2876. case ML_SPIRALPIERCE:
  2877. if (sd) {
  2878. short index = sd->equip_index[EQI_HAND_R];
  2879. if (index >= 0 &&
  2880. sd->inventory_data[index] &&
  2881. sd->inventory_data[index]->type == IT_WEAPON)
  2882. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2883. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2884. } else {
  2885. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2886. }
  2887. i = sstatus->str/10;
  2888. i*=i;
  2889. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  2890. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2891. case SZ_SMALL: //Small: 125%
  2892. ATK_RATE(wd->damage, wd->damage2, 125);
  2893. break;
  2894. //case SZ_MEDIUM: //Medium: 100%
  2895. case SZ_BIG: //Large: 75%
  2896. ATK_RATE(wd->damage, wd->damage2, 75);
  2897. break;
  2898. }
  2899. #endif
  2900. break;
  2901. case CR_SHIELDBOOMERANG:
  2902. case PA_SHIELDCHAIN:
  2903. wd->damage = sstatus->batk;
  2904. if (sd) {
  2905. short index = sd->equip_index[EQI_HAND_L];
  2906. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2907. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  2908. #ifdef RENEWAL
  2909. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  2910. #endif
  2911. }
  2912. } else
  2913. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  2914. break;
  2915. case RK_DRAGONBREATH:
  2916. case RK_DRAGONBREATH_WATER:
  2917. {
  2918. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2919. if(status_get_lv(src) > 100)
  2920. damagevalue = damagevalue * status_get_lv(src) / 150;
  2921. if(sd)
  2922. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2923. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2924. #ifdef RENEWAL
  2925. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2926. #endif
  2927. wd->flag |= BF_LONG;
  2928. }
  2929. break;
  2930. case NC_SELFDESTRUCTION: {
  2931. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2932. if(status_get_lv(src) > 100)
  2933. damagevalue = damagevalue * status_get_lv(src) / 100;
  2934. damagevalue = damagevalue + sstatus->hp;
  2935. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2936. #ifdef RENEWAL
  2937. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2938. #endif
  2939. }
  2940. break;
  2941. case KO_HAPPOKUNAI:
  2942. if(sd) {
  2943. short index = sd->equip_index[EQI_AMMO];
  2944. int damagevalue = 3 * (
  2945. #ifdef RENEWAL
  2946. 2 *
  2947. #endif
  2948. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2949. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2950. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2951. #ifdef RENEWAL
  2952. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2953. #endif
  2954. } else
  2955. ATK_ADD(wd->damage, wd->damage2, 5000);
  2956. break;
  2957. case HFLI_SBR44: //[orn]
  2958. if(src->type == BL_HOM)
  2959. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2960. break;
  2961. default:
  2962. #ifdef RENEWAL
  2963. if (sd)
  2964. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2965. else {
  2966. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2967. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2968. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2969. if (is_attack_left_handed(src, skill_id))
  2970. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2971. }
  2972. #else
  2973. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2974. (is_skill_using_arrow(src, skill_id)?2:0)|
  2975. (skill_id == HW_MAGICCRASHER?4:0)|
  2976. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2977. (skill_id == MO_EXTREMITYFIST?8:0)|
  2978. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2979. if (is_skill_using_arrow(src, skill_id) && sd) {
  2980. switch(sd->status.weapon) {
  2981. case W_BOW:
  2982. case W_REVOLVER:
  2983. case W_GATLING:
  2984. case W_SHOTGUN:
  2985. case W_GRENADE:
  2986. break;
  2987. default:
  2988. i |= 16; // for ex. shuriken must not be influenced by DEX
  2989. break;
  2990. }
  2991. }
  2992. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2993. if (is_attack_left_handed(src, skill_id))
  2994. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2995. #endif
  2996. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  2997. if(wd->miscflag > 0) {
  2998. wd->damage /= wd->miscflag;
  2999. #ifdef RENEWAL
  3000. wd->statusAtk /= wd->miscflag;
  3001. wd->weaponAtk /= wd->miscflag;
  3002. wd->equipAtk /= wd->miscflag;
  3003. wd->masteryAtk /= wd->miscflag;
  3004. #endif
  3005. } else
  3006. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3007. }
  3008. //Add any bonuses that modify the base atk (pre-skills)
  3009. if(sd) {
  3010. int skill;
  3011. if (sd->bonus.atk_rate) {
  3012. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3013. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3014. }
  3015. #ifndef RENEWAL
  3016. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3017. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3018. }
  3019. #endif
  3020. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3021. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3022. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3023. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3024. }
  3025. }
  3026. }
  3027. break;
  3028. } //End switch(skill_id)
  3029. }
  3030. //For quick div adjustment.
  3031. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3032. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3033. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  3034. /*================================================= [Playtester]
  3035. * Applies DAMAGE_DIV_FIX and checks for min damage
  3036. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3037. * @param skill_id: ID of the skill that deals damage
  3038. * @return Modified damage struct
  3039. *------------------------------------------------*/
  3040. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3041. {
  3042. if(d->damage) {
  3043. DAMAGE_DIV_FIX(d->damage, d->div_);
  3044. //Min damage
  3045. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3046. d->damage = d->div_;
  3047. } else if (d->div_ < 0) {
  3048. d->div_ *= -1;
  3049. }
  3050. }
  3051. /*=======================================
  3052. * Check for and calculate multi attacks
  3053. *---------------------------------------
  3054. * Credits:
  3055. * Original coder Skotlex
  3056. * Initial refactoring by Baalberith
  3057. * Refined and optimized by helvetica
  3058. */
  3059. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3060. {
  3061. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3062. struct status_change *sc = status_get_sc(src);
  3063. struct status_change *tsc = status_get_sc(target);
  3064. struct status_data *tstatus = status_get_status_data(target);
  3065. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3066. short i;
  3067. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3068. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3069. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3070. { //Success chance is not added, the higher one is used [Skotlex]
  3071. int max_rate = 0;
  3072. if (sc && sc->data[SC_KAGEMUSYA])
  3073. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3074. else
  3075. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3076. if( rnd()%100 < max_rate ) {
  3077. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3078. wd->type = DMG_MULTI_HIT;
  3079. }
  3080. }
  3081. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3082. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3083. && rnd()%100 < 5*skill_lv ) //Success rate
  3084. {
  3085. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3086. wd->type = DMG_MULTI_HIT;
  3087. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3088. }
  3089. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3090. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3091. {
  3092. int chance = rnd()%100;
  3093. switch(sc->data[SC_FEARBREEZE]->val1) {
  3094. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3095. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3096. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3097. case 2:
  3098. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3099. }
  3100. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3101. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3102. if (wd->div_ > 1)
  3103. wd->type = DMG_MULTI_HIT;
  3104. }
  3105. }
  3106. switch (skill_id) {
  3107. case RA_AIMEDBOLT:
  3108. wd->div_ = 2 + tstatus->size + rnd()%2;
  3109. break;
  3110. case SC_FATALMENACE:
  3111. if (sd && sd->weapontype1 == W_DAGGER)
  3112. wd->div_++;
  3113. break;
  3114. case SR_RIDEINLIGHTNING:
  3115. wd->div_ = (sd ? max(1, sd->spiritball_old) : 1);
  3116. break;
  3117. case RL_QD_SHOT:
  3118. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3119. break;
  3120. case KO_JYUMONJIKIRI:
  3121. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3122. wd->div_ = wd->div_ * -1;// needs more info
  3123. break;
  3124. }
  3125. }
  3126. /*======================================================
  3127. * Calculate skill level ratios for weapon-based skills
  3128. *------------------------------------------------------
  3129. * Credits:
  3130. * Original coder Skotlex
  3131. * Initial refactoring by Baalberith
  3132. * Refined and optimized by helvetica
  3133. */
  3134. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3135. {
  3136. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3137. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3138. struct status_change *sc = status_get_sc(src);
  3139. struct status_change *tsc = status_get_sc(target);
  3140. struct status_data *sstatus = status_get_status_data(src);
  3141. struct status_data *tstatus = status_get_status_data(target);
  3142. int skillratio = 100;
  3143. int i;
  3144. //Skill damage modifiers that stack linearly
  3145. if(sc && skill_id != PA_SACRIFICE) {
  3146. if(sc->data[SC_OVERTHRUST])
  3147. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3148. if(sc->data[SC_MAXOVERTHRUST])
  3149. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3150. if(sc->data[SC_BERSERK])
  3151. #ifndef RENEWAL
  3152. skillratio += 100;
  3153. #else
  3154. skillratio += 200;
  3155. if (sc && sc->data[SC_TRUESIGHT])
  3156. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3157. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3158. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3159. #endif
  3160. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3161. if (sc->data[SC_CRUSHSTRIKE]) {
  3162. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3163. short index = sd->equip_index[EQI_HAND_R];
  3164. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3165. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3166. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3167. }
  3168. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3169. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3170. } else {
  3171. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3172. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3173. skillratio += 125;
  3174. else
  3175. skillratio += 250;
  3176. }
  3177. }
  3178. }
  3179. }
  3180. switch(skill_id) {
  3181. case SM_BASH:
  3182. case MS_BASH:
  3183. skillratio += 30 * skill_lv;
  3184. break;
  3185. case SM_MAGNUM:
  3186. case MS_MAGNUM:
  3187. if(wd->miscflag == 1)
  3188. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3189. else
  3190. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3191. break;
  3192. case MC_MAMMONITE:
  3193. skillratio += 50 * skill_lv;
  3194. break;
  3195. case HT_POWER:
  3196. skillratio += -50 + 8 * sstatus->str;
  3197. break;
  3198. case AC_DOUBLE:
  3199. case MA_DOUBLE:
  3200. skillratio += 10 * (skill_lv - 1);
  3201. break;
  3202. case AC_SHOWER:
  3203. case MA_SHOWER:
  3204. #ifdef RENEWAL
  3205. skillratio += 50 + 10 * skill_lv;
  3206. #else
  3207. skillratio += -25 + 5 * skill_lv;
  3208. #endif
  3209. break;
  3210. case AC_CHARGEARROW:
  3211. case MA_CHARGEARROW:
  3212. skillratio += 50;
  3213. break;
  3214. #ifndef RENEWAL
  3215. case HT_FREEZINGTRAP:
  3216. case MA_FREEZINGTRAP:
  3217. skillratio += -50 + 10 * skill_lv;
  3218. break;
  3219. #endif
  3220. case KN_PIERCE:
  3221. case ML_PIERCE:
  3222. skillratio += 10 * skill_lv;
  3223. break;
  3224. case MER_CRASH:
  3225. skillratio += 10 * skill_lv;
  3226. break;
  3227. case KN_SPEARSTAB:
  3228. skillratio += 20 * skill_lv;
  3229. break;
  3230. case KN_SPEARBOOMERANG:
  3231. skillratio += 50 * skill_lv;
  3232. break;
  3233. #ifdef RENEWAL
  3234. case KN_BRANDISHSPEAR:
  3235. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3236. break;
  3237. #else
  3238. case KN_BRANDISHSPEAR:
  3239. #endif
  3240. case ML_BRANDISH:
  3241. {
  3242. int ratio = 100 + 20 * skill_lv;
  3243. skillratio += -100 + ratio;
  3244. if(skill_lv > 3 && wd->miscflag == 0)
  3245. skillratio += ratio / 2;
  3246. if(skill_lv > 6 && wd->miscflag == 0)
  3247. skillratio += ratio / 4;
  3248. if(skill_lv > 9 && wd->miscflag == 0)
  3249. skillratio += ratio / 8;
  3250. if(skill_lv > 6 && wd->miscflag == 1)
  3251. skillratio += ratio / 2;
  3252. if(skill_lv > 9 && wd->miscflag == 1)
  3253. skillratio += ratio / 4;
  3254. if(skill_lv > 9 && wd->miscflag == 2)
  3255. skillratio += ratio / 2;
  3256. }
  3257. break;
  3258. case KN_BOWLINGBASH:
  3259. case MS_BOWLINGBASH:
  3260. skillratio += 40 * skill_lv;
  3261. break;
  3262. case AS_GRIMTOOTH:
  3263. skillratio += 20 * skill_lv;
  3264. break;
  3265. case AS_POISONREACT:
  3266. skillratio += 30 * skill_lv;
  3267. break;
  3268. case AS_SONICBLOW:
  3269. skillratio += 300 + 40 * skill_lv;
  3270. #ifdef RENEWAL
  3271. if (tstatus->hp < tstatus->max_hp >> 1)
  3272. skillratio += skillratio / 2;
  3273. #endif
  3274. break;
  3275. case TF_SPRINKLESAND:
  3276. skillratio += 30;
  3277. break;
  3278. case MC_CARTREVOLUTION:
  3279. skillratio += 50;
  3280. if(sd && sd->cart_weight)
  3281. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3282. else if (!sd)
  3283. skillratio += 100; //Max damage for non players.
  3284. break;
  3285. case NPC_PIERCINGATT:
  3286. skillratio += -25; //75% base damage
  3287. break;
  3288. case NPC_COMBOATTACK:
  3289. skillratio += 25 * skill_lv;
  3290. break;
  3291. case NPC_RANDOMATTACK:
  3292. case NPC_WATERATTACK:
  3293. case NPC_GROUNDATTACK:
  3294. case NPC_FIREATTACK:
  3295. case NPC_WINDATTACK:
  3296. case NPC_POISONATTACK:
  3297. case NPC_HOLYATTACK:
  3298. case NPC_DARKNESSATTACK:
  3299. case NPC_UNDEADATTACK:
  3300. case NPC_TELEKINESISATTACK:
  3301. case NPC_BLOODDRAIN:
  3302. case NPC_ACIDBREATH:
  3303. case NPC_DARKNESSBREATH:
  3304. case NPC_FIREBREATH:
  3305. case NPC_ICEBREATH:
  3306. case NPC_THUNDERBREATH:
  3307. case NPC_HELLJUDGEMENT:
  3308. case NPC_PULSESTRIKE:
  3309. skillratio += 100 * (skill_lv - 1);
  3310. break;
  3311. case NPC_REVERBERATION_ATK:
  3312. skillratio += 400 + 200 * skill_lv;
  3313. break;
  3314. case RG_BACKSTAP:
  3315. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3316. skillratio += (200 + 40 * skill_lv) / 2;
  3317. else
  3318. skillratio += 200 + 40 * skill_lv;
  3319. break;
  3320. case RG_RAID:
  3321. #ifdef RENEWAL
  3322. if (status_get_class_(target) == CLASS_BOSS)
  3323. skillratio += 10 * skill_lv; // !TODO: Did this change as well?
  3324. else
  3325. skillratio += 50 + skill_lv * 150;
  3326. #else
  3327. skillratio += 40 * skill_lv;
  3328. #endif
  3329. break;
  3330. case RG_INTIMIDATE:
  3331. skillratio += 30 * skill_lv;
  3332. break;
  3333. case CR_SHIELDCHARGE:
  3334. skillratio += 20 * skill_lv;
  3335. break;
  3336. case CR_SHIELDBOOMERANG:
  3337. #ifdef RENEWAL
  3338. skillratio += -100 + skill_lv * 80;
  3339. #else
  3340. skillratio += 30 * skill_lv;
  3341. #endif
  3342. break;
  3343. case NPC_DARKCROSS:
  3344. case CR_HOLYCROSS:
  3345. #ifdef RENEWAL
  3346. if(sd && sd->status.weapon == W_2HSPEAR)
  3347. skillratio += 70 * skill_lv;
  3348. else
  3349. #endif
  3350. skillratio += 35 * skill_lv;
  3351. break;
  3352. case AM_DEMONSTRATION:
  3353. skillratio += 20 * skill_lv;
  3354. break;
  3355. case AM_ACIDTERROR:
  3356. #ifdef RENEWAL
  3357. skillratio += -100 + 200 * skill_lv;
  3358. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3359. skillratio += 100; // !TODO: What's this bonus increase?
  3360. #else
  3361. skillratio += 40 * skill_lv;
  3362. #endif
  3363. break;
  3364. case MO_FINGEROFFENSIVE:
  3365. #ifdef RENEWAL
  3366. skillratio += 500 + skill_lv * 2;
  3367. if (tsc && tsc->data[SC_BLADESTOP])
  3368. skillratio += skillratio / 2;
  3369. #else
  3370. skillratio += 50 * skill_lv;
  3371. #endif
  3372. break;
  3373. case MO_INVESTIGATE:
  3374. #ifdef RENEWAL
  3375. skillratio += -100 + 100 * skill_lv;
  3376. if (tsc && tsc->data[SC_BLADESTOP])
  3377. skillratio += skillratio / 2;
  3378. #else
  3379. skillratio += 75 * skill_lv;
  3380. #endif
  3381. break;
  3382. case MO_EXTREMITYFIST:
  3383. #ifdef RENEWAL
  3384. if (wd->miscflag&1)
  3385. skillratio += 100; // More than 5 spirit balls active
  3386. #endif
  3387. skillratio += 100 * (7 + sstatus->sp / 10);
  3388. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3389. break;
  3390. case MO_TRIPLEATTACK:
  3391. skillratio += 20 * skill_lv;
  3392. break;
  3393. case MO_CHAINCOMBO:
  3394. #ifdef RENEWAL
  3395. skillratio += 150 + 50 * skill_lv;
  3396. #else
  3397. skillratio += 50 + 50 * skill_lv;
  3398. #endif
  3399. break;
  3400. case MO_COMBOFINISH:
  3401. #ifdef RENEWAL
  3402. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3403. #else
  3404. skillratio += 140 + 60 * skill_lv;
  3405. #endif
  3406. if (sc->data[SC_GT_ENERGYGAIN])
  3407. skillratio += skillratio * 50 / 100;
  3408. break;
  3409. case BA_MUSICALSTRIKE:
  3410. case DC_THROWARROW:
  3411. #ifdef RENEWAL
  3412. skillratio += 10 + 40 * skill_lv;
  3413. #else
  3414. skillratio += 25 + 25 * skill_lv;
  3415. #endif
  3416. break;
  3417. case CH_TIGERFIST:
  3418. #ifdef RENEWAL
  3419. skillratio += 400 + 150 * skill_lv;
  3420. RE_LVL_DMOD(100);
  3421. #else
  3422. skillratio += -60 + 100 * skill_lv;
  3423. #endif
  3424. if (sc->data[SC_GT_ENERGYGAIN])
  3425. skillratio += skillratio * 50 / 100;
  3426. break;
  3427. case CH_CHAINCRUSH:
  3428. #ifdef RENEWAL
  3429. skillratio += -100 + 200 * skill_lv;
  3430. RE_LVL_DMOD(100);
  3431. #else
  3432. skillratio += 300 + 100 * skill_lv;
  3433. #endif
  3434. if (sc->data[SC_GT_ENERGYGAIN])
  3435. skillratio += skillratio * 50 / 100;
  3436. break;
  3437. case CH_PALMSTRIKE:
  3438. #ifdef RENEWAL
  3439. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3440. RE_LVL_DMOD(100);
  3441. #else
  3442. skillratio += 100 + 100 * skill_lv;
  3443. #endif
  3444. break;
  3445. case LK_HEADCRUSH:
  3446. skillratio += 40 * skill_lv;
  3447. break;
  3448. case LK_JOINTBEAT:
  3449. skillratio += 10 * skill_lv - 50;
  3450. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3451. skillratio <<= 1;
  3452. break;
  3453. #ifdef RENEWAL
  3454. // Renewal: skill ratio applies to entire damage [helvetica]
  3455. case LK_SPIRALPIERCE:
  3456. case ML_SPIRALPIERCE:
  3457. skillratio += 50 + 50 * skill_lv;
  3458. RE_LVL_DMOD(100);
  3459. break;
  3460. #endif
  3461. case ASC_METEORASSAULT:
  3462. #ifdef RENEWAL
  3463. skillratio += 100 + 120 * skill_lv;
  3464. RE_LVL_DMOD(100);
  3465. #else
  3466. skillratio += -60 + 40 * skill_lv;
  3467. #endif
  3468. break;
  3469. case SN_SHARPSHOOTING:
  3470. case MA_SHARPSHOOTING:
  3471. #ifdef RENEWAL
  3472. skillratio += 50 + 200 * skill_lv;
  3473. RE_LVL_DMOD(100);
  3474. #else
  3475. skillratio += 100 + 50 * skill_lv;
  3476. #endif
  3477. break;
  3478. #ifdef RENEWAL
  3479. case CR_ACIDDEMONSTRATION:
  3480. skillratio += -100 + 200 * skill_lv + sstatus->int_ + sstatus->vit; // !TODO: Confirm status bonus
  3481. if (target->type == BL_PC)
  3482. skillratio /= 2;
  3483. break;
  3484. #endif
  3485. case CG_ARROWVULCAN:
  3486. #ifdef RENEWAL
  3487. skillratio += 400 + 100 * skill_lv;
  3488. RE_LVL_DMOD(100);
  3489. #else
  3490. skillratio += 100 + 100 * skill_lv;
  3491. #endif
  3492. break;
  3493. case AS_SPLASHER:
  3494. #ifdef RENEWAL
  3495. skillratio += 400 + 100 * skill_lv;
  3496. #else
  3497. skillratio += 400 + 50 * skill_lv;
  3498. #endif
  3499. if(sd)
  3500. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3501. break;
  3502. #ifndef RENEWAL
  3503. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3504. case ASC_BREAKER:
  3505. skillratio += -100 + 100 * skill_lv;
  3506. break;
  3507. #endif
  3508. case PA_SACRIFICE:
  3509. skillratio += -10 + 10 * skill_lv;
  3510. break;
  3511. case PA_SHIELDCHAIN:
  3512. #ifdef RENEWAL
  3513. skillratio = 60 + 40 * skill_lv;
  3514. RE_LVL_DMOD(100);
  3515. #else
  3516. skillratio += 30 * skill_lv;
  3517. #endif
  3518. break;
  3519. case WS_CARTTERMINATION:
  3520. i = 10 * (16 - skill_lv);
  3521. if (i < 1) i = 1;
  3522. //Preserve damage ratio when max cart weight is changed.
  3523. if (sd && sd->cart_weight)
  3524. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3525. else if (!sd)
  3526. skillratio += 80000 / i - 100;
  3527. break;
  3528. case TK_DOWNKICK:
  3529. case TK_STORMKICK:
  3530. skillratio += 60 + 20 * skill_lv;
  3531. break;
  3532. case TK_TURNKICK:
  3533. case TK_COUNTER:
  3534. skillratio += 90 + 30 * skill_lv;
  3535. break;
  3536. case TK_JUMPKICK:
  3537. //Different damage formulas depending on damage trigger
  3538. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3539. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3540. else if (wd->miscflag) {
  3541. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3542. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3543. skillratio *= 2;
  3544. }
  3545. else
  3546. skillratio += -70 + 10 * skill_lv;
  3547. break;
  3548. case GS_TRIPLEACTION:
  3549. skillratio += 50 * skill_lv;
  3550. break;
  3551. case GS_BULLSEYE:
  3552. //Only works well against brute/demihumans non bosses.
  3553. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3554. skillratio += 400;
  3555. break;
  3556. case GS_TRACKING:
  3557. skillratio += 100 * (skill_lv + 1);
  3558. break;
  3559. case GS_PIERCINGSHOT:
  3560. #ifdef RENEWAL
  3561. if (sd && sd->weapontype1 == W_RIFLE)
  3562. skillratio += 150 + 30 * skill_lv;
  3563. else
  3564. skillratio += 100 + 20 * skill_lv;
  3565. #else
  3566. skillratio += 20 * skill_lv;
  3567. #endif
  3568. break;
  3569. case GS_RAPIDSHOWER:
  3570. skillratio += 400 + 50 * skill_lv;
  3571. break;
  3572. case GS_DESPERADO:
  3573. skillratio += 50 * (skill_lv - 1);
  3574. if (sc && sc->data[SC_FALLEN_ANGEL])
  3575. skillratio *= 2;
  3576. break;
  3577. case GS_DUST:
  3578. skillratio += 50 * skill_lv;
  3579. break;
  3580. case GS_FULLBUSTER:
  3581. skillratio += 100 * (skill_lv + 2);
  3582. break;
  3583. case GS_SPREADATTACK:
  3584. #ifdef RENEWAL
  3585. skillratio += 30 * skill_lv;
  3586. #else
  3587. skillratio += 20 * (skill_lv - 1);
  3588. #endif
  3589. break;
  3590. #ifdef RENEWAL
  3591. case GS_GROUNDDRIFT:
  3592. skillratio += 100 + 20 * skill_lv;
  3593. break;
  3594. #endif
  3595. case NJ_HUUMA:
  3596. #ifdef RENEWAL
  3597. skillratio += -150 + 250 * skill_lv;
  3598. #else
  3599. skillratio += 50 + 150 * skill_lv;
  3600. #endif
  3601. break;
  3602. case NJ_TATAMIGAESHI:
  3603. skillratio += 10 * skill_lv;
  3604. #ifdef RENEWAL
  3605. skillratio *= 2;
  3606. #endif
  3607. break;
  3608. case NJ_KASUMIKIRI:
  3609. #ifdef RENEWAL
  3610. skillratio += 20 * skill_lv;
  3611. #else
  3612. skillratio += 10 * skill_lv;
  3613. #endif
  3614. break;
  3615. case NJ_KIRIKAGE:
  3616. #ifdef RENEWAL
  3617. skillratio += -50 + 150 * skill_lv;
  3618. #else
  3619. skillratio += 100 * (skill_lv - 1);
  3620. #endif
  3621. break;
  3622. #ifdef RENEWAL
  3623. case NJ_KUNAI:
  3624. skillratio += -100 + 100 * skill_lv;
  3625. break;
  3626. #endif
  3627. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3628. int k = (wd->miscflag-1)/3;
  3629. if (k < 0)
  3630. k = 0;
  3631. else if (k > 4)
  3632. k = 4;
  3633. skillratio += 100 * k;
  3634. }
  3635. break;
  3636. case HT_PHANTASMIC:
  3637. skillratio += 50;
  3638. break;
  3639. case MO_BALKYOUNG:
  3640. skillratio += 200;
  3641. break;
  3642. case HFLI_MOON: //[orn]
  3643. skillratio += 10 + 110 * skill_lv;
  3644. break;
  3645. case HFLI_SBR44: //[orn]
  3646. skillratio += 100 * (skill_lv - 1);
  3647. break;
  3648. case NPC_VAMPIRE_GIFT:
  3649. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3650. break;
  3651. case RK_SONICWAVE:
  3652. skillratio += -100 + (skill_lv + 7) * 100; // ATK = {((Skill Level + 7) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3653. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3654. break;
  3655. case RK_HUNDREDSPEAR:
  3656. skillratio += 500 + (80 * skill_lv);
  3657. if (sd) {
  3658. short index = sd->equip_index[EQI_HAND_R];
  3659. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3660. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3661. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3662. } // (1 + [(Casters Base Level - 100) / 200])
  3663. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3664. break;
  3665. case RK_WINDCUTTER:
  3666. skillratio += -100 + (skill_lv + 2) * 50;
  3667. RE_LVL_DMOD(100);
  3668. break;
  3669. case RK_IGNITIONBREAK:
  3670. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3671. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3672. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3673. i = distance_bl(src,target);
  3674. if (i < 2)
  3675. skillratio += -100 + 300 * skill_lv;
  3676. else if (i < 4)
  3677. skillratio += -100 + 250 * skill_lv;
  3678. else
  3679. skillratio += -100 + 200 * skill_lv;
  3680. skillratio = skillratio * status_get_lv(src) / 100;
  3681. // Elemental check, 1.5x damage if your weapon element is fire.
  3682. if (sstatus->rhw.ele == ELE_FIRE)
  3683. skillratio += 100 * skill_lv;
  3684. break;
  3685. case RK_STORMBLAST:
  3686. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] %
  3687. break;
  3688. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3689. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3690. RE_LVL_DMOD(150); // Base level bonus.
  3691. break;
  3692. case GC_CROSSIMPACT:
  3693. skillratio += 900 + 100 * skill_lv;
  3694. RE_LVL_DMOD(120);
  3695. break;
  3696. case GC_COUNTERSLASH:
  3697. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3698. skillratio += -100 + 300 + 150 * skill_lv;
  3699. RE_LVL_DMOD(120);
  3700. break;
  3701. case GC_VENOMPRESSURE:
  3702. skillratio += 900;
  3703. break;
  3704. case GC_PHANTOMMENACE:
  3705. skillratio += 200;
  3706. break;
  3707. case GC_ROLLINGCUTTER:
  3708. skillratio += -50 + 50 * skill_lv;
  3709. RE_LVL_DMOD(100);
  3710. break;
  3711. case GC_CROSSRIPPERSLASHER:
  3712. skillratio += 300 + 80 * skill_lv;
  3713. RE_LVL_DMOD(100);
  3714. if (sc && sc->data[SC_ROLLINGCUTTER])
  3715. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3716. break;
  3717. case GC_DARKCROW:
  3718. skillratio += 100 * (skill_lv - 1);
  3719. break;
  3720. case AB_DUPLELIGHT_MELEE:
  3721. skillratio += 50 + 15 * skill_lv;
  3722. break;
  3723. case RA_ARROWSTORM:
  3724. case NPC_ARROWSTORM:
  3725. skillratio += 900 + 80 * skill_lv;
  3726. RE_LVL_DMOD(100);
  3727. break;
  3728. case RA_AIMEDBOLT:
  3729. skillratio += 100 + 20 * skill_lv + 500;
  3730. RE_LVL_DMOD(100);
  3731. break;
  3732. case RA_CLUSTERBOMB:
  3733. skillratio += 100 + 100 * skill_lv;
  3734. break;
  3735. case RA_WUGDASH:// ATK 300%
  3736. skillratio += 200;
  3737. break;
  3738. case RA_WUGSTRIKE:
  3739. skillratio += -100 + 200 * skill_lv;
  3740. break;
  3741. case RA_WUGBITE:
  3742. skillratio += 300 + 200 * skill_lv;
  3743. if (skill_lv == 5)
  3744. skillratio += 100;
  3745. break;
  3746. case RA_SENSITIVEKEEN:
  3747. skillratio += 50 * skill_lv;
  3748. break;
  3749. case NC_BOOSTKNUCKLE:
  3750. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3751. RE_LVL_DMOD(120);
  3752. break;
  3753. case NC_PILEBUNKER:
  3754. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3755. RE_LVL_DMOD(100);
  3756. break;
  3757. case NC_VULCANARM:
  3758. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3759. RE_LVL_DMOD(120);
  3760. break;
  3761. case NC_FLAMELAUNCHER:
  3762. case NC_COLDSLOWER:
  3763. skillratio += 200 + 300 * skill_lv;
  3764. RE_LVL_DMOD(150);
  3765. break;
  3766. case NC_ARMSCANNON:
  3767. switch( tstatus->size ) {
  3768. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3769. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3770. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3771. }
  3772. RE_LVL_DMOD(120);
  3773. break;
  3774. case NC_AXEBOOMERANG:
  3775. skillratio += 150 + 50 * skill_lv;
  3776. if (sd) {
  3777. short index = sd->equip_index[EQI_HAND_R];
  3778. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3779. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3780. }
  3781. RE_LVL_DMOD(100);
  3782. break;
  3783. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3784. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3785. RE_LVL_DMOD(100);
  3786. skillratio += 300 + 100 * skill_lv;
  3787. break;
  3788. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3789. skillratio += 350 + 50 * skill_lv;
  3790. break;
  3791. case NC_AXETORNADO:
  3792. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3793. RE_LVL_DMOD(100);
  3794. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3795. skillratio = skillratio * 75 / 100;
  3796. break;
  3797. case SC_FATALMENACE:
  3798. skillratio += 100 * skill_lv;
  3799. RE_LVL_DMOD(100);
  3800. break;
  3801. case SC_TRIANGLESHOT:
  3802. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3803. RE_LVL_DMOD(120);
  3804. break;
  3805. case SC_FEINTBOMB:
  3806. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3807. RE_LVL_DMOD(120);
  3808. break;
  3809. case LG_CANNONSPEAR:
  3810. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3811. RE_LVL_DMOD(100);
  3812. break;
  3813. case LG_BANISHINGPOINT:
  3814. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3815. RE_LVL_DMOD(100);
  3816. break;
  3817. case LG_SHIELDPRESS:
  3818. skillratio += -100 + 200 * skill_lv + sstatus->str;
  3819. if (sd) {
  3820. short index = sd->equip_index[EQI_HAND_L];
  3821. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3822. skillratio += sd->inventory_data[index]->weight / 10;
  3823. }
  3824. RE_LVL_DMOD(100);
  3825. break;
  3826. case LG_PINPOINTATTACK:
  3827. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3828. RE_LVL_DMOD(120);
  3829. break;
  3830. case LG_RAGEBURST:
  3831. if (sd && sd->spiritball_old)
  3832. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3833. else
  3834. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3835. RE_LVL_DMOD(100);
  3836. break;
  3837. case LG_SHIELDSPELL:
  3838. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3839. short index = sd->equip_index[EQI_HAND_L];
  3840. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3841. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3842. skillratio += sd->inventory_data[index]->def * 10;
  3843. } else
  3844. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3845. break;
  3846. case LG_MOONSLASHER:
  3847. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3848. RE_LVL_DMOD(100);
  3849. break;
  3850. case LG_OVERBRAND:
  3851. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3852. RE_LVL_DMOD(100);
  3853. break;
  3854. case LG_OVERBRAND_BRANDISH:
  3855. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3856. RE_LVL_DMOD(100);
  3857. break;
  3858. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3859. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3860. break;
  3861. case LG_EARTHDRIVE:
  3862. if (sd) {
  3863. short index = sd->equip_index[EQI_HAND_L];
  3864. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3865. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3866. }
  3867. RE_LVL_DMOD(100);
  3868. break;
  3869. case LG_HESPERUSLIT:
  3870. if (sc) {
  3871. if (sc->data[SC_INSPIRATION])
  3872. skillratio += 1100;
  3873. if (sc->data[SC_BANDING]) {
  3874. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3875. if (sc->data[SC_BANDING]->val2 > 5)
  3876. skillratio = skillratio * 150 / 100;
  3877. }
  3878. RE_LVL_DMOD(100);
  3879. }
  3880. break;
  3881. case SR_EARTHSHAKER:
  3882. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3883. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  3884. skillratio += -100 + 300 * skill_lv;
  3885. RE_LVL_DMOD(100);
  3886. skillratio += status_get_str(src) * 3;
  3887. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  3888. skillratio += -100 + 400 * skill_lv;
  3889. RE_LVL_DMOD(100);
  3890. skillratio += status_get_str(src) * 2;
  3891. }
  3892. break;
  3893. case SR_DRAGONCOMBO:
  3894. skillratio += 40 * skill_lv;
  3895. RE_LVL_DMOD(100);
  3896. break;
  3897. case SR_FALLENEMPIRE:
  3898. // ATK [(Skill Level x 250 + 100) x Caster Base Level / 150] %
  3899. skillratio += -100 + 250 * skill_lv + 100;
  3900. RE_LVL_DMOD(150);
  3901. break;
  3902. case SR_TIGERCANNON:
  3903. {
  3904. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  3905. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  3906. if (wd->miscflag&8)
  3907. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3908. skillratio += -100 + (hp + sp) / 2;
  3909. else
  3910. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3911. skillratio += -100 + (hp + sp) / 4;
  3912. RE_LVL_DMOD(100);
  3913. }
  3914. if (sc->data[SC_GT_REVITALIZE])
  3915. skillratio += skillratio * 30 / 100;
  3916. break;
  3917. case SR_SKYNETBLOW:
  3918. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3919. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  3920. RE_LVL_DMOD(100);
  3921. break;
  3922. case SR_RAMPAGEBLASTER:
  3923. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  3924. skillratio += 1400 + 550 * skill_lv;
  3925. RE_LVL_DMOD(120);
  3926. } else {
  3927. skillratio += 900 + 350 * skill_lv;
  3928. RE_LVL_DMOD(150);
  3929. }
  3930. if (sc->data[SC_GT_CHANGE])
  3931. skillratio += skillratio * 30 / 100;
  3932. break;
  3933. case SR_KNUCKLEARROW:
  3934. if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3935. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3936. if (tsd && tsd->weight)
  3937. skillratio += 100 * tsd->weight / tsd->max_weight;
  3938. RE_LVL_DMOD(150);
  3939. } else {
  3940. if (status_get_class_(target) == CLASS_BOSS)
  3941. skillratio += 400 + 200 * skill_lv;
  3942. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3943. skillratio += 400 + 100 * skill_lv;
  3944. RE_LVL_DMOD(100);
  3945. }
  3946. if (sc->data[SC_GT_CHANGE])
  3947. skillratio += skillratio * 30 / 100;
  3948. break;
  3949. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3950. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3951. RE_LVL_DMOD(100);
  3952. break;
  3953. case SR_GATEOFHELL:
  3954. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3955. skillratio += -100 + 800 * skill_lv;
  3956. else
  3957. skillratio += -100 + 500 * skill_lv;
  3958. RE_LVL_DMOD(100);
  3959. if (sc->data[SC_GT_REVITALIZE])
  3960. skillratio += skillratio * 30 / 100;
  3961. break;
  3962. case SR_GENTLETOUCH_QUIET:
  3963. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3964. RE_LVL_DMOD(100);
  3965. break;
  3966. case SR_HOWLINGOFLION:
  3967. skillratio += -100 + 300 * skill_lv;
  3968. RE_LVL_DMOD(150);
  3969. break;
  3970. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 40) + Additional Damage} x Caster Base Level / 100] %
  3971. skillratio += -100 + 40 * skill_lv;
  3972. if (sd && sd->status.weapon == W_KNUCKLE)
  3973. skillratio += skillratio * 25 / 100;
  3974. RE_LVL_DMOD(100);
  3975. break;
  3976. case WM_REVERBERATION_MELEE:
  3977. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3978. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3979. RE_LVL_DMOD(100);
  3980. break;
  3981. case WM_SEVERE_RAINSTORM_MELEE:
  3982. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3983. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3984. if (wd->miscflag&4) // Whip/Instrument equipped
  3985. skillratio += 100; // !TODO: What's the weapon bonus?
  3986. RE_LVL_DMOD(100);
  3987. break;
  3988. case WM_GREAT_ECHO:
  3989. skillratio += 300 + 200 * skill_lv;
  3990. if (sd) {
  3991. int chorusbonus = battle_calc_chorusbonus(sd);
  3992. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3993. if (chorusbonus >= 1 && chorusbonus <= 5)
  3994. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3995. }
  3996. RE_LVL_DMOD(100);
  3997. break;
  3998. case GN_CART_TORNADO: { // ATK [( Skill Level x 100 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3999. skillratio += -100 + 100 * skill_lv;
  4000. if(sd && sd->cart_weight)
  4001. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4002. }
  4003. break;
  4004. case GN_CARTCANNON:
  4005. // ATK [{( INT / (6 - ( Cart Remodeling Skill Level ) )} + ( Cart Cannon Skill Level x 350 )] %
  4006. skillratio += -100 + 350 * skill_lv + sstatus->int_ / (6 - (sd ? pc_checkskill(sd, GN_REMODELING_CART) : 1));
  4007. RE_LVL_DMOD(100);
  4008. break;
  4009. case GN_SPORE_EXPLOSION:
  4010. if (wd->miscflag & 2048)
  4011. skillratio += 200; // Target
  4012. skillratio += -100 + 180 * skill_lv + sstatus->int_;
  4013. RE_LVL_DMOD(100);
  4014. break;
  4015. case GN_WALLOFTHORN:
  4016. skillratio += 10 * skill_lv;
  4017. break;
  4018. case GN_CRAZYWEED_ATK:
  4019. skillratio += -100 + 700 + 100 * skill_lv;
  4020. RE_LVL_DMOD(100);
  4021. break;
  4022. case GN_HELLS_PLANT_ATK:
  4023. skillratio += -100 + 500 * skill_lv + sstatus->int_ * (10 - (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 0)); // !TODO: Confirm INT and Cannibalize bonus
  4024. RE_LVL_DMOD(100);
  4025. break;
  4026. // Physical Elemantal Spirits Attack Skills
  4027. case EL_CIRCLE_OF_FIRE:
  4028. case EL_FIRE_BOMB_ATK:
  4029. case EL_STONE_RAIN:
  4030. skillratio += 200;
  4031. break;
  4032. case EL_FIRE_WAVE_ATK:
  4033. skillratio += 500;
  4034. break;
  4035. case EL_TIDAL_WEAPON:
  4036. skillratio += 1400;
  4037. break;
  4038. case EL_WIND_SLASH:
  4039. skillratio += 100;
  4040. break;
  4041. case EL_HURRICANE:
  4042. skillratio += 600;
  4043. break;
  4044. case EL_TYPOON_MIS:
  4045. case EL_WATER_SCREW_ATK:
  4046. skillratio += 900;
  4047. break;
  4048. case EL_STONE_HAMMER:
  4049. skillratio += 400;
  4050. break;
  4051. case EL_ROCK_CRUSHER:
  4052. skillratio += 700;
  4053. break;
  4054. case KO_JYUMONJIKIRI:
  4055. skillratio += -100 + 150 * skill_lv;
  4056. RE_LVL_DMOD(120);
  4057. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4058. skillratio += skill_lv * status_get_lv(src);
  4059. break;
  4060. case KO_HUUMARANKA:
  4061. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4062. break;
  4063. case KO_SETSUDAN:
  4064. skillratio += 100 * (skill_lv - 1);
  4065. RE_LVL_DMOD(100);
  4066. if (tsc) {
  4067. struct status_change_entry *sce;
  4068. if ((sce = tsc->data[SC_SPIRIT]) || (sce = tsc->data[SC_SOULGOLEM]) || (sce = tsc->data[SC_SOULSHADOW]) || (sce = tsc->data[SC_SOULFALCON]) || (sce = tsc->data[SC_SOULFAIRY])) // Bonus damage added when target is soul linked.
  4069. skillratio += 200 * sce->val1;
  4070. }
  4071. break;
  4072. case KO_BAKURETSU:
  4073. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4074. RE_LVL_DMOD(120);
  4075. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4076. break;
  4077. case KO_MAKIBISHI:
  4078. skillratio += -100 + 20 * skill_lv;
  4079. break;
  4080. case MH_NEEDLE_OF_PARALYZE:
  4081. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4082. break;
  4083. case MH_STAHL_HORN:
  4084. skillratio += 900 + 100 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  4085. break;
  4086. case MH_LAVA_SLIDE:
  4087. skillratio += -100 + 70 * skill_lv;
  4088. break;
  4089. case MH_SONIC_CRAW:
  4090. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4091. break;
  4092. case MH_SILVERVEIN_RUSH:
  4093. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  4094. break;
  4095. case MH_MIDNIGHT_FRENZY:
  4096. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  4097. break;
  4098. case MH_MAGMA_FLOW:
  4099. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4100. break;
  4101. case RL_MASS_SPIRAL:
  4102. skillratio += -100 + 200 * skill_lv;
  4103. break;
  4104. case RL_FIREDANCE:
  4105. skillratio += -100 + 200 * skill_lv;
  4106. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 50 : 0);
  4107. break;
  4108. case RL_BANISHING_BUSTER:
  4109. skillratio += -100 + 2000 + 300 * skill_lv;
  4110. break;
  4111. case RL_S_STORM:
  4112. skillratio += -100 + 1700 + 200 * skill_lv;
  4113. break;
  4114. case RL_SLUGSHOT:
  4115. if (target->type == BL_PC)
  4116. skillratio += -100 + 1200 * skill_lv;
  4117. else
  4118. skillratio += -100 + 2000 * skill_lv;
  4119. skillratio *= 2 + tstatus->size;
  4120. break;
  4121. case RL_D_TAIL:
  4122. skillratio += -100 + 4000 + 1000 * skill_lv;
  4123. break;
  4124. case RL_R_TRIP:
  4125. skillratio += -100 + 1000 + 300 * skill_lv;
  4126. break;
  4127. case RL_R_TRIP_PLUSATK:
  4128. skillratio += -100 + 300 + 300 * skill_lv;
  4129. break;
  4130. case RL_H_MINE:
  4131. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4132. skillratio += -100 + 500 + 300 * skill_lv;
  4133. else // 200 + 200 * SkillLv
  4134. skillratio += -100 + 200 + 200 * skill_lv;
  4135. break;
  4136. case RL_HAMMER_OF_GOD:
  4137. skillratio += -100 + 2800 + 1400 * skill_lv;
  4138. if (sd) {
  4139. if (tsc && tsc->data[SC_C_MARKER])
  4140. skillratio += 100 * sd->spiritball_old;
  4141. else if (sd->spiritball_old)
  4142. skillratio += 10 * sd->spiritball_old;
  4143. }
  4144. break;
  4145. case RL_FIRE_RAIN:
  4146. case RL_AM_BLAST:
  4147. skillratio += -100 + 3500 + 300 * skill_lv;
  4148. break;
  4149. case SU_BITE:
  4150. skillratio += 100;
  4151. break;
  4152. case SU_SCRATCH:
  4153. skillratio += -50 + 50 * skill_lv;
  4154. break;
  4155. case SU_SCAROFTAROU:
  4156. skillratio += -100 + 100 * skill_lv;
  4157. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4158. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4159. break;
  4160. case SU_PICKYPECK:
  4161. case SU_PICKYPECK_DOUBLE_ATK:
  4162. skillratio += 100 + 100 * skill_lv;
  4163. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4164. skillratio *= 2;
  4165. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4166. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4167. break;
  4168. case SU_LUNATICCARROTBEAT:
  4169. case SU_LUNATICCARROTBEAT2:
  4170. skillratio += 100 + 100 * skill_lv;
  4171. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4172. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4173. break;
  4174. case SU_SVG_SPIRIT:
  4175. skillratio += 150 + 150 * skill_lv;
  4176. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4177. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4178. break;
  4179. case SJ_FULLMOONKICK:
  4180. skillratio += 1000 + 100 * skill_lv;
  4181. RE_LVL_DMOD(100);
  4182. if (sc && sc->data[SC_LIGHTOFMOON])
  4183. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4184. break;
  4185. case SJ_NEWMOONKICK:
  4186. skillratio += 600 + 100 * skill_lv;
  4187. break;
  4188. case SJ_STAREMPEROR:
  4189. skillratio += 700 + 200 * skill_lv;
  4190. break;
  4191. case SJ_SOLARBURST:
  4192. skillratio += 900 + 220 * skill_lv;
  4193. RE_LVL_DMOD(100);
  4194. if (sc && sc->data[SC_LIGHTOFSUN])
  4195. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4196. break;
  4197. case SJ_PROMINENCEKICK:
  4198. skillratio += 50 + 50 * skill_lv;
  4199. break;
  4200. case SJ_FALLINGSTAR_ATK:
  4201. case SJ_FALLINGSTAR_ATK2:
  4202. skillratio += 100 * skill_lv;
  4203. RE_LVL_DMOD(100);
  4204. if (sc && sc->data[SC_LIGHTOFSTAR])
  4205. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4206. break;
  4207. }
  4208. return skillratio;
  4209. }
  4210. /*==================================================================================================
  4211. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4212. *--------------------------------------------------------------------------------------------------*
  4213. * Credits:
  4214. * Original coder Skotlex
  4215. * Initial refactoring by Baalberith
  4216. * Refined and optimized by helvetica
  4217. */
  4218. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4219. {
  4220. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4221. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4222. struct status_data *sstatus = status_get_status_data(src);
  4223. struct status_data *tstatus = status_get_status_data(target);
  4224. int64 atk = 0;
  4225. //Constant/misc additions from skills
  4226. switch (skill_id) {
  4227. case MO_EXTREMITYFIST:
  4228. atk = 250 + 150 * skill_lv;
  4229. break;
  4230. #ifndef RENEWAL
  4231. case GS_MAGICALBULLET:
  4232. if (sstatus->matk_max > sstatus->matk_min)
  4233. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4234. else
  4235. atk = sstatus->matk_min;
  4236. break;
  4237. #endif
  4238. case NJ_SYURIKEN:
  4239. atk = 4 * skill_lv;
  4240. break;
  4241. #ifdef RENEWAL
  4242. case HT_FREEZINGTRAP:
  4243. if(sd)
  4244. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4245. break;
  4246. #endif
  4247. case GC_COUNTERSLASH:
  4248. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4249. break;
  4250. case LG_SHIELDPRESS:
  4251. if (sd) {
  4252. int damagevalue = 0;
  4253. short index = sd->equip_index[EQI_HAND_L];
  4254. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4255. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4256. atk = damagevalue;
  4257. }
  4258. break;
  4259. case SR_FALLENEMPIRE:
  4260. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4261. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  4262. if( tsd && tsd->weight )
  4263. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  4264. else
  4265. atk += ( status_get_lv(target) * 50 ); //mobs
  4266. break;
  4267. }
  4268. return atk;
  4269. }
  4270. /*==============================================================
  4271. * Stackable SC bonuses added on top of calculated skill damage
  4272. *--------------------------------------------------------------
  4273. * Credits:
  4274. * Original coder Skotlex
  4275. * Initial refactoring by Baalberith
  4276. * Refined and optimized by helvetica
  4277. */
  4278. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4279. {
  4280. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4281. struct status_change *sc = status_get_sc(src);
  4282. struct status_data *sstatus = status_get_status_data(src);
  4283. struct status_data *tstatus = status_get_status_data(target);
  4284. uint8 anger_id = 0; // SLS Anger
  4285. // Kagerou/Oboro Earth Charm effect +15% wATK
  4286. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4287. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4288. #ifdef RENEWAL
  4289. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4290. #endif
  4291. }
  4292. //The following are applied on top of current damage and are stackable.
  4293. if (sc) {
  4294. #ifdef RENEWAL
  4295. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4296. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4297. if (sc->data[SC_DRUMBATTLE])
  4298. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4299. if (sc->data[SC_MADNESSCANCEL])
  4300. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4301. if (sc->data[SC_MAGICALBULLET]) {
  4302. short tmdef = tstatus->mdef + tstatus->mdef2;
  4303. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4304. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4305. } else {
  4306. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4307. }
  4308. }
  4309. if (sc->data[SC_GATLINGFEVER])
  4310. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4311. #else
  4312. if (sc->data[SC_TRUESIGHT])
  4313. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4314. #endif
  4315. if (sc->data[SC_SPIRIT]) {
  4316. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4317. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4318. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4319. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4320. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4321. RE_ALLATK_ADDRATE(wd, 100);
  4322. }
  4323. }
  4324. if (sc->data[SC_GT_CHANGE])
  4325. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4326. if (sc->data[SC_EDP]) {
  4327. switch(skill_id) {
  4328. case AS_SPLASHER:
  4329. case ASC_METEORASSAULT:
  4330. // Pre-Renewal only: Soul Breaker ignores EDP
  4331. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4332. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4333. #ifndef RENEWAL
  4334. case ASC_BREAKER:
  4335. #else
  4336. case AS_GRIMTOOTH:
  4337. case AS_VENOMKNIFE:
  4338. #endif
  4339. break; // skills above have no effect with EDP
  4340. #ifdef RENEWAL
  4341. default: // fall through to apply EDP bonuses
  4342. // Renewal EDP formula [helvetica]
  4343. // weapon atk * (1 + (edp level * .8))
  4344. // equip atk * (1 + (edp level * .6))
  4345. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4346. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4347. break;
  4348. #else
  4349. default:
  4350. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4351. #endif
  4352. }
  4353. }
  4354. if (sc->data[SC_GLOOMYDAY_SK] && skill_get_inf2(skill_id, INF2_INCREASEGLOOMYDAYDAMAGE)) {
  4355. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4356. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4357. }
  4358. if (sc->data[SC_DANCEWITHWUG]) {
  4359. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  4360. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4361. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4362. }
  4363. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4364. #ifdef RENEWAL
  4365. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4366. #endif
  4367. }
  4368. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4369. ATK_ADD(wd->damage, wd->damage2, 200);
  4370. #ifdef RENEWAL
  4371. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4372. #endif
  4373. }
  4374. if (sc->data[SC_EQC]) {
  4375. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4376. #ifdef RENEWAL
  4377. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4378. #endif
  4379. }
  4380. if(sc->data[SC_STYLE_CHANGE]) {
  4381. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4382. if(hd) {
  4383. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4384. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4385. }
  4386. }
  4387. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4388. switch(skill_id) {
  4389. case RA_WUGDASH:
  4390. case RA_WUGSTRIKE:
  4391. case RA_WUGBITE:
  4392. break;
  4393. default:
  4394. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4395. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4396. break;
  4397. }
  4398. }
  4399. if (sc->data[SC_HEAT_BARREL]) {
  4400. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4401. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4402. }
  4403. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4404. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4405. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4406. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4407. }
  4408. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4409. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4410. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4411. }
  4412. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4413. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4414. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4415. }
  4416. }
  4417. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4418. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4419. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4420. }
  4421. if (sc->data[SC_MIRACLE])
  4422. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4423. }
  4424. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4425. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) {
  4426. if ((pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) +
  4427. pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT)) > 19) {
  4428. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4429. RE_ALLATK_ADDRATE(wd, 20);
  4430. }
  4431. }
  4432. }
  4433. if (sd != nullptr && !anger_id)
  4434. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4435. uint16 anger_level;
  4436. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4437. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4438. if (anger_id == 2)
  4439. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4440. if (anger_level < 4)
  4441. skillratio /= 12 - 3 * anger_level;
  4442. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4443. #ifdef RENEWAL
  4444. RE_ALLATK_ADDRATE(wd, skillratio);
  4445. #endif
  4446. }
  4447. }
  4448. /*====================================
  4449. * Calc defense damage reduction
  4450. *------------------------------------
  4451. * Credits:
  4452. * Original coder Skotlex
  4453. * Initial refactoring by Baalberith
  4454. * Refined and optimized by helvetica
  4455. */
  4456. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4457. {
  4458. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4459. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4460. struct status_change *sc = status_get_sc(src);
  4461. struct status_change *tsc = status_get_sc(target);
  4462. struct status_data *sstatus = status_get_status_data(src);
  4463. struct status_data *tstatus = status_get_status_data(target);
  4464. //Defense reduction
  4465. short vit_def;
  4466. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4467. short def2 = tstatus->def2;
  4468. if (sd) {
  4469. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4470. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4471. if (i) {
  4472. i = min(i,100); //cap it to 100 for 0 def min
  4473. def1 -= def1 * i / 100;
  4474. def2 -= def2 * i / 100;
  4475. }
  4476. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4477. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4478. short si = 10 * sd->spiritcharm;
  4479. def1 = (def1 * (100 + si)) / 100;
  4480. }
  4481. }
  4482. if (sc && sc->data[SC_EXPIATIO]) {
  4483. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4484. i = min(i,100); //cap it to 100 for 0 def min
  4485. def1 = (def1*(100-i))/100;
  4486. def2 = (def2*(100-i))/100;
  4487. }
  4488. if (tsc) {
  4489. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4490. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4491. def1 = (def1 * (100 + i)) / 100;
  4492. }
  4493. if( tsc->data[SC_CAMOUFLAGE] ){
  4494. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4495. i = min(i,100); //cap it to 100 for 0 def min
  4496. def1 = (def1*(100-i))/100;
  4497. def2 = (def2*(100-i))/100;
  4498. }
  4499. if (tsc->data[SC_GT_REVITALIZE])
  4500. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4501. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4502. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4503. }
  4504. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4505. unsigned char target_count; //256 max targets should be a sane max
  4506. //Official servers limit the count to 22 targets
  4507. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4508. if(target_count >= battle_config.vit_penalty_count) {
  4509. if(battle_config.vit_penalty_type == 1) {
  4510. if( !tsc || !tsc->data[SC_STEELBODY] )
  4511. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4512. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4513. } else { //Assume type 2
  4514. if( !tsc || !tsc->data[SC_STEELBODY] )
  4515. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4516. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4517. }
  4518. }
  4519. if (skill_id == AM_ACIDTERROR)
  4520. #ifdef RENEWAL
  4521. def2 = 0; //Ignore only status defense. [FatalEror]
  4522. #else
  4523. def1 = 0; //Ignores only armor defense. [Skotlex]
  4524. #endif
  4525. if(def2 < 1)
  4526. def2 = 1;
  4527. }
  4528. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4529. if (tsd) { //Sd vit-eq
  4530. int skill;
  4531. #ifndef RENEWAL
  4532. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4533. vit_def = def2*(def2-15)/150;
  4534. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4535. #else
  4536. vit_def = def2;
  4537. #endif
  4538. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4539. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4540. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4541. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4542. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4543. vit_def += skill*5;
  4544. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4545. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4546. vit_def += skill * 10;
  4547. } else { //Mob-Pet vit-eq
  4548. #ifndef RENEWAL
  4549. //VIT + rnd(0,[VIT/20]^2-1)
  4550. vit_def = (def2/20)*(def2/20);
  4551. if (tsc && tsc->data[SC_SKA])
  4552. vit_def += 100; //Eska increases the random part of the formula by 100
  4553. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4554. #else
  4555. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4556. vit_def = def2;
  4557. #endif
  4558. }
  4559. if (battle_config.weapon_defense_type) {
  4560. vit_def += def1*battle_config.weapon_defense_type;
  4561. def1 = 0;
  4562. }
  4563. #ifdef RENEWAL
  4564. /**
  4565. * RE DEF Reduction
  4566. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4567. * Pierce defence gains 1 atk per def/2
  4568. */
  4569. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4570. def1 = -399;
  4571. ATK_ADD2(wd->damage, wd->damage2,
  4572. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  4573. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  4574. );
  4575. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4576. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4577. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4578. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4579. #else
  4580. if (def1 > 100) def1 = 100;
  4581. ATK_RATE2(wd->damage, wd->damage2,
  4582. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4583. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4584. );
  4585. ATK_ADD2(wd->damage, wd->damage2,
  4586. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4587. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4588. );
  4589. #endif
  4590. }
  4591. /*====================================
  4592. * Modifiers ignoring DEF
  4593. *------------------------------------
  4594. * Credits:
  4595. * Original coder Skotlex
  4596. * Initial refactoring by Baalberith
  4597. * Refined and optimized by helvetica
  4598. */
  4599. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4600. {
  4601. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4602. struct status_change *sc = status_get_sc(src);
  4603. struct status_data *sstatus = status_get_status_data(src);
  4604. // Post skill/vit reduction damage increases
  4605. if( sc ) { // SC skill damages
  4606. if(sc->data[SC_AURABLADE]
  4607. #ifndef RENEWAL
  4608. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4609. #endif
  4610. ) {
  4611. #ifdef RENEWAL
  4612. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  4613. #else
  4614. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  4615. #endif
  4616. }
  4617. }
  4618. #ifndef RENEWAL
  4619. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4620. //Refine bonus
  4621. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4622. if (skill_id == MO_FINGEROFFENSIVE) {
  4623. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4624. } else {
  4625. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4626. }
  4627. }
  4628. #endif
  4629. //Set to min of 1
  4630. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4631. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4632. switch (skill_id) {
  4633. case AS_SONICBLOW:
  4634. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4635. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4636. break;
  4637. case NC_AXETORNADO:
  4638. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4639. ATK_ADDRATE(wd->damage, wd->damage2, 25);
  4640. break;
  4641. }
  4642. }
  4643. /*=================================================================================
  4644. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4645. *---------------------------------------------------------------------------------
  4646. * Credits:
  4647. * Original coder Skotlex
  4648. * Initial refactoring by Baalberith
  4649. * Refined and optimized by helvetica
  4650. */
  4651. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4652. {
  4653. struct status_data *tstatus = status_get_status_data(target);
  4654. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4655. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4656. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4657. short class_ = status_get_class(target);
  4658. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4659. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4660. //Plants receive 1 damage when hit
  4661. if( attack_hits || wd->damage > 0 )
  4662. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4663. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4664. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4665. if (sd && sd->status.weapon == W_KATAR)
  4666. wd->damage2 = 0; //No backhand damage against plants
  4667. else
  4668. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4669. }
  4670. if (attack_hits && target->type == BL_MOB) {
  4671. struct status_change *sc = status_get_sc(target);
  4672. if (sc && !battle_check_sc(src, target, sc, wd, 1, skill_id, skill_lv)) {
  4673. wd->damage = wd->damage2 = 0;
  4674. return;
  4675. }
  4676. }
  4677. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4678. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4679. wd->damage = wd->damage2 = 0;
  4680. return;
  4681. }
  4682. if (wd->damage > 0) {
  4683. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4684. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4685. } else if (wd->damage2 > 0) {
  4686. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4687. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4688. }
  4689. return;
  4690. }
  4691. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4692. battle_apply_div_fix(wd, skill_id);
  4693. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4694. if(wd->damage > 1 && wd->damage2 > 0) {
  4695. wd->damage = 1;
  4696. wd->damage2 = 1;
  4697. }
  4698. }
  4699. /*========================================================================================
  4700. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4701. *----------------------------------------------------------------------------------------
  4702. * Credits:
  4703. * Original coder Skotlex
  4704. * Initial refactoring by Baalberith
  4705. * Refined and optimized by helvetica
  4706. */
  4707. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4708. {
  4709. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4710. if (sd) {
  4711. int skill;
  4712. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4713. wd->damage = wd->damage2;
  4714. wd->damage2 = 0;
  4715. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4716. skill = pc_checkskill(sd,TF_DOUBLE);
  4717. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4718. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4719. if (wd->damage) {
  4720. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4721. skill = pc_checkskill(sd,AS_RIGHT);
  4722. ATK_RATER(wd->damage, 50 + (skill * 10))
  4723. }
  4724. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4725. skill = pc_checkskill(sd,KO_RIGHT);
  4726. ATK_RATER(wd->damage, 70 + (skill * 10))
  4727. }
  4728. if(wd->damage < 1)
  4729. wd->damage = 1;
  4730. }
  4731. if (wd->damage2) {
  4732. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4733. skill = pc_checkskill(sd,AS_LEFT);
  4734. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4735. }
  4736. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4737. skill = pc_checkskill(sd,KO_LEFT);
  4738. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  4739. }
  4740. if(wd->damage2 < 1)
  4741. wd->damage2 = 1;
  4742. }
  4743. }
  4744. }
  4745. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  4746. wd->damage=0;
  4747. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  4748. wd->damage2=0;
  4749. }
  4750. /**
  4751. * Check if bl is devoted by someone
  4752. * @param bl
  4753. * @return 'd_bl' if devoted or NULL if not devoted
  4754. */
  4755. struct block_list *battle_check_devotion(struct block_list *bl) {
  4756. struct block_list *d_bl = NULL;
  4757. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4758. struct status_change *sc = status_get_sc(bl);
  4759. if (sc && sc->data[SC_DEVOTION])
  4760. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4761. }
  4762. return d_bl;
  4763. }
  4764. /*==========================================
  4765. * BG/GvG attack modifiers
  4766. *------------------------------------------
  4767. * Credits:
  4768. * Original coder Skotlex
  4769. * Initial refactoring by Baalberith
  4770. * Refined and optimized by helvetica
  4771. */
  4772. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4773. {
  4774. if( wd->damage + wd->damage2 ) { //There is a total damage value
  4775. if( src != target && //Don't reflect your own damage (Grand Cross)
  4776. (!skill_id || skill_id ||
  4777. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4778. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4779. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4780. struct status_data *sstatus = status_get_status_data(src);
  4781. t_tick tick = gettick(), rdelay = 0;
  4782. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  4783. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4784. struct block_list *d_bl = battle_check_devotion(src);
  4785. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4786. if( tsd )
  4787. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4788. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4789. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4790. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4791. }
  4792. }
  4793. struct map_data *mapdata = map_getmapdata(target->m);
  4794. if(!wd->damage2) {
  4795. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  4796. if( mapdata_flag_gvg2(mapdata) )
  4797. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4798. else if( mapdata->flag[MF_BATTLEGROUND] )
  4799. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4800. }
  4801. else if(!wd->damage) {
  4802. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  4803. if( mapdata_flag_gvg2(mapdata) )
  4804. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4805. else if( mapdata->flag[MF_BATTLEGROUND] )
  4806. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4807. }
  4808. else {
  4809. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  4810. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  4811. if( mapdata_flag_gvg2(mapdata) )
  4812. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4813. else if( mapdata->flag[MF_BATTLEGROUND] )
  4814. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4815. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  4816. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  4817. wd->damage-=wd->damage2;
  4818. }
  4819. }
  4820. }
  4821. /*==========================================
  4822. * final ATK modifiers - after BG/GvG calc
  4823. *------------------------------------------
  4824. * Credits:
  4825. * Original coder Skotlex
  4826. * Initial refactoring by Baalberith
  4827. * Refined and optimized by helvetica
  4828. */
  4829. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4830. {
  4831. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4832. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4833. struct status_change *sc = status_get_sc(src);
  4834. struct status_change *tsc = status_get_sc(target);
  4835. struct status_data *sstatus = status_get_status_data(src);
  4836. struct status_data *tstatus = status_get_status_data(target);
  4837. int skill_damage = 0;
  4838. //Reject Sword bugreport:4493 by Daegaladh
  4839. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4840. (src->type!=BL_PC || (
  4841. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4842. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4843. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4844. )) &&
  4845. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4846. )
  4847. {
  4848. ATK_RATER(wd->damage, 50)
  4849. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  4850. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4851. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4852. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4853. }
  4854. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4855. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4856. int64 rdamage = 0;
  4857. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4858. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4859. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  4860. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4861. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  4862. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4863. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  4864. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4865. status_damage(target, src, rdamage, 0, 0, 0, 0);
  4866. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  4867. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4868. }
  4869. if( sc ) {
  4870. //SC_FUSION hp penalty [Komurka]
  4871. if (sc->data[SC_FUSION]) {
  4872. unsigned int hp = sstatus->max_hp;
  4873. if (sd && tsd) {
  4874. hp = hp / 13;
  4875. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4876. hp = sstatus->hp;
  4877. } else
  4878. hp = 2*hp/100; //2% hp loss per hit
  4879. status_zap(src, hp, 0);
  4880. }
  4881. // Only affecting non-skills
  4882. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  4883. if (sc->data[SC_ENCHANTBLADE]) {
  4884. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  4885. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  4886. if (sstatus->matk_max > sstatus->matk_min)
  4887. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  4888. else
  4889. enchant_dmg = enchant_dmg + sstatus->matk_min;
  4890. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  4891. if (enchant_dmg > 0)
  4892. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  4893. }
  4894. }
  4895. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4896. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4897. }
  4898. #ifndef RENEWAL
  4899. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  4900. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  4901. wd->damage += md.damage;
  4902. }
  4903. #endif
  4904. // Skill damage adjustment
  4905. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4906. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  4907. }
  4908. /*====================================================
  4909. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4910. *----------------------------------------------------
  4911. * Credits:
  4912. * Original coder Skotlex
  4913. * Initial refactoring by Baalberith
  4914. * Refined and optimized by helvetica
  4915. */
  4916. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4917. {
  4918. struct status_data *sstatus = status_get_status_data(src);
  4919. struct status_data *tstatus = status_get_status_data(target);
  4920. struct status_change *sc = status_get_sc(src);
  4921. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4922. struct Damage wd;
  4923. wd.type = DMG_NORMAL; //Normal attack
  4924. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4925. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4926. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4927. /*if(skill_id == KN_AUTOCOUNTER)
  4928. wd.amotion >>= 1; */
  4929. wd.dmotion = tstatus->dmotion;
  4930. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4931. wd.miscflag = wflag;
  4932. wd.flag = BF_WEAPON; //Initial Flag
  4933. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4934. wd.isspdamage = false;
  4935. wd.damage = wd.damage2 =
  4936. #ifdef RENEWAL
  4937. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4938. #endif
  4939. 0;
  4940. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4941. if(sd)
  4942. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4943. if (skill_id) {
  4944. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4945. switch(skill_id)
  4946. {
  4947. #ifdef RENEWAL
  4948. case RG_BACKSTAP:
  4949. if (sd && sd->status.weapon == W_DAGGER)
  4950. wd.div_ = 2;
  4951. break;
  4952. #endif
  4953. case MH_SONIC_CRAW:{
  4954. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4955. wd.div_ = hd->homunculus.spiritball;
  4956. }
  4957. break;
  4958. case MO_FINGEROFFENSIVE:
  4959. if (sd)
  4960. wd.div_ = (battle_config.finger_offensive_type)?1:sd->spiritball_old;
  4961. break;
  4962. case KN_PIERCE:
  4963. case ML_PIERCE:
  4964. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4965. break;
  4966. case TF_DOUBLE: //For NPC used skill.
  4967. case GS_CHAINACTION:
  4968. wd.type = DMG_MULTI_HIT;
  4969. break;
  4970. case GS_GROUNDDRIFT:
  4971. wd.amotion = sstatus->amotion;
  4972. //Fall through
  4973. case KN_SPEARSTAB:
  4974. case KN_BOWLINGBASH:
  4975. #ifdef RENEWAL
  4976. if (skill_id == KN_BOWLINGBASH && sd && sd->status.weapon == W_2HSWORD)
  4977. wd.div_ = cap_value(wd.miscflag, 2, 4);
  4978. #endif
  4979. case MS_BOWLINGBASH:
  4980. case MO_BALKYOUNG:
  4981. case TK_TURNKICK:
  4982. wd.blewcount = 0;
  4983. break;
  4984. #ifdef RENEWAL
  4985. case KN_BRANDISHSPEAR:
  4986. wd.flag |= BF_LONG;
  4987. break;
  4988. #endif
  4989. case KN_AUTOCOUNTER:
  4990. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4991. break;
  4992. case LK_SPIRALPIERCE:
  4993. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4994. break;
  4995. // The number of hits is set to 3 by default for use in Inspiration status.
  4996. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4997. case LG_HESPERUSLIT:
  4998. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4999. wd.div_ = sc->data[SC_BANDING]->val2;
  5000. break;
  5001. }
  5002. } else {
  5003. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  5004. }
  5005. return wd;
  5006. }
  5007. /**
  5008. * Check if we should reflect the damage and calculate it if so
  5009. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5010. * @param wd : weapon damage
  5011. * @param src : bl who did the attack
  5012. * @param target : target of the attack
  5013. * @param skill_id : id of casted skill, 0 = basic atk
  5014. * @param skill_lv : lvl of skill casted
  5015. */
  5016. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5017. {
  5018. // Don't reflect your own damage (Grand Cross)
  5019. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5020. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5021. {
  5022. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5023. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5024. struct status_change *tsc = status_get_sc(target);
  5025. struct status_data *sstatus = status_get_status_data(src);
  5026. struct unit_data *ud = unit_bl2ud(target);
  5027. t_tick tick = gettick(), rdelay = 0;
  5028. if (!tsc)
  5029. return;
  5030. // Calculate skill reflect damage separately
  5031. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  5032. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5033. if( rdamage > 0 ) {
  5034. struct block_list *d_bl = battle_check_devotion(src);
  5035. if (tsc->data[SC_MAXPAIN]) {
  5036. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5037. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5038. tsc->data[SC_MAXPAIN]->val2 = 0;
  5039. }
  5040. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5041. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5042. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5043. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5044. if( tsd )
  5045. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5046. // It appears that official servers give skill reflect damage a longer delay
  5047. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5048. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5049. }
  5050. }
  5051. }
  5052. }
  5053. /*============================================
  5054. * Calculate "weapon"-type attacks and skills
  5055. *--------------------------------------------
  5056. * Credits:
  5057. * Original coder Skotlex
  5058. * Initial refactoring by Baalberith
  5059. * Refined and optimized by helvetica
  5060. */
  5061. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5062. {
  5063. struct map_session_data *sd, *tsd;
  5064. struct Damage wd;
  5065. struct status_change *sc = status_get_sc(src);
  5066. struct status_change *tsc = status_get_sc(target);
  5067. struct status_data *tstatus = status_get_status_data(target);
  5068. int right_element, left_element;
  5069. bool infdef = false;
  5070. memset(&wd,0,sizeof(wd));
  5071. if (src == NULL || target == NULL) {
  5072. nullpo_info(NLP_MARK);
  5073. return wd;
  5074. }
  5075. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5076. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5077. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5078. if (sc && !sc->count)
  5079. sc = NULL; //Skip checking as there are no status changes active.
  5080. if (tsc && !tsc->count)
  5081. tsc = NULL; //Skip checking as there are no status changes active.
  5082. sd = BL_CAST(BL_PC, src);
  5083. tsd = BL_CAST(BL_PC, target);
  5084. //Check for Lucky Dodge
  5085. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5086. wd.type = DMG_LUCY_DODGE;
  5087. wd.dmg_lv = ATK_LUCKY;
  5088. if(wd.div_ < 0)
  5089. wd.div_ *= -1;
  5090. return wd;
  5091. }
  5092. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5093. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5094. // crit check is next since crits always hit on official [helvetica]
  5095. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5096. #if PACKETVER >= 20161207
  5097. if (wd.type&DMG_MULTI_HIT)
  5098. wd.type = DMG_MULTI_HIT_CRITICAL;
  5099. else
  5100. wd.type = DMG_CRITICAL;
  5101. #else
  5102. wd.type = DMG_CRITICAL;
  5103. #endif
  5104. }
  5105. // check if we're landing a hit
  5106. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5107. wd.dmg_lv = ATK_FLEE;
  5108. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5109. int64 ratio = 0;
  5110. int i = 0;
  5111. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5112. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5113. ATK_RATE(wd.damage, wd.damage2, ratio);
  5114. RE_ALLATK_RATE(&wd, ratio);
  5115. ratio = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5116. ATK_ADD(wd.damage, wd.damage2, ratio);
  5117. RE_ALLATK_ADD(&wd, ratio);
  5118. #ifdef RENEWAL
  5119. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5120. struct status_data *sstatus = status_get_status_data(src);
  5121. if (sstatus->matk_max > sstatus->matk_min) {
  5122. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5123. } else
  5124. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5125. }
  5126. #endif
  5127. // add any miscellaneous player ATK bonuses
  5128. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5129. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5130. RE_ALLATK_ADDRATE(&wd, i);
  5131. }
  5132. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5133. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5134. RE_ALLATK_ADDRATE(&wd, -i);
  5135. }
  5136. #ifdef RENEWAL
  5137. // In Renewal we only cardfix to the weapon and equip ATK
  5138. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5139. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5140. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  5141. if (is_attack_left_handed(src, skill_id)) {
  5142. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5143. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5144. }
  5145. // final attack bonuses that aren't affected by cards
  5146. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5147. if (sd) { //monsters, homuns and pets have their damage computed directly
  5148. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  5149. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  5150. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5151. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5152. }
  5153. #else
  5154. // final attack bonuses that aren't affected by cards
  5155. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5156. #endif
  5157. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5158. if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  5159. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5160. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5161. }
  5162. }
  5163. #ifdef RENEWAL
  5164. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  5165. #endif
  5166. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5167. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5168. return wd; //Enough, rest is not needed.
  5169. #ifdef RENEWAL
  5170. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5171. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5172. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5173. if (is_attack_left_handed(src, skill_id))
  5174. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5175. } else
  5176. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  5177. }
  5178. #endif
  5179. switch (skill_id) {
  5180. #ifndef RENEWAL
  5181. case NJ_KUNAI:
  5182. ATK_ADD(wd.damage, wd.damage2, 90);
  5183. break;
  5184. #endif
  5185. case TK_DOWNKICK:
  5186. case TK_STORMKICK:
  5187. case TK_TURNKICK:
  5188. case TK_COUNTER:
  5189. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5190. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5191. break;
  5192. case SR_TIGERCANNON:
  5193. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5194. if (wd.miscflag&8) {
  5195. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5196. } else
  5197. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5198. break;
  5199. case SR_GATEOFHELL: {
  5200. struct status_data *sstatus = status_get_status_data(src);
  5201. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  5202. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5203. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  5204. } else
  5205. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  5206. }
  5207. break;
  5208. case MH_TINDER_BREAKER:
  5209. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5210. break;
  5211. case MH_CBC:
  5212. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5213. break;
  5214. case MH_EQC:
  5215. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5216. break;
  5217. }
  5218. if(sd) {
  5219. #ifndef RENEWAL
  5220. uint16 skill;
  5221. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5222. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5223. if (skill_id == TF_POISON)
  5224. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5225. if (skill_id == GS_GROUNDDRIFT)
  5226. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5227. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5228. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5229. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5230. ATK_ADD(wd.damage, wd.damage2, 4);
  5231. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5232. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5233. } else
  5234. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5235. #endif
  5236. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5237. short index = sd->equip_index[EQI_HAND_L];
  5238. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5239. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5240. }
  5241. #ifndef RENEWAL
  5242. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5243. switch(skill_id) {
  5244. case RK_DRAGONBREATH:
  5245. case RK_DRAGONBREATH_WATER:
  5246. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5247. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5248. if(is_attack_left_handed(src, skill_id))
  5249. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5250. }
  5251. break;
  5252. default:
  5253. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  5254. if( is_attack_left_handed(src, skill_id ))
  5255. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  5256. break;
  5257. }
  5258. #endif
  5259. }
  5260. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5261. #ifdef RENEWAL
  5262. switch(skill_id) {
  5263. case NJ_ISSEN:
  5264. case ASC_BREAKER:
  5265. case GN_FIRE_EXPANSION_ACID:
  5266. break; //These skills will do a card fix later
  5267. default:
  5268. #endif
  5269. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  5270. if(is_attack_left_handed(src, skill_id))
  5271. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  5272. #ifdef RENEWAL
  5273. break;
  5274. }
  5275. #endif
  5276. }
  5277. #ifdef RENEWAL
  5278. // forced to neutral skills [helvetica]
  5279. // skills forced to neutral gain benefits from weapon element
  5280. // but final damage is considered "neutral" and resistances are applied again
  5281. switch (skill_id) {
  5282. case MC_CARTREVOLUTION:
  5283. case MO_INVESTIGATE:
  5284. case SR_GATEOFHELL:
  5285. case GN_FIRE_EXPANSION_ACID:
  5286. case KO_BAKURETSU:
  5287. //case NC_MAGMA_ERUPTION:
  5288. // Forced to neutral element
  5289. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5290. break;
  5291. case CR_SHIELDBOOMERANG:
  5292. case LK_SPIRALPIERCE:
  5293. case ML_SPIRALPIERCE:
  5294. case PA_SHIELDCHAIN:
  5295. case PA_SACRIFICE:
  5296. case RK_DRAGONBREATH:
  5297. case RK_DRAGONBREATH_WATER:
  5298. case NC_SELFDESTRUCTION:
  5299. case KO_HAPPOKUNAI: {
  5300. int64 tmp = wd.damage;
  5301. if (sd) {
  5302. if (skill_id == PA_SHIELDCHAIN) {
  5303. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5304. if (wd.damage > 0) {
  5305. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5306. if (!wd.damage)
  5307. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5308. }
  5309. } else if (skill_id == KO_HAPPOKUNAI) {
  5310. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5311. if (wd.damage > 0) {
  5312. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5313. if (!wd.damage)
  5314. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5315. }
  5316. } else
  5317. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5318. }
  5319. }
  5320. break;
  5321. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  5322. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5323. break;
  5324. }
  5325. // perform multihit calculations
  5326. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  5327. #endif
  5328. // only do 1 dmg to plant, no need to calculate rest
  5329. if(infdef){
  5330. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5331. return wd;
  5332. }
  5333. //Apply DAMAGE_DIV_FIX and check for min damage
  5334. battle_apply_div_fix(&wd, skill_id);
  5335. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5336. #ifdef RENEWAL
  5337. switch (skill_id) {
  5338. case NJ_ISSEN:
  5339. case ASC_BREAKER:
  5340. case GN_FIRE_EXPANSION_ACID:
  5341. return wd; //These skills will do a GVG fix later
  5342. default:
  5343. #endif
  5344. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5345. #ifdef RENEWAL
  5346. break;
  5347. }
  5348. #endif
  5349. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5350. battle_absorb_damage(target, &wd);
  5351. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5352. return wd;
  5353. }
  5354. /*==========================================
  5355. * Calculate "magic"-type attacks and skills
  5356. *------------------------------------------
  5357. * Credits:
  5358. * Original coder DracoRPG
  5359. * Refined and optimized by helvetica
  5360. */
  5361. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5362. {
  5363. int i, skill_damage = 0;
  5364. short s_ele = 0;
  5365. TBL_PC *sd;
  5366. TBL_PC *tsd;
  5367. struct status_change *sc, *tsc;
  5368. struct Damage ad;
  5369. struct status_data *sstatus = status_get_status_data(src);
  5370. struct status_data *tstatus = status_get_status_data(target);
  5371. struct {
  5372. unsigned imdef : 1;
  5373. unsigned infdef : 1;
  5374. } flag;
  5375. memset(&ad,0,sizeof(ad));
  5376. memset(&flag,0,sizeof(flag));
  5377. if (src == NULL || target == NULL) {
  5378. nullpo_info(NLP_MARK);
  5379. return ad;
  5380. }
  5381. //Initial Values
  5382. ad.damage = 1;
  5383. ad.div_ = skill_get_num(skill_id,skill_lv);
  5384. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5385. ad.dmotion = tstatus->dmotion;
  5386. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5387. ad.flag = BF_MAGIC|BF_SKILL;
  5388. ad.dmg_lv = ATK_DEF;
  5389. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  5390. std::bitset<NK_MAX> nk;
  5391. if (skill)
  5392. nk = skill->nk;
  5393. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  5394. sd = BL_CAST(BL_PC, src);
  5395. tsd = BL_CAST(BL_PC, target);
  5396. sc = status_get_sc(src);
  5397. tsc = status_get_sc(target);
  5398. //Initialize variables that will be used afterwards
  5399. s_ele = skill_get_ele(skill_id, skill_lv);
  5400. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  5401. s_ele = sstatus->rhw.ele;
  5402. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5403. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5404. } else if (s_ele == ELE_ENDOWED) //Use status element
  5405. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5406. else if (s_ele == ELE_RANDOM) //Use random element
  5407. s_ele = rnd()%ELE_ALL;
  5408. switch(skill_id) {
  5409. case LG_SHIELDSPELL:
  5410. if (skill_lv == 2)
  5411. s_ele = ELE_HOLY;
  5412. break;
  5413. case WL_HELLINFERNO:
  5414. if (mflag&ELE_DARK)
  5415. s_ele = ELE_DARK;
  5416. break;
  5417. case SO_PSYCHIC_WAVE:
  5418. if( sc && sc->count ) {
  5419. if( sc->data[SC_HEATER_OPTION] )
  5420. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5421. else if( sc->data[SC_COOLER_OPTION] )
  5422. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5423. else if( sc->data[SC_BLAST_OPTION] )
  5424. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5425. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5426. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5427. }
  5428. break;
  5429. case KO_KAIHOU:
  5430. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5431. s_ele = sd->spiritcharm_type;
  5432. break;
  5433. }
  5434. //Set miscellaneous data that needs be filled
  5435. if(sd) {
  5436. sd->state.arrow_atk = 0;
  5437. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5438. }
  5439. //Skill Range Criteria
  5440. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5441. //Infinite defense (plant mode)
  5442. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5443. switch(skill_id) {
  5444. case MG_FIREWALL:
  5445. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5446. ad.blewcount = 0; //No knockback
  5447. //Fall through
  5448. case NJ_KAENSIN:
  5449. case PR_SANCTUARY:
  5450. ad.dmotion = 1; //No flinch animation.
  5451. break;
  5452. }
  5453. if (!flag.infdef) { //No need to do the math for plants
  5454. unsigned int skillratio = 100; //Skill dmg modifiers.
  5455. #ifdef RENEWAL
  5456. ad.damage = 0; //reinitialize..
  5457. #endif
  5458. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5459. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5460. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5461. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5462. //Adds an absolute value to damage. 100 = +100 damage
  5463. #define MATK_ADD(a) { ad.damage += a; }
  5464. //Calc base damage according to skill
  5465. switch (skill_id) {
  5466. case AL_HEAL:
  5467. case PR_BENEDICTIO:
  5468. case PR_SANCTUARY:
  5469. case AB_HIGHNESSHEAL:
  5470. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5471. break;
  5472. case PR_ASPERSIO:
  5473. ad.damage = 40;
  5474. break;
  5475. case ALL_RESURRECTION:
  5476. case PR_TURNUNDEAD:
  5477. //Undead check is on skill_castend_damageid code.
  5478. #ifdef RENEWAL
  5479. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5480. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5481. #else
  5482. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5483. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5484. #endif
  5485. if(i > 700)
  5486. i = 700;
  5487. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5488. ad.damage = tstatus->hp;
  5489. else {
  5490. #ifdef RENEWAL
  5491. if (sstatus->matk_max > sstatus->matk_min) {
  5492. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5493. } else {
  5494. MATK_ADD(sstatus->matk_min);
  5495. }
  5496. MATK_RATE(skill_lv);
  5497. #else
  5498. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5499. #endif
  5500. }
  5501. break;
  5502. case PF_SOULBURN:
  5503. ad.damage = tstatus->sp * 2;
  5504. break;
  5505. case AB_RENOVATIO:
  5506. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5507. break;
  5508. case NPC_ICEMINE:
  5509. case NPC_FLAMECROSS:
  5510. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5511. break;
  5512. default: {
  5513. if (sstatus->matk_max > sstatus->matk_min) {
  5514. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5515. } else {
  5516. MATK_ADD(sstatus->matk_min);
  5517. }
  5518. if (sd) { // Soul energy spheres adds MATK.
  5519. MATK_ADD(3*sd->soulball);
  5520. }
  5521. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  5522. if (mflag>0)
  5523. ad.damage /= mflag;
  5524. else
  5525. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5526. }
  5527. switch(skill_id) {
  5528. case MG_NAPALMBEAT:
  5529. skillratio += -30 + 10 * skill_lv;
  5530. break;
  5531. case MG_FIREBALL:
  5532. #ifdef RENEWAL
  5533. skillratio += 40 + 20 * skill_lv;
  5534. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5535. skillratio = skillratio * 3 / 4;
  5536. #else
  5537. skillratio += -30 + 10 * skill_lv;
  5538. #endif
  5539. break;
  5540. case MG_SOULSTRIKE:
  5541. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5542. skillratio += 5 * skill_lv;
  5543. break;
  5544. case MG_FIREWALL:
  5545. skillratio -= 50;
  5546. break;
  5547. case MG_FIREBOLT:
  5548. case MG_COLDBOLT:
  5549. case MG_LIGHTNINGBOLT:
  5550. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5551. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5552. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5553. ad.flag = BF_WEAPON|BF_SHORT;
  5554. ad.type = DMG_NORMAL;
  5555. }
  5556. break;
  5557. case MG_THUNDERSTORM:
  5558. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5559. #ifndef RENEWAL
  5560. skillratio -= 20;
  5561. #endif
  5562. break;
  5563. case MG_FROSTDIVER:
  5564. skillratio += 10 * skill_lv;
  5565. break;
  5566. case AL_HOLYLIGHT:
  5567. skillratio += 25;
  5568. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5569. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5570. break;
  5571. case AL_RUWACH:
  5572. skillratio += 45;
  5573. break;
  5574. case WZ_FROSTNOVA:
  5575. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5576. break;
  5577. case WZ_FIREPILLAR:
  5578. if (sd && ad.div_ > 0)
  5579. ad.div_ *= -1; //For players, damage is divided by number of hits
  5580. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5581. break;
  5582. case WZ_SIGHTRASHER:
  5583. skillratio += 20 * skill_lv;
  5584. break;
  5585. case WZ_WATERBALL:
  5586. skillratio += 30 * skill_lv;
  5587. break;
  5588. case WZ_STORMGUST:
  5589. #ifdef RENEWAL
  5590. skillratio -= 30; // Offset only once
  5591. skillratio += 50 * skill_lv;
  5592. #else
  5593. skillratio += 40 * skill_lv;
  5594. #endif
  5595. break;
  5596. #ifdef RENEWAL
  5597. case WZ_EARTHSPIKE:
  5598. skillratio += 100;
  5599. break;
  5600. #endif
  5601. case HW_NAPALMVULCAN:
  5602. #ifdef RENEWAL
  5603. skillratio += -100 + 70 * skill_lv;
  5604. RE_LVL_DMOD(100);
  5605. #else
  5606. skillratio += 25;
  5607. #endif
  5608. break;
  5609. case SL_STIN: //Target size must be small (0) for full damage
  5610. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5611. break;
  5612. case SL_STUN: //Full damage is dealt on small/medium targets
  5613. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5614. break;
  5615. case SL_SMA: //Base damage is 40% + lv%
  5616. skillratio += -60 + status_get_lv(src);
  5617. break;
  5618. case NJ_KOUENKA:
  5619. skillratio -= 10;
  5620. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5621. skillratio += 20 * sd->spiritcharm;
  5622. break;
  5623. case NJ_KAENSIN:
  5624. skillratio -= 50;
  5625. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5626. skillratio += 10 * sd->spiritcharm;
  5627. break;
  5628. case NJ_BAKUENRYU:
  5629. skillratio += 50 + 150 * skill_lv;
  5630. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5631. skillratio += 15 * sd->spiritcharm;
  5632. break;
  5633. case NJ_HYOUSENSOU:
  5634. #ifdef RENEWAL
  5635. skillratio -= 30;
  5636. if (sc && sc->data[SC_SUITON])
  5637. skillratio += 2 * skill_lv;
  5638. #endif
  5639. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5640. skillratio += 5 * sd->spiritcharm;
  5641. break;
  5642. case NJ_HYOUSYOURAKU:
  5643. skillratio += 50 * skill_lv;
  5644. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5645. skillratio += 25 * sd->spiritcharm;
  5646. break;
  5647. case NJ_RAIGEKISAI:
  5648. #ifdef RENEWAL
  5649. skillratio += 100 * skill_lv;
  5650. #else
  5651. skillratio += 60 + 40 * skill_lv;
  5652. #endif
  5653. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5654. skillratio += 15 * sd->spiritcharm;
  5655. break;
  5656. case NJ_KAMAITACHI:
  5657. skillratio += 100 * skill_lv;
  5658. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5659. skillratio += 10 * sd->spiritcharm;
  5660. break;
  5661. case NJ_HUUJIN:
  5662. #ifdef RENEWAL
  5663. skillratio += 50;
  5664. #endif
  5665. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5666. skillratio += 20 * sd->spiritcharm;
  5667. break;
  5668. case NPC_ENERGYDRAIN:
  5669. skillratio += 100 * skill_lv;
  5670. break;
  5671. case NPC_EARTHQUAKE:
  5672. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5673. break;
  5674. #ifdef RENEWAL
  5675. case WZ_HEAVENDRIVE:
  5676. skillratio += -100 + skill_lv * 100 + skill_lv * 25;
  5677. break;
  5678. case WZ_METEOR:
  5679. skillratio += 25;
  5680. break;
  5681. case WZ_VERMILION:
  5682. if(sd)
  5683. skillratio += 25 + skill_lv * 5;
  5684. else
  5685. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5686. break;
  5687. case BA_DISSONANCE:
  5688. skillratio += skill_lv * 10;
  5689. if (sd)
  5690. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  5691. break;
  5692. case HW_GRAVITATION:
  5693. skillratio += -100 + 50 * skill_lv;
  5694. RE_LVL_DMOD(100);
  5695. break;
  5696. case PA_PRESSURE:
  5697. skillratio += -100 + 500 + 150 * skill_lv;
  5698. RE_LVL_DMOD(100);
  5699. break;
  5700. #else
  5701. case WZ_VERMILION:
  5702. skillratio += 20 * skill_lv - 20;
  5703. break;
  5704. case PR_MAGNUS:
  5705. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5706. skillratio += 30;
  5707. break;
  5708. #endif
  5709. case AB_JUDEX:
  5710. skillratio += -100 + 300 + 40 * skill_lv;
  5711. RE_LVL_DMOD(100);
  5712. break;
  5713. case AB_ADORAMUS:
  5714. skillratio += 230 + 70 * skill_lv;
  5715. RE_LVL_DMOD(100);
  5716. break;
  5717. case AB_DUPLELIGHT_MAGIC:
  5718. skillratio += 300 + 40 * skill_lv;
  5719. break;
  5720. case WL_SOULEXPANSION:
  5721. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5722. RE_LVL_DMOD(100);
  5723. break;
  5724. case WL_FROSTMISTY:
  5725. skillratio += 100 + 100 * skill_lv;
  5726. RE_LVL_DMOD(100);
  5727. break;
  5728. case WL_JACKFROST:
  5729. case NPC_JACKFROST:
  5730. if (tsc && tsc->data[SC_FREEZING]) {
  5731. skillratio += 900 + 300 * skill_lv;
  5732. RE_LVL_DMOD(100);
  5733. } else {
  5734. skillratio += 400 + 100 * skill_lv;
  5735. RE_LVL_DMOD(150);
  5736. }
  5737. break;
  5738. case WL_DRAINLIFE:
  5739. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5740. RE_LVL_DMOD(100);
  5741. break;
  5742. case WL_CRIMSONROCK:
  5743. skillratio += 1200 + 300 * skill_lv;
  5744. RE_LVL_DMOD(100);
  5745. break;
  5746. case WL_HELLINFERNO:
  5747. skillratio += -100 + 300 * skill_lv;
  5748. RE_LVL_DMOD(100);
  5749. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5750. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5751. if (mflag&ELE_DARK)
  5752. skillratio *= 4;
  5753. skillratio /= 5;
  5754. break;
  5755. case WL_COMET:
  5756. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5757. if (i <= 3)
  5758. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5759. else if (i <= 5)
  5760. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5761. else if (i <= 7)
  5762. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5763. else
  5764. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5765. if (sd && sd->status.party_id) {
  5766. struct map_session_data* psd;
  5767. int p_sd[MAX_PARTY], c;
  5768. c = 0;
  5769. memset(p_sd, 0, sizeof(p_sd));
  5770. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5771. c = (c > 1 ? rnd()%c : 0);
  5772. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5773. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5774. RE_LVL_DMOD(120);
  5775. skillratio += 2500;
  5776. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5777. }
  5778. }
  5779. break;
  5780. case WL_CHAINLIGHTNING_ATK:
  5781. skillratio += 400 + 100 * skill_lv;
  5782. RE_LVL_DMOD(100);
  5783. if (mflag > 0)
  5784. skillratio += 100 * mflag;
  5785. break;
  5786. case WL_EARTHSTRAIN:
  5787. skillratio += 1900 + 100 * skill_lv;
  5788. RE_LVL_DMOD(100);
  5789. break;
  5790. case WL_TETRAVORTEX_FIRE:
  5791. case WL_TETRAVORTEX_WATER:
  5792. case WL_TETRAVORTEX_WIND:
  5793. case WL_TETRAVORTEX_GROUND:
  5794. if (skill_lv < 6)
  5795. skillratio += -100 + 500 + 500 * skill_lv;
  5796. else
  5797. skillratio += -100 + 3000 + 200 * (skill_lv - 5);
  5798. break;
  5799. case WL_SUMMON_ATK_FIRE:
  5800. case WL_SUMMON_ATK_WATER:
  5801. case WL_SUMMON_ATK_WIND:
  5802. case WL_SUMMON_ATK_GROUND:
  5803. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5804. RE_LVL_DMOD(100);
  5805. break;
  5806. case LG_RAYOFGENESIS:
  5807. skillratio += -100 + 200 * skill_lv;
  5808. if(sc && sc->data[SC_INSPIRATION])
  5809. skillratio += 1400;
  5810. RE_LVL_DMOD(100);
  5811. break;
  5812. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5813. if (sd && skill_lv == 2)
  5814. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5815. else
  5816. skillratio = 0;
  5817. break;
  5818. case WM_METALICSOUND:
  5819. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5820. RE_LVL_DMOD(100);
  5821. break;
  5822. case WM_REVERBERATION_MAGIC:
  5823. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5824. skillratio += 100 * skill_lv;
  5825. RE_LVL_DMOD(100);
  5826. break;
  5827. case SO_FIREWALK:
  5828. skillratio += -100 + 60 * skill_lv;
  5829. RE_LVL_DMOD(100);
  5830. if( sc && sc->data[SC_HEATER_OPTION] )
  5831. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5832. break;
  5833. case SO_ELECTRICWALK:
  5834. skillratio += -100 + 60 * skill_lv;
  5835. RE_LVL_DMOD(100);
  5836. if( sc && sc->data[SC_BLAST_OPTION] )
  5837. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5838. break;
  5839. case SO_EARTHGRAVE:
  5840. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5841. RE_LVL_DMOD(100);
  5842. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5843. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5844. break;
  5845. case SO_DIAMONDDUST:
  5846. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5847. RE_LVL_DMOD(100);
  5848. if( sc && sc->data[SC_COOLER_OPTION] )
  5849. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5850. break;
  5851. case SO_POISON_BUSTER:
  5852. skillratio += 900 + 300 * skill_lv;
  5853. RE_LVL_DMOD(120);
  5854. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5855. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5856. break;
  5857. case SO_PSYCHIC_WAVE:
  5858. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5859. RE_LVL_DMOD(100);
  5860. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5861. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5862. skillratio += 20;
  5863. break;
  5864. case SO_CLOUD_KILL:
  5865. skillratio += -100 + 40 * skill_lv;
  5866. RE_LVL_DMOD(100);
  5867. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5868. skillratio += (sd ? sd->status.job_level : 0);
  5869. break;
  5870. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5871. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5872. RE_LVL_DMOD(100);
  5873. if (sc && sc->data[SC_BLAST_OPTION])
  5874. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5875. break;
  5876. case GN_DEMONIC_FIRE:
  5877. if (skill_lv > 20) // Fire expansion Lv.2
  5878. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5879. else if (skill_lv > 10) { // Fire expansion Lv.1
  5880. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5881. RE_LVL_DMOD(100);
  5882. } else
  5883. skillratio += 10 + 20 * skill_lv;
  5884. break;
  5885. case KO_KAIHOU:
  5886. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5887. skillratio += -100 + 200 * sd->spiritcharm;
  5888. RE_LVL_DMOD(100);
  5889. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5890. }
  5891. break;
  5892. // Magical Elemental Spirits Attack Skills
  5893. case EL_FIRE_MANTLE:
  5894. case EL_WATER_SCREW:
  5895. skillratio += 900;
  5896. break;
  5897. case EL_FIRE_ARROW:
  5898. case EL_ROCK_CRUSHER_ATK:
  5899. skillratio += 200;
  5900. break;
  5901. case EL_FIRE_BOMB:
  5902. case EL_ICE_NEEDLE:
  5903. case EL_HURRICANE_ATK:
  5904. skillratio += 400;
  5905. break;
  5906. case EL_FIRE_WAVE:
  5907. case EL_TYPOON_MIS_ATK:
  5908. skillratio += 1100;
  5909. break;
  5910. case MH_ERASER_CUTTER:
  5911. case MH_XENO_SLASHER:
  5912. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  5913. break;
  5914. case MH_HEILIGE_STANGE:
  5915. skillratio += -100 + 1000 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  5916. break;
  5917. case MH_POISON_MIST:
  5918. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5919. break;
  5920. case SU_SV_STEMSPEAR:
  5921. skillratio += 600;
  5922. break;
  5923. case SU_CN_METEOR:
  5924. case SU_CN_METEOR2:
  5925. skillratio += 100 + 100 * skill_lv;
  5926. break;
  5927. case NPC_VENOMFOG:
  5928. skillratio += 600 + 100 * skill_lv;
  5929. break;
  5930. case NPC_COMET:
  5931. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  5932. i = cap_value(i, 1, 4);
  5933. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  5934. break;
  5935. case SP_CURSEEXPLOSION:
  5936. if (tsc && tsc->data[SC_SOULCURSE])
  5937. skillratio += 1400 + 200 * skill_lv;
  5938. else
  5939. skillratio += 300 + 100 * skill_lv;
  5940. break;
  5941. case SP_SPA:
  5942. skillratio += 400 + 250 * skill_lv;
  5943. RE_LVL_DMOD(100);
  5944. break;
  5945. case SP_SHA:
  5946. skillratio += -100 + 5 * skill_lv;
  5947. break;
  5948. case SP_SWHOO:
  5949. skillratio += 1000 + 200 * skill_lv;
  5950. RE_LVL_DMOD(100);
  5951. break;
  5952. }
  5953. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  5954. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  5955. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  5956. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  5957. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  5958. skillratio += 25;
  5959. }
  5960. MATK_RATE(skillratio);
  5961. //Constant/misc additions from skills
  5962. if (skill_id == WZ_FIREPILLAR)
  5963. MATK_ADD(100 + 50 * skill_lv);
  5964. break;
  5965. }
  5966. }
  5967. #ifdef RENEWAL
  5968. switch(skill_id) { // These skills will do a card fix later
  5969. case ASC_BREAKER:
  5970. break;
  5971. default:
  5972. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5973. break;
  5974. }
  5975. #endif
  5976. if(sd) {
  5977. //Damage bonuses
  5978. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5979. ad.damage += (int64)ad.damage*i/100;
  5980. //Ignore Defense?
  5981. if (!flag.imdef && (
  5982. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5983. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5984. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5985. ))
  5986. flag.imdef = 1;
  5987. }
  5988. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5989. ad.damage -= (int64)ad.damage*i/100;
  5990. if(!flag.imdef){
  5991. defType mdef = tstatus->mdef;
  5992. int mdef2= tstatus->mdef2;
  5993. if (sc && sc->data[SC_EXPIATIO]) {
  5994. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  5995. i = min(i, 100); //cap it to 100 for 5 mdef min
  5996. mdef -= mdef * i / 100;
  5997. //mdef2 -= mdef2 * i / 100;
  5998. }
  5999. if(sd) {
  6000. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  6001. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  6002. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  6003. if (i)
  6004. {
  6005. if (i > 100) i = 100;
  6006. mdef -= mdef * i/100;
  6007. //mdef2-= mdef2* i/100;
  6008. }
  6009. }
  6010. #ifdef RENEWAL
  6011. /**
  6012. * RE MDEF Reduction
  6013. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  6014. */
  6015. if (mdef < 0)
  6016. mdef = 0; // Negative eMDEF is treated as 0 on official
  6017. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  6018. #else
  6019. if(battle_config.magic_defense_type)
  6020. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  6021. else
  6022. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  6023. #endif
  6024. }
  6025. #if 0 // Doesn't seem to be official
  6026. if (skill_id == NPC_EARTHQUAKE) {
  6027. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  6028. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  6029. if(mflag>0)
  6030. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  6031. else
  6032. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6033. }
  6034. #endif
  6035. if(ad.damage<1)
  6036. ad.damage=1;
  6037. else if(sc) { //only applies when hit
  6038. switch(skill_id) {
  6039. case MG_LIGHTNINGBOLT:
  6040. case MG_THUNDERSTORM:
  6041. if(sc->data[SC_GUST_OPTION])
  6042. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6043. break;
  6044. case MG_FIREBOLT:
  6045. case MG_FIREWALL:
  6046. if(sc->data[SC_PYROTECHNIC_OPTION])
  6047. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6048. break;
  6049. case MG_COLDBOLT:
  6050. case MG_FROSTDIVER:
  6051. if(sc->data[SC_AQUAPLAY_OPTION])
  6052. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6053. break;
  6054. case WZ_EARTHSPIKE:
  6055. case WZ_HEAVENDRIVE:
  6056. if(sc->data[SC_PETROLOGY_OPTION])
  6057. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6058. break;
  6059. }
  6060. }
  6061. if (!nk[NK_IGNOREELEMENT] && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret]
  6062. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6063. //Apply the physical part of the skill's damage. [Skotlex]
  6064. switch(skill_id) {
  6065. case CR_GRANDCROSS:
  6066. case NPC_GRANDDARKNESS: {
  6067. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6068. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  6069. #ifdef RENEWAL
  6070. if (src == target)
  6071. ad.damage = 0;
  6072. #else
  6073. if(src == target) {
  6074. if(src->type == BL_PC)
  6075. ad.damage = ad.damage / 2;
  6076. else
  6077. ad.damage = 0;
  6078. }
  6079. #endif
  6080. }
  6081. break;
  6082. }
  6083. #ifndef RENEWAL
  6084. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6085. #endif
  6086. } //Hint: Against plants damage will still be 1 at this point
  6087. //Apply DAMAGE_DIV_FIX and check for min damage
  6088. battle_apply_div_fix(&ad, skill_id);
  6089. #ifdef RENEWAL
  6090. switch(skill_id) {
  6091. case ASC_BREAKER:
  6092. return ad; //These skills will do a GVG fix later
  6093. }
  6094. #endif
  6095. struct map_data *mapdata = map_getmapdata(target->m);
  6096. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  6097. if (mapdata_flag_gvg2(mapdata))
  6098. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  6099. else if (mapdata->flag[MF_BATTLEGROUND])
  6100. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  6101. // Skill damage adjustment
  6102. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6103. MATK_ADDRATE(skill_damage);
  6104. battle_absorb_damage(target, &ad);
  6105. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  6106. return ad;
  6107. }
  6108. /*==========================================
  6109. * Calculate "misc"-type attacks and skills
  6110. *------------------------------------------
  6111. * Credits:
  6112. * Original coder Skotlex
  6113. * Refined and optimized by helvetica
  6114. */
  6115. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6116. {
  6117. int skill_damage = 0;
  6118. short i, s_ele;
  6119. struct map_session_data *sd, *tsd;
  6120. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  6121. struct status_data *sstatus = status_get_status_data(src);
  6122. struct status_data *tstatus = status_get_status_data(target);
  6123. struct status_change *ssc = status_get_sc(src);
  6124. memset(&md,0,sizeof(md));
  6125. if (src == NULL || target == NULL) {
  6126. nullpo_info(NLP_MARK);
  6127. return md;
  6128. }
  6129. //Some initial values
  6130. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  6131. md.dmotion = tstatus->dmotion;
  6132. md.div_ = skill_get_num(skill_id,skill_lv);
  6133. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  6134. md.dmg_lv = ATK_DEF;
  6135. md.flag = BF_MISC|BF_SKILL;
  6136. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6137. std::bitset<NK_MAX> nk;
  6138. if (skill)
  6139. nk = skill->nk;
  6140. sd = BL_CAST(BL_PC, src);
  6141. tsd = BL_CAST(BL_PC, target);
  6142. if(sd) {
  6143. sd->state.arrow_atk = 0;
  6144. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  6145. }
  6146. s_ele = skill_get_ele(skill_id, skill_lv);
  6147. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  6148. s_ele = ELE_NEUTRAL;
  6149. else if (s_ele == ELE_RANDOM) //Use random element
  6150. s_ele = rnd()%ELE_ALL;
  6151. //Skill Range Criteria
  6152. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6153. switch (skill_id) {
  6154. case TF_THROWSTONE:
  6155. md.damage = 50;
  6156. md.flag |= BF_WEAPON;
  6157. break;
  6158. #ifdef RENEWAL
  6159. case HT_LANDMINE:
  6160. case MA_LANDMINE:
  6161. case HT_BLASTMINE:
  6162. case HT_CLAYMORETRAP:
  6163. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  6164. md.damage += md.damage * (rnd()%20 - 10) / 100;
  6165. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  6166. break;
  6167. #else
  6168. case HT_LANDMINE:
  6169. case MA_LANDMINE:
  6170. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  6171. break;
  6172. case HT_BLASTMINE:
  6173. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  6174. break;
  6175. case HT_CLAYMORETRAP:
  6176. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  6177. break;
  6178. #endif
  6179. case HT_BLITZBEAT:
  6180. case SN_FALCONASSAULT:
  6181. {
  6182. uint16 skill;
  6183. //Blitz-beat Damage
  6184. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  6185. skill = 0;
  6186. #ifdef RENEWAL
  6187. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  6188. RE_LVL_MDMOD(100);
  6189. #else
  6190. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  6191. if(mflag > 1) //Autocasted Blitz
  6192. nk.set(NK_SPLASHSPLIT);
  6193. #endif
  6194. if (skill_id == SN_FALCONASSAULT) {
  6195. //Div fix of Blitzbeat
  6196. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  6197. //Falcon Assault Modifier
  6198. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  6199. }
  6200. }
  6201. break;
  6202. #ifndef RENEWAL
  6203. case BA_DISSONANCE:
  6204. md.damage = 30 + skill_lv * 10;
  6205. if (sd)
  6206. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  6207. break;
  6208. #endif
  6209. case NPC_SELFDESTRUCTION:
  6210. md.damage = sstatus->hp;
  6211. break;
  6212. case NPC_SMOKING:
  6213. md.damage = 3;
  6214. break;
  6215. case NPC_DARKBREATH:
  6216. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  6217. break;
  6218. case NPC_EVILLAND:
  6219. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  6220. break;
  6221. case ASC_BREAKER:
  6222. #ifdef RENEWAL
  6223. // Official Renewal formula [helvetica]
  6224. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  6225. // atk part takes weapon element, matk part is non-elemental
  6226. // modified def formula
  6227. {
  6228. short totaldef, totalmdef;
  6229. struct Damage atk, matk;
  6230. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6231. nk.set(NK_IGNOREELEMENT); // atk part takes on weapon element, matk part is non-elemental
  6232. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6233. // (atk + matk) * (3 + (.5 * skill level))
  6234. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  6235. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  6236. totaldef = tstatus->def2 + (short)status_get_def(target);
  6237. totalmdef = tstatus->mdef + tstatus->mdef2;
  6238. md.damage -= totaldef + totalmdef;
  6239. }
  6240. #else
  6241. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6242. nk.set(NK_IGNOREFLEE);
  6243. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  6244. #endif
  6245. break;
  6246. #ifndef RENEWAL
  6247. case HW_GRAVITATION:
  6248. md.damage = 200 + 200 * skill_lv;
  6249. md.dmotion = 0; //No flinch animation
  6250. break;
  6251. case PA_PRESSURE:
  6252. md.damage = 500 + 300 * skill_lv;
  6253. break;
  6254. #endif
  6255. case PA_GOSPEL:
  6256. if (mflag > 0)
  6257. md.damage = (rnd() % 4000) + 1500;
  6258. else {
  6259. md.damage = (rnd() % 5000) + 3000;
  6260. #ifdef RENEWAL
  6261. md.damage -= (int64)status_get_def(target);
  6262. #else
  6263. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6264. #endif
  6265. md.damage -= tstatus->def2;
  6266. if (md.damage < 0)
  6267. md.damage = 0;
  6268. }
  6269. break;
  6270. case GN_FIRE_EXPANSION_ACID:
  6271. #ifdef RENEWAL
  6272. // Official Renewal formula [helvetica]
  6273. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  6274. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  6275. // is considered "neutral" for purposes of resistances
  6276. {
  6277. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6278. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6279. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  6280. // AD benefits from endow/element but damage is forced back to neutral
  6281. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  6282. }
  6283. // Fall through
  6284. #else
  6285. case CR_ACIDDEMONSTRATION:
  6286. if(tstatus->vit+sstatus->int_) //crash fix
  6287. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6288. else
  6289. md.damage = 0;
  6290. if (tsd) md.damage>>=1;
  6291. #endif
  6292. break;
  6293. case NJ_ZENYNAGE:
  6294. case KO_MUCHANAGE:
  6295. md.damage = skill_get_zeny(skill_id, skill_lv);
  6296. if (!md.damage)
  6297. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6298. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6299. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6300. md.damage = md.damage / 2;
  6301. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6302. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6303. else if (tsd && skill_id == NJ_ZENYNAGE)
  6304. md.damage = md.damage / 2;
  6305. break;
  6306. #ifdef RENEWAL
  6307. case NJ_ISSEN:
  6308. // Official Renewal formula [helvetica]
  6309. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6310. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6311. // modified def formula
  6312. {
  6313. short totaldef;
  6314. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6315. struct status_change *sc = status_get_sc(src);
  6316. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6317. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6318. md.div_ = -(i + 2); // mirror image count + 2
  6319. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6320. }
  6321. // modified def reduction, final damage = base damage - (edef + sdef)
  6322. totaldef = tstatus->def2 + (short)status_get_def(target);
  6323. md.damage -= totaldef;
  6324. md.flag |= BF_WEAPON;
  6325. }
  6326. break;
  6327. #endif
  6328. case GS_FLING:
  6329. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6330. break;
  6331. case HVAN_EXPLOSION: //[orn]
  6332. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6333. break;
  6334. case RA_CLUSTERBOMB:
  6335. case RA_FIRINGTRAP:
  6336. case RA_ICEBOUNDTRAP:
  6337. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6338. RE_LVL_TMDMOD();
  6339. if(sd) {
  6340. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6341. if(researchskill_lv)
  6342. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6343. else
  6344. md.damage = 0;
  6345. } else
  6346. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6347. nk.set(NK_IGNOREELEMENT);
  6348. nk.set(NK_IGNOREFLEE);
  6349. nk.set(NK_IGNOREDEFCARD);
  6350. break;
  6351. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6352. md.damage = 800 + 200 * skill_lv;
  6353. break;
  6354. case WM_SOUND_OF_DESTRUCTION:
  6355. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  6356. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  6357. break;
  6358. case GN_THORNS_TRAP:
  6359. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6360. break;
  6361. case RL_B_TRAP:
  6362. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6363. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6364. if (status_bl_has_mode(target, MD_STATUS_IMMUNE))
  6365. md.damage /= 10;
  6366. break;
  6367. case NPC_MAXPAIN_ATK:
  6368. if (ssc && ssc->data[SC_MAXPAIN])
  6369. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6370. else
  6371. md.damage = 0;
  6372. break;
  6373. case SU_SV_ROOTTWIST_ATK:
  6374. md.damage = 100;
  6375. break;
  6376. case SP_SOULEXPLOSION:
  6377. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  6378. break;
  6379. case SJ_NOVAEXPLOSING:
  6380. // (Base ATK + Weapon ATK) * Ratio
  6381. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  6382. // Additional Damage
  6383. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  6384. break;
  6385. }
  6386. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  6387. if(mflag > 0)
  6388. md.damage /= mflag;
  6389. else
  6390. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6391. }
  6392. if (!nk[NK_IGNOREFLEE]) {
  6393. struct status_change *sc = status_get_sc(target);
  6394. i = 0; //Temp for "hit or no hit"
  6395. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6396. i = 1;
  6397. else {
  6398. short
  6399. flee = tstatus->flee,
  6400. #ifdef RENEWAL
  6401. hitrate = 0; //Default hitrate
  6402. #else
  6403. hitrate = 80; //Default hitrate
  6404. #endif
  6405. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6406. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6407. if(attacker_count >= battle_config.agi_penalty_count) {
  6408. if (battle_config.agi_penalty_type == 1)
  6409. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6410. else //assume type 2: absolute reduction
  6411. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6412. if(flee < 1)
  6413. flee = 1;
  6414. }
  6415. }
  6416. hitrate += sstatus->hit - flee;
  6417. #ifdef RENEWAL
  6418. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6419. hitrate += pc_checkskill(sd,AC_VULTURE);
  6420. #endif
  6421. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6422. if(rnd()%100 < hitrate)
  6423. i = 1;
  6424. }
  6425. if (!i) {
  6426. md.damage = 0;
  6427. md.dmg_lv = ATK_FLEE;
  6428. }
  6429. }
  6430. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6431. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6432. md.damage += (int64)md.damage*i/100;
  6433. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6434. md.damage -= (int64)md.damage*i/100;
  6435. if(!nk[NK_IGNOREELEMENT])
  6436. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6437. //Plant damage
  6438. if(md.damage < 0)
  6439. md.damage = 0;
  6440. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6441. md.damage = 1;
  6442. }
  6443. //Apply DAMAGE_DIV_FIX and check for min damage
  6444. battle_apply_div_fix(&md, skill_id);
  6445. switch(skill_id) {
  6446. case RA_FIRINGTRAP:
  6447. case RA_ICEBOUNDTRAP:
  6448. if (md.damage == 1)
  6449. break;
  6450. case RA_CLUSTERBOMB:
  6451. {
  6452. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6453. md.damage += wd.damage;
  6454. }
  6455. break;
  6456. case NJ_ZENYNAGE:
  6457. if (sd) {
  6458. if (md.damage > sd->status.zeny)
  6459. md.damage = sd->status.zeny;
  6460. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6461. }
  6462. break;
  6463. }
  6464. struct map_data *mapdata = map_getmapdata(target->m);
  6465. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6466. if(mapdata_flag_gvg2(mapdata))
  6467. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6468. else if(mapdata->flag[MF_BATTLEGROUND])
  6469. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6470. // Skill damage adjustment
  6471. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6472. md.damage += (int64)md.damage * skill_damage / 100;
  6473. battle_absorb_damage(target, &md);
  6474. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6475. return md;
  6476. }
  6477. /**
  6478. * Calculate vanish damage on a target
  6479. * @param sd: Player with vanish item
  6480. * @param target: Target to vanish HP/SP
  6481. * @param flag: Damage struct battle flag
  6482. */
  6483. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6484. {
  6485. nullpo_retv(sd);
  6486. nullpo_retv(target);
  6487. // bHPVanishRate
  6488. int16 vanish_hp = 0;
  6489. if (!sd->hp_vanish.empty()) {
  6490. for (auto &it : sd->hp_vanish) {
  6491. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6492. ((it.flag)&flag)&BF_RANGEMASK &&
  6493. ((it.flag)&flag)&BF_SKILLMASK))
  6494. continue;
  6495. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6496. vanish_hp += it.per;
  6497. }
  6498. }
  6499. // bSPVanishRate
  6500. int16 vanish_sp = 0;
  6501. if (!sd->sp_vanish.empty()) {
  6502. for (auto &it : sd->sp_vanish) {
  6503. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6504. ((it.flag)&flag)&BF_RANGEMASK &&
  6505. ((it.flag)&flag)&BF_SKILLMASK))
  6506. continue;
  6507. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6508. vanish_sp += it.per;
  6509. }
  6510. }
  6511. if (vanish_hp > 0 || vanish_sp > 0)
  6512. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6513. }
  6514. /*==========================================
  6515. * Battle main entry, from skill_attack
  6516. *------------------------------------------
  6517. * Credits:
  6518. * Original coder unknown
  6519. * Initial refactoring by Baalberith
  6520. * Refined and optimized by helvetica
  6521. */
  6522. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6523. {
  6524. struct Damage d;
  6525. switch(attack_type) {
  6526. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6527. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6528. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6529. default:
  6530. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6531. memset(&d,0,sizeof(d));
  6532. break;
  6533. }
  6534. if( d.damage + d.damage2 < 1 )
  6535. { //Miss/Absorbed
  6536. //Weapon attacks should go through to cause additional effects.
  6537. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6538. d.dmg_lv = ATK_MISS;
  6539. d.dmotion = 0;
  6540. }
  6541. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6542. d.dmg_lv = ATK_DEF;
  6543. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6544. if (sd && d.damage + d.damage2 > 1)
  6545. battle_vanish_damage(sd, target, d.flag);
  6546. return d;
  6547. }
  6548. /*==========================================
  6549. * Final damage return function
  6550. *------------------------------------------
  6551. * Credits:
  6552. * Original coder unknown
  6553. * Initial refactoring by Baalberith
  6554. * Refined and optimized by helvetica
  6555. */
  6556. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6557. struct map_session_data* sd;
  6558. int64 rdamage = 0, damage = *dmg;
  6559. int max_damage = status_get_max_hp(bl);
  6560. struct status_change *sc, *ssc;
  6561. sd = BL_CAST(BL_PC, bl);
  6562. sc = status_get_sc(bl);
  6563. ssc = status_get_sc(src);
  6564. if (sc && sc->data[SC_WHITEIMPRISON])
  6565. return 0; // White Imprison does not reflect any damage
  6566. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6567. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6568. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6569. rdamage = i64max(rdamage,1);
  6570. } else if( status_reflect && sc && sc->count ) {
  6571. if( sc->data[SC_REFLECTSHIELD] ) {
  6572. struct status_change_entry *sce_d;
  6573. struct block_list *d_bl = NULL;
  6574. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6575. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6576. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6577. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6578. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6579. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6580. return 0;
  6581. }
  6582. }
  6583. if( sc->data[SC_REFLECTDAMAGE] && !skill_get_inf2(skill_id, INF2_ISTRAP)) {
  6584. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6585. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6586. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6587. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6588. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6589. }
  6590. } else {
  6591. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6592. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6593. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6594. rdamage = 0;
  6595. else {
  6596. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6597. if (rdamage < 1)
  6598. rdamage = 1;
  6599. }
  6600. }
  6601. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6602. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6603. int64 rd1 = 0;
  6604. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6605. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6606. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  6607. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6608. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6609. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6610. }
  6611. }
  6612. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6613. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6614. if (rdamage < 1) rdamage = 1;
  6615. }
  6616. }
  6617. }
  6618. } else {
  6619. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6620. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6621. if (rdamage < 1) rdamage = 1;
  6622. }
  6623. }
  6624. if (ssc && ssc->data[SC_INSPIRATION]) {
  6625. rdamage += damage / 100;
  6626. #ifdef RENEWAL
  6627. rdamage = cap_value(rdamage, 1, max_damage);
  6628. #else
  6629. rdamage = i64max(rdamage,1);
  6630. #endif
  6631. }
  6632. if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
  6633. rdamage = 0;
  6634. if (sc && sc->data[SC_MAXPAIN]) {
  6635. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6636. }
  6637. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6638. }
  6639. /**
  6640. * Calculate Vellum damage on a target
  6641. * @param sd: Player with vanish item
  6642. * @param target: Target to vanish HP/SP
  6643. * @param wd: Damage struct reference
  6644. * @return True on damage done or false if not
  6645. */
  6646. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6647. {
  6648. nullpo_retr(false, sd);
  6649. nullpo_retr(false, target);
  6650. nullpo_retr(false, wd);
  6651. struct status_data *tstatus = status_get_status_data(target);
  6652. // bHPVanishRaceRate
  6653. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6654. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6655. // bSPVanishRaceRate
  6656. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6657. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6658. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6659. // Vellum damage overrides any other damage done as well.
  6660. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6661. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6662. wd->damage2 = 0;
  6663. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6664. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6665. wd->damage2 = 0;
  6666. wd->isspdamage = true;
  6667. } else
  6668. return false;
  6669. return true;
  6670. }
  6671. /*===========================================
  6672. * Perform battle drain effects (HP/SP loss)
  6673. *-------------------------------------------*/
  6674. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6675. {
  6676. struct weapon_data *wd;
  6677. int64 *damage;
  6678. int thp = 0, // HP gained
  6679. tsp = 0, // SP gained
  6680. //rhp = 0, // HP reduced from target
  6681. //rsp = 0, // SP reduced from target
  6682. hp = 0, sp = 0;
  6683. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6684. return;
  6685. for (int i = 0; i < 4; i++) {
  6686. //First two iterations: Right hand
  6687. if (i < 2) {
  6688. wd = &sd->right_weapon;
  6689. damage = &rdamage;
  6690. } else {
  6691. wd = &sd->left_weapon;
  6692. damage = &ldamage;
  6693. }
  6694. if (*damage <= 0)
  6695. continue;
  6696. if (i == 1 || i == 3) {
  6697. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6698. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6699. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6700. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6701. if( hp ) {
  6702. //rhp += hp;
  6703. thp += hp;
  6704. }
  6705. if( sp ) {
  6706. //rsp += sp;
  6707. tsp += sp;
  6708. }
  6709. } else {
  6710. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6711. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6712. if( hp ) {
  6713. //rhp += hp;
  6714. thp += hp;
  6715. }
  6716. if( sp ) {
  6717. //rsp += sp;
  6718. tsp += sp;
  6719. }
  6720. }
  6721. }
  6722. if (!thp && !tsp)
  6723. return;
  6724. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6725. //if (rhp || rsp)
  6726. // status_zap(tbl, rhp, rsp);
  6727. }
  6728. /*===========================================
  6729. * Deals the same damage to targets in area.
  6730. *-------------------------------------------
  6731. * Credits:
  6732. * Original coder pakpil
  6733. */
  6734. int battle_damage_area(struct block_list *bl, va_list ap) {
  6735. t_tick tick;
  6736. int64 damage;
  6737. int amotion, dmotion;
  6738. struct block_list *src;
  6739. nullpo_ret(bl);
  6740. tick = va_arg(ap, t_tick);
  6741. src = va_arg(ap,struct block_list *);
  6742. amotion = va_arg(ap,int);
  6743. dmotion = va_arg(ap,int);
  6744. damage = va_arg(ap,int);
  6745. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6746. return 0;
  6747. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6748. map_freeblock_lock();
  6749. if( src->type == BL_PC )
  6750. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6751. if( amotion )
  6752. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6753. else
  6754. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  6755. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6756. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6757. map_freeblock_unlock();
  6758. }
  6759. return 0;
  6760. }
  6761. /*==========================================
  6762. * Do a basic physical attack (call through unit_attack_timer)
  6763. *------------------------------------------*/
  6764. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6765. struct map_session_data *sd = NULL, *tsd = NULL;
  6766. struct status_data *sstatus, *tstatus;
  6767. struct status_change *sc, *tsc;
  6768. int64 damage;
  6769. int skillv;
  6770. struct Damage wd;
  6771. bool vellum_damage = false;
  6772. nullpo_retr(ATK_NONE, src);
  6773. nullpo_retr(ATK_NONE, target);
  6774. if (src->prev == NULL || target->prev == NULL)
  6775. return ATK_NONE;
  6776. sd = BL_CAST(BL_PC, src);
  6777. tsd = BL_CAST(BL_PC, target);
  6778. sstatus = status_get_status_data(src);
  6779. tstatus = status_get_status_data(target);
  6780. sc = status_get_sc(src);
  6781. tsc = status_get_sc(target);
  6782. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6783. sc = NULL;
  6784. if (tsc && !tsc->count)
  6785. tsc = NULL;
  6786. if (sd)
  6787. {
  6788. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6789. if (sd->state.arrow_atk)
  6790. {
  6791. short index = sd->equip_index[EQI_AMMO];
  6792. if (index < 0) {
  6793. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6794. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6795. else
  6796. clif_arrow_fail(sd,0);
  6797. return ATK_NONE;
  6798. }
  6799. //Ammo check by Ishizu-chan
  6800. if (sd->inventory_data[index]) {
  6801. switch (sd->status.weapon) {
  6802. case W_BOW:
  6803. if (sd->inventory_data[index]->look != A_ARROW) {
  6804. clif_arrow_fail(sd,0);
  6805. return ATK_NONE;
  6806. }
  6807. break;
  6808. case W_REVOLVER:
  6809. case W_RIFLE:
  6810. case W_GATLING:
  6811. case W_SHOTGUN:
  6812. if (sd->inventory_data[index]->look != A_BULLET) {
  6813. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6814. return ATK_NONE;
  6815. }
  6816. break;
  6817. case W_GRENADE:
  6818. if (sd->inventory_data[index]->look != A_GRENADE) {
  6819. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6820. return ATK_NONE;
  6821. }
  6822. break;
  6823. }
  6824. }
  6825. }
  6826. }
  6827. if (sc && sc->count) {
  6828. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6829. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6830. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6831. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6832. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  6833. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  6834. }
  6835. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6836. uint8 dir = map_calc_dir(target,src->x,src->y);
  6837. int t_dir = unit_getdir(target);
  6838. int dist = distance_bl(src, target);
  6839. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6840. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6841. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6842. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6843. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6844. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6845. return ATK_BLOCK;
  6846. }
  6847. }
  6848. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  6849. #ifndef RENEWAL
  6850. status_get_class_(src) != CLASS_BOSS &&
  6851. #endif
  6852. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6853. {
  6854. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6855. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6856. #ifdef RENEWAL
  6857. if (status_get_class_(src) == CLASS_BOSS)
  6858. duration = 2000; // Only lasts 2 seconds for Boss monsters
  6859. #endif
  6860. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6861. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6862. { //Target locked.
  6863. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6864. clif_bladestop(target, src->id, 1);
  6865. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6866. return ATK_BLOCK;
  6867. }
  6868. }
  6869. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6870. #ifdef RENEWAL
  6871. int triple_rate = 30; //Base Rate
  6872. #else
  6873. int triple_rate = 30 - skillv; //Base Rate
  6874. #endif
  6875. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6876. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6877. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6878. }
  6879. if (rnd()%100 < triple_rate) {
  6880. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6881. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6882. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6883. return ATK_DEF;
  6884. return ATK_MISS;
  6885. }
  6886. }
  6887. if (sc) {
  6888. if (sc->data[SC_SACRIFICE]) {
  6889. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6890. damage_lv ret_val;
  6891. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6892. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6893. /**
  6894. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6895. * For further information: bugreport:4950
  6896. */
  6897. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6898. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6899. if( ret_val == ATK_NONE )
  6900. return ATK_MISS;
  6901. return ret_val;
  6902. }
  6903. if (sc->data[SC_MAGICALATTACK]) {
  6904. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6905. return ATK_DEF;
  6906. return ATK_MISS;
  6907. }
  6908. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6909. int spheres = 5;
  6910. if( sc->data[SC_RAISINGDRAGON] )
  6911. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6912. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6913. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6914. }
  6915. }
  6916. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6917. int spheres = 5;
  6918. if( tsc->data[SC_RAISINGDRAGON] )
  6919. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6920. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6921. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6922. }
  6923. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6924. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  6925. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6926. int hp_heal = tstatus->max_hp - tstatus->hp;
  6927. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6928. hp_heal = tsc->data[SC_KAAHI]->val2;
  6929. if (hp_heal)
  6930. status_heal(target, hp_heal, 0, 2);
  6931. }
  6932. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6933. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  6934. vellum_damage = true;
  6935. if( sc && sc->count ) {
  6936. if (sc->data[SC_EXEEDBREAK]) {
  6937. if (!is_infinite_defense(target, wd.flag) && !vellum_damage)
  6938. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6939. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6940. }
  6941. if( sc->data[SC_SPELLFIST] ) {
  6942. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vellum_damage ){
  6943. if (!is_infinite_defense(target, wd.flag)) {
  6944. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  6945. wd.damage = ad.damage;
  6946. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  6947. } else {
  6948. wd.damage = 1;
  6949. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  6950. }
  6951. } else
  6952. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6953. }
  6954. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage) {
  6955. wd.damage <<= 1; // Double Damage
  6956. skill_break_equip(src, src, EQP_WEAPON, 10, BCT_SELF); // Break chance happens on successful damage increase
  6957. }
  6958. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6959. short idx = sd->equip_index[EQI_AMMO];
  6960. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6961. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6962. sc->data[SC_FEARBREEZE]->val4 = 0;
  6963. }
  6964. }
  6965. }
  6966. if (sd && sd->state.arrow_atk) //Consume arrow.
  6967. battle_consume_ammo(sd, 0, 0);
  6968. damage = wd.damage + wd.damage2;
  6969. if( damage > 0 && src != target )
  6970. {
  6971. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6972. { // Activates it only from melee damage
  6973. uint16 skill_id;
  6974. if( rnd()%2 == 1 )
  6975. skill_id = AB_DUPLELIGHT_MELEE;
  6976. else
  6977. skill_id = AB_DUPLELIGHT_MAGIC;
  6978. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6979. }
  6980. }
  6981. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  6982. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6983. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6984. if ( target->type == BL_SKILL && damage > 0 ) {
  6985. TBL_SKILL *su = (TBL_SKILL*)target;
  6986. if (su && su->group) {
  6987. if (su->group->skill_id == HT_BLASTMINE)
  6988. skill_blown(src, target, 3, -1, BLOWN_NONE);
  6989. if (su->group->skill_id == GN_WALLOFTHORN) {
  6990. if (--su->val2 <= 0)
  6991. skill_delunit(su);
  6992. }
  6993. }
  6994. }
  6995. map_freeblock_lock();
  6996. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  6997. if( !status_isdead(target) )
  6998. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6999. if( wd.dmg_lv > ATK_BLOCK )
  7000. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  7001. } else
  7002. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  7003. if( tsc ) {
  7004. if( tsc->data[SC_DEVOTION] ) {
  7005. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  7006. struct block_list *d_bl = map_id2bl(sce->val1);
  7007. if( d_bl && (
  7008. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  7009. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  7010. ) && check_distance_bl(target, d_bl, sce->val3) )
  7011. {
  7012. // Only trigger if the devoted player was hit
  7013. if( damage > 0 ){
  7014. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  7015. // The devoting player needs to stand up
  7016. if( dsd && pc_issit( dsd ) ){
  7017. pc_setstand( dsd, true );
  7018. skill_sit( dsd, 0 );
  7019. }
  7020. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false);
  7021. status_fix_damage(NULL, d_bl, damage, 0, CR_DEVOTION);
  7022. }
  7023. }
  7024. else
  7025. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  7026. }
  7027. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  7028. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  7029. if (ed) {
  7030. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SINGLE);
  7031. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  7032. }
  7033. }
  7034. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  7035. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  7036. if (e_bl && !status_isdead(e_bl)) {
  7037. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  7038. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  7039. }
  7040. }
  7041. }
  7042. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  7043. int sp = 0;
  7044. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  7045. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  7046. int i = rnd()%100;
  7047. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  7048. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  7049. //reduction only for skill_lv > 1
  7050. if (skill_lv > 1) {
  7051. if (i >= 50) skill_lv /= 2;
  7052. else if (i >= 15) skill_lv--;
  7053. }
  7054. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  7055. if (status_charge(src, 0, sp)) {
  7056. struct unit_data *ud = unit_bl2ud(src);
  7057. switch (skill_get_casttype(skill_id)) {
  7058. case CAST_GROUND:
  7059. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  7060. break;
  7061. case CAST_NODAMAGE:
  7062. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  7063. break;
  7064. case CAST_DAMAGE:
  7065. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  7066. break;
  7067. }
  7068. if (ud) {
  7069. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  7070. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  7071. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  7072. if (battle_config.display_status_timers && sd)
  7073. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  7074. }
  7075. }
  7076. }
  7077. }
  7078. if (sd) {
  7079. uint16 r_skill = 0, sk_idx = 0;
  7080. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  7081. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  7082. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  7083. {
  7084. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  7085. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  7086. int type;
  7087. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  7088. int maxcount = 0;
  7089. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  7090. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  7091. type = -1;
  7092. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  7093. type = -1;
  7094. if( BL_PC&battle_config.land_skill_limit &&
  7095. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  7096. ) {
  7097. int v;
  7098. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  7099. if(sd->ud.skillunit[v]->skill_id == r_skill)
  7100. maxcount--;
  7101. }
  7102. if( maxcount == 0 )
  7103. type = -1;
  7104. }
  7105. if( type != CAST_GROUND ){
  7106. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  7107. map_freeblock_unlock();
  7108. return wd.dmg_lv;
  7109. }
  7110. }
  7111. if (sd->state.autocast == 0) {
  7112. sd->state.autocast = 1;
  7113. skill_consume_requirement(sd, r_skill, r_lv, 3);
  7114. switch (type) {
  7115. case CAST_GROUND:
  7116. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  7117. break;
  7118. case CAST_NODAMAGE:
  7119. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  7120. break;
  7121. case CAST_DAMAGE:
  7122. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  7123. break;
  7124. }
  7125. }
  7126. sd->state.autocast = 0;
  7127. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  7128. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  7129. }
  7130. }
  7131. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  7132. if (sd)
  7133. sd->state.autocast = 1;
  7134. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  7135. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  7136. if (sd)
  7137. sd->state.autocast = 0;
  7138. }
  7139. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  7140. if (battle_config.left_cardfix_to_right)
  7141. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  7142. else
  7143. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  7144. }
  7145. }
  7146. if (tsc) {
  7147. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  7148. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  7149. || sstatus->def_ele == ELE_POISON) &&
  7150. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  7151. status_check_skilluse(target, src, TF_POISON, 0)
  7152. ) { //Poison React
  7153. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  7154. if (sstatus->def_ele == ELE_POISON) {
  7155. sce->val2 = 0;
  7156. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  7157. } else {
  7158. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  7159. --sce->val2;
  7160. }
  7161. if (sce->val2 <= 0)
  7162. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  7163. }
  7164. }
  7165. map_freeblock_unlock();
  7166. return wd.dmg_lv;
  7167. }
  7168. /*=========================
  7169. * Check for undead status
  7170. *-------------------------
  7171. * Credits:
  7172. * Original coder Skotlex
  7173. * Refactored by Baalberith
  7174. */
  7175. int battle_check_undead(int race,int element)
  7176. {
  7177. if(battle_config.undead_detect_type == 0) {
  7178. if(element == ELE_UNDEAD)
  7179. return 1;
  7180. }
  7181. else if(battle_config.undead_detect_type == 1) {
  7182. if(race == RC_UNDEAD)
  7183. return 1;
  7184. }
  7185. else {
  7186. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  7187. return 1;
  7188. }
  7189. return 0;
  7190. }
  7191. /*================================================================
  7192. * Returns the upmost level master starting with the given object
  7193. *----------------------------------------------------------------*/
  7194. struct block_list* battle_get_master(struct block_list *src)
  7195. {
  7196. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  7197. do {
  7198. prev = src;
  7199. switch (src->type) {
  7200. case BL_PET:
  7201. if (((TBL_PET*)src)->master)
  7202. src = (struct block_list*)((TBL_PET*)src)->master;
  7203. break;
  7204. case BL_MOB:
  7205. if (((TBL_MOB*)src)->master_id)
  7206. src = map_id2bl(((TBL_MOB*)src)->master_id);
  7207. break;
  7208. case BL_HOM:
  7209. if (((TBL_HOM*)src)->master)
  7210. src = (struct block_list*)((TBL_HOM*)src)->master;
  7211. break;
  7212. case BL_MER:
  7213. if (((TBL_MER*)src)->master)
  7214. src = (struct block_list*)((TBL_MER*)src)->master;
  7215. break;
  7216. case BL_ELEM:
  7217. if (((TBL_ELEM*)src)->master)
  7218. src = (struct block_list*)((TBL_ELEM*)src)->master;
  7219. break;
  7220. case BL_SKILL:
  7221. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  7222. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  7223. break;
  7224. }
  7225. } while (src && src != prev);
  7226. return prev;
  7227. }
  7228. /*==========================================
  7229. * Checks the state between two targets
  7230. * (enemy, friend, party, guild, etc)
  7231. *------------------------------------------
  7232. * Usage:
  7233. * See battle.hpp for possible values/combinations
  7234. * to be used here (BCT_* constants)
  7235. * Return value is:
  7236. * 1: flag holds true (is enemy, party, etc)
  7237. * -1: flag fails
  7238. * 0: Invalid target (non-targetable ever)
  7239. *
  7240. * Credits:
  7241. * Original coder unknown
  7242. * Rewritten by Skotlex
  7243. */
  7244. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  7245. {
  7246. int16 m; //map
  7247. int state = 0; //Initial state none
  7248. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  7249. struct block_list *s_bl = src, *t_bl = target;
  7250. struct unit_data *ud = NULL;
  7251. nullpo_ret(src);
  7252. nullpo_ret(target);
  7253. ud = unit_bl2ud(target);
  7254. m = target->m;
  7255. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  7256. //objects involved.
  7257. if( (t_bl = battle_get_master(target)) == NULL )
  7258. t_bl = target;
  7259. if( (s_bl = battle_get_master(src)) == NULL )
  7260. s_bl = src;
  7261. if ( s_bl->type == BL_PC ) {
  7262. switch( t_bl->type ) {
  7263. case BL_MOB: // Source => PC, Target => MOB
  7264. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  7265. return 0;
  7266. break;
  7267. case BL_PC:
  7268. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  7269. return 0;
  7270. break;
  7271. default:/* anything else goes */
  7272. break;
  7273. }
  7274. }
  7275. struct map_data *mapdata = map_getmapdata(m);
  7276. switch( target->type ) { // Checks on actual target
  7277. case BL_PC: {
  7278. struct status_change* sc = status_get_sc(src);
  7279. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7280. return -1; //Cannot be targeted yet.
  7281. if( sc && sc->count ) {
  7282. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7283. return -1;
  7284. }
  7285. }
  7286. break;
  7287. case BL_MOB:
  7288. {
  7289. struct mob_data *md = ((TBL_MOB*)target);
  7290. if (ud && ud->immune_attack)
  7291. return 0;
  7292. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7293. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7294. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7295. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7296. ){ //Targettable by players
  7297. state |= BCT_ENEMY;
  7298. strip_enemy = 0;
  7299. }
  7300. break;
  7301. }
  7302. case BL_SKILL:
  7303. {
  7304. TBL_SKILL *su = (TBL_SKILL*)target;
  7305. uint16 skill_id = battle_getcurrentskill(src);
  7306. if( !su || !su->group)
  7307. return 0;
  7308. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  7309. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7310. ;
  7311. }
  7312. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  7313. switch (skill_id) {
  7314. case RK_DRAGONBREATH:
  7315. case RK_DRAGONBREATH_WATER:
  7316. case NC_SELFDESTRUCTION:
  7317. case NC_AXETORNADO:
  7318. case SR_SKYNETBLOW:
  7319. // Can only hit traps in PVP/GVG maps
  7320. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7321. return 0;
  7322. break;
  7323. }
  7324. }
  7325. else
  7326. return 0;
  7327. state |= BCT_ENEMY;
  7328. strip_enemy = 0;
  7329. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7330. switch (skill_id) {
  7331. case RK_DRAGONBREATH:
  7332. case RK_DRAGONBREATH_WATER:
  7333. case NC_SELFDESTRUCTION:
  7334. case NC_AXETORNADO:
  7335. case SR_SKYNETBLOW:
  7336. // Can only hit icewall in PVP/GVG maps
  7337. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7338. return 0;
  7339. break;
  7340. case HT_CLAYMORETRAP:
  7341. // Can't hit icewall
  7342. return 0;
  7343. default:
  7344. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7345. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  7346. return -1;
  7347. }
  7348. state |= BCT_ENEMY;
  7349. strip_enemy = 0;
  7350. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7351. return 0;
  7352. }
  7353. break;
  7354. case BL_MER:
  7355. case BL_HOM:
  7356. case BL_ELEM:
  7357. if (ud && ud->immune_attack)
  7358. return 0;
  7359. break;
  7360. //All else not specified is an invalid target.
  7361. default:
  7362. return 0;
  7363. } //end switch actual target
  7364. switch( t_bl->type ) { //Checks on target master
  7365. case BL_PC: {
  7366. struct map_session_data *sd;
  7367. struct status_change *sc = NULL;
  7368. if( t_bl == s_bl )
  7369. break;
  7370. sd = BL_CAST(BL_PC, t_bl);
  7371. sc = status_get_sc(t_bl);
  7372. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7373. return 0; // Global immunity only to Attacks
  7374. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7375. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7376. if( sd->state.killable ) {
  7377. state |= BCT_ENEMY; // Everything can kill it
  7378. strip_enemy = 0;
  7379. }
  7380. break;
  7381. }
  7382. case BL_MOB:
  7383. {
  7384. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7385. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7386. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7387. break;
  7388. }
  7389. default: break; //other type doesn't have slave yet
  7390. } //end switch master target
  7391. switch( src->type ) { //Checks on actual src type
  7392. case BL_PET:
  7393. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7394. return 0; //Pet may not attack non-mobs.
  7395. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  7396. return 0; //pet may not attack Guardians/Emperium
  7397. break;
  7398. case BL_SKILL: {
  7399. struct skill_unit *su = (struct skill_unit *)src;
  7400. struct status_change* sc = status_get_sc(target);
  7401. if (!su || !su->group)
  7402. return 0;
  7403. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  7404. if (su->group->src_id == target->id) {
  7405. if (inf2[INF2_NOTARGETSELF])
  7406. return -1;
  7407. if (inf2[INF2_TARGETSELF])
  7408. return 1;
  7409. }
  7410. //Status changes that prevent traps from triggering
  7411. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  7412. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7413. return -1;
  7414. }
  7415. }
  7416. break;
  7417. case BL_MER:
  7418. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7419. return 0; //mercenary may not attack Emperium
  7420. break;
  7421. } //end switch actual src
  7422. switch( s_bl->type )
  7423. { //Checks on source master
  7424. case BL_PC:
  7425. {
  7426. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7427. if( s_bl != t_bl )
  7428. {
  7429. if( sd->state.killer )
  7430. {
  7431. state |= BCT_ENEMY; // Can kill anything
  7432. strip_enemy = 0;
  7433. }
  7434. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7435. {
  7436. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7437. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7438. else
  7439. return 0; // You can't target anything out of your duel
  7440. }
  7441. }
  7442. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7443. return 0; //If you don't belong to a guild, can't target emperium.
  7444. if( t_bl->type != BL_PC )
  7445. state |= BCT_ENEMY; //Natural enemy.
  7446. break;
  7447. }
  7448. case BL_MOB:
  7449. {
  7450. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7451. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7452. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7453. if( !md->special_state.ai )
  7454. { //Normal mobs
  7455. if(
  7456. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7457. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7458. )
  7459. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7460. else
  7461. state |= BCT_ENEMY; //However, all else are enemies.
  7462. }
  7463. else
  7464. {
  7465. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7466. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7467. }
  7468. break;
  7469. }
  7470. default:
  7471. //Need some sort of default behaviour for unhandled types.
  7472. if (t_bl->type != s_bl->type)
  7473. state |= BCT_ENEMY;
  7474. break;
  7475. } //end switch on src master
  7476. if( (flag&BCT_ALL) == BCT_ALL )
  7477. { //All actually stands for all attackable chars, icewall and traps
  7478. if(target->type&(BL_CHAR|BL_SKILL))
  7479. return 1;
  7480. else
  7481. return -1;
  7482. }
  7483. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7484. return -1;
  7485. if( t_bl == s_bl )
  7486. { //No need for further testing.
  7487. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7488. if( state&BCT_ENEMY && strip_enemy )
  7489. state&=~BCT_ENEMY;
  7490. return (flag&state)?1:-1;
  7491. }
  7492. if( mapdata_flag_vs(mapdata) )
  7493. { //Check rivalry settings.
  7494. int sbg_id = 0, tbg_id = 0;
  7495. if(mapdata->flag[MF_BATTLEGROUND] )
  7496. {
  7497. sbg_id = bg_team_get_id(s_bl);
  7498. tbg_id = bg_team_get_id(t_bl);
  7499. }
  7500. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7501. {
  7502. int s_party = status_get_party_id(s_bl);
  7503. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7504. state |= BCT_PARTY;
  7505. else
  7506. state |= BCT_ENEMY;
  7507. }
  7508. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7509. {
  7510. int s_guild = status_get_guild_id(s_bl);
  7511. int t_guild = status_get_guild_id(t_bl);
  7512. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7513. state |= BCT_GUILD;
  7514. else
  7515. state |= BCT_ENEMY;
  7516. }
  7517. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7518. state &= ~BCT_ENEMY;
  7519. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7520. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7521. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7522. if (
  7523. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7524. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7525. (int)sd->status.base_level < battle_config.pk_min_level ||
  7526. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7527. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7528. )
  7529. state &= ~BCT_ENEMY;
  7530. }
  7531. }//end map_flag_vs chk rivality
  7532. else
  7533. { //Non pvp/gvg, check party/guild settings.
  7534. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7535. {
  7536. int s_party = status_get_party_id(s_bl);
  7537. if(s_party && s_party == status_get_party_id(t_bl))
  7538. state |= BCT_PARTY;
  7539. }
  7540. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7541. {
  7542. int s_guild = status_get_guild_id(s_bl);
  7543. int t_guild = status_get_guild_id(t_bl);
  7544. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7545. state |= BCT_GUILD;
  7546. }
  7547. } //end non pvp/gvg chk rivality
  7548. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7549. state = BCT_NEUTRAL;
  7550. //Alliance state takes precedence over enemy one.
  7551. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7552. state&=~BCT_ENEMY;
  7553. return (flag&state)?1:-1;
  7554. }
  7555. /*==========================================
  7556. * Check if can attack from this range
  7557. * Basic check then calling path_search for obstacle etc..
  7558. *------------------------------------------
  7559. */
  7560. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7561. {
  7562. int d;
  7563. nullpo_retr(false, src);
  7564. nullpo_retr(false, bl);
  7565. if( src->m != bl->m )
  7566. return false;
  7567. #ifndef CIRCULAR_AREA
  7568. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7569. if ( !check_distance_client_bl(src, bl, range) )
  7570. return false;
  7571. } else
  7572. #endif
  7573. if( !check_distance_bl(src, bl, range) )
  7574. return false;
  7575. if( (d = distance_bl(src, bl)) < 2 )
  7576. return true; // No need for path checking.
  7577. if( d > AREA_SIZE )
  7578. return false; // Avoid targetting objects beyond your range of sight.
  7579. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7580. }
  7581. /*=============================================
  7582. * Battle.conf settings and default/max values
  7583. *---------------------------------------------
  7584. */
  7585. static const struct _battle_data {
  7586. const char* str;
  7587. int* val;
  7588. int defval;
  7589. int min;
  7590. int max;
  7591. } battle_data[] = {
  7592. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7593. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7594. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7595. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7596. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7597. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7598. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7599. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7600. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7601. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7602. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7603. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7604. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7605. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7606. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7607. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7608. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7609. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7610. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7611. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7612. #ifdef RENEWAL
  7613. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7614. #else
  7615. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7616. #endif
  7617. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7618. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7619. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7620. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7621. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7622. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7623. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7624. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7625. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7626. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7627. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7628. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7629. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7630. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7631. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7632. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7633. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7634. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7635. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7636. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7637. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7638. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7639. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7640. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7641. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7642. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7643. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7644. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7645. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7646. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7647. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7648. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7649. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7650. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7651. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7652. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7653. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7654. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7655. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7656. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7657. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7658. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7659. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7660. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7661. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7662. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7663. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7664. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7665. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7666. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7667. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7668. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7669. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7670. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7671. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7672. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7673. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7674. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7675. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7676. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7677. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7678. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7679. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7680. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7681. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7682. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7683. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7684. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7685. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7686. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7687. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7688. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7689. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7690. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7691. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7692. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7693. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7694. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7695. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7696. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7697. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7698. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7699. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7700. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7701. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7702. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7703. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7704. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7705. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7706. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7707. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7708. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7709. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7710. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7711. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7712. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7713. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7714. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7715. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7716. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7717. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7718. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7719. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7720. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7721. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7722. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7723. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7724. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7725. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7726. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7727. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7728. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7729. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7730. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7731. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7732. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7733. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7734. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7735. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7736. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7737. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7738. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7739. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7740. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7741. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7742. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7743. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7744. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7745. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7746. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7747. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7748. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7749. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7750. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7751. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7752. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7753. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7754. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7755. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7756. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7757. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7758. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7759. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7760. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7761. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7762. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7763. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7764. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7765. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7766. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7767. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7768. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7769. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7770. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7771. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7772. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7773. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7774. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7775. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7776. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7777. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7778. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7779. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7780. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7781. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7782. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  7783. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7784. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7785. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7786. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7787. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7788. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7789. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7790. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7791. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7792. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7793. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7794. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7795. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7796. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7797. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7798. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7799. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7800. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7801. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7802. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7803. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7804. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7805. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7806. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7807. // eAthena additions
  7808. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7809. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  7810. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7811. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  7812. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7813. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  7814. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7815. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  7816. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7817. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7818. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  7819. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7820. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  7821. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7822. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  7823. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7824. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  7825. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7826. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7827. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7828. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7829. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7830. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7831. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7832. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7833. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7834. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7835. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7836. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7837. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7838. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7839. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7840. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7841. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7842. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7843. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7844. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7845. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7846. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7847. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7848. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7849. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7850. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7851. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7852. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7853. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  7854. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7855. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7856. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7857. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7858. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  7859. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  7860. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7861. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7862. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7863. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7864. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7865. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7866. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7867. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7868. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7869. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7870. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7871. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7872. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7873. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7874. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7875. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7876. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7877. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7878. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7879. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7880. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7881. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7882. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7883. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7884. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7885. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7886. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7887. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7888. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7889. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7890. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7891. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7892. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7893. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7894. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7895. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7896. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7897. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7898. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7899. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7900. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7901. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7902. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7903. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7904. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7905. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7906. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7907. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7908. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7909. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7910. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7911. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7912. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7913. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7914. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7915. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7916. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7917. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7918. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7919. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7920. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7921. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7922. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7923. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7924. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7925. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7926. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7927. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7928. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7929. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7930. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7931. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7932. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7933. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7934. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7935. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7936. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  7937. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7938. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7939. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7940. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7941. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7942. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7943. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7944. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7945. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7946. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7947. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7948. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7949. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7950. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7951. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7952. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7953. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  7954. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7955. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7956. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7957. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7958. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7959. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7960. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7961. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7962. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7963. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7964. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7965. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7966. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7967. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7968. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7969. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7970. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7971. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  7972. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  7973. // BattleGround Settings
  7974. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7975. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7976. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7977. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7978. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7979. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7980. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7981. // rAthena
  7982. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7983. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7984. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7985. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7986. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7987. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  7988. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  7989. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7990. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  7991. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7992. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7993. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7994. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7995. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7996. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7997. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7998. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7999. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  8000. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  8001. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  8002. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  8003. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  8004. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  8005. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  8006. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  8007. #ifdef VIP_ENABLE
  8008. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  8009. #else
  8010. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  8011. #endif
  8012. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  8013. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  8014. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  8015. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  8016. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  8017. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  8018. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  8019. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  8020. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  8021. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  8022. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  8023. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  8024. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  8025. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  8026. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  8027. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  8028. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  8029. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  8030. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  8031. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  8032. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  8033. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  8034. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  8035. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  8036. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  8037. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  8038. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  8039. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  8040. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  8041. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  8042. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  8043. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  8044. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  8045. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  8046. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8047. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8048. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  8049. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  8050. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  8051. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  8052. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  8053. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  8054. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  8055. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  8056. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  8057. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  8058. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  8059. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  8060. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  8061. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  8062. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  8063. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  8064. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  8065. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  8066. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  8067. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  8068. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  8069. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  8070. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  8071. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  8072. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  8073. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  8074. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  8075. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  8076. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  8077. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  8078. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  8079. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  8080. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  8081. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  8082. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  8083. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  8084. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  8085. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  8086. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  8087. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  8088. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  8089. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  8090. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  8091. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  8092. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  8093. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  8094. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  8095. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  8096. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  8097. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  8098. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  8099. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  8100. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  8101. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  8102. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  8103. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  8104. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  8105. { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, },
  8106. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  8107. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  8108. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  8109. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  8110. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  8111. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  8112. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  8113. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  8114. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  8115. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  8116. { "summoner_trait", &battle_config.summoner_trait, 3, 0, 3, },
  8117. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  8118. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  8119. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  8120. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  8121. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  8122. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  8123. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  8124. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  8125. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  8126. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  8127. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  8128. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  8129. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  8130. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  8131. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  8132. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  8133. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  8134. #include "../custom/battle_config_init.inc"
  8135. };
  8136. /*==========================
  8137. * Set battle settings
  8138. *--------------------------*/
  8139. int battle_set_value(const char* w1, const char* w2)
  8140. {
  8141. int val = config_switch(w2);
  8142. int i;
  8143. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8144. if (i == ARRAYLENGTH(battle_data))
  8145. return 0; // not found
  8146. if (val < battle_data[i].min || val > battle_data[i].max) {
  8147. 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);
  8148. val = battle_data[i].defval;
  8149. }
  8150. *battle_data[i].val = val;
  8151. return 1;
  8152. }
  8153. /*===========================
  8154. * Get battle settings
  8155. *---------------------------*/
  8156. int battle_get_value(const char* w1)
  8157. {
  8158. int i;
  8159. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8160. if (i == ARRAYLENGTH(battle_data))
  8161. return 0; // not found
  8162. else
  8163. return *battle_data[i].val;
  8164. }
  8165. /*======================
  8166. * Set default settings
  8167. *----------------------*/
  8168. void battle_set_defaults()
  8169. {
  8170. int i;
  8171. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  8172. *battle_data[i].val = battle_data[i].defval;
  8173. }
  8174. /*==================================
  8175. * Cap certain battle.conf settings
  8176. *----------------------------------*/
  8177. void battle_adjust_conf()
  8178. {
  8179. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  8180. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  8181. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  8182. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  8183. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  8184. battle_config.max_cart_weight *= 10;
  8185. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  8186. battle_config.max_def = 100;
  8187. if (battle_config.min_hitrate > battle_config.max_hitrate)
  8188. battle_config.min_hitrate = battle_config.max_hitrate;
  8189. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  8190. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  8191. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  8192. battle_config.day_duration = 60000;
  8193. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  8194. battle_config.night_duration = 60000;
  8195. #if PACKETVER < 20100427
  8196. if (battle_config.feature_buying_store) {
  8197. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  8198. battle_config.feature_buying_store = 0;
  8199. }
  8200. #endif
  8201. #if PACKETVER < 20100803
  8202. if (battle_config.feature_search_stores) {
  8203. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  8204. battle_config.feature_search_stores = 0;
  8205. }
  8206. #endif
  8207. #if PACKETVER < 20120101
  8208. if (battle_config.feature_bgqueue) {
  8209. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  8210. battle_config.feature_bgqueue = 0;
  8211. }
  8212. #endif
  8213. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  8214. if (battle_config.feature_auction) {
  8215. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  8216. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8217. battle_config.feature_auction = 0;
  8218. }
  8219. #elif PACKETVER >= 20141112
  8220. if (battle_config.feature_auction) {
  8221. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  8222. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8223. battle_config.feature_auction = 0;
  8224. }
  8225. #endif
  8226. #if PACKETVER < 20130724
  8227. if (battle_config.feature_banking) {
  8228. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  8229. battle_config.feature_banking = 0;
  8230. }
  8231. #endif
  8232. #if PACKETVER < 20131223
  8233. if (battle_config.mvp_exp_reward_message) {
  8234. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  8235. battle_config.mvp_exp_reward_message = 0;
  8236. }
  8237. #endif
  8238. #if PACKETVER < 20141022
  8239. if (battle_config.feature_roulette) {
  8240. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  8241. battle_config.feature_roulette = 0;
  8242. }
  8243. #endif
  8244. #if PACKETVER < 20150513
  8245. if (battle_config.feature_achievement) {
  8246. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  8247. battle_config.feature_achievement = 0;
  8248. }
  8249. #endif
  8250. #if PACKETVER < 20141008
  8251. if (battle_config.feature_petevolution) {
  8252. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8253. battle_config.feature_petevolution = 0;
  8254. }
  8255. if (battle_config.feature_pet_autofeed) {
  8256. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8257. battle_config.feature_pet_autofeed = 0;
  8258. }
  8259. #endif
  8260. #if PACKETVER < 20170208
  8261. if (battle_config.feature_equipswitch) {
  8262. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  8263. battle_config.feature_equipswitch = 0;
  8264. }
  8265. #endif
  8266. #if PACKETVER < 20170920
  8267. if( battle_config.feature_homunculus_autofeed ){
  8268. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  8269. battle_config.feature_homunculus_autofeed = 0;
  8270. }
  8271. #endif
  8272. #if PACKETVER < 20180307
  8273. if( battle_config.feature_attendance ){
  8274. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  8275. battle_config.feature_attendance = 0;
  8276. }
  8277. #endif
  8278. #if PACKETVER < 20180321
  8279. if( battle_config.feature_privateairship ){
  8280. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  8281. battle_config.feature_privateairship = 0;
  8282. }
  8283. #endif
  8284. #ifndef CELL_NOSTACK
  8285. if (battle_config.custom_cell_stack_limit != 1)
  8286. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  8287. #endif
  8288. }
  8289. /*=====================================
  8290. * Read battle.conf settings from file
  8291. *-------------------------------------*/
  8292. int battle_config_read(const char* cfgName)
  8293. {
  8294. FILE* fp;
  8295. static int count = 0;
  8296. if (count == 0)
  8297. battle_set_defaults();
  8298. count++;
  8299. fp = fopen(cfgName,"r");
  8300. if (fp == NULL)
  8301. ShowError("File not found: %s\n", cfgName);
  8302. else {
  8303. char line[1024], w1[1024], w2[1024];
  8304. while(fgets(line, sizeof(line), fp)) {
  8305. if (line[0] == '/' && line[1] == '/')
  8306. continue;
  8307. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8308. continue;
  8309. if (strcmpi(w1, "import") == 0)
  8310. battle_config_read(w2);
  8311. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8312. const char* symbol = &w2[0];
  8313. if (ISPRINT(*symbol) && // no control characters
  8314. *symbol != '/' && // symbol of client commands
  8315. *symbol != '%' && // symbol of party chat
  8316. *symbol != '$' && // symbol of guild chat
  8317. *symbol != charcommand_symbol)
  8318. atcommand_symbol = *symbol;
  8319. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8320. const char* symbol = &w2[0];
  8321. if (ISPRINT(*symbol) && // no control characters
  8322. *symbol != '/' && // symbol of client commands
  8323. *symbol != '%' && // symbol of party chat
  8324. *symbol != '$' && // symbol of guild chat
  8325. *symbol != atcommand_symbol)
  8326. charcommand_symbol = *symbol;
  8327. }else if( battle_set_value(w1, w2) == 0 )
  8328. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8329. }
  8330. fclose(fp);
  8331. }
  8332. count--;
  8333. if (count == 0)
  8334. battle_adjust_conf();
  8335. return 0;
  8336. }
  8337. /*==========================
  8338. * initialize battle timer
  8339. *--------------------------*/
  8340. void do_init_battle(void)
  8341. {
  8342. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8343. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8344. }
  8345. /*==================
  8346. * end battle timer
  8347. *------------------*/
  8348. void do_final_battle(void)
  8349. {
  8350. ers_destroy(delay_damage_ers);
  8351. }