battle.c 197 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/strlib.h"
  11. #include "../common/utils.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "skill.h"
  17. #include "homunculus.h"
  18. #include "mercenary.h"
  19. #include "mob.h"
  20. #include "itemdb.h"
  21. #include "clif.h"
  22. #include "pet.h"
  23. #include "guild.h"
  24. #include "party.h"
  25. #include "battle.h"
  26. #include "battleground.h"
  27. #include <stdio.h>
  28. #include <stdlib.h>
  29. #include <string.h>
  30. #include <math.h>
  31. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  32. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. int battle_getcurrentskill(struct block_list *bl)
  35. { //Returns the current/last skill in use by this bl.
  36. struct unit_data *ud;
  37. if( bl->type == BL_SKILL )
  38. {
  39. struct skill_unit * su = (struct skill_unit*)bl;
  40. return su->group?su->group->skill_id:0;
  41. }
  42. ud = unit_bl2ud(bl);
  43. return ud?ud->skillid:0;
  44. }
  45. /*==========================================
  46. * Get random targetting enemy
  47. *------------------------------------------*/
  48. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  49. {
  50. struct block_list **bl_list;
  51. struct unit_data *ud;
  52. int target_id;
  53. int *c;
  54. bl_list = va_arg(ap, struct block_list **);
  55. c = va_arg(ap, int *);
  56. target_id = va_arg(ap, int);
  57. if (bl->id == target_id)
  58. return 0;
  59. if (*c >= 24)
  60. return 0;
  61. ud = unit_bl2ud(bl);
  62. if (!ud) return 0;
  63. if (ud->target == target_id || ud->skilltarget == target_id) {
  64. bl_list[(*c)++] = bl;
  65. return 1;
  66. }
  67. return 0;
  68. }
  69. struct block_list* battle_gettargeted(struct block_list *target)
  70. {
  71. struct block_list *bl_list[24];
  72. int c = 0;
  73. nullpo_retr(NULL, target);
  74. memset(bl_list, 0, sizeof(bl_list));
  75. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  76. if (c == 0 || c > 24)
  77. return NULL;
  78. return bl_list[rnd()%c];
  79. }
  80. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  81. int battle_gettarget(struct block_list* bl)
  82. {
  83. switch (bl->type)
  84. {
  85. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  86. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  87. case BL_PET: return ((struct pet_data*)bl)->target_id;
  88. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  89. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  90. }
  91. return 0;
  92. }
  93. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  94. {
  95. struct block_list **bl_list;
  96. struct block_list *target;
  97. int *c;
  98. bl_list = va_arg(ap, struct block_list **);
  99. c = va_arg(ap, int *);
  100. target = va_arg(ap, struct block_list *);
  101. if (bl->id == target->id)
  102. return 0;
  103. if (*c >= 23)
  104. return 0;
  105. if (status_isdead(bl))
  106. return 0;
  107. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  108. bl_list[(*c)++] = bl;
  109. return 1;
  110. }
  111. return 0;
  112. }
  113. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  114. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  115. {
  116. struct block_list *bl_list[24];
  117. int c = 0;
  118. memset(bl_list, 0, sizeof(bl_list));
  119. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  120. if (c == 0 )
  121. return NULL;
  122. if( c >= 24 )
  123. c = 23;
  124. return bl_list[rnd()%c];
  125. }
  126. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  127. {
  128. struct block_list **bl_list, *src;
  129. int *c, ignore_id;
  130. bl_list = va_arg(ap, struct block_list **);
  131. c = va_arg(ap, int *);
  132. src = va_arg(ap, struct block_list *);
  133. ignore_id = va_arg(ap, int);
  134. if( bl->id == src->id || bl->id == ignore_id )
  135. return 0; // Ignores Caster and a possible pre-target
  136. if( *c >= 23 )
  137. return 0;
  138. if( status_isdead(bl) )
  139. return 0;
  140. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  141. { // Is Enemy!...
  142. bl_list[(*c)++] = bl;
  143. return 1;
  144. }
  145. return 0;
  146. }
  147. // Pick a random enemy
  148. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  149. {
  150. struct block_list *bl_list[24];
  151. int c = 0;
  152. memset(bl_list, 0, sizeof(bl_list));
  153. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  154. if( c == 0 )
  155. return NULL;
  156. if( c >= 24 )
  157. c = 23;
  158. return bl_list[rnd()%c];
  159. }
  160. // ダ??[ジの遅延
  161. struct delay_damage {
  162. struct block_list *src;
  163. int target;
  164. int damage;
  165. int delay;
  166. unsigned short distance;
  167. unsigned short skill_lv;
  168. unsigned short skill_id;
  169. enum damage_lv dmg_lv;
  170. unsigned short attack_type;
  171. };
  172. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  173. {
  174. struct delay_damage *dat = (struct delay_damage *)data;
  175. struct block_list *target = map_id2bl(dat->target);
  176. if ( target && dat && target->prev != NULL && !status_isdead(target) ) {
  177. if( id == dat->src->id &&
  178. target->m == dat->src->m &&
  179. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  180. check_distance_bl(dat->src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  181. {
  182. map_freeblock_lock();
  183. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  184. if( dat->attack_type && !status_isdead(target) )
  185. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  186. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  187. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  188. map_freeblock_unlock();
  189. } else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) {
  190. /**
  191. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  192. **/
  193. map_freeblock_lock();
  194. status_fix_damage(target, target, dat->damage, dat->delay);
  195. map_freeblock_unlock();
  196. }
  197. }
  198. ers_free(delay_damage_ers, dat);
  199. return 0;
  200. }
  201. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  202. {
  203. struct delay_damage *dat;
  204. struct status_change *sc;
  205. nullpo_ret(src);
  206. nullpo_ret(target);
  207. sc = status_get_sc(target);
  208. if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  209. damage = 0;
  210. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  211. map_freeblock_lock();
  212. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  213. if( attack_type && !status_isdead(target) )
  214. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  215. if( dmg_lv > ATK_BLOCK && attack_type )
  216. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  217. map_freeblock_unlock();
  218. return 0;
  219. }
  220. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  221. dat->src = src;
  222. dat->target = target->id;
  223. dat->skill_id = skill_id;
  224. dat->skill_lv = skill_lv;
  225. dat->attack_type = attack_type;
  226. dat->damage = damage;
  227. dat->dmg_lv = dmg_lv;
  228. dat->delay = ddelay;
  229. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  230. if (src->type != BL_PC && amotion > 1000)
  231. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  232. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat);
  233. return 0;
  234. }
  235. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  236. {
  237. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  238. return 100;
  239. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  240. return 100;
  241. return attr_fix_table[def_lv-1][atk_elem][def_type];
  242. }
  243. /*==========================================
  244. * Does attribute fix modifiers.
  245. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  246. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  247. *------------------------------------------*/
  248. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  249. {
  250. struct status_change *sc=NULL, *tsc=NULL;
  251. int ratio;
  252. if (src) sc = status_get_sc(src);
  253. if (target) tsc = status_get_sc(target);
  254. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  255. atk_elem = rnd()%ELE_MAX;
  256. if (def_type < 0 || def_type > ELE_MAX ||
  257. def_lv < 1 || def_lv > 4) {
  258. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  259. return damage;
  260. }
  261. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  262. if (sc && sc->count)
  263. {
  264. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  265. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  266. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  267. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  268. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  269. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  270. }
  271. if( atk_elem == ELE_FIRE && tsc && tsc->count && tsc->data[SC_SPIDERWEB] )
  272. {
  273. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  274. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  275. damage <<= 1; // double damage
  276. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  277. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  278. }
  279. return damage*ratio/100;
  280. }
  281. /*==========================================
  282. * ダ??[ジ??I計算
  283. *------------------------------------------*/
  284. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  285. {
  286. struct map_session_data *sd = NULL;
  287. struct status_change *sc;
  288. struct status_change_entry *sce;
  289. int div_ = d->div_, flag = d->flag;
  290. nullpo_ret(bl);
  291. if( !damage )
  292. return 0;
  293. if( mob_ksprotected(src, bl) )
  294. return 0;
  295. if (bl->type == BL_PC) {
  296. sd=(struct map_session_data *)bl;
  297. //Special no damage states
  298. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  299. damage -= damage*sd->special_state.no_weapon_damage/100;
  300. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  301. damage -= damage*sd->special_state.no_magic_damage/100;
  302. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  303. damage -= damage*sd->special_state.no_misc_damage/100;
  304. if(!damage) return 0;
  305. }
  306. sc = status_get_sc(bl);
  307. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  308. return 1;
  309. if (skill_num == PA_PRESSURE)
  310. return damage; //This skill bypass everything else.
  311. if( sc && sc->count )
  312. {
  313. //First, sc_*'s that reduce damage to 0.
  314. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
  315. {
  316. d->dmg_lv = ATK_BLOCK;
  317. return 0;
  318. }
  319. if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  320. if( skill_num == MG_NAPALMBEAT ||
  321. skill_num == MG_SOULSTRIKE ||
  322. skill_num == WL_SOULEXPANSION ||
  323. (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
  324. (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
  325. )
  326. status_change_end(bl,SC_WHITEIMPRISON,-1); // Those skills do damage and removes effect
  327. else
  328. {
  329. d->dmg_lv = ATK_BLOCK;
  330. return 0;
  331. }
  332. }
  333. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  334. {
  335. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  336. if (group) {
  337. /**
  338. * in RE, SW possesses a lifetime equal to 3 times the caster's health
  339. **/
  340. #if REMODE
  341. if ( ( group->val2 - damage) > 0 ) {
  342. group->val2 -= damage;
  343. d->dmg_lv = ATK_BLOCK;
  344. return 0;
  345. } else
  346. damage -= group->val2;
  347. skill_delunitgroup(group);
  348. #else
  349. if (--group->val2<=0)
  350. skill_delunitgroup(group);
  351. d->dmg_lv = ATK_BLOCK;
  352. return 0;
  353. #endif
  354. }
  355. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  356. }
  357. if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
  358. d->dmg_lv = ATK_BLOCK;
  359. return 0;
  360. }
  361. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
  362. {
  363. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  364. d->dmg_lv = ATK_BLOCK;
  365. sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  366. return 0;
  367. }
  368. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
  369. {
  370. int delay;
  371. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  372. // different delay depending on skill level [celest]
  373. if (sce->val1 <= 5)
  374. delay = 300;
  375. else if (sce->val1 > 5 && sce->val1 <= 9)
  376. delay = 200;
  377. else
  378. delay = 100;
  379. unit_set_walkdelay(bl, gettick(), delay, 1);
  380. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  381. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  382. return 0;
  383. }
  384. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  385. clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
  386. sce->val3 -= damage; // absorb damage
  387. d->dmg_lv = ATK_BLOCK;
  388. sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
  389. if( sce->val3 <= 0 ) { // Shield Down
  390. sce->val2--;
  391. if( sce->val2 > 0 ) {
  392. if( sd )
  393. clif_millenniumshield(sd,sce->val2);
  394. sce->val3 = 1000; // Next Shield
  395. } else
  396. status_change_end(bl,SC_MILLENNIUMSHIELD,-1); // All shields down
  397. }
  398. return 0;
  399. }
  400. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
  401. { // attack blocked by Parrying
  402. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  403. return 0;
  404. }
  405. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  406. (flag&BF_LONG || sc->data[SC_SPURT])
  407. && rnd()%100 < 20) {
  408. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  409. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  410. if (!sc->data[SC_COMBO])
  411. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  412. return 0;
  413. }
  414. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  415. return 0;
  416. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  417. return 0;
  418. if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
  419. d->dmg_lv = ATK_MISS;
  420. return 0;
  421. }
  422. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
  423. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  424. clif_specialeffect(bl, 462, AREA);
  425. //Shouldn't end until Breaker's non-weapon part connects.
  426. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  427. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  428. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  429. return 0;
  430. }
  431. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  432. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  433. return 0;
  434. }
  435. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  436. &&
  437. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  438. {
  439. if (sce) {
  440. clif_specialeffect(bl, 462, AREA);
  441. skill_blown(src,bl,sce->val3,-1,0);
  442. }
  443. //Both need to be consumed if they are active.
  444. if (sce && --(sce->val2) <= 0)
  445. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  446. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  447. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  448. return 0;
  449. }
  450. //Now damage increasing effects
  451. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  452. {
  453. if( src->type != BL_MER || skill_num == 0 )
  454. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  455. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  456. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  457. }
  458. if( damage ) {
  459. if( sc->data[SC_DEEPSLEEP] ) {
  460. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  461. status_change_end(bl,SC_DEEPSLEEP,-1);
  462. }
  463. if( sc->data[SC_VOICEOFSIREN] )
  464. status_change_end(bl,SC_VOICEOFSIREN,-1);
  465. }
  466. //Finally damage reductions....
  467. if( sc->data[SC_ASSUMPTIO] ) {
  468. if( map_flag_vs(bl->m) )
  469. damage = damage*2/3; //Receive 66% damage
  470. else
  471. damage >>= 1; //Receive 50% damage
  472. }
  473. if(sc->data[SC_DEFENDER] &&
  474. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  475. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  476. if(sc->data[SC_ADJUSTMENT] &&
  477. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  478. damage -= 20*damage/100;
  479. if(sc->data[SC_FOGWALL]) {
  480. if(flag&BF_SKILL) //25% reduction
  481. damage -= 25*damage/100;
  482. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  483. damage >>= 2; //75% reduction
  484. }
  485. // Compressed code, fixed by map.h [Epoque]
  486. if (src->type == BL_MOB) {
  487. int i;
  488. if (sc->data[SC_MANU_DEF])
  489. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  490. if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
  491. damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
  492. break;
  493. }
  494. if (sc->data[SC_SPL_DEF])
  495. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  496. if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
  497. damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
  498. break;
  499. }
  500. }
  501. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  502. sce->val3&flag && sce->val4&flag)
  503. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  504. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
  505. && skill_num != WS_CARTTERMINATION)
  506. {
  507. struct status_data *status = status_get_status_data(bl);
  508. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  509. per /=20; //Uses 20% SP intervals.
  510. //SP Cost: 1% + 0.5% per every 20% SP
  511. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  512. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  513. //Reduction: 6% + 6% every 20%
  514. damage -= damage * 6 * (1+per) / 100;
  515. }
  516. /**
  517. * In renewal steel body reduces all incoming damage by 1/10
  518. **/
  519. #if REMODE
  520. if( sc->data[SC_STEELBODY] ) {
  521. damage = damage > 10 ? damage / 10 : 1;
  522. }
  523. #endif
  524. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  525. if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
  526. {
  527. status_change_end(bl, SC_BITE, -1);
  528. status_change_end(bl, SC_ANKLE, -1);
  529. status_change_end(bl, SC_ELECTRICSHOCKER, -1);
  530. }
  531. //Finally Kyrie because it may, or not, reduce damage to 0.
  532. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  533. sce->val2-=damage;
  534. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  535. if(sce->val2>=0)
  536. damage=0;
  537. else
  538. damage=-sce->val2;
  539. }
  540. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  541. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  542. }
  543. if (!damage) return 0;
  544. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rand()%100 < sce->val1 ) {
  545. int dx[8]={0,-1,-1,-1,0,1,1,1};
  546. int dy[8]={1,1,0,-1,-1,-1,0,1};
  547. int dir = map_calc_dir(bl, src->x, src->y);
  548. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  549. clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
  550. unit_setdir(bl, dir);
  551. }
  552. d->dmg_lv = ATK_DEF;
  553. status_change_end(bl, SC_LIGHTNINGWALK, -1);
  554. return 0;
  555. }
  556. //Probably not the most correct place, but it'll do here
  557. //(since battle_drain is strictly for players currently)
  558. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  559. rnd()%100 < sce->val3)
  560. status_heal(src, damage*sce->val4/100, 0, 3);
  561. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  562. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  563. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rand()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  564. status_change_spread(bl, src); // Deadly infect attacked side
  565. }
  566. //SC effects from caster side.
  567. sc = status_get_sc(src);
  568. if (sc && sc->count)
  569. {
  570. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  571. damage += damage * 75 / 100;
  572. // [Epoque]
  573. if (bl->type == BL_MOB)
  574. {
  575. int i;
  576. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  577. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  578. )
  579. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  580. if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
  581. damage += damage*sce->val1/100;
  582. break;
  583. }
  584. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  585. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  586. )
  587. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  588. if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
  589. damage += damage*sce->val1/100;
  590. break;
  591. }
  592. }
  593. if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
  594. sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,sc->data[SC_POISONINGWEAPON]->val1));
  595. if( sc->data[SC__DEADLYINFECT] && damage > 0 && rand()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
  596. status_change_spread(src, bl);
  597. }
  598. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
  599. {
  600. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  601. if (flag&BF_WEAPON)
  602. damage = damage * battle_config.pk_weapon_damage_rate/100;
  603. if (flag&BF_MAGIC)
  604. damage = damage * battle_config.pk_magic_damage_rate/100;
  605. if (flag&BF_MISC)
  606. damage = damage * battle_config.pk_misc_damage_rate/100;
  607. } else { //Normal attacks get reductions based on range.
  608. if (flag & BF_SHORT)
  609. damage = damage * battle_config.pk_short_damage_rate/100;
  610. if (flag & BF_LONG)
  611. damage = damage * battle_config.pk_long_damage_rate/100;
  612. }
  613. if(!damage) damage = 1;
  614. }
  615. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  616. {
  617. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  618. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  619. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  620. )
  621. damage = div_;
  622. }
  623. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  624. if (damage > 0 )
  625. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  626. if (skill_num)
  627. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  628. }
  629. if( sd ) {
  630. if( (sd->sc.option&OPTION_MADOGEAR) && rand()%100 < 50 ) {
  631. short element = skill_get_ele(skill_num, skill_lv);
  632. if( !skill_num || element == -1 ) { //Take weapon's element
  633. struct status_data *sstatus = NULL;
  634. if( src->type == BL_PC && ((TBL_PC*)src)->arrow_ele )
  635. element = ((TBL_PC*)src)->arrow_ele;
  636. else if( (sstatus = status_get_status_data(src)) ) {
  637. element = sstatus->rhw.ele;
  638. }
  639. }
  640. else if( element == -2 ) //Use enchantment's element
  641. element = status_get_attack_sc_element(src,status_get_sc(src));
  642. else if( element == -3 ) //Use random element
  643. element = rnd()%ELE_MAX;
  644. if( element == ELE_FIRE || element == ELE_WATER )
  645. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  646. }
  647. }
  648. if( sc && sc->data[SC__SHADOWFORM] ) {
  649. struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  650. if( !s_bl ) { // If the shadow form target is not present remove the sc.
  651. status_change_end(bl, SC__SHADOWFORM, -1);
  652. } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
  653. status_change_end(bl, SC__SHADOWFORM, -1);
  654. if( s_bl->type == BL_PC )
  655. ((TBL_PC*)s_bl)->shadowform_id = 0;
  656. } else {
  657. if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
  658. status_change_end(bl, SC__SHADOWFORM, -1);
  659. if( s_bl->type == BL_PC )
  660. ((TBL_PC*)s_bl)->shadowform_id = 0;
  661. } else {
  662. status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
  663. return ATK_NONE;
  664. }
  665. }
  666. }
  667. return damage;
  668. }
  669. /*==========================================
  670. * Calculates BG related damage adjustments.
  671. *------------------------------------------*/
  672. int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
  673. {
  674. if( !damage )
  675. return 0;
  676. if( bl->type == BL_MOB )
  677. {
  678. struct mob_data* md = BL_CAST(BL_MOB, bl);
  679. if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
  680. return 0; // Crystal cannot receive skill damage on battlegrounds
  681. }
  682. switch( skill_num )
  683. {
  684. case PA_PRESSURE:
  685. case HW_GRAVITATION:
  686. case NJ_ZENYNAGE:
  687. break;
  688. default:
  689. if( flag&BF_SKILL )
  690. { //Skills get a different reduction than non-skills. [Skotlex]
  691. if( flag&BF_WEAPON )
  692. damage = damage * battle_config.bg_weapon_damage_rate/100;
  693. if( flag&BF_MAGIC )
  694. damage = damage * battle_config.bg_magic_damage_rate/100;
  695. if( flag&BF_MISC )
  696. damage = damage * battle_config.bg_misc_damage_rate/100;
  697. }
  698. else
  699. { //Normal attacks get reductions based on range.
  700. if( flag&BF_SHORT )
  701. damage = damage * battle_config.bg_short_damage_rate/100;
  702. if( flag&BF_LONG )
  703. damage = damage * battle_config.bg_long_damage_rate/100;
  704. }
  705. if( !damage ) damage = 1;
  706. }
  707. return damage;
  708. }
  709. /*==========================================
  710. * Calculates GVG related damage adjustments.
  711. *------------------------------------------*/
  712. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  713. {
  714. struct mob_data* md = BL_CAST(BL_MOB, bl);
  715. int class_ = status_get_class(bl);
  716. if (!damage) //No reductions to make.
  717. return 0;
  718. if(md && md->guardian_data) {
  719. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
  720. //Skill immunity.
  721. switch (skill_num) {
  722. #if isOFF(REMODE)
  723. case MO_TRIPLEATTACK:
  724. #endif
  725. case HW_GRAVITATION:
  726. break;
  727. default:
  728. return 0;
  729. }
  730. }
  731. if(src->type != BL_MOB) {
  732. struct guild *g=guild_search(status_get_guild_id(src));
  733. if (!g) return 0;
  734. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  735. return 0;
  736. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  737. return 0; // [MouseJstr]
  738. }
  739. }
  740. switch (skill_num) {
  741. //Skills with no damage reduction.
  742. case PA_PRESSURE:
  743. case HW_GRAVITATION:
  744. case NJ_ZENYNAGE:
  745. break;
  746. default:
  747. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  748. if (md && md->guardian_data) {
  749. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  750. }
  751. */
  752. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  753. if (flag&BF_WEAPON)
  754. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  755. if (flag&BF_MAGIC)
  756. damage = damage * battle_config.gvg_magic_damage_rate/100;
  757. if (flag&BF_MISC)
  758. damage = damage * battle_config.gvg_misc_damage_rate/100;
  759. } else { //Normal attacks get reductions based on range.
  760. if (flag & BF_SHORT)
  761. damage = damage * battle_config.gvg_short_damage_rate/100;
  762. if (flag & BF_LONG)
  763. damage = damage * battle_config.gvg_long_damage_rate/100;
  764. }
  765. if(!damage) damage = 1;
  766. }
  767. return damage;
  768. }
  769. /*==========================================
  770. * HP/SP吸収の計算
  771. *------------------------------------------*/
  772. static int battle_calc_drain(int damage, int rate, int per)
  773. {
  774. int diff = 0;
  775. if (per && rnd()%1000 < rate) {
  776. diff = (damage * per) / 100;
  777. if (diff == 0) {
  778. if (per > 0)
  779. diff = 1;
  780. else
  781. diff = -1;
  782. }
  783. }
  784. return diff;
  785. }
  786. /*==========================================
  787. * ?C練ダ??[ジ
  788. *------------------------------------------*/
  789. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  790. {
  791. int damage,skill;
  792. struct status_data *status = status_get_status_data(target);
  793. int weapon;
  794. damage = dmg;
  795. nullpo_ret(sd);
  796. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  797. target->type == BL_MOB && //This bonus doesnt work against players.
  798. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  799. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  800. //damage += (skill * 3);
  801. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  802. damage += (skill * 5);
  803. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  804. damage += (skill * 10);
  805. if( (sd->sc.option&OPTION_MADOGEAR) )
  806. damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
  807. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  808. damage += (skill * 4);
  809. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  810. damage += sd->status.str;
  811. }
  812. if(type == 0)
  813. weapon = sd->weapontype1;
  814. else
  815. weapon = sd->weapontype2;
  816. switch(weapon)
  817. {
  818. case W_1HSWORD:
  819. #if REMODE
  820. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  821. damage += (skill * 3);
  822. #endif
  823. case W_DAGGER:
  824. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  825. damage += (skill * 4);
  826. break;
  827. case W_2HSWORD:
  828. #if REMODE
  829. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  830. damage += (skill * 3);
  831. #endif
  832. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  833. damage += (skill * 4);
  834. break;
  835. case W_1HSPEAR:
  836. case W_2HSPEAR:
  837. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  838. if(!pc_isriding(sd))
  839. damage += (skill * 4);
  840. else
  841. damage += (skill * 5);
  842. }
  843. break;
  844. case W_1HAXE:
  845. case W_2HAXE:
  846. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  847. damage += (skill * 3);
  848. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  849. damage += (skill * 5);
  850. break;
  851. case W_MACE:
  852. case W_2HMACE:
  853. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  854. damage += (skill * 3);
  855. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  856. damage += (skill * 5);
  857. break;
  858. case W_FIST:
  859. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  860. damage += (skill * 10);
  861. // No break, fallthrough to Knuckles
  862. case W_KNUCKLE:
  863. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  864. damage += (skill * 3);
  865. break;
  866. case W_MUSICAL:
  867. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  868. damage += (skill * 3);
  869. break;
  870. case W_WHIP:
  871. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  872. damage += (skill * 3);
  873. break;
  874. case W_BOOK:
  875. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  876. damage += (skill * 3);
  877. break;
  878. case W_KATAR:
  879. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  880. damage += (skill * 3);
  881. break;
  882. }
  883. return damage;
  884. }
  885. /*==========================================
  886. * Calculates the standard damage of a normal attack assuming it hits,
  887. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  888. *------------------------------------------
  889. * Pass damage2 as NULL to not calc it.
  890. * Flag values:
  891. * &1: Critical hit
  892. * &2: Arrow attack
  893. * &4: Skill is Magic Crasher
  894. * &8: Skip target size adjustment (Extremity Fist?)
  895. *&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)
  896. */
  897. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  898. {
  899. unsigned short atkmin=0, atkmax=0;
  900. short type = 0;
  901. int damage = 0;
  902. if (!sd)
  903. { //Mobs/Pets
  904. if(flag&4)
  905. {
  906. atkmin = status->matk_min;
  907. atkmax = status->matk_max;
  908. } else {
  909. atkmin = wa->atk;
  910. atkmax = wa->atk2;
  911. }
  912. if (atkmin > atkmax)
  913. atkmin = atkmax;
  914. } else { //PCs
  915. atkmax = wa->atk;
  916. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  917. if (!(flag&1) || (flag&2))
  918. { //Normal attacks
  919. atkmin = status->dex;
  920. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  921. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  922. if (atkmin > atkmax)
  923. atkmin = atkmax;
  924. if(flag&2 && !(flag&16))
  925. { //Bows
  926. atkmin = atkmin*atkmax/100;
  927. if (atkmin > atkmax)
  928. atkmax = atkmin;
  929. }
  930. }
  931. }
  932. if (sc && sc->data[SC_MAXIMIZEPOWER])
  933. atkmin = atkmax;
  934. //Weapon Damage calculation
  935. if (!(flag&1))
  936. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  937. else
  938. damage = atkmax;
  939. if (sd)
  940. {
  941. //rodatazone says the range is 0~arrow_atk-1 for non crit
  942. if (flag&2 && sd->arrow_atk)
  943. damage += ((flag&1)?sd->arrow_atk:rnd()%sd->arrow_atk);
  944. //SizeFix only for players
  945. if (!(sd->special_state.no_sizefix || (flag&8)))
  946. damage = damage*(type==EQI_HAND_L?
  947. sd->left_weapon.atkmods[t_size]:
  948. sd->right_weapon.atkmods[t_size])/100;
  949. }
  950. //Finally, add baseatk
  951. if(flag&4)
  952. damage += status->matk_min;
  953. else
  954. damage += status->batk;
  955. //rodatazone says that Overrefine bonuses are part of baseatk
  956. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  957. if(sd) {
  958. if (type == EQI_HAND_L) {
  959. if(sd->left_weapon.overrefine)
  960. damage += rnd()%sd->left_weapon.overrefine+1;
  961. if (sd->weapon_atk_rate[sd->weapontype2])
  962. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  963. } else { //Right hand
  964. if(sd->right_weapon.overrefine)
  965. damage += rnd()%sd->right_weapon.overrefine+1;
  966. if (sd->weapon_atk_rate[sd->weapontype1])
  967. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  968. }
  969. }
  970. return damage;
  971. }
  972. /*==========================================
  973. * Consumes ammo for the given skill.
  974. *------------------------------------------*/
  975. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  976. {
  977. int qty=1;
  978. if (!battle_config.arrow_decrement)
  979. return;
  980. if (skill) {
  981. qty = skill_get_ammo_qty(skill, lv);
  982. if (!qty) qty = 1;
  983. }
  984. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  985. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  986. sd->state.arrow_atk = 0;
  987. }
  988. static int battle_range_type(
  989. struct block_list *src, struct block_list *target,
  990. int skill_num, int skill_lv)
  991. { //Skill Range Criteria
  992. if (battle_config.skillrange_by_distance &&
  993. (src->type&battle_config.skillrange_by_distance)
  994. ) { //based on distance between src/target [Skotlex]
  995. if (check_distance_bl(src, target, 5))
  996. return BF_SHORT;
  997. return BF_LONG;
  998. }
  999. //based on used skill's range
  1000. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  1001. return BF_SHORT;
  1002. return BF_LONG;
  1003. }
  1004. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  1005. {
  1006. int i;
  1007. if (!sd->skillblown[0].id)
  1008. return 0;
  1009. //Apply the bonus blewcount. [Skotlex]
  1010. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1011. if (sd->skillblown[i].id == skill_num)
  1012. return sd->skillblown[i].val;
  1013. }
  1014. return 0;
  1015. }
  1016. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1017. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  1018. //For quick div adjustment.
  1019. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  1020. /*==========================================
  1021. * battle_calc_weapon_attack (by Skotlex)
  1022. *------------------------------------------*/
  1023. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  1024. {
  1025. unsigned int skillratio = 100; //Skill dmg modifiers.
  1026. short skill=0;
  1027. short s_ele, s_ele_, t_class;
  1028. int i, nk;
  1029. bool n_ele = false; // non-elemental
  1030. struct map_session_data *sd, *tsd;
  1031. struct Damage wd;
  1032. struct status_change *sc = status_get_sc(src);
  1033. struct status_change *tsc = status_get_sc(target);
  1034. struct status_data *sstatus = status_get_status_data(src);
  1035. struct status_data *tstatus = status_get_status_data(target);
  1036. struct {
  1037. unsigned hit : 1; //the attack Hit? (not a miss)
  1038. unsigned cri : 1; //Critical hit
  1039. unsigned idef : 1; //Ignore defense
  1040. unsigned idef2 : 1; //Ignore defense (left weapon)
  1041. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  1042. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  1043. unsigned infdef : 1; //Infinite defense (plants)
  1044. unsigned arrow : 1; //Attack is arrow-based
  1045. unsigned rh : 1; //Attack considers right hand (wd.damage)
  1046. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  1047. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  1048. } flag;
  1049. memset(&wd,0,sizeof(wd));
  1050. memset(&flag,0,sizeof(flag));
  1051. if(src==NULL || target==NULL)
  1052. {
  1053. nullpo_info(NLP_MARK);
  1054. return wd;
  1055. }
  1056. //Initial flag
  1057. flag.rh=1;
  1058. flag.weapon=1;
  1059. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  1060. //Initial Values
  1061. wd.type=0; //Normal attack
  1062. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  1063. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1064. if(skill_num == KN_AUTOCOUNTER)
  1065. wd.amotion >>= 1;
  1066. wd.dmotion=tstatus->dmotion;
  1067. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  1068. wd.flag = BF_WEAPON; //Initial Flag
  1069. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  1070. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  1071. nk = skill_get_nk(skill_num);
  1072. if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1073. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1074. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  1075. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  1076. if (sc && !sc->count)
  1077. sc = NULL; //Skip checking as there are no status changes active.
  1078. if (tsc && !tsc->count)
  1079. tsc = NULL; //Skip checking as there are no status changes active.
  1080. sd = BL_CAST(BL_PC, src);
  1081. tsd = BL_CAST(BL_PC, target);
  1082. if(sd)
  1083. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  1084. //Set miscellaneous data that needs be filled regardless of hit/miss
  1085. if(
  1086. (sd && sd->state.arrow_atk) ||
  1087. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  1088. )
  1089. flag.arrow = 1;
  1090. if(skill_num){
  1091. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1092. switch(skill_num)
  1093. {
  1094. case MO_FINGEROFFENSIVE:
  1095. if(sd) {
  1096. if (battle_config.finger_offensive_type)
  1097. wd.div_ = 1;
  1098. else
  1099. wd.div_ = sd->spiritball_old;
  1100. }
  1101. break;
  1102. case HT_PHANTASMIC:
  1103. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  1104. flag.arrow = 1;
  1105. break;
  1106. case CR_SHIELDBOOMERANG:
  1107. case PA_SHIELDCHAIN:
  1108. case LG_SHIELDPRESS:
  1109. case LG_EARTHDRIVE:
  1110. flag.weapon = 0;
  1111. break;
  1112. case KN_PIERCE:
  1113. case ML_PIERCE:
  1114. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  1115. break;
  1116. case TF_DOUBLE: //For NPC used skill.
  1117. case GS_CHAINACTION:
  1118. wd.type = 0x08;
  1119. break;
  1120. case GS_GROUNDDRIFT:
  1121. case KN_SPEARSTAB:
  1122. case KN_BOWLINGBASH:
  1123. case MS_BOWLINGBASH:
  1124. case MO_BALKYOUNG:
  1125. case TK_TURNKICK:
  1126. wd.blewcount=0;
  1127. break;
  1128. case KN_AUTOCOUNTER:
  1129. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1130. break;
  1131. case NPC_CRITICALSLASH:
  1132. case LG_PINPOINTATTACK:
  1133. flag.cri = 1; //Always critical skill.
  1134. break;
  1135. case LK_SPIRALPIERCE:
  1136. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  1137. break;
  1138. }
  1139. } else //Range for normal attacks.
  1140. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  1141. if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
  1142. { //Check for Lucky Dodge
  1143. wd.type=0x0b;
  1144. wd.dmg_lv=ATK_LUCKY;
  1145. if (wd.div_ < 0) wd.div_*=-1;
  1146. return wd;
  1147. }
  1148. t_class = status_get_class(target);
  1149. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  1150. if( !skill_num || s_ele == -1 )
  1151. { //Take weapon's element
  1152. s_ele = sstatus->rhw.ele;
  1153. s_ele_ = sstatus->lhw.ele;
  1154. if( flag.arrow && sd && sd->arrow_ele )
  1155. s_ele = sd->arrow_ele;
  1156. if( battle_config.attack_attr_none&src->type )
  1157. n_ele = true; //Weapon's element is "not elemental"
  1158. }
  1159. else if( s_ele == -2 ) //Use enchantment's element
  1160. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  1161. else if( s_ele == -3 ) //Use random element
  1162. s_ele = s_ele_ = rnd()%ELE_MAX;
  1163. switch( skill_num )
  1164. {
  1165. case GS_GROUNDDRIFT:
  1166. s_ele = s_ele_ = wflag; //element comes in flag.
  1167. break;
  1168. case LK_SPIRALPIERCE:
  1169. if (!sd) n_ele = false; //forced neutral for monsters
  1170. break;
  1171. }
  1172. if(!skill_num)
  1173. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1174. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1175. {
  1176. flag.rh=0;
  1177. flag.lh=1;
  1178. }
  1179. if (sstatus->lhw.atk)
  1180. flag.lh=1;
  1181. }
  1182. if( sd && !skill_num )
  1183. { //Check for double attack.
  1184. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  1185. || ( sd->double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
  1186. { //Success chance is not added, the higher one is used [Skotlex]
  1187. if( rnd()%100 < ( 5*skill_lv > sd->double_rate ? 5*skill_lv : sd->double_rate ) )
  1188. {
  1189. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1190. wd.type = 0x08;
  1191. }
  1192. }
  1193. else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
  1194. {
  1195. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  1196. wd.type = 0x08;
  1197. }
  1198. }
  1199. //Check for critical
  1200. if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
  1201. (!skill_num ||
  1202. skill_num == KN_AUTOCOUNTER ||
  1203. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  1204. skill_num == NJ_KIRIKAGE))
  1205. {
  1206. short cri = sstatus->cri;
  1207. if (sd)
  1208. {
  1209. cri+= sd->critaddrace[tstatus->race];
  1210. if(flag.arrow)
  1211. cri += sd->arrow_cri;
  1212. }
  1213. //The official equation is *2, but that only applies when sd's do critical.
  1214. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1215. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1216. if(tsc)
  1217. {
  1218. if (tsc->data[SC_SLEEP])
  1219. cri <<=1;
  1220. }
  1221. switch (skill_num)
  1222. {
  1223. case KN_AUTOCOUNTER:
  1224. if(battle_config.auto_counter_type &&
  1225. (battle_config.auto_counter_type&src->type))
  1226. flag.cri = 1;
  1227. else
  1228. cri <<= 1;
  1229. break;
  1230. case SN_SHARPSHOOTING:
  1231. case MA_SHARPSHOOTING:
  1232. cri += 200;
  1233. break;
  1234. case NJ_KIRIKAGE:
  1235. cri += 250 + 50*skill_lv;
  1236. break;
  1237. }
  1238. if(tsd && tsd->critical_def)
  1239. cri = cri*(100-tsd->critical_def)/100;
  1240. if (rnd()%1000 < cri)
  1241. flag.cri= 1;
  1242. }
  1243. if (flag.cri)
  1244. {
  1245. wd.type = 0x0a;
  1246. flag.idef = flag.idef2 = flag.hit = 1;
  1247. } else { //Check for Perfect Hit
  1248. if(sd && sd->perfect_hit > 0 && rnd()%100 < sd->perfect_hit)
  1249. flag.hit = 1;
  1250. if (sc && sc->data[SC_FUSION]) {
  1251. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1252. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1253. }
  1254. if( !flag.hit )
  1255. switch(skill_num)
  1256. {
  1257. case AS_SPLASHER:
  1258. if( !wflag ) // Always hits the one exploding.
  1259. flag.hit = 1;
  1260. break;
  1261. case CR_SHIELDBOOMERANG:
  1262. if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1263. flag.hit = 1;
  1264. break;
  1265. }
  1266. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1267. flag.hit = 1;
  1268. }
  1269. if (!flag.hit)
  1270. { //Hit/Flee calculation
  1271. short
  1272. flee = tstatus->flee,
  1273. #if REMODE
  1274. hitrate = 0; //Default hitrate
  1275. #else
  1276. hitrate = 80; //Default hitrate
  1277. #endif
  1278. if(battle_config.agi_penalty_type &&
  1279. battle_config.agi_penalty_target&target->type)
  1280. {
  1281. unsigned char attacker_count; //256 max targets should be a sane max
  1282. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  1283. if(attacker_count >= battle_config.agi_penalty_count)
  1284. {
  1285. if (battle_config.agi_penalty_type == 1)
  1286. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1287. else //asume type 2: absolute reduction
  1288. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1289. if(flee < 1) flee = 1;
  1290. }
  1291. }
  1292. hitrate+= sstatus->hit - flee;
  1293. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1294. tsc && tsc->data[SC_FOGWALL])
  1295. hitrate -= 50;
  1296. if(sd && flag.arrow)
  1297. hitrate += sd->arrow_hit;
  1298. if(skill_num)
  1299. switch(skill_num)
  1300. { //Hit skill modifiers
  1301. //It is proven that bonus is applied on final hitrate, not hit.
  1302. case SM_BASH:
  1303. case MS_BASH:
  1304. hitrate += hitrate * 5 * skill_lv / 100;
  1305. break;
  1306. case MS_MAGNUM:
  1307. case SM_MAGNUM:
  1308. hitrate += hitrate * 10 * skill_lv / 100;
  1309. break;
  1310. case KN_AUTOCOUNTER:
  1311. case PA_SHIELDCHAIN:
  1312. case NPC_WATERATTACK:
  1313. case NPC_GROUNDATTACK:
  1314. case NPC_FIREATTACK:
  1315. case NPC_WINDATTACK:
  1316. case NPC_POISONATTACK:
  1317. case NPC_HOLYATTACK:
  1318. case NPC_DARKNESSATTACK:
  1319. case NPC_UNDEADATTACK:
  1320. case NPC_TELEKINESISATTACK:
  1321. case NPC_BLEEDING:
  1322. hitrate += hitrate * 20 / 100;
  1323. break;
  1324. case KN_PIERCE:
  1325. case ML_PIERCE:
  1326. hitrate += hitrate * 5 * skill_lv / 100;
  1327. break;
  1328. case AS_SONICBLOW:
  1329. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1330. hitrate += hitrate * 50 / 100;
  1331. break;
  1332. case GC_VENOMPRESSURE:
  1333. hitrate += 10 + 4 * skill_lv;
  1334. break;
  1335. }
  1336. // Weaponry Research hidden bonus
  1337. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1338. hitrate += hitrate * ( 2 * skill ) / 100;
  1339. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1340. if(rnd()%100 >= hitrate)
  1341. wd.dmg_lv = ATK_FLEE;
  1342. else
  1343. flag.hit = 1;
  1344. } //End hit/miss calculation
  1345. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1346. { //Hitting attack
  1347. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1348. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1349. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1350. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1351. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1352. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1353. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1354. //Adds an absolute value to damage. 100 = +100 damage
  1355. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1356. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1357. switch (skill_num)
  1358. { //Calc base damage according to skill
  1359. case NJ_ISSEN:
  1360. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1361. wd.damage2 = 0;
  1362. status_set_hp(src, 1, 0);
  1363. break;
  1364. case PA_SACRIFICE:
  1365. wd.damage = sstatus->max_hp* 9/100;
  1366. wd.damage2 = 0;
  1367. break;
  1368. case LK_SPIRALPIERCE:
  1369. case ML_SPIRALPIERCE:
  1370. if (sd) {
  1371. short index = sd->equip_index[EQI_HAND_R];
  1372. if (index >= 0 &&
  1373. sd->inventory_data[index] &&
  1374. sd->inventory_data[index]->type == IT_WEAPON)
  1375. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1376. } else
  1377. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1378. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1379. i = sstatus->str/10;
  1380. i*=i;
  1381. ATK_ADD(i); //Add str bonus.
  1382. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1383. case 0: //Small: 125%
  1384. ATK_RATE(125);
  1385. break;
  1386. //case 1: //Medium: 100%
  1387. case 2: //Large: 75%
  1388. ATK_RATE(75);
  1389. break;
  1390. }
  1391. break;
  1392. case CR_SHIELDBOOMERANG:
  1393. case PA_SHIELDCHAIN:
  1394. case LG_SHIELDPRESS:
  1395. case LG_EARTHDRIVE:
  1396. wd.damage = sstatus->batk;
  1397. if (sd) {
  1398. short index = sd->equip_index[EQI_HAND_L];
  1399. if (index >= 0 &&
  1400. sd->inventory_data[index] &&
  1401. sd->inventory_data[index]->type == IT_ARMOR)
  1402. ATK_ADD(sd->inventory_data[index]->weight/10);
  1403. break;
  1404. } else
  1405. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1406. break;
  1407. case HFLI_SBR44: //[orn]
  1408. if(src->type == BL_HOM) {
  1409. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1410. break;
  1411. }
  1412. default:
  1413. {
  1414. i = (flag.cri?1:0)|
  1415. (flag.arrow?2:0)|
  1416. (skill_num == HW_MAGICCRASHER?4:0)|
  1417. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1418. (skill_num == MO_EXTREMITYFIST?8:0)|
  1419. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1420. if (flag.arrow && sd)
  1421. switch(sd->status.weapon) {
  1422. case W_BOW:
  1423. case W_REVOLVER:
  1424. case W_GATLING:
  1425. case W_SHOTGUN:
  1426. case W_GRENADE:
  1427. break;
  1428. default:
  1429. i |= 16; // for ex. shuriken must not be influenced by DEX
  1430. }
  1431. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1432. if (flag.lh)
  1433. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1434. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1435. if(wflag>0)
  1436. wd.damage/= wflag;
  1437. else
  1438. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1439. }
  1440. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1441. if(sd)
  1442. {
  1443. if (sd->atk_rate)
  1444. ATK_ADDRATE(sd->atk_rate);
  1445. if(flag.cri && sd->crit_atk_rate)
  1446. ATK_ADDRATE(sd->crit_atk_rate);
  1447. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1448. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
  1449. ATK_ADDRATE(2*skill*i);
  1450. }
  1451. }
  1452. break;
  1453. } //End default case
  1454. } //End switch(skill_num)
  1455. //Skill damage modifiers that stack linearly
  1456. if(sc && skill_num != PA_SACRIFICE)
  1457. {
  1458. if(sc->data[SC_OVERTHRUST])
  1459. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1460. if(sc->data[SC_MAXOVERTHRUST])
  1461. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1462. if(sc->data[SC_BERSERK])
  1463. skillratio += 100;
  1464. }
  1465. if( !skill_num )
  1466. {
  1467. ATK_RATE(skillratio);
  1468. }
  1469. else
  1470. {
  1471. switch( skill_num )
  1472. {
  1473. case SM_BASH:
  1474. case MS_BASH:
  1475. skillratio += 30*skill_lv;
  1476. break;
  1477. case SM_MAGNUM:
  1478. case MS_MAGNUM:
  1479. skillratio += 20*skill_lv;
  1480. break;
  1481. case MC_MAMMONITE:
  1482. skillratio += 50*skill_lv;
  1483. break;
  1484. case HT_POWER:
  1485. skillratio += -50+8*sstatus->str;
  1486. break;
  1487. case AC_DOUBLE:
  1488. case MA_DOUBLE:
  1489. skillratio += 10*(skill_lv-1);
  1490. break;
  1491. case AC_SHOWER:
  1492. case MA_SHOWER:
  1493. #if REMODE
  1494. skillratio += 50+10*skill_lv;
  1495. #else
  1496. skillratio += -25+5*skill_lv;
  1497. #endif
  1498. break;
  1499. case AC_CHARGEARROW:
  1500. case MA_CHARGEARROW:
  1501. skillratio += 50;
  1502. break;
  1503. case HT_FREEZINGTRAP:
  1504. case MA_FREEZINGTRAP:
  1505. skillratio += -50+10*skill_lv;
  1506. break;
  1507. case KN_PIERCE:
  1508. case ML_PIERCE:
  1509. skillratio += 10*skill_lv;
  1510. break;
  1511. case MER_CRASH:
  1512. skillratio += 10*skill_lv;
  1513. break;
  1514. case KN_SPEARSTAB:
  1515. skillratio += 15*skill_lv;
  1516. break;
  1517. case KN_SPEARBOOMERANG:
  1518. skillratio += 50*skill_lv;
  1519. break;
  1520. case KN_BRANDISHSPEAR:
  1521. case ML_BRANDISH:
  1522. {
  1523. int ratio = 100+20*skill_lv;
  1524. skillratio += ratio-100;
  1525. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1526. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1527. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1528. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1529. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1530. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1531. break;
  1532. }
  1533. case KN_BOWLINGBASH:
  1534. case MS_BOWLINGBASH:
  1535. skillratio+= 40*skill_lv;
  1536. break;
  1537. case AS_GRIMTOOTH:
  1538. skillratio += 20*skill_lv;
  1539. break;
  1540. case AS_POISONREACT:
  1541. skillratio += 30*skill_lv;
  1542. break;
  1543. case AS_SONICBLOW:
  1544. skillratio += -50+5*skill_lv;
  1545. break;
  1546. case TF_SPRINKLESAND:
  1547. skillratio += 30;
  1548. break;
  1549. case MC_CARTREVOLUTION:
  1550. skillratio += 50;
  1551. if(sd && sd->cart_weight)
  1552. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1553. else if (!sd)
  1554. skillratio += 100; //Max damage for non players.
  1555. break;
  1556. case NPC_RANDOMATTACK:
  1557. skillratio += 100*skill_lv;
  1558. break;
  1559. case NPC_WATERATTACK:
  1560. case NPC_GROUNDATTACK:
  1561. case NPC_FIREATTACK:
  1562. case NPC_WINDATTACK:
  1563. case NPC_POISONATTACK:
  1564. case NPC_HOLYATTACK:
  1565. case NPC_DARKNESSATTACK:
  1566. case NPC_UNDEADATTACK:
  1567. case NPC_TELEKINESISATTACK:
  1568. case NPC_BLOODDRAIN:
  1569. case NPC_ACIDBREATH:
  1570. case NPC_DARKNESSBREATH:
  1571. case NPC_FIREBREATH:
  1572. case NPC_ICEBREATH:
  1573. case NPC_THUNDERBREATH:
  1574. case NPC_HELLJUDGEMENT:
  1575. case NPC_PULSESTRIKE:
  1576. skillratio += 100*(skill_lv-1);
  1577. break;
  1578. case RG_BACKSTAP:
  1579. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1580. skillratio += (200+40*skill_lv)/2;
  1581. else
  1582. skillratio += 200+40*skill_lv;
  1583. break;
  1584. case RG_RAID:
  1585. skillratio += 40*skill_lv;
  1586. break;
  1587. case RG_INTIMIDATE:
  1588. skillratio += 30*skill_lv;
  1589. break;
  1590. case CR_SHIELDCHARGE:
  1591. skillratio += 20*skill_lv;
  1592. break;
  1593. case CR_SHIELDBOOMERANG:
  1594. skillratio += 30*skill_lv;
  1595. break;
  1596. case NPC_DARKCROSS:
  1597. case CR_HOLYCROSS:
  1598. {
  1599. int ratio = 35*skill_lv;
  1600. #if REMODE
  1601. if(sd && sd->status.weapon == W_2HSPEAR)
  1602. ratio *= 2;
  1603. #endif
  1604. skillratio += ratio;
  1605. break;
  1606. }
  1607. case AM_DEMONSTRATION:
  1608. skillratio += 20*skill_lv;
  1609. break;
  1610. case AM_ACIDTERROR:
  1611. skillratio += 40*skill_lv;
  1612. break;
  1613. case MO_FINGEROFFENSIVE:
  1614. skillratio+= 50 * skill_lv;
  1615. break;
  1616. case MO_INVESTIGATE:
  1617. skillratio += 75*skill_lv;
  1618. flag.pdef = flag.pdef2 = 2;
  1619. break;
  1620. case MO_EXTREMITYFIST:
  1621. { //Overflow check. [Skotlex]
  1622. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1623. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1624. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1625. skillratio = (unsigned short)ratio;
  1626. status_set_sp(src, 0, 0);
  1627. }
  1628. break;
  1629. case MO_TRIPLEATTACK:
  1630. skillratio += 20*skill_lv;
  1631. break;
  1632. case MO_CHAINCOMBO:
  1633. skillratio += 50+50*skill_lv;
  1634. break;
  1635. case MO_COMBOFINISH:
  1636. skillratio += 140+60*skill_lv;
  1637. break;
  1638. case BA_MUSICALSTRIKE:
  1639. case DC_THROWARROW:
  1640. skillratio += 25+25*skill_lv;
  1641. break;
  1642. case CH_TIGERFIST:
  1643. skillratio += 100*skill_lv-60;
  1644. break;
  1645. case CH_CHAINCRUSH:
  1646. skillratio += 300+100*skill_lv;
  1647. break;
  1648. case CH_PALMSTRIKE:
  1649. skillratio += 100+100*skill_lv;
  1650. break;
  1651. case LK_HEADCRUSH:
  1652. skillratio += 40*skill_lv;
  1653. break;
  1654. case LK_JOINTBEAT:
  1655. i = 10*skill_lv-50;
  1656. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1657. if (wflag&BREAK_NECK) i*=2;
  1658. skillratio += i;
  1659. break;
  1660. case ASC_METEORASSAULT:
  1661. skillratio += 40*skill_lv-60;
  1662. break;
  1663. case SN_SHARPSHOOTING:
  1664. case MA_SHARPSHOOTING:
  1665. skillratio += 100+50*skill_lv;
  1666. break;
  1667. case CG_ARROWVULCAN:
  1668. skillratio += 100+100*skill_lv;
  1669. break;
  1670. case AS_SPLASHER:
  1671. skillratio += 400+50*skill_lv;
  1672. if(sd)
  1673. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  1674. break;
  1675. case ASC_BREAKER:
  1676. skillratio += 100*skill_lv-100;
  1677. break;
  1678. case PA_SACRIFICE:
  1679. skillratio += 10*skill_lv-10;
  1680. break;
  1681. case PA_SHIELDCHAIN:
  1682. skillratio += 30*skill_lv;
  1683. break;
  1684. case WS_CARTTERMINATION:
  1685. i = 10 * (16 - skill_lv);
  1686. if (i < 1) i = 1;
  1687. //Preserve damage ratio when max cart weight is changed.
  1688. if(sd && sd->cart_weight)
  1689. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1690. else if (!sd)
  1691. skillratio += 80000 / i - 100;
  1692. break;
  1693. case TK_DOWNKICK:
  1694. skillratio += 60 + 20*skill_lv;
  1695. break;
  1696. case TK_STORMKICK:
  1697. skillratio += 60 + 20*skill_lv;
  1698. break;
  1699. case TK_TURNKICK:
  1700. skillratio += 90 + 30*skill_lv;
  1701. break;
  1702. case TK_COUNTER:
  1703. skillratio += 90 + 30*skill_lv;
  1704. break;
  1705. case TK_JUMPKICK:
  1706. skillratio += -70 + 10*skill_lv;
  1707. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1708. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1709. if (wflag)
  1710. {
  1711. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1712. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  1713. skillratio *= 2;
  1714. }
  1715. break;
  1716. case GS_TRIPLEACTION:
  1717. skillratio += 50*skill_lv;
  1718. break;
  1719. case GS_BULLSEYE:
  1720. //Only works well against brute/demihumans non bosses.
  1721. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1722. && !(tstatus->mode&MD_BOSS))
  1723. skillratio += 400;
  1724. break;
  1725. case GS_TRACKING:
  1726. skillratio += 100 *(skill_lv+1);
  1727. break;
  1728. case GS_PIERCINGSHOT:
  1729. skillratio += 20*skill_lv;
  1730. break;
  1731. case GS_RAPIDSHOWER:
  1732. skillratio += 10*skill_lv;
  1733. break;
  1734. case GS_DESPERADO:
  1735. skillratio += 50*(skill_lv-1);
  1736. break;
  1737. case GS_DUST:
  1738. skillratio += 50*skill_lv;
  1739. break;
  1740. case GS_FULLBUSTER:
  1741. skillratio += 100*(skill_lv+2);
  1742. break;
  1743. case GS_SPREADATTACK:
  1744. skillratio += 20*(skill_lv-1);
  1745. break;
  1746. case NJ_HUUMA:
  1747. skillratio += 50 + 150*skill_lv;
  1748. break;
  1749. case NJ_TATAMIGAESHI:
  1750. skillratio += 10*skill_lv;
  1751. break;
  1752. case NJ_KASUMIKIRI:
  1753. skillratio += 10*skill_lv;
  1754. break;
  1755. case NJ_KIRIKAGE:
  1756. skillratio += 100*(skill_lv-1);
  1757. break;
  1758. case KN_CHARGEATK:
  1759. {
  1760. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1761. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1762. skillratio += 100 * k;
  1763. }
  1764. break;
  1765. case HT_PHANTASMIC:
  1766. skillratio += 50;
  1767. break;
  1768. case MO_BALKYOUNG:
  1769. skillratio += 200;
  1770. break;
  1771. case HFLI_MOON: //[orn]
  1772. skillratio += 10+110*skill_lv;
  1773. break;
  1774. case HFLI_SBR44: //[orn]
  1775. skillratio += 100 *(skill_lv-1);
  1776. break;
  1777. case NPC_VAMPIRE_GIFT:
  1778. skillratio += ((skill_lv-1)%5+1)*100;
  1779. break;
  1780. case RK_SONICWAVE: {
  1781. int level = status_get_lv(src);
  1782. skillratio += 400 + 100 * skill_lv;
  1783. if( level > 100 )
  1784. skillratio += skillratio * (level - 100) / 200;
  1785. }
  1786. break;
  1787. case RK_HUNDREDSPEAR: {
  1788. int level = status_get_lv(src);
  1789. skillratio += 500 + 40 * skill_lv;
  1790. if( level > 100 )
  1791. skillratio += skillratio * (level - 100) / 200;
  1792. }
  1793. break;
  1794. case RK_WINDCUTTER: {
  1795. int level = status_get_lv(src);
  1796. skillratio += 50 * skill_lv;
  1797. if( level > 100 )
  1798. skillratio += skillratio * (level - 50) / 200;
  1799. }
  1800. break;
  1801. case RK_IGNITIONBREAK: {
  1802. int level = status_get_lv(src);
  1803. i = distance_bl(src,target);
  1804. if( i < 2 )
  1805. skillratio = 200 + 200 * skill_lv;
  1806. else if( i < 4 )
  1807. skillratio = 100 + 200 * skill_lv;
  1808. else
  1809. skillratio = 100 + 100 * skill_lv;
  1810. if( level > 100 )
  1811. skillratio += skillratio * (level - 100) / 200;
  1812. if( sstatus->rhw.ele == ELE_FIRE )
  1813. skillratio += skillratio / 2;
  1814. }
  1815. break;
  1816. case RK_CRUSHSTRIKE:
  1817. if( sd )
  1818. {
  1819. short index = sd->equip_index[EQI_HAND_R];
  1820. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1821. skillratio = sstatus->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  1822. }
  1823. break;
  1824. case RK_STORMBLAST:
  1825. skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
  1826. break;
  1827. case RK_PHANTOMTHRUST:
  1828. skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
  1829. //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
  1830. //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
  1831. break;
  1832. /**
  1833. * GC Guilotine Cross
  1834. **/
  1835. case GC_CROSSIMPACT:
  1836. skillratio += 1050 + 50 * skill_lv;
  1837. break;
  1838. case GC_PHANTOMMENACE:
  1839. skillratio += 200;
  1840. break;
  1841. case GC_COUNTERSLASH:
  1842. skillratio += 200 + (100 * skill_lv) + sstatus->agi;
  1843. break;
  1844. case GC_ROLLINGCUTTER:
  1845. skillratio += 20 * skill_lv;
  1846. break;
  1847. case GC_CROSSRIPPERSLASHER:
  1848. skillratio += 60 + 40 * skill_lv;
  1849. if( sc && sc->data[SC_ROLLINGCUTTER] )
  1850. skillratio += 25 * sc->data[SC_ROLLINGCUTTER]->val1;
  1851. break;
  1852. /**
  1853. * Arch Bishop
  1854. **/
  1855. case AB_DUPLELIGHT_MELEE:
  1856. skillratio += 10 * skill_lv;
  1857. break;
  1858. /**
  1859. * Ranger
  1860. **/
  1861. case RA_ARROWSTORM:
  1862. skillratio += 900 + 80 * skill_lv;
  1863. if( status_get_lv(src) > 100 )
  1864. skillratio = skillratio * status_get_lv(src) / 100; // Base level bonus.
  1865. break;
  1866. case RA_AIMEDBOLT:
  1867. skillratio += 400 + 50 * skill_lv;
  1868. if( status_get_lv(src) > 100 )
  1869. skillratio = skillratio * status_get_lv(src) / 100; // Base level bonus.
  1870. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  1871. wd.div_ = tstatus->size + 2 + rnd()%2;
  1872. break;
  1873. case RA_CLUSTERBOMB:
  1874. skillratio += 100 + 100 * skill_lv;
  1875. break;
  1876. case RA_WUGDASH:
  1877. skillratio = 500;
  1878. break;
  1879. case RA_WUGSTRIKE:
  1880. skillratio = 200 * skill_lv;
  1881. break;
  1882. case RA_WUGBITE:
  1883. skillratio += 300 + 200 * skill_lv;
  1884. if ( skill_lv == 5 ) skillratio += 100;
  1885. break;
  1886. case RA_SENSITIVEKEEN:
  1887. skillratio += 50 * skill_lv;
  1888. break;
  1889. /**
  1890. * Mechanic
  1891. **/
  1892. case NC_BOOSTKNUCKLE:
  1893. skillratio += 100 + 100 * skill_lv + sstatus->dex;
  1894. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1895. break;
  1896. case NC_PILEBUNKER:
  1897. skillratio += 200 + 100 * skill_lv + sstatus->str;
  1898. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1899. break;
  1900. case NC_VULCANARM:
  1901. skillratio = 70 * skill_lv + sstatus->dex;
  1902. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1903. break;
  1904. case NC_FLAMELAUNCHER:
  1905. case NC_COLDSLOWER:
  1906. skillratio += 200 + 300 * skill_lv;
  1907. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1908. break;
  1909. case NC_ARMSCANNON:
  1910. switch( tstatus->size ) {
  1911. case 0: skillratio += 100 + 500 * skill_lv; break;// Small
  1912. case 1: skillratio += 100 + 400 * skill_lv; break;// Medium
  1913. case 2: skillratio += 100 + 300 * skill_lv; break;// Large
  1914. }
  1915. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1916. //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
  1917. break;
  1918. case NC_AXEBOOMERANG:
  1919. skillratio += 60 + 40 * skill_lv;
  1920. if( sd ) {
  1921. short index = sd->equip_index[EQI_HAND_R];
  1922. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1923. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
  1924. }
  1925. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1926. break;
  1927. case NC_POWERSWING:
  1928. skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
  1929. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1930. break;
  1931. case NC_AXETORNADO:
  1932. skillratio += 100 + 100 * skill_lv + sstatus->vit;
  1933. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1934. break;
  1935. case SC_FATALMENACE:
  1936. skillratio += 100 * skill_lv;
  1937. break;
  1938. case SC_TRIANGLESHOT:
  1939. skillratio += 270 + 30 * skill_lv;
  1940. break;
  1941. case SC_FEINTBOMB:
  1942. skillratio += 100 + 100 * skill_lv;
  1943. break;
  1944. case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
  1945. skillratio += -100 + (50 + sstatus->str) * skill_lv;
  1946. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1947. break;
  1948. case LG_BANISHINGPOINT:
  1949. skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
  1950. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1951. break;
  1952. case LG_SHIELDPRESS:
  1953. skillratio += 60 + 43 * skill_lv;
  1954. //if( sc && sc->data[SC_GLOOMYDAY_SK] )
  1955. // skillratio += 80 + (5 * sc->data[SC_GLOOMYDAY_SK]->val1);
  1956. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1957. break;
  1958. case LG_PINPOINTATTACK:
  1959. skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
  1960. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1961. break;
  1962. case LG_RAGEBURST:
  1963. if( sd && sd->spiritball_old )
  1964. skillratio += -100 + (sd->spiritball_old * 200);
  1965. else
  1966. skillratio += -100 + 15 * 200;
  1967. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1968. break;
  1969. case LG_SHIELDSPELL:
  1970. if( wflag&1 ) {
  1971. skillratio += 200;
  1972. if( sd ) {
  1973. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  1974. if( shield_data )
  1975. skillratio *= shield_data->def;
  1976. } else
  1977. skillratio *= 9;
  1978. } else
  1979. skillratio += (sd) ? sd->shieldmdef * 20 : 1000;
  1980. break;
  1981. case LG_MOONSLASHER:
  1982. skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
  1983. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1984. break;
  1985. case LG_OVERBRAND:
  1986. skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
  1987. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1988. break;
  1989. case LG_OVERBRAND_BRANDISH:
  1990. skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
  1991. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1992. break;
  1993. case LG_OVERBRAND_PLUSATK:
  1994. skillratio = 150 * skill_lv;
  1995. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1996. break;
  1997. case LG_RAYOFGENESIS:
  1998. skillratio = skillratio + 200 + 300 * skill_lv;
  1999. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2000. break;
  2001. case LG_EARTHDRIVE:
  2002. skillratio = (skillratio + 100) * skill_lv;
  2003. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2004. break;
  2005. case LG_HESPERUSLIT:
  2006. skillratio += 120 * skill_lv - 100;
  2007. break;
  2008. case SR_DRAGONCOMBO:
  2009. skillratio += 40 * skill_lv;
  2010. break;
  2011. case SR_SKYNETBLOW:
  2012. skillratio += 80 * skill_lv - 100 + ( sstatus->agi * 4 );
  2013. break;
  2014. case SR_EARTHSHAKER:
  2015. skillratio += 50 * skill_lv - 50;// Need to code a check to make the ratio 3x when hitting a hidden player. [Rytech]
  2016. break;
  2017. case SR_FALLENEMPIRE:
  2018. skillratio += 150 * skill_lv; // Need official on how much enemy players weight affects damage. [Rytech]
  2019. //if( tsd && tsd->weight )
  2020. // skillratio = (100 + 150 * skill_lv) * tsd->weight / 10000;
  2021. //else
  2022. // skillratio = (100 + 150 * skill_lv) * 600 / 100;
  2023. break;
  2024. case SR_TIGERCANNON:
  2025. skillratio = 2000 + ( sstatus->hp * ( 10 + 2 * skill_lv ) / 100 );
  2026. break;
  2027. case SR_RAMPAGEBLASTER:
  2028. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  2029. skillratio += 40 * skill_lv * (sd?sd->spiritball_old:5) - 100;
  2030. else
  2031. skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
  2032. break;
  2033. case SR_KNUCKLEARROW:
  2034. if( wflag&4 )
  2035. skillratio = 150 * skill_lv; //+Knockback Damage (Must check and test. [Rytech])
  2036. else
  2037. skillratio += 400 + (100 * skill_lv);
  2038. break;
  2039. case SR_WINDMILL:
  2040. skillratio += 150;
  2041. break;
  2042. case SR_GATEOFHELL:
  2043. skillratio += 500 * skill_lv -100;
  2044. break;
  2045. case SR_GENTLETOUCH_QUIET:
  2046. skillratio += 100 * skill_lv - 100 + sstatus->dex;
  2047. break;
  2048. case SR_HOWLINGOFLION:
  2049. skillratio += 300 * skill_lv - 100;
  2050. break;
  2051. case SR_RIDEINLIGHTNING:
  2052. skillratio += 200 * skill_lv -100;
  2053. break;
  2054. case WM_REVERBERATION_MELEE:
  2055. skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
  2056. break;
  2057. case WM_SEVERE_RAINSTORM_MELEE:
  2058. skillratio = 50 + 50 * skill_lv;
  2059. break;
  2060. case WM_GREAT_ECHO:
  2061. skillratio += 800 + 100 * skill_lv;
  2062. if( sd ) { // Still need official value [pakpil]
  2063. short lv = (short)skill_lv;
  2064. skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0);
  2065. }
  2066. break;
  2067. case WM_SOUND_OF_DESTRUCTION:
  2068. skillratio += 400;
  2069. break;
  2070. }
  2071. ATK_RATE(skillratio);
  2072. //Constant/misc additions from skills
  2073. switch (skill_num) {
  2074. case MO_EXTREMITYFIST:
  2075. ATK_ADD(250 + 150*skill_lv);
  2076. break;
  2077. case TK_DOWNKICK:
  2078. case TK_STORMKICK:
  2079. case TK_TURNKICK:
  2080. case TK_COUNTER:
  2081. case TK_JUMPKICK:
  2082. //TK_RUN kick damage bonus.
  2083. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  2084. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  2085. break;
  2086. case GS_MAGICALBULLET:
  2087. if(sstatus->matk_max>sstatus->matk_min) {
  2088. ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  2089. } else {
  2090. ATK_ADD(sstatus->matk_min);
  2091. }
  2092. break;
  2093. case NJ_SYURIKEN:
  2094. ATK_ADD(4*skill_lv);
  2095. break;
  2096. case RA_WUGDASH:
  2097. case RA_WUGSTRIKE:
  2098. case RA_WUGBITE:
  2099. if(sd)
  2100. ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
  2101. break;
  2102. case LG_RAYOFGENESIS:
  2103. if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding.
  2104. short lv = (short)skill_lv;
  2105. ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1));
  2106. }
  2107. break;
  2108. case SR_GATEOFHELL:
  2109. ATK_ADD (sstatus->max_hp - status_get_hp(src));//Will have to add the consumed SP part to the formula in the future. [Rytech]
  2110. break;
  2111. }
  2112. }
  2113. //Div fix.
  2114. damage_div_fix(wd.damage, wd.div_);
  2115. //The following are applied on top of current damage and are stackable.
  2116. if (sc) {
  2117. if(sc->data[SC_TRUESIGHT])
  2118. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  2119. #if RE_EDP == 0
  2120. /**
  2121. * In RE EDP doesn't affect your final damage but your atk and weapon atk
  2122. **/
  2123. if(sc->data[SC_EDP] &&
  2124. skill_num != ASC_BREAKER &&
  2125. skill_num != ASC_METEORASSAULT &&
  2126. skill_num != AS_SPLASHER &&
  2127. skill_num != AS_VENOMKNIFE)
  2128. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  2129. #endif
  2130. }
  2131. switch (skill_num) {
  2132. case AS_SONICBLOW:
  2133. if (sc && sc->data[SC_SPIRIT] &&
  2134. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  2135. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  2136. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  2137. ATK_ADDRATE(10);
  2138. break;
  2139. case CR_SHIELDBOOMERANG:
  2140. if(sc && sc->data[SC_SPIRIT] &&
  2141. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  2142. ATK_ADDRATE(100);
  2143. break;
  2144. case NC_AXETORNADO:
  2145. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  2146. ATK_ADDRATE(50);
  2147. break;
  2148. case SR_EARTHSHAKER:
  2149. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED]) )
  2150. ATK_ADDRATE(150+150*skill_lv);
  2151. break;
  2152. case SR_RIDEINLIGHTNING:
  2153. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  2154. ATK_ADDRATE(skill_lv*5);
  2155. break;
  2156. }
  2157. if( sd )
  2158. {
  2159. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  2160. ATK_ADDRATE(i);
  2161. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  2162. { //Elemental/Racial adjustments
  2163. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2164. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2165. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2166. )
  2167. flag.pdef = 1;
  2168. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2169. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2170. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2171. )
  2172. { //Pass effect onto right hand if configured so. [Skotlex]
  2173. if (battle_config.left_cardfix_to_right && flag.rh)
  2174. flag.pdef = 1;
  2175. else
  2176. flag.pdef2 = 1;
  2177. }
  2178. }
  2179. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  2180. { //Ignore Defense?
  2181. if (!flag.idef && (
  2182. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2183. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  2184. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2185. ))
  2186. flag.idef = 1;
  2187. if (!flag.idef2 && (
  2188. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2189. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  2190. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2191. )) {
  2192. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  2193. flag.idef = 1;
  2194. else
  2195. flag.idef2 = 1;
  2196. }
  2197. }
  2198. }
  2199. if (!flag.idef || !flag.idef2)
  2200. { //Defense reduction
  2201. short vit_def;
  2202. #if REMODE
  2203. short def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  2204. #else
  2205. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  2206. #endif
  2207. short def2 = (short)tstatus->def2;
  2208. if( sd )
  2209. {
  2210. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2211. i += sd->ignore_def[tstatus->race];
  2212. if( i )
  2213. {
  2214. if( i > 100 ) i = 100;
  2215. def1 -= def1 * i / 100;
  2216. def2 -= def2 * i / 100;
  2217. }
  2218. }
  2219. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type )
  2220. {
  2221. unsigned char target_count; //256 max targets should be a sane max
  2222. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  2223. if(target_count >= battle_config.vit_penalty_count) {
  2224. if(battle_config.vit_penalty_type == 1) {
  2225. if( !tsc || !tsc->data[SC_STEELBODY] )
  2226. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2227. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2228. } else { //Assume type 2
  2229. if( !tsc || !tsc->data[SC_STEELBODY] )
  2230. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2231. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2232. }
  2233. }
  2234. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  2235. if(def2 < 1) def2 = 1;
  2236. }
  2237. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  2238. if (tsd) //Sd vit-eq
  2239. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  2240. vit_def = def2*(def2-15)/150;
  2241. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  2242. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  2243. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  2244. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  2245. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  2246. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  2247. vit_def += skill*5;
  2248. } else { //Mob-Pet vit-eq
  2249. //VIT + rnd(0,[VIT/20]^2-1)
  2250. vit_def = (def2/20)*(def2/20);
  2251. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  2252. }
  2253. if (battle_config.weapon_defense_type) {
  2254. vit_def += def1*battle_config.weapon_defense_type;
  2255. def1 = 0;
  2256. }
  2257. #if REMODE
  2258. /**
  2259. * In Renewal 100% damage reduction is 900 DEF
  2260. * Formula: (1+(900-def1)/9)%
  2261. **/
  2262. if (def1 > 900) def1 = 900;
  2263. ATK_RATE2(
  2264. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)),
  2265. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9))
  2266. );
  2267. #else
  2268. if (def1 > 100) def1 = 100;
  2269. ATK_RATE2(
  2270. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
  2271. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
  2272. );
  2273. #endif
  2274. ATK_ADD2(
  2275. flag.idef ||flag.pdef ?0:-vit_def,
  2276. flag.idef2||flag.pdef2?0:-vit_def
  2277. );
  2278. }
  2279. //Post skill/vit reduction damage increases
  2280. if( sc && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE )
  2281. { //SC skill damages
  2282. if(sc->data[SC_AURABLADE])
  2283. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  2284. }
  2285. //Refine bonus
  2286. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  2287. { // Counts refine bonus multiple times
  2288. if( skill_num == MO_FINGEROFFENSIVE )
  2289. {
  2290. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  2291. } else {
  2292. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  2293. }
  2294. }
  2295. //Set to min of 1
  2296. if (flag.rh && wd.damage < 1) wd.damage = 1;
  2297. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  2298. if (sd && flag.weapon &&
  2299. skill_num != MO_INVESTIGATE &&
  2300. skill_num != MO_EXTREMITYFIST &&
  2301. skill_num != CR_GRANDCROSS)
  2302. { //Add mastery damage
  2303. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  2304. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  2305. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  2306. // but other masteries DO apply >_>
  2307. ATK_ADDRATE(10+ 2*skill);
  2308. }
  2309. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2310. if (flag.lh)
  2311. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2312. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  2313. else
  2314. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2315. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  2316. {
  2317. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2318. if (i == 2) skillratio += sstatus->str; //Star Anger
  2319. if (skill<4)
  2320. skillratio /= 12-3*skill;
  2321. ATK_ADDRATE(skillratio);
  2322. }
  2323. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  2324. ATK_ADD(3*skill);
  2325. if (skill_num == NJ_KUNAI)
  2326. ATK_ADD(60);
  2327. }
  2328. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  2329. else if(wd.div_ < 0) //Since the attack missed...
  2330. wd.div_ *= -1;
  2331. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2332. ATK_ADD(skill*2);
  2333. if(skill_num==TF_POISON)
  2334. ATK_ADD(15*skill_lv);
  2335. if( !(nk&NK_NO_ELEFIX) && !n_ele )
  2336. { //Elemental attribute fix
  2337. if( wd.damage > 0 )
  2338. {
  2339. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  2340. if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  2341. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2342. if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  2343. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2344. }
  2345. if( flag.lh && wd.damage2 > 0 )
  2346. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2347. if( sc && sc->data[SC_WATK_ELEMENT] )
  2348. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2349. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2350. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2351. if( flag.lh )
  2352. {
  2353. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2354. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2355. }
  2356. }
  2357. }
  2358. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2359. return wd; //Enough, rest is not needed.
  2360. if (sd)
  2361. {
  2362. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  2363. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  2364. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  2365. ATK_ADD(wd.div_*sd->spiritball_old*3);
  2366. } else {
  2367. ATK_ADD(wd.div_*sd->spiritball*3);
  2368. }
  2369. //Card Fix, sd side
  2370. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  2371. {
  2372. int cardfix = 1000, cardfix_ = 1000;
  2373. int t_race2 = status_get_race2(target);
  2374. if(sd->state.arrow_atk)
  2375. {
  2376. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  2377. if (!(nk&NK_NO_ELEFIX))
  2378. {
  2379. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  2380. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2381. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2382. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2383. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2384. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2385. continue;
  2386. ele_fix += sd->right_weapon.addele2[i].rate;
  2387. }
  2388. cardfix=cardfix*(100+ele_fix)/100;
  2389. }
  2390. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  2391. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2392. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2393. if( tstatus->race != RC_DEMIHUMAN )
  2394. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  2395. }
  2396. else
  2397. { // Melee attack
  2398. if( !battle_config.left_cardfix_to_right )
  2399. {
  2400. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  2401. if (!(nk&NK_NO_ELEFIX)) {
  2402. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  2403. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2404. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2405. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2406. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2407. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2408. continue;
  2409. ele_fix += sd->right_weapon.addele2[i].rate;
  2410. }
  2411. cardfix=cardfix*(100+ele_fix)/100;
  2412. }
  2413. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  2414. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2415. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2416. if( tstatus->race != RC_DEMIHUMAN )
  2417. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2418. if( flag.lh )
  2419. {
  2420. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  2421. if (!(nk&NK_NO_ELEFIX)) {
  2422. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  2423. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2424. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2425. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2426. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2427. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2428. continue;
  2429. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  2430. }
  2431. cardfix=cardfix*(100+ele_fix_lh)/100;
  2432. }
  2433. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  2434. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  2435. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2436. if( tstatus->race != RC_DEMIHUMAN )
  2437. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2438. }
  2439. }
  2440. else
  2441. {
  2442. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  2443. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2444. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2445. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2446. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2447. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2448. continue;
  2449. ele_fix += sd->right_weapon.addele2[i].rate;
  2450. }
  2451. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2452. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2453. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2454. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2455. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2456. continue;
  2457. ele_fix += sd->left_weapon.addele2[i].rate;
  2458. }
  2459. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  2460. cardfix=cardfix*(100+ele_fix)/100;
  2461. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  2462. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  2463. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2464. if( tstatus->race != RC_DEMIHUMAN )
  2465. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2466. }
  2467. }
  2468. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  2469. {
  2470. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  2471. {
  2472. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  2473. break;
  2474. }
  2475. }
  2476. if( flag.lh )
  2477. {
  2478. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  2479. {
  2480. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  2481. {
  2482. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  2483. break;
  2484. }
  2485. }
  2486. }
  2487. if( wd.flag&BF_LONG )
  2488. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  2489. if( cardfix != 1000 || cardfix_ != 1000 )
  2490. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  2491. }
  2492. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  2493. { //Refine bonus applies after cards and elements.
  2494. short index= sd->equip_index[EQI_HAND_L];
  2495. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  2496. ATK_ADD(10*sd->status.inventory[index].refine);
  2497. }
  2498. } //if (sd)
  2499. //Card Fix, tsd sid
  2500. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2501. {
  2502. short s_race2,s_class;
  2503. short cardfix=1000;
  2504. s_race2 = status_get_race2(src);
  2505. s_class = status_get_class(src);
  2506. if( !(nk&NK_NO_ELEFIX) )
  2507. {
  2508. int ele_fix = tsd->subele[s_ele];
  2509. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2510. {
  2511. if(tsd->subele2[i].ele != s_ele) continue;
  2512. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2513. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2514. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2515. continue;
  2516. ele_fix += tsd->subele2[i].rate;
  2517. }
  2518. cardfix=cardfix*(100-ele_fix)/100;
  2519. if( flag.lh && s_ele_ != s_ele )
  2520. {
  2521. int ele_fix_lh = tsd->subele[s_ele_];
  2522. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2523. {
  2524. if(tsd->subele2[i].ele != s_ele_) continue;
  2525. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2526. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2527. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2528. continue;
  2529. ele_fix_lh += tsd->subele2[i].rate;
  2530. }
  2531. cardfix=cardfix*(100-ele_fix_lh)/100;
  2532. }
  2533. }
  2534. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2535. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2536. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2537. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2538. if( sstatus->race != RC_DEMIHUMAN )
  2539. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2540. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
  2541. {
  2542. if( tsd->add_def[i].class_ == s_class )
  2543. {
  2544. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  2545. break;
  2546. }
  2547. }
  2548. if( wd.flag&BF_SHORT )
  2549. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2550. else // BF_LONG (there's no other choice)
  2551. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2552. if( tsd->sc.data[SC_DEF_RATE] )
  2553. cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;
  2554. if( cardfix != 1000 )
  2555. ATK_RATE(cardfix/10);
  2556. }
  2557. if( flag.infdef )
  2558. { //Plants receive 1 damage when hit
  2559. short class_ = status_get_class(target);
  2560. if( flag.hit || wd.damage > 0 )
  2561. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  2562. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  2563. wd.damage2 = wd.div_;
  2564. if( flag.hit && class_ == MOBID_EMPERIUM ) {
  2565. if(wd.damage2 > 0) {
  2566. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2567. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2568. }
  2569. else if(wd.damage > 0) {
  2570. wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2571. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2572. }
  2573. return wd;
  2574. }
  2575. if( !(battle_config.skill_min_damage&1) )
  2576. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  2577. return wd;
  2578. }
  2579. if (sd)
  2580. {
  2581. if (!flag.rh && flag.lh)
  2582. { //Move lh damage to the rh
  2583. wd.damage = wd.damage2;
  2584. wd.damage2 = 0;
  2585. flag.rh=1;
  2586. flag.lh=0;
  2587. } else if(flag.rh && flag.lh)
  2588. { //Dual-wield
  2589. if (wd.damage)
  2590. {
  2591. skill = pc_checkskill(sd,AS_RIGHT);
  2592. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2593. if(wd.damage < 1) wd.damage = 1;
  2594. }
  2595. if (wd.damage2)
  2596. {
  2597. skill = pc_checkskill(sd,AS_LEFT);
  2598. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2599. if(wd.damage2 < 1) wd.damage2 = 1;
  2600. }
  2601. } else if(sd->status.weapon == W_KATAR && !skill_num)
  2602. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  2603. skill = pc_checkskill(sd,TF_DOUBLE);
  2604. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2605. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  2606. flag.lh = 1;
  2607. }
  2608. }
  2609. if(!flag.rh && wd.damage)
  2610. wd.damage=0;
  2611. if(!flag.lh && wd.damage2)
  2612. wd.damage2=0;
  2613. if( wd.damage + wd.damage2 )
  2614. { //There is a total damage value
  2615. if(!wd.damage2)
  2616. {
  2617. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  2618. if( map_flag_gvg2(target->m) )
  2619. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2620. else if( map[target->m].flag.battleground )
  2621. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2622. }
  2623. else if(!wd.damage)
  2624. {
  2625. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  2626. if( map_flag_gvg2(target->m) )
  2627. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2628. else if( map[target->m].flag.battleground )
  2629. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2630. }
  2631. else
  2632. {
  2633. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  2634. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  2635. if( map_flag_gvg2(target->m) )
  2636. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2637. else if( map[target->m].flag.battleground )
  2638. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2639. wd.damage2 = (d2*100/d1)*wd.damage/100;
  2640. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  2641. wd.damage-=wd.damage2;
  2642. }
  2643. }
  2644. //Reject Sword bugreport:4493 by Daegaladh
  2645. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  2646. (src->type!=BL_PC || (
  2647. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  2648. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  2649. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  2650. )) &&
  2651. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  2652. ) {
  2653. wd.damage = wd.damage * 50 / 100;
  2654. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
  2655. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  2656. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  2657. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  2658. }
  2659. if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  2660. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  2661. wd.damage += md.damage;
  2662. }
  2663. if( sc ) {
  2664. //SG_FUSION hp penalty [Komurka]
  2665. if (sc->data[SC_FUSION]) {
  2666. int hp= sstatus->max_hp;
  2667. if (sd && tsd) {
  2668. hp = 8*hp/100;
  2669. if (100*sstatus->hp <= 20*sstatus->max_hp)
  2670. hp = sstatus->hp;
  2671. } else
  2672. hp = 2*hp/100; //2% hp loss per hit
  2673. status_zap(src, hp, 0);
  2674. }
  2675. /**
  2676. * affecting non-skills
  2677. **/
  2678. if( !skill_num ) {
  2679. /**
  2680. * RK Enchant Blade
  2681. **/
  2682. if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
  2683. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  2684. wd.damage += ( ( ( sc->data[SC_ENCHANTBLADE]->val1 * 20 ) + 100 ) * ( status_get_lv(src) / 150 ) ) + status_get_int(src);
  2685. }
  2686. }
  2687. }
  2688. if( skill_num == LG_RAYOFGENESIS ) {
  2689. struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
  2690. wd.damage += md.damage;
  2691. }
  2692. return wd;
  2693. }
  2694. /*==========================================
  2695. * battle_calc_magic_attack [DracoRPG]
  2696. *------------------------------------------*/
  2697. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2698. {
  2699. int i, nk;
  2700. short s_ele;
  2701. unsigned int skillratio = 100; //Skill dmg modifiers.
  2702. struct map_session_data *sd, *tsd;
  2703. struct Damage ad;
  2704. struct status_data *sstatus = status_get_status_data(src);
  2705. struct status_data *tstatus = status_get_status_data(target);
  2706. struct {
  2707. unsigned imdef : 1;
  2708. unsigned infdef : 1;
  2709. } flag;
  2710. memset(&ad,0,sizeof(ad));
  2711. memset(&flag,0,sizeof(flag));
  2712. if(src==NULL || target==NULL)
  2713. {
  2714. nullpo_info(NLP_MARK);
  2715. return ad;
  2716. }
  2717. //Initial Values
  2718. ad.damage = 1;
  2719. ad.div_=skill_get_num(skill_num,skill_lv);
  2720. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  2721. ad.dmotion=tstatus->dmotion;
  2722. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2723. ad.flag=BF_MAGIC|BF_SKILL;
  2724. ad.dmg_lv=ATK_DEF;
  2725. nk = skill_get_nk(skill_num);
  2726. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  2727. sd = BL_CAST(BL_PC, src);
  2728. tsd = BL_CAST(BL_PC, target);
  2729. //Initialize variables that will be used afterwards
  2730. s_ele = skill_get_ele(skill_num, skill_lv);
  2731. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2732. s_ele = sstatus->rhw.ele;
  2733. else if (s_ele == -2) //Use status element
  2734. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2735. else if( s_ele == -3 ) //Use random element
  2736. s_ele = rnd()%ELE_MAX;
  2737. //Set miscellaneous data that needs be filled
  2738. if(sd) {
  2739. sd->state.arrow_atk = 0;
  2740. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  2741. }
  2742. //Skill Range Criteria
  2743. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2744. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  2745. switch(skill_num)
  2746. {
  2747. case MG_FIREWALL:
  2748. case NJ_KAENSIN:
  2749. ad.dmotion = 0; //No flinch animation.
  2750. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  2751. ad.blewcount = 0; //No knockback
  2752. break;
  2753. case PR_SANCTUARY:
  2754. ad.dmotion = 0; //No flinch animation.
  2755. break;
  2756. }
  2757. if (!flag.infdef) //No need to do the math for plants
  2758. {
  2759. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2760. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2761. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2762. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2763. //Adds an absolute value to damage. 100 = +100 damage
  2764. #define MATK_ADD( a ) { ad.damage+= a; }
  2765. switch (skill_num)
  2766. { //Calc base damage according to skill
  2767. case AL_HEAL:
  2768. case PR_BENEDICTIO:
  2769. case PR_SANCTUARY:
  2770. /**
  2771. * Arch Bishop
  2772. **/
  2773. case AB_HIGHNESSHEAL:
  2774. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  2775. break;
  2776. case PR_ASPERSIO:
  2777. ad.damage = 40;
  2778. break;
  2779. case ALL_RESURRECTION:
  2780. case PR_TURNUNDEAD:
  2781. //Undead check is on skill_castend_damageid code.
  2782. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2783. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2784. if(i > 700) i = 700;
  2785. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  2786. ad.damage = tstatus->hp;
  2787. else
  2788. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2789. break;
  2790. case PF_SOULBURN:
  2791. ad.damage = tstatus->sp * 2;
  2792. break;
  2793. /**
  2794. * Arch Bishop
  2795. **/
  2796. case AB_RENOVATIO:
  2797. //Damage calculation from iRO wiki. [Jobbie]
  2798. ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
  2799. break;
  2800. default:
  2801. {
  2802. #if REMODE //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK)
  2803. /**
  2804. * min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK
  2805. * max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK
  2806. * yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and
  2807. * -> statusMATK holds the %Matk modifier stuff from earlier and lastly:
  2808. * -> the mdef part is not applied at this point, but later.
  2809. **/ //1:bugreport:5101 //1:bugreport:5101
  2810. MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) ));
  2811. #else //Ancient MATK Appliance
  2812. if (sstatus->matk_max > sstatus->matk_min) {
  2813. MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min));
  2814. } else {
  2815. MATK_ADD(sstatus->matk_min);
  2816. }
  2817. #endif
  2818. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2819. if(mflag>0)
  2820. ad.damage/= mflag;
  2821. else
  2822. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2823. }
  2824. switch(skill_num){
  2825. case MG_NAPALMBEAT:
  2826. case MG_FIREBALL:
  2827. skillratio += skill_lv*10-30;
  2828. break;
  2829. case MG_SOULSTRIKE:
  2830. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2831. skillratio += 5*skill_lv;
  2832. break;
  2833. case MG_FIREWALL:
  2834. skillratio -= 50;
  2835. break;
  2836. /**
  2837. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  2838. **/
  2839. #if isOFF(REMODE)
  2840. case MG_THUNDERSTORM:
  2841. skillratio -= 20;
  2842. break;
  2843. #endif
  2844. case MG_FROSTDIVER:
  2845. skillratio += 10*skill_lv;
  2846. break;
  2847. case AL_HOLYLIGHT:
  2848. skillratio += 25;
  2849. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2850. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2851. break;
  2852. case AL_RUWACH:
  2853. skillratio += 45;
  2854. break;
  2855. case WZ_FROSTNOVA:
  2856. skillratio += (100+skill_lv*10)*2/3-100;
  2857. break;
  2858. case WZ_FIREPILLAR:
  2859. if (skill_lv > 10)
  2860. skillratio += 100;
  2861. else
  2862. skillratio -= 80;
  2863. break;
  2864. case WZ_SIGHTRASHER:
  2865. skillratio += 20*skill_lv;
  2866. break;
  2867. case WZ_VERMILION:
  2868. skillratio += 20*skill_lv-20;
  2869. break;
  2870. case WZ_WATERBALL:
  2871. skillratio += 30*skill_lv;
  2872. break;
  2873. case WZ_STORMGUST:
  2874. skillratio += 40*skill_lv;
  2875. break;
  2876. case HW_NAPALMVULCAN:
  2877. skillratio += 10*skill_lv-30;
  2878. break;
  2879. case SL_STIN:
  2880. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2881. break;
  2882. case SL_STUN:
  2883. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2884. break;
  2885. case SL_SMA:
  2886. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2887. break;
  2888. case NJ_KOUENKA:
  2889. skillratio -= 10;
  2890. break;
  2891. case NJ_KAENSIN:
  2892. skillratio -= 50;
  2893. break;
  2894. case NJ_BAKUENRYU:
  2895. skillratio += 50*(skill_lv-1);
  2896. break;
  2897. case NJ_HYOUSYOURAKU:
  2898. skillratio += 50*skill_lv;
  2899. break;
  2900. case NJ_RAIGEKISAI:
  2901. skillratio += 60 + 40*skill_lv;
  2902. break;
  2903. #if REMODE
  2904. case NJ_HUUJIN:
  2905. skillratio += 50;
  2906. break;
  2907. #endif
  2908. case NJ_KAMAITACHI:
  2909. case NPC_ENERGYDRAIN:
  2910. skillratio += 100*skill_lv;
  2911. break;
  2912. case NPC_EARTHQUAKE:
  2913. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  2914. break;
  2915. /**
  2916. * Arch Bishop
  2917. **/
  2918. case AB_JUDEX:
  2919. skillratio += 180 + 20 * skill_lv;
  2920. if (skill_lv > 4) skillratio += 20;
  2921. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2922. break;
  2923. case AB_ADORAMUS:
  2924. skillratio += 400 + 100 * skill_lv;
  2925. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2926. break;
  2927. case AB_DUPLELIGHT_MAGIC:
  2928. skillratio += 100 + 20 * skill_lv;
  2929. break;
  2930. /**
  2931. * Warlock
  2932. **/
  2933. case WL_SOULEXPANSION:
  2934. skillratio += 300 + 100 * skill_lv + sstatus->int_;
  2935. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2936. break;
  2937. case WL_FROSTMISTY:
  2938. skillratio += 100 + 100 * skill_lv;
  2939. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2940. break;
  2941. case WL_JACKFROST:
  2942. {
  2943. struct status_change *tsc = status_get_sc(target);
  2944. if( tsc && tsc->data[SC_FREEZING] )
  2945. {
  2946. skillratio += 900 + 300 * skill_lv;
  2947. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2948. }
  2949. else
  2950. skillratio += 400 + 100 * skill_lv;
  2951. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2952. }
  2953. break;
  2954. case WL_DRAINLIFE:
  2955. skillratio = 200 * skill_lv + sstatus->int_;
  2956. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2957. break;
  2958. case WL_CRIMSONROCK:
  2959. skillratio += 1200 + 300 * skill_lv;
  2960. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2961. break;
  2962. case WL_HELLINFERNO:
  2963. if( status_get_element(target) == ELE_FIRE )
  2964. skillratio = 60 * skill_lv;
  2965. else
  2966. skillratio = 240 * skill_lv;
  2967. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2968. break;
  2969. case WL_COMET: {
  2970. struct status_change * sc = status_get_sc(src);
  2971. if( sc )
  2972. i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
  2973. else
  2974. i = 8;
  2975. if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
  2976. else
  2977. if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
  2978. else
  2979. if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
  2980. else
  2981. skillratio = 800 + 200 * skill_lv;
  2982. }
  2983. break;
  2984. case WL_CHAINLIGHTNING_ATK:
  2985. skillratio += 100 + 300 * skill_lv;
  2986. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2987. break;
  2988. case WL_EARTHSTRAIN:
  2989. skillratio += 1900 + 100 * skill_lv;
  2990. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2991. break;
  2992. case WL_TETRAVORTEX_FIRE:
  2993. case WL_TETRAVORTEX_WATER:
  2994. case WL_TETRAVORTEX_WIND:
  2995. case WL_TETRAVORTEX_GROUND:
  2996. skillratio += 400 + 500 * skill_lv;
  2997. break;
  2998. case WL_SUMMON_ATK_FIRE:
  2999. case WL_SUMMON_ATK_WATER:
  3000. case WL_SUMMON_ATK_WIND:
  3001. case WL_SUMMON_ATK_GROUND:
  3002. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  3003. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3004. break;
  3005. case LG_RAYOFGENESIS:
  3006. skillratio = (skillratio + 200) * skill_lv;
  3007. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3008. break;
  3009. case WM_METALICSOUND:
  3010. skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
  3011. break;
  3012. case WM_SEVERE_RAINSTORM:
  3013. skillratio += 50 * skill_lv;
  3014. break;
  3015. case WM_REVERBERATION_MAGIC:
  3016. skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3017. break;
  3018. case SO_FIREWALK: {
  3019. struct status_change * sc = status_get_sc(src);
  3020. skillratio = 300;
  3021. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3022. if( sc && sc->data[SC_HEATER_OPTION] )
  3023. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3024. }
  3025. break;
  3026. case SO_ELECTRICWALK: {
  3027. struct status_change * sc = status_get_sc(src);
  3028. skillratio = 300;
  3029. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3030. if( sc && sc->data[SC_BLAST_OPTION] )
  3031. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3032. }
  3033. break;
  3034. case SO_EARTHGRAVE: {
  3035. struct status_change * sc = status_get_sc(src);
  3036. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  3037. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3038. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3039. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3040. }
  3041. break;
  3042. case SO_DIAMONDDUST: {
  3043. struct status_change * sc = status_get_sc(src);
  3044. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  3045. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3046. if( sc && sc->data[SC_COOLER_OPTION] )
  3047. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3048. }
  3049. break;
  3050. case SO_POISON_BUSTER: {
  3051. struct status_change * sc = status_get_sc(src);
  3052. skillratio += 1100 + 300 * skill_lv;
  3053. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3054. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3055. }
  3056. break;
  3057. case SO_PSYCHIC_WAVE: {
  3058. struct status_change * sc = status_get_sc(src);
  3059. skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
  3060. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3061. if( sc ){
  3062. if( sc->data[SC_HEATER_OPTION] )
  3063. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  3064. else if(sc->data[SC_COOLER_OPTION] )
  3065. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  3066. else if(sc->data[SC_BLAST_OPTION] )
  3067. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3068. else if(sc->data[SC_CURSED_SOIL_OPTION] )
  3069. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
  3070. }
  3071. }
  3072. break;
  3073. case SO_VARETYR_SPEAR: {
  3074. struct status_change * sc = status_get_sc(src);
  3075. skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
  3076. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3077. if( sc && sc->data[SC_BLAST_OPTION] )
  3078. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  3079. }
  3080. break;
  3081. case SO_CLOUD_KILL: {
  3082. struct status_change * sc = status_get_sc(src);
  3083. skillratio += -100 + skill_lv * 40;
  3084. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  3085. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  3086. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  3087. }
  3088. break;
  3089. case GN_DEMONIC_FIRE:
  3090. if( skill_lv > 20)
  3091. { // Fire expansion Lv.2
  3092. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
  3093. }
  3094. else if( skill_lv > 10 )
  3095. { // Fire expansion Lv.1
  3096. skillratio += 110 + 20 * (skill_lv - 10) / 2;
  3097. }
  3098. else
  3099. skillratio += 110 + 20 * skill_lv;
  3100. break;
  3101. }
  3102. MATK_RATE(skillratio);
  3103. //Constant/misc additions from skills
  3104. if (skill_num == WZ_FIREPILLAR)
  3105. MATK_ADD(50);
  3106. }
  3107. }
  3108. if(sd) {
  3109. //Damage bonuses
  3110. if ((i = pc_skillatk_bonus(sd, skill_num)))
  3111. ad.damage += ad.damage*i/100;
  3112. //Ignore Defense?
  3113. if (!flag.imdef && (
  3114. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  3115. sd->ignore_mdef_race & (1<<tstatus->race) ||
  3116. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  3117. ))
  3118. flag.imdef = 1;
  3119. }
  3120. if(!flag.imdef){
  3121. #if REMODE
  3122. short mdef = tstatus->mdef;
  3123. #else
  3124. char mdef = tstatus->mdef;
  3125. #endif
  3126. int mdef2= tstatus->mdef2;
  3127. if(sd) {
  3128. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  3129. i+= sd->ignore_mdef[tstatus->race];
  3130. if (i)
  3131. {
  3132. if (i > 100) i = 100;
  3133. mdef -= mdef * i/100;
  3134. //mdef2-= mdef2* i/100;
  3135. }
  3136. }
  3137. #if REMODE
  3138. /**
  3139. * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF)
  3140. * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
  3141. * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
  3142. **/
  3143. ad.damage = ad.damage * ((1115/10) - mdef)/(1115/10) - mdef2;
  3144. #else
  3145. if(battle_config.magic_defense_type)
  3146. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  3147. else
  3148. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  3149. #endif
  3150. }
  3151. if (skill_num == NPC_EARTHQUAKE)
  3152. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  3153. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  3154. if(mflag>0)
  3155. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  3156. else
  3157. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3158. }
  3159. if(ad.damage<1)
  3160. ad.damage=1;
  3161. if (!(nk&NK_NO_ELEFIX))
  3162. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3163. if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
  3164. { //Apply the physical part of the skill's damage. [Skotlex]
  3165. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3166. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  3167. if( src == target )
  3168. {
  3169. if( src->type == BL_PC )
  3170. ad.damage = ad.damage/2;
  3171. else
  3172. ad.damage = 0;
  3173. }
  3174. }
  3175. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  3176. short t_class = status_get_class(target);
  3177. short cardfix=1000;
  3178. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  3179. if (!(nk&NK_NO_ELEFIX))
  3180. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  3181. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  3182. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  3183. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  3184. if(sd->add_mdmg[i].class_ == t_class) {
  3185. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  3186. continue;
  3187. }
  3188. }
  3189. if (cardfix != 1000)
  3190. MATK_RATE(cardfix/10);
  3191. }
  3192. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3193. { // Target cards.
  3194. short s_race2 = status_get_race2(src);
  3195. short s_class= status_get_class(src);
  3196. int cardfix=1000;
  3197. if (!(nk&NK_NO_ELEFIX))
  3198. {
  3199. int ele_fix = tsd->subele[s_ele];
  3200. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3201. {
  3202. if(tsd->subele2[i].ele != s_ele) continue;
  3203. if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
  3204. tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
  3205. tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
  3206. continue;
  3207. ele_fix += tsd->subele2[i].rate;
  3208. }
  3209. cardfix=cardfix*(100-ele_fix)/100;
  3210. }
  3211. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3212. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  3213. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3214. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3215. if( sstatus->race != RC_DEMIHUMAN )
  3216. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3217. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  3218. if(tsd->add_mdef[i].class_ == s_class) {
  3219. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  3220. break;
  3221. }
  3222. }
  3223. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  3224. if (ad.flag&BF_SHORT)
  3225. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  3226. else
  3227. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  3228. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  3229. if( tsd->sc.data[SC_MDEF_RATE] )
  3230. cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;
  3231. if (cardfix != 1000)
  3232. MATK_RATE(cardfix/10);
  3233. }
  3234. }
  3235. damage_div_fix(ad.damage, ad.div_);
  3236. if (flag.infdef && ad.damage)
  3237. ad.damage = ad.damage>0?1:-1;
  3238. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  3239. if( map_flag_gvg2(target->m) )
  3240. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3241. else if( map[target->m].flag.battleground )
  3242. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3243. return ad;
  3244. }
  3245. /*==========================================
  3246. * その他ダ??[ジ計算
  3247. *------------------------------------------*/
  3248. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  3249. {
  3250. int skill;
  3251. short i, nk;
  3252. short s_ele;
  3253. struct map_session_data *sd, *tsd;
  3254. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  3255. struct status_data *sstatus = status_get_status_data(src);
  3256. struct status_data *tstatus = status_get_status_data(target);
  3257. memset(&md,0,sizeof(md));
  3258. if( src == NULL || target == NULL ){
  3259. nullpo_info(NLP_MARK);
  3260. return md;
  3261. }
  3262. //Some initial values
  3263. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  3264. md.dmotion=tstatus->dmotion;
  3265. md.div_=skill_get_num( skill_num,skill_lv );
  3266. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  3267. md.dmg_lv=ATK_DEF;
  3268. md.flag=BF_MISC|BF_SKILL;
  3269. nk = skill_get_nk(skill_num);
  3270. sd = BL_CAST(BL_PC, src);
  3271. tsd = BL_CAST(BL_PC, target);
  3272. if(sd) {
  3273. sd->state.arrow_atk = 0;
  3274. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  3275. }
  3276. s_ele = skill_get_ele(skill_num, skill_lv);
  3277. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3278. s_ele = ELE_NEUTRAL;
  3279. else if (s_ele == -3) //Use random element
  3280. s_ele = rnd()%ELE_MAX;
  3281. //Skill Range Criteria
  3282. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3283. switch( skill_num )
  3284. {
  3285. #if REMODE
  3286. case HT_LANDMINE:
  3287. case MA_LANDMINE:
  3288. case HT_BLASTMINE:
  3289. case HT_CLAYMORETRAP:
  3290. {
  3291. int level = sd?sd->status.base_level:status_get_lv(src);
  3292. md.damage = skill_lv*sstatus->dex*(3+level/100)*(1+sstatus->int_/35);
  3293. md.damage+= md.damage*(rand()%20-10)/100;
  3294. md.damage+= 40*(sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
  3295. }
  3296. #else
  3297. case HT_LANDMINE:
  3298. case MA_LANDMINE:
  3299. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  3300. break;
  3301. case HT_BLASTMINE:
  3302. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  3303. break;
  3304. case HT_CLAYMORETRAP:
  3305. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  3306. break;
  3307. #endif
  3308. case HT_BLITZBEAT:
  3309. case SN_FALCONASSAULT:
  3310. //Blitz-beat Damage.
  3311. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  3312. skill=0;
  3313. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  3314. if(mflag > 1) //Autocasted Blitz.
  3315. nk|=NK_SPLASHSPLIT;
  3316. if (skill_num == SN_FALCONASSAULT)
  3317. {
  3318. //Div fix of Blitzbeat
  3319. skill = skill_get_num(HT_BLITZBEAT, 5);
  3320. damage_div_fix(md.damage, skill);
  3321. //Falcon Assault Modifier
  3322. md.damage=md.damage*(150+70*skill_lv)/100;
  3323. }
  3324. break;
  3325. case TF_THROWSTONE:
  3326. md.damage=50;
  3327. break;
  3328. case BA_DISSONANCE:
  3329. md.damage=30+skill_lv*10;
  3330. if (sd)
  3331. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  3332. break;
  3333. case NPC_SELFDESTRUCTION:
  3334. md.damage = sstatus->hp;
  3335. break;
  3336. case NPC_SMOKING:
  3337. md.damage=3;
  3338. break;
  3339. case NPC_DARKBREATH:
  3340. md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
  3341. if(md.damage > 9999) md.damage = 9999;
  3342. break;
  3343. case PA_PRESSURE:
  3344. md.damage=500+300*skill_lv;
  3345. break;
  3346. case PA_GOSPEL:
  3347. md.damage = 1+rnd()%9999;
  3348. break;
  3349. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  3350. if(tstatus->vit+sstatus->int_) //crash fix
  3351. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  3352. else
  3353. md.damage = 0;
  3354. if (tsd) md.damage>>=1;
  3355. if (md.damage < 0 || md.damage > INT_MAX>>1)
  3356. //Overflow prevention, will anyone whine if I cap it to a few billion?
  3357. //Not capped to INT_MAX to give some room for further damage increase.
  3358. md.damage = INT_MAX>>1;
  3359. break;
  3360. case NJ_ZENYNAGE:
  3361. md.damage = skill_get_zeny(skill_num ,skill_lv);
  3362. if (!md.damage) md.damage = 2;
  3363. md.damage = md.damage + rnd()%md.damage;
  3364. if (is_boss(target))
  3365. md.damage=md.damage/3;
  3366. else if (tsd)
  3367. md.damage=md.damage/2;
  3368. break;
  3369. case GS_FLING:
  3370. md.damage = sd?sd->status.job_level:status_get_lv(src);
  3371. break;
  3372. case HVAN_EXPLOSION: //[orn]
  3373. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  3374. break ;
  3375. case ASC_BREAKER:
  3376. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  3377. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  3378. break;
  3379. case HW_GRAVITATION:
  3380. md.damage = 200+200*skill_lv;
  3381. md.dmotion = 0; //No flinch animation.
  3382. break;
  3383. case NPC_EVILLAND:
  3384. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  3385. break;
  3386. case RK_DRAGONBREATH:
  3387. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  3388. if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;
  3389. if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  3390. break;
  3391. /**
  3392. * Ranger
  3393. **/
  3394. case RA_CLUSTERBOMB:
  3395. case RA_FIRINGTRAP:
  3396. case RA_ICEBOUNDTRAP:
  3397. md.damage = (2 * skill_lv * (sstatus->dex + 100));
  3398. if (status_get_lv(src) > 100) md.damage += md.damage * (status_get_lv(src) - 50) / 200 + 15 / 10;
  3399. md.damage = md.damage * 2;// Without BaseLv Bonus
  3400. md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) );
  3401. break;
  3402. /**
  3403. * Mechanic
  3404. **/
  3405. case NC_SELFDESTRUCTION:
  3406. md.damage = (sd?pc_checkskill(sd,NC_MAINFRAME):10) * skill_lv * (status_get_sp(src) + sstatus->vit);
  3407. if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;// Base level bonus.
  3408. if (sd) md.damage = md.damage + status_get_hp(src);
  3409. status_set_sp(src, 0, 0);
  3410. break;
  3411. }
  3412. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  3413. if(mflag>0)
  3414. md.damage/= mflag;
  3415. else
  3416. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3417. }
  3418. damage_div_fix(md.damage, md.div_);
  3419. if (!(nk&NK_IGNORE_FLEE))
  3420. {
  3421. struct status_change *sc = status_get_sc(target);
  3422. i = 0; //Temp for "hit or no hit"
  3423. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  3424. i = 1;
  3425. else {
  3426. short
  3427. flee = tstatus->flee,
  3428. #if REMODE
  3429. hitrate = 0; //Default hitrate
  3430. #else
  3431. hitrate = 80; //Default hitrate
  3432. #endif
  3433. if(battle_config.agi_penalty_type &&
  3434. battle_config.agi_penalty_target&target->type)
  3435. {
  3436. unsigned char attacker_count; //256 max targets should be a sane max
  3437. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  3438. if(attacker_count >= battle_config.agi_penalty_count)
  3439. {
  3440. if (battle_config.agi_penalty_type == 1)
  3441. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  3442. else //asume type 2: absolute reduction
  3443. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  3444. if(flee < 1) flee = 1;
  3445. }
  3446. }
  3447. hitrate+= sstatus->hit - flee;
  3448. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  3449. if(rnd()%100 < hitrate)
  3450. i = 1;
  3451. }
  3452. if (!i) {
  3453. md.damage = 0;
  3454. md.dmg_lv=ATK_FLEE;
  3455. }
  3456. }
  3457. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3458. {// misc damage reduction from equipment
  3459. int cardfix = 10000;
  3460. int race2 = status_get_race2(src);
  3461. if (!(nk&NK_NO_ELEFIX))
  3462. {
  3463. int ele_fix = tsd->subele[s_ele];
  3464. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3465. {
  3466. if(tsd->subele2[i].ele != s_ele) continue;
  3467. if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
  3468. tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
  3469. tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
  3470. continue;
  3471. ele_fix += tsd->subele2[i].rate;
  3472. }
  3473. cardfix=cardfix*(100-ele_fix)/100;
  3474. }
  3475. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3476. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  3477. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3478. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3479. if( sstatus->race != RC_DEMIHUMAN )
  3480. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3481. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  3482. if(md.flag&BF_SHORT)
  3483. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  3484. else // BF_LONG (there's no other choice)
  3485. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  3486. if (cardfix != 10000)
  3487. md.damage=(int)((int64)md.damage*cardfix/10000);
  3488. }
  3489. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  3490. md.damage += md.damage*i/100;
  3491. if(md.damage < 0)
  3492. md.damage = 0;
  3493. else if(md.damage && tstatus->mode&MD_PLANT)
  3494. md.damage = 1;
  3495. if(!(nk&NK_NO_ELEFIX))
  3496. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3497. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  3498. if( map_flag_gvg2(target->m) )
  3499. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3500. else if( map[target->m].flag.battleground )
  3501. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3502. switch( skill_num ) {
  3503. case RA_CLUSTERBOMB:
  3504. case RA_FIRINGTRAP:
  3505. case RA_ICEBOUNDTRAP:
  3506. {
  3507. struct Damage wd;
  3508. wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3509. md.damage += wd.damage;
  3510. }
  3511. break;
  3512. case NJ_ZENYNAGE:
  3513. if( sd ) {
  3514. if ( md.damage > sd->status.zeny )
  3515. md.damage = sd->status.zeny;
  3516. pc_payzeny(sd, md.damage);
  3517. }
  3518. break;
  3519. }
  3520. return md;
  3521. }
  3522. /*==========================================
  3523. * ダ??[ジ計算一括?�?用
  3524. *------------------------------------------*/
  3525. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  3526. {
  3527. struct Damage d;
  3528. switch(attack_type) {
  3529. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  3530. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  3531. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  3532. default:
  3533. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  3534. memset(&d,0,sizeof(d));
  3535. break;
  3536. }
  3537. if( d.damage + d.damage2 < 1 )
  3538. { //Miss/Absorbed
  3539. //Weapon attacks should go through to cause additional effects.
  3540. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  3541. d.dmg_lv = ATK_MISS;
  3542. d.dmotion = 0;
  3543. }
  3544. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  3545. d.dmg_lv = ATK_DEF;
  3546. return d;
  3547. }
  3548. //Calculates BF_WEAPON returned damage.
  3549. int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){
  3550. struct map_session_data* sd = NULL;
  3551. int rdamage = 0, damage = *dmg;
  3552. struct status_change* sc;
  3553. sd = BL_CAST(BL_PC, bl);
  3554. sc = status_get_sc(bl);
  3555. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  3556. int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100;
  3557. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  3558. if( rdamage > max_damage ) rdamage = max_damage;
  3559. } else if (flag & BF_SHORT) {//Bounces back part of the damage.
  3560. if (sd && sd->short_weapon_damage_return){
  3561. rdamage += damage * sd->short_weapon_damage_return / 100;
  3562. if(rdamage < 1) rdamage = 1;
  3563. }
  3564. if( sc && sc->count ) {
  3565. if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) {
  3566. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  3567. if (rdamage < 1) rdamage = 1;
  3568. }
  3569. if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  3570. int dir = map_calc_dir(bl,src->x,src->y),
  3571. t_dir = unit_getdir(bl), rd1 = 0;
  3572. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  3573. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  3574. *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage.
  3575. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  3576. status_change_end(bl,SC_DEATHBOUND,-1);
  3577. rdamage += rd1;
  3578. if (rdamage < 1) rdamage = 1;
  3579. }
  3580. }
  3581. }
  3582. } else {
  3583. if (sd && sd->long_weapon_damage_return) {
  3584. rdamage += damage * sd->long_weapon_damage_return / 100;
  3585. if (rdamage < 1) rdamage = 1;
  3586. }
  3587. }
  3588. return rdamage;
  3589. }
  3590. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  3591. {
  3592. struct weapon_data *wd;
  3593. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  3594. for (i = 0; i < 4; i++) {
  3595. //First two iterations: Right hand
  3596. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  3597. else { wd = &sd->left_weapon; damage = &ldamage; }
  3598. if (*damage <= 0) continue;
  3599. //First and Third iterations: race, other two boss/nonboss state
  3600. if (i == 0 || i == 2)
  3601. type = race;
  3602. else
  3603. type = boss?RC_BOSS:RC_NONBOSS;
  3604. hp = wd->hp_drain[type].value;
  3605. if (wd->hp_drain[type].rate)
  3606. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  3607. sp = wd->sp_drain[type].value;
  3608. if (wd->sp_drain[type].rate)
  3609. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  3610. if (hp) {
  3611. if (wd->hp_drain[type].type)
  3612. rhp += hp;
  3613. thp += hp;
  3614. }
  3615. if (sp) {
  3616. if (wd->sp_drain[type].type)
  3617. rsp += sp;
  3618. tsp += sp;
  3619. }
  3620. }
  3621. if (sd->sp_vanish_rate && rnd()%1000 < sd->sp_vanish_rate)
  3622. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  3623. if( sd->sp_gain_race_attack[race] )
  3624. tsp += sd->sp_gain_race_attack[race];
  3625. if( sd->hp_gain_race_attack[race] )
  3626. thp += sd->hp_gain_race_attack[race];
  3627. if (!thp && !tsp) return;
  3628. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  3629. if (rhp || rsp)
  3630. status_zap(tbl, rhp, rsp);
  3631. }
  3632. // Deals the same damage to targets in area. [pakpil]
  3633. int battle_damage_area( struct block_list *bl, va_list ap) {
  3634. unsigned int tick;
  3635. int amotion, dmotion, damage;
  3636. struct block_list *src;
  3637. nullpo_ret(bl);
  3638. tick=va_arg(ap, unsigned int);
  3639. src=va_arg(ap,struct block_list *);
  3640. amotion=va_arg(ap,int);
  3641. dmotion=va_arg(ap,int);
  3642. damage=va_arg(ap,int);
  3643. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  3644. return 0;
  3645. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  3646. map_freeblock_lock();
  3647. if( src->type == BL_PC )
  3648. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
  3649. if( amotion )
  3650. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
  3651. else
  3652. status_fix_damage(src,bl,damage,0);
  3653. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
  3654. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  3655. map_freeblock_unlock();
  3656. }
  3657. return 0;
  3658. }
  3659. /*==========================================
  3660. * 通??U撃?�?まとめ
  3661. *------------------------------------------*/
  3662. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  3663. struct map_session_data *sd = NULL, *tsd = NULL;
  3664. struct status_data *sstatus, *tstatus;
  3665. struct status_change *sc, *tsc;
  3666. int damage,rdamage=0,rdelay=0;
  3667. int skillv;
  3668. struct Damage wd;
  3669. nullpo_retr(ATK_NONE, src);
  3670. nullpo_retr(ATK_NONE, target);
  3671. if (src->prev == NULL || target->prev == NULL)
  3672. return ATK_NONE;
  3673. sd = BL_CAST(BL_PC, src);
  3674. tsd = BL_CAST(BL_PC, target);
  3675. sstatus = status_get_status_data(src);
  3676. tstatus = status_get_status_data(target);
  3677. sc = status_get_sc(src);
  3678. tsc = status_get_sc(target);
  3679. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  3680. sc = NULL;
  3681. if (tsc && !tsc->count)
  3682. tsc = NULL;
  3683. if (sd)
  3684. {
  3685. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  3686. if (sd->state.arrow_atk)
  3687. {
  3688. int index = sd->equip_index[EQI_AMMO];
  3689. if (index<0) {
  3690. clif_arrow_fail(sd,0);
  3691. return ATK_NONE;
  3692. }
  3693. //Ammo check by Ishizu-chan
  3694. if (sd->inventory_data[index])
  3695. switch (sd->status.weapon) {
  3696. case W_BOW:
  3697. if (sd->inventory_data[index]->look != A_ARROW) {
  3698. clif_arrow_fail(sd,0);
  3699. return ATK_NONE;
  3700. }
  3701. break;
  3702. case W_REVOLVER:
  3703. case W_RIFLE:
  3704. case W_GATLING:
  3705. case W_SHOTGUN:
  3706. if (sd->inventory_data[index]->look != A_BULLET) {
  3707. clif_arrow_fail(sd,0);
  3708. return ATK_NONE;
  3709. }
  3710. break;
  3711. case W_GRENADE:
  3712. if (sd->inventory_data[index]->look != A_GRENADE) {
  3713. clif_arrow_fail(sd,0);
  3714. return ATK_NONE;
  3715. }
  3716. break;
  3717. }
  3718. }
  3719. }
  3720. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  3721. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  3722. if (sc && sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&2))
  3723. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3724. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  3725. {
  3726. int dir = map_calc_dir(target,src->x,src->y);
  3727. int t_dir = unit_getdir(target);
  3728. int dist = distance_bl(src, target);
  3729. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  3730. {
  3731. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  3732. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  3733. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  3734. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  3735. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  3736. return ATK_BLOCK;
  3737. }
  3738. }
  3739. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  3740. {
  3741. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  3742. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  3743. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  3744. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  3745. { //Target locked.
  3746. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  3747. clif_bladestop(target, src->id, 1);
  3748. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  3749. return ATK_BLOCK;
  3750. }
  3751. }
  3752. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  3753. int triple_rate= 30 - skillv; //Base Rate
  3754. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  3755. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  3756. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  3757. }
  3758. if (rnd()%100 < triple_rate) {
  3759. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  3760. return ATK_DEF;
  3761. return ATK_MISS;
  3762. }
  3763. }
  3764. if (sc) {
  3765. if (sc->data[SC_SACRIFICE]) {
  3766. int skilllv = sc->data[SC_SACRIFICE]->val1;
  3767. damage_lv ret_val;
  3768. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  3769. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  3770. /**
  3771. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  3772. * For futher information: bugreport:4950
  3773. **/
  3774. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
  3775. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  3776. if( ret_val == ATK_NONE )
  3777. return ATK_MISS;
  3778. return ret_val;
  3779. }
  3780. if (sc->data[SC_MAGICALATTACK]) {
  3781. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  3782. return ATK_DEF;
  3783. return ATK_MISS;
  3784. }
  3785. }
  3786. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  3787. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  3788. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  3789. if(sc) {
  3790. if (sc->data[SC_EXEEDBREAK]) {
  3791. wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100;
  3792. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  3793. }
  3794. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rand()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  3795. wd.damage *= 3; // Triple Damage
  3796. }
  3797. if (sd && sd->state.arrow_atk) //Consume arrow.
  3798. battle_consume_ammo(sd, 0, 0);
  3799. damage = wd.damage + wd.damage2;
  3800. if( damage > 0 && src != target )
  3801. {
  3802. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  3803. { // Activates it only from melee damage
  3804. int skillid;
  3805. if( rnd()%2 == 1 )
  3806. skillid = AB_DUPLELIGHT_MELEE;
  3807. else
  3808. skillid = AB_DUPLELIGHT_MAGIC;
  3809. skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  3810. }
  3811. rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
  3812. if( rdamage > 0 ) {
  3813. if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
  3814. if( src != target )// Don't reflect your own damage (Grand Cross)
  3815. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
  3816. } else {
  3817. if( tsc && tsc->data[SC_CRESCENTELBOW] ) { // Deal rdamage to src and 10% damage back to target.
  3818. clif_skill_nodamage(target,target,SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1,1);
  3819. skill_blown(target,src,skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1),unit_getdir(src),0);
  3820. status_damage(NULL,target,rdamage/10,0,0,1);
  3821. clif_damage(target, target, tick, wd.amotion, wd.dmotion, rdamage/10, wd.div_ , wd.type, wd.damage2);
  3822. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  3823. }
  3824. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  3825. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  3826. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  3827. }
  3828. }
  3829. }
  3830. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  3831. if (sd && sd->splash_range > 0 && damage > 0)
  3832. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  3833. map_freeblock_lock();
  3834. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  3835. if( tsc && tsc->data[SC_DEVOTION] )
  3836. {
  3837. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3838. struct block_list *d_bl = map_id2bl(sce->val1);
  3839. if( d_bl && (
  3840. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  3841. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  3842. ) && check_distance_bl(target, d_bl, sce->val3) )
  3843. {
  3844. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  3845. status_fix_damage(NULL, d_bl, damage, 0);
  3846. }
  3847. else
  3848. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  3849. }
  3850. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  3851. int sp = 0;
  3852. int skillid = sc->data[SC_AUTOSPELL]->val2;
  3853. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  3854. int i = rnd()%100;
  3855. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  3856. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  3857. if (i >= 50) skilllv -= 2;
  3858. else if (i >= 15) skilllv--;
  3859. if (skilllv < 1) skilllv = 1;
  3860. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  3861. if (status_charge(src, 0, sp)) {
  3862. switch (skill_get_casttype(skillid)) {
  3863. case CAST_GROUND:
  3864. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  3865. break;
  3866. case CAST_NODAMAGE:
  3867. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  3868. break;
  3869. case CAST_DAMAGE:
  3870. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  3871. break;
  3872. }
  3873. }
  3874. }
  3875. if (sd) {
  3876. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rand()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  3877. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == 13 )
  3878. {
  3879. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  3880. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  3881. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  3882. skill_consume_requirement(sd,r_skill,r_lv,3);
  3883. switch( skill_get_casttype(r_skill) ) {
  3884. case CAST_GROUND:
  3885. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  3886. break;
  3887. case CAST_NODAMAGE:
  3888. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  3889. break;
  3890. case CAST_DAMAGE:
  3891. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  3892. break;
  3893. }
  3894. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  3895. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  3896. }
  3897. }
  3898. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  3899. if (battle_config.left_cardfix_to_right)
  3900. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  3901. else
  3902. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  3903. }
  3904. }
  3905. if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  3906. if(tsd && src != target)
  3907. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  3908. battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
  3909. }
  3910. if (tsc) {
  3911. if (tsc->data[SC_POISONREACT] &&
  3912. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  3913. || sstatus->def_ele == ELE_POISON) &&
  3914. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  3915. status_check_skilluse(target, src, TF_POISON, 0)
  3916. ) { //Poison React
  3917. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  3918. if (sstatus->def_ele == ELE_POISON) {
  3919. sce->val2 = 0;
  3920. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  3921. } else {
  3922. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  3923. --sce->val2;
  3924. }
  3925. if (sce->val2 <= 0)
  3926. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  3927. }
  3928. }
  3929. map_freeblock_unlock();
  3930. return wd.dmg_lv;
  3931. }
  3932. int battle_check_undead(int race,int element)
  3933. {
  3934. if(battle_config.undead_detect_type == 0) {
  3935. if(element == ELE_UNDEAD)
  3936. return 1;
  3937. }
  3938. else if(battle_config.undead_detect_type == 1) {
  3939. if(race == RC_UNDEAD)
  3940. return 1;
  3941. }
  3942. else {
  3943. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  3944. return 1;
  3945. }
  3946. return 0;
  3947. }
  3948. //Returns the upmost level master starting with the given object
  3949. struct block_list* battle_get_master(struct block_list *src)
  3950. {
  3951. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  3952. do {
  3953. prev = src;
  3954. switch (src->type) {
  3955. case BL_PET:
  3956. if (((TBL_PET*)src)->msd)
  3957. src = (struct block_list*)((TBL_PET*)src)->msd;
  3958. break;
  3959. case BL_MOB:
  3960. if (((TBL_MOB*)src)->master_id)
  3961. src = map_id2bl(((TBL_MOB*)src)->master_id);
  3962. break;
  3963. case BL_HOM:
  3964. if (((TBL_HOM*)src)->master)
  3965. src = (struct block_list*)((TBL_HOM*)src)->master;
  3966. break;
  3967. case BL_MER:
  3968. if (((TBL_MER*)src)->master)
  3969. src = (struct block_list*)((TBL_MER*)src)->master;
  3970. break;
  3971. case BL_SKILL:
  3972. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  3973. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  3974. break;
  3975. }
  3976. } while (src && src != prev);
  3977. return prev;
  3978. }
  3979. /*==========================================
  3980. * Checks the state between two targets (rewritten by Skotlex)
  3981. * (enemy, friend, party, guild, etc)
  3982. * See battle.h for possible values/combinations
  3983. * to be used here (BCT_* constants)
  3984. * Return value is:
  3985. * 1: flag holds true (is enemy, party, etc)
  3986. * -1: flag fails
  3987. * 0: Invalid target (non-targetable ever)
  3988. *------------------------------------------*/
  3989. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  3990. {
  3991. int m,state = 0; //Initial state none
  3992. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  3993. struct block_list *s_bl = src, *t_bl = target;
  3994. nullpo_ret(src);
  3995. nullpo_ret(target);
  3996. m = target->m;
  3997. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  3998. //objects involved.
  3999. if( (t_bl = battle_get_master(target)) == NULL )
  4000. t_bl = target;
  4001. if( (s_bl = battle_get_master(src)) == NULL )
  4002. s_bl = src;
  4003. switch( target->type )
  4004. { // Checks on actual target
  4005. case BL_PC:
  4006. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target) || ((TBL_PC*)target)->sc.data[SC__MANHOLE])
  4007. return -1; //Cannot be targeted yet.
  4008. break;
  4009. case BL_MOB:
  4010. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  4011. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  4012. s_bl->type == BL_PC && src->type != BL_MOB)
  4013. { //Targettable by players
  4014. state |= BCT_ENEMY;
  4015. strip_enemy = 0;
  4016. }
  4017. break;
  4018. case BL_SKILL:
  4019. {
  4020. TBL_SKILL *su = (TBL_SKILL*)target;
  4021. if( !su->group )
  4022. return 0;
  4023. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
  4024. switch( battle_getcurrentskill(src) ) {
  4025. case 0://you can hit them without skills
  4026. case MA_REMOVETRAP:
  4027. case HT_REMOVETRAP:
  4028. case AC_SHOWER:
  4029. case MA_SHOWER:
  4030. case WZ_SIGHTRASHER:
  4031. case WZ_SIGHTBLASTER:
  4032. case SM_MAGNUM:
  4033. case MS_MAGNUM:
  4034. case RA_DETONATOR:
  4035. case RA_SENSITIVEKEEN:
  4036. case GN_CRAZYWEED:
  4037. state |= BCT_ENEMY;
  4038. strip_enemy = 0;
  4039. break;
  4040. default:
  4041. return 0;
  4042. }
  4043. } else if (su->group->skill_id==WZ_ICEWALL ||
  4044. su->group->skill_id == GN_WALLOFTHORN ||
  4045. su->group->skill_id == WM_REVERBERATION) {
  4046. state |= BCT_ENEMY;
  4047. strip_enemy = 0;
  4048. } else //Excepting traps and icewall, you should not be able to target skills.
  4049. return 0;
  4050. }
  4051. break;
  4052. //Valid targets with no special checks here.
  4053. case BL_MER:
  4054. case BL_HOM:
  4055. break;
  4056. //All else not specified is an invalid target.
  4057. default:
  4058. return 0;
  4059. }
  4060. switch( t_bl->type )
  4061. { //Checks on target master
  4062. case BL_PC:
  4063. {
  4064. struct map_session_data *sd;
  4065. if( t_bl == s_bl ) break;
  4066. sd = BL_CAST(BL_PC, t_bl);
  4067. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  4068. return 0; // Global inminuty only to Attacks
  4069. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  4070. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  4071. if( sd->state.killable ) {
  4072. state |= BCT_ENEMY; // Everything can kill it
  4073. strip_enemy = 0;
  4074. }
  4075. break;
  4076. }
  4077. case BL_MOB:
  4078. {
  4079. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  4080. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  4081. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  4082. break;
  4083. }
  4084. }
  4085. switch( src->type )
  4086. { //Checks on actual src type
  4087. case BL_PET:
  4088. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  4089. return 0; //Pet may not attack non-mobs.
  4090. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  4091. return 0; //pet may not attack Guardians/Emperium
  4092. break;
  4093. case BL_SKILL:
  4094. {
  4095. struct skill_unit *su = (struct skill_unit *)src;
  4096. int inf2 = 0;
  4097. if (!su->group)
  4098. return 0;
  4099. if( battle_config.vs_traps_bctall && (target->type&battle_config.vs_traps_bctall) &&
  4100. (inf2 = skill_get_inf2(su->group->skill_id))&INF2_TRAP &&
  4101. map_flag_vs(src->m) )
  4102. return 1;//traps may target everyone
  4103. if (su->group->src_id == target->id) {
  4104. if (inf2&INF2_NO_TARGET_SELF)
  4105. return -1;
  4106. if (inf2&INF2_TARGET_SELF)
  4107. return 1;
  4108. }
  4109. break;
  4110. }
  4111. }
  4112. switch( s_bl->type )
  4113. { //Checks on source master
  4114. case BL_PC:
  4115. {
  4116. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  4117. if( s_bl != t_bl )
  4118. {
  4119. if( sd->state.killer )
  4120. {
  4121. state |= BCT_ENEMY; // Can kill anything
  4122. strip_enemy = 0;
  4123. }
  4124. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  4125. {
  4126. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  4127. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  4128. else
  4129. return 0; // You can't target anything out of your duel
  4130. }
  4131. }
  4132. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data )
  4133. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  4134. if( t_bl->type != BL_PC )
  4135. state |= BCT_ENEMY; //Natural enemy.
  4136. break;
  4137. }
  4138. case BL_MOB:
  4139. {
  4140. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  4141. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  4142. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  4143. if( !md->special_state.ai )
  4144. { //Normal mobs.
  4145. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  4146. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  4147. else
  4148. state |= BCT_ENEMY; //However, all else are enemies.
  4149. }
  4150. else
  4151. {
  4152. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  4153. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  4154. }
  4155. break;
  4156. }
  4157. default:
  4158. //Need some sort of default behaviour for unhandled types.
  4159. if (t_bl->type != s_bl->type)
  4160. state |= BCT_ENEMY;
  4161. break;
  4162. }
  4163. if( (flag&BCT_ALL) == BCT_ALL )
  4164. { //All actually stands for all attackable chars
  4165. if( target->type&BL_CHAR )
  4166. return 1;
  4167. else
  4168. return -1;
  4169. }
  4170. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  4171. return -1;
  4172. if( t_bl == s_bl )
  4173. { //No need for further testing.
  4174. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  4175. if( state&BCT_ENEMY && strip_enemy )
  4176. state&=~BCT_ENEMY;
  4177. return (flag&state)?1:-1;
  4178. }
  4179. if( map_flag_vs(m) )
  4180. { //Check rivalry settings.
  4181. int sbg_id = 0, tbg_id = 0;
  4182. if( map[m].flag.battleground )
  4183. {
  4184. sbg_id = bg_team_get_id(s_bl);
  4185. tbg_id = bg_team_get_id(t_bl);
  4186. }
  4187. if( flag&(BCT_PARTY|BCT_ENEMY) )
  4188. {
  4189. int s_party = status_get_party_id(s_bl);
  4190. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  4191. state |= BCT_PARTY;
  4192. else
  4193. state |= BCT_ENEMY;
  4194. }
  4195. if( flag&(BCT_GUILD|BCT_ENEMY) )
  4196. {
  4197. int s_guild = status_get_guild_id(s_bl);
  4198. int t_guild = status_get_guild_id(t_bl);
  4199. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  4200. state |= BCT_GUILD;
  4201. else
  4202. state |= BCT_ENEMY;
  4203. }
  4204. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  4205. state &= ~BCT_ENEMY;
  4206. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  4207. { // Prevent novice engagement on pk_mode (feature by Valaris)
  4208. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  4209. if (
  4210. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4211. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  4212. (int)sd->status.base_level < battle_config.pk_min_level ||
  4213. (int)sd2->status.base_level < battle_config.pk_min_level ||
  4214. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  4215. )
  4216. state &= ~BCT_ENEMY;
  4217. }
  4218. }
  4219. else
  4220. { //Non pvp/gvg, check party/guild settings.
  4221. if( flag&BCT_PARTY || state&BCT_ENEMY )
  4222. {
  4223. int s_party = status_get_party_id(s_bl);
  4224. if(s_party && s_party == status_get_party_id(t_bl))
  4225. state |= BCT_PARTY;
  4226. }
  4227. if( flag&BCT_GUILD || state&BCT_ENEMY )
  4228. {
  4229. int s_guild = status_get_guild_id(s_bl);
  4230. int t_guild = status_get_guild_id(t_bl);
  4231. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  4232. state |= BCT_GUILD;
  4233. }
  4234. }
  4235. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  4236. state = BCT_NEUTRAL;
  4237. //Alliance state takes precedence over enemy one.
  4238. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  4239. state&=~BCT_ENEMY;
  4240. return (flag&state)?1:-1;
  4241. }
  4242. /*==========================================
  4243. * 射程判定
  4244. *------------------------------------------*/
  4245. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  4246. {
  4247. int d;
  4248. nullpo_retr(false, src);
  4249. nullpo_retr(false, bl);
  4250. if( src->m != bl->m )
  4251. return false;
  4252. #ifndef CIRCULAR_AREA
  4253. if( src->type == BL_PC )
  4254. { // Range for players' attacks and skills should always have a circular check. [Inkfish]
  4255. int dx = src->x - bl->x, dy = src->y - bl->y;
  4256. if( !check_distance(dx*dx + dy*dy, 0, range*range+(dx&&dy?1:0)) )
  4257. return false;
  4258. }
  4259. else
  4260. #endif
  4261. if( !check_distance_bl(src, bl, range) )
  4262. return false;
  4263. if( (d = distance_bl(src, bl)) < 2 )
  4264. return true; // No need for path checking.
  4265. if( d > AREA_SIZE )
  4266. return false; // Avoid targetting objects beyond your range of sight.
  4267. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  4268. }
  4269. static const struct _battle_data {
  4270. const char* str;
  4271. int* val;
  4272. int defval;
  4273. int min;
  4274. int max;
  4275. } battle_data[] = {
  4276. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  4277. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  4278. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  4279. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  4280. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  4281. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  4282. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  4283. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  4284. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  4285. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  4286. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  4287. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  4288. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  4289. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  4290. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  4291. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  4292. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  4293. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  4294. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  4295. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  4296. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  4297. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  4298. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  4299. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  4300. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  4301. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  4302. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  4303. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  4304. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  4305. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  4306. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  4307. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  4308. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  4309. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  4310. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  4311. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  4312. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  4313. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  4314. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  4315. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  4316. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  4317. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  4318. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  4319. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  4320. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  4321. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  4322. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  4323. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  4324. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  4325. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  4326. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  4327. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  4328. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  4329. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  4330. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  4331. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  4332. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  4333. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  4334. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  4335. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  4336. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  4337. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  4338. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  4339. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  4340. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  4341. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  4342. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  4343. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  4344. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  4345. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  4346. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  4347. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  4348. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  4349. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  4350. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  4351. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  4352. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  4353. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  4354. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  4355. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  4356. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  4357. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  4358. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  4359. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  4360. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  4361. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  4362. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  4363. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  4364. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  4365. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  4366. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  4367. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  4368. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  4369. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  4370. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  4371. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  4372. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  4373. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  4374. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  4375. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  4376. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  4377. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  4378. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  4379. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  4380. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  4381. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  4382. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  4383. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  4384. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  4385. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  4386. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  4387. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  4388. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  4389. { "item_check", &battle_config.item_check, 0, 0, 1, },
  4390. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  4391. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  4392. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  4393. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  4394. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  4395. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  4396. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4397. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4398. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4399. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  4400. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  4401. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  4402. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  4403. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  4404. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  4405. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  4406. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  4407. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  4408. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  4409. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  4410. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  4411. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  4412. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  4413. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  4414. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  4415. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  4416. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  4417. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  4418. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  4419. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  4420. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4421. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  4422. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  4423. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  4424. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  4425. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4426. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  4427. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  4428. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  4429. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, },
  4430. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  4431. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  4432. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  4433. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  4434. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  4435. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  4436. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  4437. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  4438. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  4439. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  4440. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  4441. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  4442. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  4443. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  4444. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  4445. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  4446. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  4447. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  4448. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  4449. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  4450. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  4451. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  4452. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  4453. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  4454. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  4455. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  4456. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  4457. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  4458. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  4459. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  4460. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  4461. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  4462. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  4463. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  4464. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  4465. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  4466. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  4467. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  4468. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  4469. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  4470. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  4471. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  4472. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  4473. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  4474. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  4475. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  4476. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  4477. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  4478. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  4479. // eAthena additions
  4480. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  4481. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  4482. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  4483. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  4484. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  4485. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  4486. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  4487. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  4488. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  4489. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  4490. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  4491. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  4492. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  4493. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  4494. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  4495. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  4496. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  4497. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  4498. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  4499. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  4500. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  4501. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  4502. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  4503. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  4504. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  4505. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  4506. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  4507. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  4508. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  4509. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  4510. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  4511. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  4512. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  4513. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  4514. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  4515. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  4516. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  4517. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  4518. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  4519. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  4520. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  4521. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  4522. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  4523. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  4524. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  4525. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  4526. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  4527. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
  4528. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  4529. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  4530. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  4531. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  4532. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  4533. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  4534. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  4535. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  4536. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  4537. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  4538. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  4539. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  4540. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  4541. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  4542. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  4543. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  4544. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  4545. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  4546. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  4547. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  4548. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  4549. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  4550. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  4551. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  4552. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  4553. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  4554. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  4555. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  4556. { "display_version", &battle_config.display_version, 1, 0, 1, },
  4557. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  4558. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  4559. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  4560. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  4561. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  4562. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  4563. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  4564. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  4565. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  4566. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  4567. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  4568. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  4569. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  4570. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  4571. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  4572. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  4573. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  4574. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  4575. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  4576. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  4577. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  4578. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  4579. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  4580. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  4581. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  4582. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  4583. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  4584. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  4585. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  4586. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  4587. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  4588. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  4589. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  4590. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  4591. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  4592. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  4593. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  4594. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  4595. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  4596. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  4597. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  4598. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  4599. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  4600. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  4601. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  4602. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  4603. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  4604. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  4605. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  4606. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  4607. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  4608. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  4609. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  4610. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  4611. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  4612. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  4613. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  4614. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  4615. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  4616. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  4617. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  4618. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  4619. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  4620. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  4621. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  4622. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  4623. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  4624. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  4625. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  4626. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  4627. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  4628. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  4629. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  4630. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  4631. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  4632. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  4633. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  4634. // BattleGround Settings
  4635. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  4636. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  4637. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  4638. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  4639. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  4640. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  4641. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  4642. /**
  4643. * rAthena
  4644. **/
  4645. { "max_third_parameter", &battle_config.max_third_parameter, 20, 0, INT_MAX, },
  4646. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  4647. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
  4648. };
  4649. int battle_set_value(const char* w1, const char* w2)
  4650. {
  4651. int val = config_switch(w2);
  4652. int i;
  4653. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  4654. if (i == ARRAYLENGTH(battle_data))
  4655. return 0; // not found
  4656. if (val < battle_data[i].min || val > battle_data[i].max)
  4657. {
  4658. 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);
  4659. val = battle_data[i].defval;
  4660. }
  4661. *battle_data[i].val = val;
  4662. return 1;
  4663. }
  4664. int battle_get_value(const char* w1)
  4665. {
  4666. int i;
  4667. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  4668. if (i == ARRAYLENGTH(battle_data))
  4669. return 0; // not found
  4670. else
  4671. return *battle_data[i].val;
  4672. }
  4673. void battle_set_defaults()
  4674. {
  4675. int i;
  4676. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  4677. *battle_data[i].val = battle_data[i].defval;
  4678. }
  4679. void battle_adjust_conf()
  4680. {
  4681. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  4682. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  4683. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  4684. battle_config.max_cart_weight *= 10;
  4685. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  4686. battle_config.max_def = 100;
  4687. if(battle_config.min_hitrate > battle_config.max_hitrate)
  4688. battle_config.min_hitrate = battle_config.max_hitrate;
  4689. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  4690. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  4691. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  4692. battle_config.day_duration = 60000;
  4693. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  4694. battle_config.night_duration = 60000;
  4695. #if PACKETVER < 20100427
  4696. if( battle_config.feature_buying_store ) {
  4697. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  4698. battle_config.feature_buying_store = 0;
  4699. }
  4700. #endif
  4701. #if PACKETVER < 20100803
  4702. if( battle_config.feature_search_stores ) {
  4703. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  4704. battle_config.feature_search_stores = 0;
  4705. }
  4706. #endif
  4707. #ifndef CELL_NOSTACK
  4708. if (battle_config.cell_stack_limit != 1)
  4709. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  4710. #endif
  4711. }
  4712. int battle_config_read(const char* cfgName)
  4713. {
  4714. char line[1024], w1[1024], w2[1024];
  4715. FILE* fp;
  4716. static int count = 0;
  4717. if (count == 0)
  4718. battle_set_defaults();
  4719. count++;
  4720. fp = fopen(cfgName,"r");
  4721. if (fp == NULL)
  4722. ShowError("File not found: %s\n", cfgName);
  4723. else
  4724. {
  4725. while(fgets(line, sizeof(line), fp))
  4726. {
  4727. if (line[0] == '/' && line[1] == '/')
  4728. continue;
  4729. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  4730. continue;
  4731. if (strcmpi(w1, "import") == 0)
  4732. battle_config_read(w2);
  4733. else
  4734. if (battle_set_value(w1, w2) == 0)
  4735. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  4736. }
  4737. fclose(fp);
  4738. }
  4739. count--;
  4740. if (count == 0)
  4741. battle_adjust_conf();
  4742. return 0;
  4743. }
  4744. void do_init_battle(void)
  4745. {
  4746. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  4747. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  4748. }
  4749. void do_final_battle(void)
  4750. {
  4751. ers_destroy(delay_damage_ers);
  4752. }