battle.c 312 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "elemental.h"
  21. #include "mob.h"
  22. #include "itemdb.h"
  23. #include "clif.h"
  24. #include "pet.h"
  25. #include "guild.h"
  26. #include "party.h"
  27. #include "battle.h"
  28. #include "battleground.h"
  29. #include "chrif.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <math.h>
  34. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  35. struct Battle_Config battle_config;
  36. static struct eri *delay_damage_ers; //For battle delay damage structures.
  37. #define DAMAGE_RATE(a) { damage = (int64)damage * (a) / 100; }
  38. #define DAMAGE_SUBRATE(a) { damage -= (int64)damage * (a) / 100; }
  39. #define DAMAGE_ADDRATE(a) { damage += (int64)damage * (a) / 100; }
  40. /**
  41. * Returns the current/list skill used by the bl
  42. * @param bl
  43. * @return skill_id
  44. */
  45. int battle_getcurrentskill(struct block_list *bl)
  46. {
  47. struct unit_data *ud;
  48. if( bl->type == BL_SKILL ) {
  49. struct skill_unit *su = (struct skill_unit*)bl;
  50. return (su && su->group?su->group->skill_id:0);
  51. }
  52. ud = unit_bl2ud(bl);
  53. return (ud?ud->skill_id:0);
  54. }
  55. /**
  56. * Get random targeting enemy
  57. * @param bl
  58. * @param ap
  59. * @return Found target (1) or not found (0)
  60. */
  61. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  62. {
  63. struct block_list **bl_list;
  64. struct unit_data *ud;
  65. int target_id;
  66. int *c;
  67. bl_list = va_arg(ap, struct block_list **);
  68. c = va_arg(ap, int *);
  69. target_id = va_arg(ap, int);
  70. if (bl->id == target_id)
  71. return 0;
  72. if (*c >= 24)
  73. return 0;
  74. if ( !(ud = unit_bl2ud(bl)) )
  75. return 0;
  76. if (ud->target == target_id || ud->skilltarget == target_id) {
  77. bl_list[(*c)++] = bl;
  78. return 1;
  79. }
  80. return 0;
  81. }
  82. /**
  83. * Returns list of targets
  84. * @param target
  85. * @return Target list
  86. */
  87. struct block_list* battle_gettargeted(struct block_list *target)
  88. {
  89. struct block_list *bl_list[24];
  90. int c = 0;
  91. nullpo_retr(NULL, target);
  92. memset(bl_list, 0, sizeof(bl_list));
  93. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  94. if ( c == 0 )
  95. return NULL;
  96. if( c > 24 )
  97. c = 24;
  98. return bl_list[rnd()%c];
  99. }
  100. /**
  101. * Returns the ID of the current targeted character of the passed bl
  102. * @param bl
  103. * @return Target Unit ID
  104. * @author [Skotlex]
  105. */
  106. int battle_gettarget(struct block_list* bl)
  107. {
  108. switch (bl->type) {
  109. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  110. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  111. case BL_PET: return ((struct pet_data*)bl)->target_id;
  112. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  113. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  114. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  115. }
  116. return 0;
  117. }
  118. /**
  119. * Get random enemy
  120. * @param bl
  121. * @param ap
  122. * @return Found target (1) or not found (0)
  123. */
  124. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  125. {
  126. struct block_list **bl_list;
  127. struct block_list *target;
  128. int *c;
  129. bl_list = va_arg(ap, struct block_list **);
  130. c = va_arg(ap, int *);
  131. target = va_arg(ap, struct block_list *);
  132. if (bl->id == target->id)
  133. return 0;
  134. if (*c >= 24)
  135. return 0;
  136. if (status_isdead(bl))
  137. return 0;
  138. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  139. bl_list[(*c)++] = bl;
  140. return 1;
  141. }
  142. return 0;
  143. }
  144. /**
  145. * Returns list of enemies within given range
  146. * @param target
  147. * @param type
  148. * @param range
  149. * @return Target list
  150. * @author [Skotlex]
  151. */
  152. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  153. {
  154. struct block_list *bl_list[24];
  155. int c = 0;
  156. memset(bl_list, 0, sizeof(bl_list));
  157. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  158. if ( c == 0 )
  159. return NULL;
  160. if( c > 24 )
  161. c = 24;
  162. return bl_list[rnd()%c];
  163. }
  164. /**
  165. * Get random enemy within area
  166. * @param bl
  167. * @param ap
  168. * @return Found target (1) or not found (0)
  169. */
  170. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  171. {
  172. struct block_list **bl_list, *src;
  173. int *c, ignore_id;
  174. bl_list = va_arg(ap, struct block_list **);
  175. c = va_arg(ap, int *);
  176. src = va_arg(ap, struct block_list *);
  177. ignore_id = va_arg(ap, int);
  178. if( bl->id == src->id || bl->id == ignore_id )
  179. return 0; // Ignores Caster and a possible pre-target
  180. if( *c >= 23 )
  181. return 0;
  182. if( status_isdead(bl) )
  183. return 0;
  184. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  185. bl_list[(*c)++] = bl;
  186. return 1;
  187. }
  188. return 0;
  189. }
  190. /**
  191. * Returns list of enemies within an area
  192. * @param src
  193. * @param x
  194. * @param y
  195. * @param range
  196. * @param type
  197. * @param ignore_id
  198. * @return Target list
  199. */
  200. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  201. {
  202. struct block_list *bl_list[24];
  203. int c = 0;
  204. memset(bl_list, 0, sizeof(bl_list));
  205. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  206. if( c == 0 )
  207. return NULL;
  208. if( c >= 24 )
  209. c = 23;
  210. return bl_list[rnd()%c];
  211. }
  212. /// Damage Delayed Structure
  213. struct delay_damage {
  214. int src_id;
  215. int target_id;
  216. int64 damage;
  217. int delay;
  218. unsigned short distance;
  219. uint16 skill_lv;
  220. uint16 skill_id;
  221. enum damage_lv dmg_lv;
  222. unsigned short attack_type;
  223. bool additional_effects;
  224. enum bl_type src_type;
  225. };
  226. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  227. {
  228. struct delay_damage *dat = (struct delay_damage *)data;
  229. if ( dat ) {
  230. struct block_list* src = NULL;
  231. struct block_list* target = map_id2bl(dat->target_id);
  232. if( !target || status_isdead(target) ) { /* Nothing we can do */
  233. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  234. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  235. ((TBL_PC*)src)->state.hold_recalc = 0;
  236. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  237. }
  238. ers_free(delay_damage_ers, dat);
  239. return 0;
  240. }
  241. src = map_id2bl(dat->src_id);
  242. if( src && target->m == src->m &&
  243. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  244. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  245. {
  246. map_freeblock_lock();
  247. status_fix_damage(src, target, dat->damage, dat->delay);
  248. if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
  249. skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  250. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  251. skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  252. map_freeblock_unlock();
  253. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  254. map_freeblock_lock();
  255. status_fix_damage(target, target, dat->damage, dat->delay);
  256. map_freeblock_unlock();
  257. }
  258. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  259. ((TBL_PC*)src)->state.hold_recalc = 0;
  260. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  261. }
  262. }
  263. ers_free(delay_damage_ers, dat);
  264. return 0;
  265. }
  266. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
  267. {
  268. struct delay_damage *dat;
  269. struct status_change *sc;
  270. struct block_list *d_tbl = NULL;
  271. nullpo_ret(src);
  272. nullpo_ret(target);
  273. sc = status_get_sc(target);
  274. if (sc && sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  275. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  276. if( d_tbl && sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  277. damage = 0;
  278. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  279. map_freeblock_lock();
  280. status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
  281. if( attack_type && !status_isdead(target) && additional_effects )
  282. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  283. if( dmg_lv > ATK_BLOCK && attack_type )
  284. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  285. map_freeblock_unlock();
  286. return 0;
  287. }
  288. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  289. dat->src_id = src->id;
  290. dat->target_id = target->id;
  291. dat->skill_id = skill_id;
  292. dat->skill_lv = skill_lv;
  293. dat->attack_type = attack_type;
  294. dat->damage = damage;
  295. dat->dmg_lv = dmg_lv;
  296. dat->delay = ddelay;
  297. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  298. dat->additional_effects = additional_effects;
  299. dat->src_type = src->type;
  300. if (src->type != BL_PC && amotion > 1000)
  301. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  302. if( src->type == BL_PC )
  303. ((TBL_PC*)src)->delayed_damage++;
  304. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  305. return 0;
  306. }
  307. /**
  308. * Get attribute ratio
  309. * @param atk_elem Attack element enum e_element
  310. * @param def_type Defense element enum e_element
  311. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  312. */
  313. int battle_attr_ratio(int atk_elem,int def_type, int def_lv) {
  314. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  315. return 100;
  316. return attr_fix_table[def_lv-1][atk_elem][def_type];
  317. }
  318. /**
  319. * Does attribute fix modifiers.
  320. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  321. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  322. * @param src
  323. * @param target
  324. * @param damage
  325. * @param atk_elem
  326. * @param def_type
  327. * @param def_lv
  328. * @return damage
  329. */
  330. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  331. {
  332. struct status_change *sc = NULL, *tsc = NULL;
  333. int ratio;
  334. if (src) sc = status_get_sc(src);
  335. if (target) tsc = status_get_sc(target);
  336. if (!CHK_ELEMENT(atk_elem))
  337. atk_elem = rnd()%ELE_ALL;
  338. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  339. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  340. return damage;
  341. }
  342. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  343. if (sc && sc->count) { //increase dmg by src status
  344. switch(atk_elem){
  345. case ELE_FIRE:
  346. if (sc->data[SC_VOLCANO]) ratio += sc->data[SC_VOLCANO]->val3;
  347. break;
  348. case ELE_WIND:
  349. if (sc->data[SC_VIOLENTGALE]) ratio += sc->data[SC_VIOLENTGALE]->val3;
  350. break;
  351. case ELE_WATER:
  352. if (sc->data[SC_DELUGE]) ratio += sc->data[SC_DELUGE]->val3;
  353. break;
  354. case ELE_GHOST:
  355. if (sc->data[SC_TELEKINESIS_INTENSE]) ratio += (sc->data[SC_TELEKINESIS_INTENSE]->val3);
  356. break;
  357. }
  358. }
  359. if( target && target->type == BL_SKILL ) {
  360. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  361. struct skill_unit *su = (struct skill_unit*)target;
  362. struct skill_unit_group *sg;
  363. struct block_list *src2;
  364. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  365. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  366. return 0;
  367. if( sg->unit_id != UNT_FIREWALL ) {
  368. int x,y;
  369. x = sg->val3 >> 16;
  370. y = sg->val3 & 0xffff;
  371. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  372. sg->val3 = -1;
  373. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  374. }
  375. }
  376. }
  377. if( tsc && tsc->count ) { //increase dmg by target status
  378. switch(atk_elem) {
  379. case ELE_FIRE:
  380. if( tsc->data[SC_SPIDERWEB]) {
  381. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  382. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  383. ratio += 200; // double damage
  384. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  385. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  386. }
  387. if( tsc->data[SC_THORNSTRAP])
  388. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  389. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  390. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  391. if( tsc->data[SC_EARTH_INSIGNIA]) ratio += 150;
  392. if( tsc->data[SC_ASH]) ratio += 150; //150%
  393. break;
  394. case ELE_HOLY:
  395. if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
  396. break;
  397. case ELE_POISON:
  398. if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  399. break;
  400. case ELE_WIND:
  401. if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) ratio += 150;
  402. if( tsc->data[SC_WATER_INSIGNIA]) ratio += 150;
  403. break;
  404. case ELE_WATER:
  405. if( tsc->data[SC_FIRE_INSIGNIA]) ratio += 150;
  406. break;
  407. case ELE_EARTH:
  408. if( tsc->data[SC_WIND_INSIGNIA]) ratio += 150;
  409. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  410. break;
  411. case ELE_NEUTRAL:
  412. if( tsc->data[SC_ANTI_M_BLAST] ) ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  413. break;
  414. }
  415. } //end tsc check
  416. return (int64)damage*ratio/100;
  417. }
  418. /**
  419. * Calculates card bonuses damage adjustments.
  420. * @param attack_type
  421. * @param src
  422. * @param target
  423. * @param nk
  424. * @param s_ele
  425. * @param s_ele_
  426. * @param damage
  427. * @param left
  428. * @param flag
  429. * @return damage
  430. */
  431. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int left, int flag){
  432. struct map_session_data *sd, *tsd;
  433. short cardfix = 1000, t_class, s_class, s_race2, t_race2;
  434. struct status_data *sstatus, *tstatus;
  435. int64 original_damage;
  436. int i;
  437. if( !damage )
  438. return 0;
  439. original_damage = damage;
  440. sd = BL_CAST(BL_PC, src);
  441. tsd = BL_CAST(BL_PC, target);
  442. t_class = status_get_class(target);
  443. s_class = status_get_class(src);
  444. sstatus = status_get_status_data(src);
  445. tstatus = status_get_status_data(target);
  446. s_race2 = status_get_race2(src);
  447. switch( attack_type ) {
  448. case BF_MAGIC:
  449. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  450. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL]) / 100;
  451. if( !(nk&NK_NO_ELEFIX) )
  452. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL]) / 100;
  453. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  454. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  455. cardfix = cardfix * (100 + sd->magic_atk_ele[s_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  456. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  457. if( sd->add_mdmg[i].class_ == t_class ) {
  458. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  459. break;
  460. }
  461. }
  462. if( cardfix != 1000 )
  463. damage = damage * cardfix / 1000;
  464. }
  465. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { // Target cards.
  466. cardfix = 1000; // reset var for target
  467. if( !(nk&NK_NO_ELEFIX) ) {
  468. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  469. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  470. if( tsd->subele2[i].ele != s_ele )
  471. continue;
  472. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  473. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  474. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  475. continue;
  476. ele_fix += tsd->subele2[i].rate;
  477. }
  478. cardfix = cardfix * (100 - ele_fix) / 100;
  479. }
  480. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  481. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  482. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  483. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  484. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  485. if( tsd->add_mdef[i].class_ == s_class ) {
  486. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  487. break;
  488. }
  489. }
  490. #ifndef RENEWAL
  491. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  492. if( flag&BF_SHORT )
  493. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  494. else
  495. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  496. #endif
  497. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  498. if( tsd->sc.data[SC_MDEF_RATE] )
  499. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  500. if( cardfix != 1000 )
  501. damage = damage * cardfix / 1000;
  502. }
  503. break;
  504. case BF_WEAPON:
  505. t_race2 = status_get_race2(target);
  506. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) { //Attacker cards should be checked
  507. short cardfix_ = 1000;
  508. if( sd->state.arrow_atk ) {
  509. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  510. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  511. if( !(nk&NK_NO_ELEFIX) ) {
  512. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  513. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  514. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  515. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  516. continue;
  517. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  518. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  519. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  520. continue;
  521. ele_fix += sd->right_weapon.addele2[i].rate;
  522. }
  523. cardfix = cardfix * (100 + ele_fix) / 100;
  524. }
  525. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  526. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  527. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  528. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  529. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  530. } else { // Melee attack
  531. int skill = 0;
  532. if( !battle_config.left_cardfix_to_right ) {
  533. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  534. if( !(nk&NK_NO_ELEFIX) ) {
  535. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  536. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  537. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  538. continue;
  539. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  540. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  541. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  542. continue;
  543. ele_fix += sd->right_weapon.addele2[i].rate;
  544. }
  545. cardfix = cardfix * (100 + ele_fix) / 100;
  546. }
  547. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  548. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  549. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  550. if( left&1 ) {
  551. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  552. if( !(nk&NK_NO_ELEFIX) ) {
  553. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  554. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  555. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  556. continue;
  557. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  558. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  559. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  560. continue;
  561. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  562. }
  563. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  564. }
  565. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  566. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  567. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  568. }
  569. } else {
  570. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  571. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  572. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  573. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  574. continue;
  575. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  576. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  577. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  578. continue;
  579. ele_fix += sd->right_weapon.addele2[i].rate;
  580. }
  581. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  582. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  583. continue;
  584. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  585. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  586. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  587. continue;
  588. ele_fix += sd->left_weapon.addele2[i].rate;
  589. }
  590. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  591. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  592. cardfix = cardfix * (100 + ele_fix) / 100;
  593. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  594. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  595. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  596. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  597. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  598. }
  599. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  600. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  601. }
  602. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  603. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  604. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  605. break;
  606. }
  607. }
  608. if( left&1 ) {
  609. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  610. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  611. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  612. break;
  613. }
  614. }
  615. }
  616. #ifndef RENEWAL
  617. if( flag&BF_LONG )
  618. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  619. #endif
  620. if( (left&1) && cardfix_ != 1000 )
  621. damage = damage * cardfix_ / 1000;
  622. else if( cardfix != 1000 )
  623. damage = damage * cardfix / 1000;
  624. } else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) { //Target cards should be checked
  625. if( !(nk&NK_NO_ELEFIX) ) {
  626. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  627. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  628. if( tsd->subele2[i].ele != s_ele )
  629. continue;
  630. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  631. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  632. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  633. continue;
  634. ele_fix += tsd->subele2[i].rate;
  635. }
  636. cardfix = cardfix * (100 - ele_fix) / 100;
  637. if( left&1 && s_ele_ != s_ele ) {
  638. int ele_fix_lh = tsd->subele[s_ele_] + tsd->subele[ELE_ALL];
  639. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  640. if( tsd->subele2[i].ele != s_ele_ )
  641. continue;
  642. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  643. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  644. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  645. continue;
  646. ele_fix_lh += tsd->subele2[i].rate;
  647. }
  648. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  649. }
  650. }
  651. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  652. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  653. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  654. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  655. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  656. if( tsd->add_def[i].class_ == s_class ) {
  657. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  658. break;
  659. }
  660. }
  661. if( flag&BF_SHORT )
  662. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  663. else // BF_LONG (there's no other choice)
  664. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  665. if( tsd->sc.data[SC_DEF_RATE] )
  666. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  667. if( cardfix != 1000 )
  668. damage = damage * cardfix / 1000;
  669. }
  670. break;
  671. case BF_MISC:
  672. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { // misc damage reduction from equipment
  673. if( !(nk&NK_NO_ELEFIX) ) {
  674. int ele_fix = tsd->subele[s_ele] + tsd->subele[ELE_ALL];
  675. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  676. if( tsd->subele2[i].ele != s_ele )
  677. continue;
  678. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  679. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  680. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  681. continue;
  682. ele_fix += tsd->subele2[i].rate;
  683. }
  684. cardfix = cardfix * (100 - ele_fix) / 100;
  685. }
  686. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  687. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  688. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  689. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  690. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  691. if( flag&BF_SHORT )
  692. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  693. else // BF_LONG (there's no other choice)
  694. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  695. if( cardfix != 10000 )
  696. damage = damage * cardfix / 1000;
  697. }
  698. break;
  699. }
  700. return (int)(damage - original_damage);
  701. }
  702. /**
  703. * Check damage through status.
  704. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  705. * After this we apply bg/gvg reduction
  706. * @param src
  707. * @param bl
  708. * @param d
  709. * @param damage
  710. * @param skill_id
  711. * @param skill_lv
  712. * @return damage
  713. */
  714. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  715. {
  716. struct map_session_data *sd = NULL;
  717. struct status_change *sc;
  718. struct status_change_entry *sce;
  719. int div_ = d->div_, flag = d->flag;
  720. nullpo_ret(bl);
  721. if( !damage )
  722. return 0;
  723. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  724. return 0;
  725. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  726. && skill_get_casttype(skill_id) == CAST_GROUND )
  727. return 0;
  728. if (bl->type == BL_PC) {
  729. sd=(struct map_session_data *)bl;
  730. //Special no damage states
  731. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  732. DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)
  733. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  734. DAMAGE_SUBRATE(sd->special_state.no_magic_damage)
  735. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  736. DAMAGE_SUBRATE(sd->special_state.no_misc_damage)
  737. if(!damage) return 0;
  738. }
  739. sc = status_get_sc(bl); //check target status
  740. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  741. return 1;
  742. if (skill_id == PA_PRESSURE)
  743. return damage; //This skill bypass everything else.
  744. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  745. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) {
  746. d->dmg_lv = ATK_BLOCK;
  747. return 0;
  748. }
  749. if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  750. if( skill_id == MG_NAPALMBEAT ||
  751. skill_id == MG_SOULSTRIKE ||
  752. skill_id == WL_SOULEXPANSION ||
  753. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  754. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  755. {
  756. if( skill_id == WL_SOULEXPANSION )
  757. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  758. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  759. } else {
  760. d->dmg_lv = ATK_BLOCK;
  761. return 0;
  762. }
  763. }
  764. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  765. d->dmg_lv = ATK_BLOCK;
  766. return 0;
  767. }
  768. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) {
  769. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  770. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  771. if (group) {
  772. d->dmg_lv = ATK_BLOCK;
  773. if (skill_id_val == MH_STEINWAND) {
  774. if (--group->val2 <= 0)
  775. skill_delunitgroup(group);
  776. if( (group->val3 - damage) > 0 )
  777. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  778. else
  779. skill_delunitgroup(group);
  780. return 0;
  781. }
  782. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  783. #ifdef RENEWAL
  784. if ( ( group->val2 - damage) > 0 ) {
  785. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  786. } else
  787. skill_delunitgroup(group);
  788. return 0;
  789. #else
  790. if (--group->val2 <= 0)
  791. skill_delunitgroup(group);
  792. return 0;
  793. #endif
  794. }
  795. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  796. }
  797. if (sc->data[SC__MANHOLE]) {
  798. d->dmg_lv = ATK_BLOCK;
  799. return 0;
  800. }
  801. if( sc->data[SC_ELEMENTAL_SHIELD] && flag&BF_MAGIC ) {
  802. d->dmg_lv = ATK_BLOCK;
  803. return 0;
  804. }
  805. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  806. d->dmg_lv = ATK_BLOCK;
  807. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  808. return 0;
  809. }
  810. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  811. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  812. d->dmg_lv = ATK_BLOCK;
  813. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  814. return 0;
  815. }
  816. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  817. int delay;
  818. struct block_list *d_bl = NULL;
  819. struct status_change_entry *sce_d = NULL;
  820. bool devoted = false;
  821. if ((sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  822. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  823. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)))
  824. { // if player is target of devotion, show guard effect on the devotion caster rather than the target
  825. devoted = true;
  826. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  827. } else
  828. clif_skill_nodamage(bl, bl, CR_AUTOGUARD,sce->val1, 1);
  829. // different delay depending on skill level [celest]
  830. if (sce->val1 <= 5)
  831. delay = 300;
  832. else if (sce->val1 > 5 && sce->val1 <= 9)
  833. delay = 200;
  834. else
  835. delay = 100;
  836. unit_set_walkdelay((devoted ? d_bl : bl), gettick(), delay, 1);
  837. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  838. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  839. return 0;
  840. }
  841. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  842. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  843. d->dmg_lv = ATK_BLOCK;
  844. if( sce->val3 <= 0 ) { // Shield Down
  845. sce->val2--;
  846. if( sce->val2 >= 0 ) {
  847. clif_millenniumshield(bl,sce->val2);
  848. if( !sce->val2 )
  849. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  850. else
  851. sce->val3 = 1000; // Next shield
  852. }
  853. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  854. }
  855. return 0;
  856. }
  857. // attack blocked by Parrying
  858. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  859. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  860. return 0;
  861. }
  862. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  863. (flag&BF_LONG || sc->data[SC_SPURT])
  864. && rnd()%100 < 20)
  865. {
  866. if (sd && pc_issit(sd)) pc_setstand(sd, true); //Stand it to dodge.
  867. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  868. if (!sc->data[SC_COMBO])
  869. sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  870. return 0;
  871. }
  872. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  873. return 0;
  874. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  875. return 0;
  876. if( sc->data[SC_NEUTRALBARRIER] && (skill_id == NPC_EARTHQUAKE || (flag&(BF_LONG|BF_MAGIC)) == BF_LONG) ) {
  877. d->dmg_lv = ATK_MISS;
  878. return 0;
  879. }
  880. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  881. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  882. clif_specialeffect(bl, 462, AREA);
  883. //Shouldn't end until Breaker's non-weapon part connects.
  884. #ifndef RENEWAL
  885. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  886. #endif
  887. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  888. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  889. return 0;
  890. }
  891. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  892. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  893. return 0;
  894. }
  895. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  896. && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK))
  897. {
  898. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  899. if( !status_isdead(src) )
  900. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  901. if (sce) {
  902. clif_specialeffect(bl, 462, AREA);
  903. skill_blown(src,bl,sce->val3,-1,0);
  904. }
  905. //Both need to be consumed if they are active.
  906. if (sce && --(sce->val2) <= 0)
  907. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  908. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  909. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  910. return 0;
  911. }
  912. //Now damage increasing effects
  913. if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) {
  914. if( src->type != BL_MER || skill_id == 0 )
  915. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  916. #ifndef RENEWAL
  917. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  918. #endif
  919. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  920. }
  921. #ifdef RENEWAL
  922. if( sc->data[SC_RAID] ) {
  923. DAMAGE_ADDRATE(20)
  924. if (--sc->data[SC_RAID]->val1 == 0)
  925. status_change_end(bl, SC_RAID, INVALID_TIMER);
  926. }
  927. #endif
  928. if( damage ) {
  929. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  930. if( sc->data[SC_DEEPSLEEP] ) {
  931. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  932. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  933. }
  934. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  935. switch(tsd->status.weapon) {
  936. case W_MACE:
  937. case W_2HMACE:
  938. case W_1HAXE:
  939. case W_2HAXE:
  940. DAMAGE_RATE(150)
  941. break;
  942. case W_MUSICAL:
  943. case W_WHIP:
  944. if(!sd->state.arrow_atk)
  945. break;
  946. case W_BOW:
  947. case W_REVOLVER:
  948. case W_RIFLE:
  949. case W_GATLING:
  950. case W_SHOTGUN:
  951. case W_GRENADE:
  952. case W_DAGGER:
  953. case W_1HSWORD:
  954. case W_2HSWORD:
  955. DAMAGE_RATE(50)
  956. break;
  957. }
  958. }
  959. if( sc->data[SC_VOICEOFSIREN] )
  960. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  961. }
  962. // Damage reductions
  963. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  964. #ifndef RENEWAL
  965. if( sc->data[SC_ASSUMPTIO] ) {
  966. if( map_flag_vs(bl->m) )
  967. damage = (int64)damage*2/3; //Receive 66% damage
  968. else
  969. damage >>= 1; //Receive 50% damage
  970. }
  971. #endif
  972. if(sc->data[SC_DEFENDER] &&
  973. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  974. DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)
  975. if(sc->data[SC_ADJUSTMENT] &&
  976. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  977. DAMAGE_SUBRATE(20)
  978. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  979. if(flag&BF_SKILL) //25% reduction
  980. DAMAGE_SUBRATE(25)
  981. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  982. damage >>= 2; //75% reduction
  983. }
  984. if(sc->data[SC_ARMORCHANGE]) {
  985. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  986. if(flag&BF_WEAPON)
  987. DAMAGE_SUBRATE(sc->data[SC_ARMORCHANGE]->val2)
  988. else if(flag&BF_MAGIC)
  989. DAMAGE_SUBRATE(sc->data[SC_ARMORCHANGE]->val3)
  990. }
  991. if(sc->data[SC_SMOKEPOWDER]) {
  992. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  993. DAMAGE_SUBRATE(15) // 15% reduction to physical melee attacks
  994. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  995. DAMAGE_SUBRATE(50) // 50% reduction to physical ranged attacks
  996. }
  997. // Compressed code, fixed by map.h [Epoque]
  998. if (src->type == BL_MOB) {
  999. int i;
  1000. if (sc->data[SC_MANU_DEF])
  1001. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  1002. if (mob_manuk[i]==((TBL_MOB*)src)->mob_id) {
  1003. DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
  1004. break;
  1005. }
  1006. if (sc->data[SC_SPL_DEF])
  1007. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  1008. if (mob_splendide[i]==((TBL_MOB*)src)->mob_id) {
  1009. DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
  1010. break;
  1011. }
  1012. }
  1013. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1014. sce->val3&flag && sce->val4&flag)
  1015. DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
  1016. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1017. #ifdef RENEWAL
  1018. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1019. #else
  1020. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1021. #endif
  1022. ) )
  1023. {
  1024. struct status_data *status = status_get_status_data(bl);
  1025. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1026. per /=20; //Uses 20% SP intervals.
  1027. //SP Cost: 1% + 0.5% per every 20% SP
  1028. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1029. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1030. //Reduction: 6% + 6% every 20%
  1031. DAMAGE_SUBRATE(6 * (1+per))
  1032. }
  1033. if(sc->data[SC_GRANITIC_ARMOR])
  1034. DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
  1035. if(sc->data[SC_PAIN_KILLER])
  1036. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1037. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1038. DAMAGE_ADDRATE(sc->data[SC_DARKCROW]->val2);
  1039. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1040. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1041. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1042. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  1043. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1044. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1045. else
  1046. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1047. if( sce->val2 <= 0 )
  1048. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  1049. }
  1050. #ifdef RENEWAL
  1051. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1052. if( sc->data[SC_STEELBODY] )
  1053. damage = damage > 10 ? damage / 10 : 1;
  1054. #endif
  1055. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1056. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1057. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1058. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1059. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1060. }
  1061. //Finally Kyrie because it may, or not, reduce damage to 0.
  1062. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1063. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);;
  1064. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1065. if(sce->val2>=0)
  1066. damage=0;
  1067. else
  1068. damage=-sce->val2;
  1069. }
  1070. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1071. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1072. }
  1073. if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
  1074. damage = 0;
  1075. if (!damage)
  1076. return 0;
  1077. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1078. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1079. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1080. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1081. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1082. clif_blown(bl);
  1083. unit_setdir(bl, dir);
  1084. }
  1085. d->dmg_lv = ATK_DEF;
  1086. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1087. return 0;
  1088. }
  1089. //Probably not the most correct place, but it'll do here
  1090. //(since battle_drain is strictly for players currently)
  1091. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  1092. rnd()%100 < sce->val3)
  1093. status_heal(src, (int64)damage*sce->val4/100, 0, 3);
  1094. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1095. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1096. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val3 ) {
  1097. int spheres = 5;
  1098. if( sc->data[SC_RAISINGDRAGON] )
  1099. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1100. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1101. }
  1102. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1103. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1104. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1105. hom_addspiritball(hd, 10);
  1106. }
  1107. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1108. status_change_spread(bl, src); // Deadly infect attacked side
  1109. } //End of target SC_ check
  1110. //SC effects from caster side.
  1111. sc = status_get_sc(src);
  1112. if (sc && sc->count) {
  1113. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1114. DAMAGE_ADDRATE(75)
  1115. // [Epoque]
  1116. if (bl->type == BL_MOB) {
  1117. uint8 i;
  1118. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1119. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  1120. )
  1121. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  1122. if (((TBL_MOB*)bl)->mob_id==mob_manuk[i]) {
  1123. DAMAGE_ADDRATE(sce->val1)
  1124. break;
  1125. }
  1126. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1127. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  1128. )
  1129. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  1130. if (((TBL_MOB*)bl)->mob_id==mob_splendide[i]) {
  1131. DAMAGE_ADDRATE(sce->val1)
  1132. break;
  1133. }
  1134. }
  1135. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1136. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1137. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1138. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1139. }
  1140. if( sc->data[SC_POISONINGWEAPON]
  1141. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1142. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1143. sc_start(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  1144. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1145. status_change_spread(src, bl);
  1146. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1147. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1148. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1149. }
  1150. } //End of caster SC_ check
  1151. //PK damage rates
  1152. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1153. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1154. if (flag&BF_WEAPON)
  1155. DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
  1156. if (flag&BF_MAGIC)
  1157. DAMAGE_RATE(battle_config.pk_magic_damage_rate)
  1158. if (flag&BF_MISC)
  1159. DAMAGE_RATE(battle_config.pk_misc_damage_rate)
  1160. } else { //Normal attacks get reductions based on range.
  1161. if (flag & BF_SHORT)
  1162. DAMAGE_RATE(battle_config.pk_short_damage_rate)
  1163. if (flag & BF_LONG)
  1164. DAMAGE_RATE(battle_config.pk_long_damage_rate)
  1165. }
  1166. if(!damage) damage = 1;
  1167. }
  1168. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1169. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1170. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1171. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1172. )
  1173. damage = div_;
  1174. }
  1175. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1176. if (damage > 0 )
  1177. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1178. if (skill_id)
  1179. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1180. }
  1181. if( sd ) {
  1182. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1183. short element = skill_get_ele(skill_id, skill_lv);
  1184. if( !skill_id || element == -1 ) { //Take weapon's element
  1185. struct status_data *sstatus = NULL;
  1186. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1187. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1188. else if( (sstatus = status_get_status_data(src)) ) {
  1189. element = sstatus->rhw.ele;
  1190. }
  1191. } else if( element == -2 ) //Use enchantment's element
  1192. element = status_get_attack_sc_element(src,status_get_sc(src));
  1193. else if( element == -3 ) //Use random element
  1194. element = rnd()%ELE_ALL;
  1195. if( element == ELE_FIRE || element == ELE_WATER )
  1196. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1197. }
  1198. }
  1199. return damage;
  1200. }
  1201. /**
  1202. * Calculates BG related damage adjustments.
  1203. * @param src
  1204. * @param bl
  1205. * @param damage
  1206. * @param skill_id
  1207. * @param flag
  1208. * @return damage
  1209. * Credits:
  1210. * Original coder Skoltex
  1211. * Initial refactoring by Baalberith
  1212. * Refined and optimized by helvetica
  1213. */
  1214. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1215. {
  1216. if( !damage )
  1217. return 0;
  1218. if( bl->type == BL_MOB ) {
  1219. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1220. if( map[bl->m].flag.battleground && (md->mob_id == MOBID_BLUE_CRYST || md->mob_id == MOBID_PINK_CRYST) && flag&BF_SKILL )
  1221. return 0; // Crystal cannot receive skill damage on battlegrounds
  1222. }
  1223. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1224. return damage; //skill that ignore bg map reduction
  1225. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1226. if( flag&BF_WEAPON )
  1227. DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
  1228. if( flag&BF_MAGIC )
  1229. DAMAGE_RATE(battle_config.bg_magic_damage_rate)
  1230. if( flag&BF_MISC )
  1231. DAMAGE_RATE(battle_config.bg_misc_damage_rate)
  1232. } else { //Normal attacks get reductions based on range.
  1233. if( flag&BF_SHORT )
  1234. DAMAGE_RATE(battle_config.bg_short_damage_rate)
  1235. if( flag&BF_LONG )
  1236. DAMAGE_RATE(battle_config.bg_long_damage_rate)
  1237. }
  1238. damage = max(damage,1); //min 1 damage
  1239. return damage;
  1240. }
  1241. /**
  1242. * Determines whether target can be hit
  1243. * @param src
  1244. * @param bl
  1245. * @param skill_id
  1246. * @param flag
  1247. * @return Can be hit (true) or can't be hit (false)
  1248. */
  1249. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1250. {
  1251. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1252. int class_ = status_get_class(bl);
  1253. if(md && md->guardian_data) {
  1254. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
  1255. return false;
  1256. if(src->type != BL_MOB) {
  1257. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1258. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1259. return false;
  1260. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1261. return false; // [MouseJstr]
  1262. }
  1263. }
  1264. return true;
  1265. }
  1266. /**
  1267. * Calculates GVG related damage adjustments.
  1268. * @param src
  1269. * @param bl
  1270. * @param damage
  1271. * @param skill_id
  1272. * @param flag
  1273. * @return damage
  1274. */
  1275. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1276. {
  1277. if (!damage) //No reductions to make.
  1278. return 0;
  1279. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1280. return 0;
  1281. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1282. return damage;
  1283. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1284. if (md && md->guardian_data)
  1285. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1286. */
  1287. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1288. if (flag&BF_WEAPON)
  1289. DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
  1290. if (flag&BF_MAGIC)
  1291. DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
  1292. if (flag&BF_MISC)
  1293. DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
  1294. } else { //Normal attacks get reductions based on range.
  1295. if (flag & BF_SHORT)
  1296. DAMAGE_RATE(battle_config.gvg_short_damage_rate)
  1297. if (flag & BF_LONG)
  1298. DAMAGE_RATE(battle_config.gvg_long_damage_rate)
  1299. }
  1300. damage = max(damage,1);
  1301. return damage;
  1302. }
  1303. /**
  1304. * HP/SP drain calculation
  1305. * @param damage
  1306. * @param rate
  1307. * @param per
  1308. * @return diff
  1309. */
  1310. static int battle_calc_drain(int64 damage, int rate, int per)
  1311. {
  1312. int64 diff = 0;
  1313. if (per && rnd()%1000 < rate) {
  1314. diff = (damage * per) / 100;
  1315. if (diff == 0) {
  1316. if (per > 0)
  1317. diff = 1;
  1318. else
  1319. diff = -1;
  1320. }
  1321. }
  1322. return (int)diff;
  1323. }
  1324. /**
  1325. * Passive skill damage increases
  1326. * @param sd
  1327. * @param target
  1328. * @param dmg
  1329. * @param type
  1330. * @return damage
  1331. */
  1332. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1333. {
  1334. int64 damage;
  1335. struct status_data *status = status_get_status_data(target);
  1336. int weapon,skill;
  1337. #ifdef RENEWAL
  1338. damage = 0;
  1339. #else
  1340. damage = dmg;
  1341. #endif
  1342. nullpo_ret(sd);
  1343. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1344. target->type == BL_MOB && //This bonus doesn't work against players.
  1345. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  1346. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1347. //damage += (skill * 3);
  1348. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1349. damage += (skill * 5);
  1350. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1351. damage += (skill * 10);
  1352. if( pc_ismadogear(sd) )
  1353. damage += 15 + pc_checkskill(sd, NC_MADOLICENCE);
  1354. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  1355. damage += (skill * 4);
  1356. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1357. damage += sd->status.str;
  1358. }
  1359. #ifdef RENEWAL
  1360. //Weapon Research bonus applies to all weapons
  1361. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1362. damage += (skill * 2);
  1363. #endif
  1364. if(type == 0)
  1365. weapon = sd->weapontype1;
  1366. else
  1367. weapon = sd->weapontype2;
  1368. switch(weapon) {
  1369. case W_1HSWORD:
  1370. #ifdef RENEWAL
  1371. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1372. damage += (skill * 3);
  1373. #endif
  1374. case W_DAGGER:
  1375. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1376. damage += (skill * 4);
  1377. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1378. damage += skill * 10;
  1379. break;
  1380. case W_2HSWORD:
  1381. #ifdef RENEWAL
  1382. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1383. damage += (skill * 3);
  1384. #endif
  1385. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1386. damage += (skill * 4);
  1387. break;
  1388. case W_1HSPEAR:
  1389. case W_2HSPEAR:
  1390. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1391. if(!pc_isriding(sd) || !pc_isridingdragon(sd))
  1392. damage += (skill * 4);
  1393. else
  1394. damage += (skill * 5);
  1395. // Increase damage by level of KN_SPEARMASTERY * 10
  1396. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1397. damage += (skill * 10);
  1398. }
  1399. break;
  1400. case W_1HAXE:
  1401. case W_2HAXE:
  1402. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1403. damage += (skill * 3);
  1404. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1405. damage += (skill * 5);
  1406. break;
  1407. case W_MACE:
  1408. case W_2HMACE:
  1409. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1410. damage += (skill * 3);
  1411. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1412. damage += (skill * 4);
  1413. break;
  1414. case W_FIST:
  1415. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1416. damage += (skill * 10);
  1417. // No break, fallthrough to Knuckles
  1418. case W_KNUCKLE:
  1419. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1420. damage += (skill * 3);
  1421. break;
  1422. case W_MUSICAL:
  1423. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1424. damage += (skill * 3);
  1425. break;
  1426. case W_WHIP:
  1427. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1428. damage += (skill * 3);
  1429. break;
  1430. case W_BOOK:
  1431. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1432. damage += (skill * 3);
  1433. break;
  1434. case W_KATAR:
  1435. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1436. damage += (skill * 3);
  1437. break;
  1438. }
  1439. if(sd->sc.data[SC_GN_CARTBOOST]) // cart boost adds mastery type damage
  1440. damage += 10*sd->sc.data[SC_GN_CARTBOOST]->val1;
  1441. return damage;
  1442. }
  1443. #ifdef RENEWAL
  1444. static int64 battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1445. {
  1446. if (sd) {
  1447. //SizeFix only for players
  1448. if (!(sd->special_state.no_sizefix) && !flag)
  1449. DAMAGE_RATE(weapon_type==EQI_HAND_L?
  1450. sd->left_weapon.atkmods[t_size]:
  1451. sd->right_weapon.atkmods[t_size])
  1452. }
  1453. return damage;
  1454. }
  1455. static int battle_calc_status_attack(struct status_data *status, short hand)
  1456. {
  1457. //left-hand penalty on sATK is always 50% [Baalberith]
  1458. if (hand == EQI_HAND_L)
  1459. return status->batk;
  1460. else
  1461. return 2 * status->batk;
  1462. }
  1463. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1464. {
  1465. struct status_data *status = status_get_status_data(src);
  1466. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1467. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1468. uint16 atkmax = atkmin;
  1469. int damage = atkmin;
  1470. uint16 weapon_perfection = 0;
  1471. struct status_change *sc = status_get_sc(src);
  1472. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1473. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1474. atkmin = max(0, atkmin - variance);
  1475. atkmax = min(UINT16_MAX, atkmax + variance);
  1476. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1477. damage = atkmax;
  1478. else
  1479. damage = rnd_value(atkmin, atkmax);
  1480. }
  1481. if (sc && sc->data[SC_WEAPONPERFECTION])
  1482. weapon_perfection = 1;
  1483. damage = (int)battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1484. return damage;
  1485. }
  1486. #endif
  1487. /*==========================================
  1488. * Calculates the standard damage of a normal attack assuming it hits,
  1489. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1490. * This applies to pre-renewal and non-sd in renewal
  1491. *------------------------------------------
  1492. * Pass damage2 as NULL to not calc it.
  1493. * Flag values:
  1494. * &1 : Critical hit
  1495. * &2 : Arrow attack
  1496. * &4 : Skill is Magic Crasher
  1497. * &8 : Skip target size adjustment (Extremity Fist?)
  1498. * &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)
  1499. *
  1500. * Credits:
  1501. * Original coder Skoltex
  1502. * Initial refactoring by Baalberith
  1503. * Refined and optimized by helvetica
  1504. */
  1505. static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  1506. {
  1507. unsigned int atkmin=0, atkmax=0;
  1508. short type = 0;
  1509. int64 damage = 0;
  1510. if (!sd) { //Mobs/Pets
  1511. if(flag&4) {
  1512. atkmin = status->matk_min;
  1513. atkmax = status->matk_max;
  1514. } else {
  1515. atkmin = wa->atk;
  1516. atkmax = wa->atk2;
  1517. }
  1518. if (atkmin > atkmax)
  1519. atkmin = atkmax;
  1520. } else { //PCs
  1521. atkmax = wa->atk;
  1522. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1523. if (!(flag&1) || (flag&2)) { //Normal attacks
  1524. atkmin = status->dex;
  1525. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1526. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1527. if (atkmin > atkmax)
  1528. atkmin = atkmax;
  1529. if(flag&2 && !(flag&16)) { //Bows
  1530. atkmin = atkmin*atkmax/100;
  1531. if (atkmin > atkmax)
  1532. atkmax = atkmin;
  1533. }
  1534. }
  1535. }
  1536. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1537. atkmin = atkmax;
  1538. //Weapon Damage calculation
  1539. if (!(flag&1))
  1540. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1541. else
  1542. damage = atkmax;
  1543. if (sd) {
  1544. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1545. if (flag&2 && sd->bonus.arrow_atk)
  1546. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1547. //SizeFix only for players
  1548. if (!(sd->special_state.no_sizefix || (flag&8)))
  1549. DAMAGE_RATE(type==EQI_HAND_L?
  1550. sd->left_weapon.atkmods[t_size]:
  1551. sd->right_weapon.atkmods[t_size])
  1552. }
  1553. //Finally, add baseatk
  1554. if(flag&4)
  1555. damage += status->matk_min;
  1556. else
  1557. damage += status->batk;
  1558. //rodatazone says that Overrefine bonuses are part of baseatk
  1559. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  1560. if(sd) {
  1561. if (type == EQI_HAND_L) {
  1562. if(sd->left_weapon.overrefine)
  1563. damage += rnd()%sd->left_weapon.overrefine+1;
  1564. if (sd->weapon_atk_rate[sd->weapontype2])
  1565. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
  1566. } else { //Right hand
  1567. if(sd->right_weapon.overrefine)
  1568. damage += rnd()%sd->right_weapon.overrefine+1;
  1569. if (sd->weapon_atk_rate[sd->weapontype1])
  1570. DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
  1571. }
  1572. }
  1573. #ifdef RENEWAL
  1574. if (flag&1)
  1575. damage = (damage * 14) / 10;
  1576. #endif
  1577. return damage;
  1578. }
  1579. /*==========================================
  1580. * Consumes ammo for the given skill.
  1581. *------------------------------------------
  1582. * Credits:
  1583. * Original coder Skoltex
  1584. * Initial refactoring by Baalberith
  1585. * Refined and optimized by helvetica
  1586. */
  1587. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1588. {
  1589. int qty = 1;
  1590. if (!battle_config.arrow_decrement)
  1591. return;
  1592. if (skill) {
  1593. qty = skill_get_ammo_qty(skill, lv);
  1594. if (!qty) qty = 1;
  1595. }
  1596. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1597. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1598. sd->state.arrow_atk = 0;
  1599. }
  1600. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1601. {
  1602. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1603. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1604. return BF_SHORT;
  1605. //Skill Range Criteria
  1606. if (battle_config.skillrange_by_distance &&
  1607. (src->type&battle_config.skillrange_by_distance)
  1608. ) { //based on distance between src/target [Skotlex]
  1609. if (check_distance_bl(src, target, 5))
  1610. return BF_SHORT;
  1611. return BF_LONG;
  1612. }
  1613. if (skill_id == SR_GATEOFHELL) {
  1614. if (skill_lv < 5)
  1615. return BF_SHORT;
  1616. else
  1617. return BF_LONG;
  1618. }
  1619. //based on used skill's range
  1620. if (skill_get_range2(src, skill_id, skill_lv) < 5)
  1621. return BF_SHORT;
  1622. return BF_LONG;
  1623. }
  1624. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1625. {
  1626. uint8 i;
  1627. if (!sd->skillblown[0].id)
  1628. return 0;
  1629. //Apply the bonus blewcount. [Skotlex]
  1630. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1631. if (sd->skillblown[i].id == skill_id)
  1632. return sd->skillblown[i].val;
  1633. }
  1634. return 0;
  1635. }
  1636. /**
  1637. * Damage calculation for adjusting skill damage
  1638. * @param caster Applied caster type for damage skill
  1639. * @param type BL_Type of attacker
  1640. * @author [Lilith] for the first release of this, [Cydh]
  1641. */
  1642. #ifdef ADJUST_SKILL_DAMAGE
  1643. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1644. if (caster == 0)
  1645. return false;
  1646. switch (src_type) {
  1647. case BL_PC: if (caster&SDC_PC) return true; break;
  1648. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1649. case BL_PET: if (caster&SDC_PET) return true; break;
  1650. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1651. case BL_MER: if (caster&SDC_MER) return true; break;
  1652. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1653. }
  1654. return false;
  1655. }
  1656. /**
  1657. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1658. * @param src
  1659. * @param target
  1660. * @param skill_id
  1661. * @return Skill damage rate
  1662. */
  1663. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1664. uint16 idx = skill_get_index(skill_id), m = src->m;
  1665. struct s_skill_damage *damage = NULL;
  1666. if (!idx || !skill_db[idx].damage.map)
  1667. return 0;
  1668. damage = &skill_db[idx].damage;
  1669. //check the adjustment works for specified type
  1670. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1671. return 0;
  1672. if ((damage->map&1 && (!map[m].flag.pvp && !map_flag_gvg(m) && !map[m].flag.battleground && !map[m].flag.skill_damage && !map[m].flag.restricted)) ||
  1673. (damage->map&2 && map[m].flag.pvp) ||
  1674. (damage->map&4 && map_flag_gvg(m)) ||
  1675. (damage->map&8 && map[m].flag.battleground) ||
  1676. (damage->map&16 && map[m].flag.skill_damage) ||
  1677. (map[m].flag.restricted && skill_db[idx].damage.map&(8*map[m].zone)))
  1678. {
  1679. switch (target->type) {
  1680. case BL_PC:
  1681. return damage->pc;
  1682. case BL_MOB:
  1683. if (is_boss(target))
  1684. return damage->boss;
  1685. else
  1686. return damage->mob;
  1687. default:
  1688. return damage->other;
  1689. }
  1690. }
  1691. return 0;
  1692. }
  1693. /**
  1694. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1695. * @param src
  1696. * @param target
  1697. * @param skill_id
  1698. * @return Skill damage rate
  1699. */
  1700. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1701. int rate = 0;
  1702. uint16 m = src->m;
  1703. uint8 i;
  1704. if (!map[m].flag.skill_damage)
  1705. return 0;
  1706. // Damage rate for all skills at this map
  1707. if (battle_skill_damage_iscaster(map[m].adjust.damage.caster, src->type)) {
  1708. switch (target->type) {
  1709. case BL_PC:
  1710. rate = map[m].adjust.damage.pc;
  1711. break;
  1712. case BL_MOB:
  1713. if (is_boss(target))
  1714. rate = map[m].adjust.damage.boss;
  1715. else
  1716. rate = map[m].adjust.damage.mob;
  1717. break;
  1718. default:
  1719. rate = map[m].adjust.damage.other;
  1720. break;
  1721. }
  1722. }
  1723. // Damage rate for specified skill at this map
  1724. ARR_FIND(0, ARRAYLENGTH(map[m].skill_damage), i, map[m].skill_damage[i].skill_id == skill_id);
  1725. if (i < ARRAYLENGTH(map[m].skill_damage)) {
  1726. if (battle_skill_damage_iscaster(map[m].skill_damage[i].caster, src->type)) {
  1727. switch (target->type) {
  1728. case BL_PC:
  1729. rate += map[m].skill_damage[i].pc;
  1730. break;
  1731. case BL_MOB:
  1732. if (is_boss(target))
  1733. rate += map[m].skill_damage[i].boss;
  1734. else
  1735. rate += map[m].skill_damage[i].mob;
  1736. break;
  1737. default:
  1738. rate += map[m].skill_damage[i].other;
  1739. break;
  1740. }
  1741. }
  1742. }
  1743. return rate;
  1744. }
  1745. /**
  1746. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1747. * @param src
  1748. * @param target
  1749. * @param skill_id
  1750. * @return Total damage rate
  1751. */
  1752. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1753. if (!target)
  1754. return 0;
  1755. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1756. }
  1757. #endif
  1758. /**
  1759. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1760. * @param sd Player who has Chorus skill active
  1761. * @return Bonus value based on party count
  1762. */
  1763. static int battle_calc_chorusbonus(struct map_session_data *sd) {
  1764. int members = 0;
  1765. if (!sd || !sd->status.party_id)
  1766. return 0;
  1767. members = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1768. if (members < 3)
  1769. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1770. if (members > 7)
  1771. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1772. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1773. }
  1774. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1775. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1776. /*=======================================================
  1777. * Should infinite defense be applied on target? (plant)
  1778. *-------------------------------------------------------
  1779. * Credits:
  1780. * Original coder Skoltex
  1781. * Initial refactoring by Baalberith
  1782. * Refined and optimized by helvetica
  1783. * flag - see e_battle_flag
  1784. */
  1785. static bool is_infinite_defense(struct block_list *target, int flag)
  1786. {
  1787. struct status_data *tstatus = status_get_status_data(target);
  1788. if(target->type == BL_SKILL) {
  1789. TBL_SKILL *su = ((TBL_SKILL*)target);
  1790. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1791. return true;
  1792. }
  1793. if(tstatus->mode&MD_IGNOREMELEE && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  1794. return true;
  1795. if(tstatus->mode&MD_IGNOREMAGIC && flag&(BF_MAGIC) )
  1796. return true;
  1797. if(tstatus->mode&MD_IGNORERANGED && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  1798. return true;
  1799. if(tstatus->mode&MD_IGNOREMISC && flag&(BF_MISC) )
  1800. return true;
  1801. return (tstatus->mode&MD_PLANT);
  1802. }
  1803. /*========================
  1804. * Is attack arrow based?
  1805. *------------------------
  1806. * Credits:
  1807. * Original coder Skoltex
  1808. * Initial refactoring by Baalberith
  1809. * Refined and optimized by helvetica
  1810. */
  1811. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1812. {
  1813. if(src != NULL) {
  1814. struct status_data *sstatus = status_get_status_data(src);
  1815. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1816. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
  1817. } else
  1818. return false;
  1819. }
  1820. /*=========================================
  1821. * Is attack right handed? By default yes.
  1822. *-----------------------------------------
  1823. * Credits:
  1824. * Original coder Skoltex
  1825. * Initial refactoring by Baalberith
  1826. * Refined and optimized by helvetica
  1827. */
  1828. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1829. {
  1830. if(src != NULL) {
  1831. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1832. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1833. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1834. return false;
  1835. }
  1836. return true;
  1837. }
  1838. /*=======================================
  1839. * Is attack left handed? By default no.
  1840. *---------------------------------------
  1841. * Credits:
  1842. * Original coder Skoltex
  1843. * Initial refactoring by Baalberith
  1844. * Refined and optimized by helvetica
  1845. */
  1846. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  1847. {
  1848. if(src != NULL) {
  1849. struct status_data *sstatus = status_get_status_data(src);
  1850. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1851. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1852. if(!skill_id) {
  1853. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1854. return true;
  1855. if (sstatus->lhw.atk)
  1856. return true;
  1857. if (sd && sd->status.weapon == W_KATAR)
  1858. return true;
  1859. }
  1860. }
  1861. return false;
  1862. }
  1863. /*=============================
  1864. * Do we score a critical hit?
  1865. *-----------------------------
  1866. * Credits:
  1867. * Original coder Skoltex
  1868. * Initial refactoring by Baalberith
  1869. * Refined and optimized by helvetica
  1870. */
  1871. static bool is_attack_critical(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  1872. {
  1873. struct status_data *sstatus = status_get_status_data(src);
  1874. struct status_data *tstatus = status_get_status_data(target);
  1875. struct status_change *sc = status_get_sc(src);
  1876. struct status_change *tsc = status_get_sc(target);
  1877. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1878. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  1879. if (!first_call)
  1880. return (wd.type == DMG_CRITICAL);
  1881. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  1882. return true;
  1883. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  1884. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  1885. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  1886. {
  1887. short cri = sstatus->cri;
  1888. if (sd) {
  1889. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  1890. if(is_skill_using_arrow(src, skill_id))
  1891. cri += sd->bonus.arrow_cri;
  1892. }
  1893. if(sc && sc->data[SC_CAMOUFLAGE])
  1894. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  1895. //The official equation is *2, but that only applies when sd's do critical.
  1896. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1897. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  1898. if( tsc && tsc->data[SC_SLEEP] )
  1899. cri <<= 1;
  1900. switch(skill_id) {
  1901. case 0:
  1902. if(sc && !sc->data[SC_AUTOCOUNTER])
  1903. break;
  1904. clif_specialeffect(src, 131, AREA);
  1905. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  1906. case KN_AUTOCOUNTER:
  1907. if(battle_config.auto_counter_type &&
  1908. (battle_config.auto_counter_type&src->type))
  1909. return true;
  1910. else
  1911. cri <<= 1;
  1912. break;
  1913. case SN_SHARPSHOOTING:
  1914. case MA_SHARPSHOOTING:
  1915. cri += 200;
  1916. break;
  1917. case NJ_KIRIKAGE:
  1918. cri += 250 + 50*skill_lv;
  1919. break;
  1920. }
  1921. if(tsd && tsd->bonus.critical_def)
  1922. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  1923. return (rnd()%1000 < cri);
  1924. }
  1925. return 0;
  1926. }
  1927. /*==========================================================
  1928. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  1929. *----------------------------------------------------------
  1930. * Credits:
  1931. * Original coder Skoltex
  1932. * Initial refactoring by Baalberith
  1933. * Refined and optimized by helvetica
  1934. */
  1935. static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  1936. {
  1937. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  1938. return 2;
  1939. if(src != NULL) {
  1940. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1941. struct status_data *tstatus = status_get_status_data(target);
  1942. #ifdef RENEWAL
  1943. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1944. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  1945. #else
  1946. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  1947. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  1948. #endif
  1949. { //Elemental/Racial adjustments
  1950. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  1951. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  1952. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  1953. )
  1954. if (weapon_position == EQI_HAND_R)
  1955. return 1;
  1956. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  1957. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  1958. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  1959. )
  1960. { //Pass effect onto right hand if configured so. [Skotlex]
  1961. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  1962. if (weapon_position == EQI_HAND_R)
  1963. return 1;
  1964. }
  1965. else if (weapon_position == EQI_HAND_L)
  1966. return 1;
  1967. }
  1968. }
  1969. }
  1970. return 0;
  1971. }
  1972. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  1973. {
  1974. int nk = skill_get_nk(skill_id);
  1975. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1976. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1977. return nk;
  1978. }
  1979. /*=============================
  1980. * Checks if attack is hitting
  1981. *-----------------------------
  1982. * Credits:
  1983. * Original coder Skoltex
  1984. * Initial refactoring by Baalberith
  1985. * Refined and optimized by helvetica
  1986. */
  1987. static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  1988. {
  1989. struct status_data *sstatus = status_get_status_data(src);
  1990. struct status_data *tstatus = status_get_status_data(target);
  1991. struct status_change *sc = status_get_sc(src);
  1992. struct status_change *tsc = status_get_sc(target);
  1993. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1994. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  1995. short flee, hitrate;
  1996. if (!first_call)
  1997. return (wd.dmg_lv != ATK_FLEE);
  1998. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  1999. return true;
  2000. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2001. return true;
  2002. else if (sc && sc->data[SC_FUSION])
  2003. return true;
  2004. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  2005. return true;
  2006. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2007. return true;
  2008. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2009. return true;
  2010. else if (nk&NK_IGNORE_FLEE)
  2011. return true;
  2012. if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2013. return false;
  2014. flee = tstatus->flee;
  2015. #ifdef RENEWAL
  2016. hitrate = 0; //Default hitrate
  2017. #else
  2018. hitrate = 80; //Default hitrate
  2019. #endif
  2020. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2021. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2022. if(attacker_count >= battle_config.agi_penalty_count) {
  2023. if (battle_config.agi_penalty_type == 1)
  2024. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2025. else //assume type 2: absolute reduction
  2026. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2027. if(flee < 1)
  2028. flee = 1;
  2029. }
  2030. }
  2031. hitrate += sstatus->hit - flee;
  2032. //Fogwall's hit penalty is only for normal ranged attacks.
  2033. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2034. hitrate -= 50;
  2035. if(sd && is_skill_using_arrow(src, skill_id))
  2036. hitrate += sd->bonus.arrow_hit;
  2037. #ifdef RENEWAL
  2038. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2039. hitrate += pc_checkskill(sd,AC_VULTURE);
  2040. #endif
  2041. if(skill_id) {
  2042. switch(skill_id) { //Hit skill modifiers
  2043. //It is proven that bonus is applied on final hitrate, not hit.
  2044. case SM_BASH:
  2045. case MS_BASH:
  2046. hitrate += hitrate * 5 * skill_lv / 100;
  2047. break;
  2048. case MS_MAGNUM:
  2049. case SM_MAGNUM:
  2050. hitrate += hitrate * 10 * skill_lv / 100;
  2051. break;
  2052. case KN_AUTOCOUNTER:
  2053. case PA_SHIELDCHAIN:
  2054. case NPC_WATERATTACK:
  2055. case NPC_GROUNDATTACK:
  2056. case NPC_FIREATTACK:
  2057. case NPC_WINDATTACK:
  2058. case NPC_POISONATTACK:
  2059. case NPC_HOLYATTACK:
  2060. case NPC_DARKNESSATTACK:
  2061. case NPC_UNDEADATTACK:
  2062. case NPC_TELEKINESISATTACK:
  2063. case NPC_BLEEDING:
  2064. hitrate += hitrate * 20 / 100;
  2065. break;
  2066. case KN_PIERCE:
  2067. case ML_PIERCE:
  2068. hitrate += hitrate * 5 * skill_lv / 100;
  2069. break;
  2070. case AS_SONICBLOW:
  2071. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2072. hitrate += hitrate * 50 / 100;
  2073. break;
  2074. case MC_CARTREVOLUTION:
  2075. case GN_CART_TORNADO:
  2076. case GN_CARTCANNON:
  2077. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2078. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2079. break;
  2080. case LG_BANISHINGPOINT:
  2081. hitrate += 3 * skill_lv;
  2082. break;
  2083. case GC_VENOMPRESSURE:
  2084. hitrate += 10 + 4 * skill_lv;
  2085. break;
  2086. case SC_FATALMENACE:
  2087. hitrate -= 35 - 5 * skill_lv;
  2088. break;
  2089. case RL_SLUGSHOT:
  2090. {
  2091. int8 dist = distance_bl(src, target);
  2092. if (dist > 3) {
  2093. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2094. // -10:-9:-8:-7:-6
  2095. dist -= 3;
  2096. hitrate -= ((11 - skill_lv) * dist);
  2097. }
  2098. }
  2099. break;
  2100. }
  2101. } else if (sd && wd.type&DMG_MULTI_HIT && wd.div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2102. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2103. if (sd) {
  2104. int skill = 0;
  2105. #ifdef RENEWAL
  2106. // Weaponry Research hidden bonus
  2107. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2108. hitrate += hitrate * ( 2 * skill ) / 100;
  2109. #endif
  2110. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2111. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2112. hitrate += 3 * skill;
  2113. }
  2114. if(sc && sc->data[SC_MTF_ASPD])
  2115. hitrate += 5;
  2116. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2117. return (rnd()%100 < hitrate);
  2118. }
  2119. /*==========================================
  2120. * If attack ignores def.
  2121. *------------------------------------------
  2122. * Credits:
  2123. * Original coder Skoltex
  2124. * Initial refactoring by Baalberith
  2125. * Refined and optimized by helvetica
  2126. */
  2127. static bool attack_ignores_def(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2128. {
  2129. struct status_data *tstatus = status_get_status_data(target);
  2130. struct status_change *sc = status_get_sc(src);
  2131. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2132. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2133. #ifndef RENEWAL
  2134. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2135. return true;
  2136. else
  2137. #endif
  2138. if (sc && sc->data[SC_FUSION])
  2139. return true;
  2140. #ifdef RENEWAL
  2141. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2142. #else
  2143. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2144. #endif
  2145. { //Ignore Defense?
  2146. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2147. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2148. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2149. if (weapon_position == EQI_HAND_R)
  2150. return true;
  2151. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2152. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2153. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2154. {
  2155. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2156. if (weapon_position == EQI_HAND_R)
  2157. return true;
  2158. } else if (weapon_position == EQI_HAND_L)
  2159. return true;
  2160. }
  2161. }
  2162. return (nk&NK_IGNORE_DEF);
  2163. }
  2164. /*================================================
  2165. * Should skill attack consider VVS and masteries?
  2166. *------------------------------------------------
  2167. * Credits:
  2168. * Original coder Skoltex
  2169. * Initial refactoring by Baalberith
  2170. * Refined and optimized by helvetica
  2171. */
  2172. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2173. {
  2174. if (
  2175. #ifndef RENEWAL
  2176. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2177. #endif
  2178. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2179. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2180. return false;
  2181. return true;
  2182. }
  2183. #ifdef RENEWAL
  2184. /*========================================
  2185. * Calculate equipment ATK for renewal ATK
  2186. *----------------------------------------
  2187. * Credits:
  2188. * Original coder Skoltex
  2189. * Initial refactoring by Baalberith
  2190. * Refined and optimized by helvetica
  2191. */
  2192. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2193. {
  2194. if(src != NULL) {
  2195. int eatk = 0;
  2196. struct status_data *status = status_get_status_data(src);
  2197. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2198. if (sd) // add arrow atk if using an applicable skill
  2199. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2200. return eatk + status->eatk;
  2201. }
  2202. return 0; // shouldn't happen but just in case
  2203. }
  2204. #endif
  2205. /*========================================
  2206. * Returns the element type of attack
  2207. *----------------------------------------
  2208. * Credits:
  2209. * Original coder Skoltex
  2210. * Initial refactoring by Baalberith
  2211. * Refined and optimized by helvetica
  2212. */
  2213. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2214. {
  2215. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2216. struct status_change *sc = status_get_sc(src);
  2217. struct status_data *sstatus = status_get_status_data(src);
  2218. uint8 i;
  2219. int element = skill_get_ele(skill_id, skill_lv);
  2220. //Take weapon's element
  2221. if( !skill_id || element == -1 ) {
  2222. if (weapon_position == EQI_HAND_R)
  2223. element = sstatus->rhw.ele;
  2224. else
  2225. element = sstatus->lhw.ele;
  2226. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2227. element = sd->bonus.arrow_ele;
  2228. // on official endows override all other elements [helvetica]
  2229. if (sd) { //Summoning 10 talisman will endow your weapon.
  2230. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  2231. if (i < 5)
  2232. element = i;
  2233. if (sc) { // check for endows
  2234. if(sc->data[SC_ENCHANTARMS])
  2235. element = sc->data[SC_ENCHANTARMS]->val2;
  2236. }
  2237. }
  2238. } else if( element == -2 ) //Use enchantment's element
  2239. element = status_get_attack_sc_element(src,sc);
  2240. else if( element == -3 ) //Use random element
  2241. element = rnd()%ELE_ALL;
  2242. switch( skill_id ) {
  2243. case GS_GROUNDDRIFT:
  2244. element = wd.miscflag; //element comes in flag.
  2245. break;
  2246. case LK_SPIRALPIERCE:
  2247. if (!sd)
  2248. element = ELE_NEUTRAL; //forced neutral for monsters
  2249. break;
  2250. case LG_HESPERUSLIT:
  2251. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2252. element = ELE_HOLY;
  2253. break;
  2254. case RL_H_MINE:
  2255. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2256. element = ELE_FIRE;
  2257. break;
  2258. }
  2259. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2260. element = ELE_HOLY;
  2261. // calc_flag means the element should be calculated for damage only
  2262. if (calc_for_damage_only)
  2263. return element;
  2264. #ifdef RENEWAL
  2265. if (skill_id == CR_SHIELDBOOMERANG)
  2266. element = ELE_NEUTRAL;
  2267. #endif
  2268. return element;
  2269. }
  2270. /*========================================
  2271. * Do element damage modifier calculation
  2272. *----------------------------------------
  2273. * Credits:
  2274. * Original coder Skoltex
  2275. * Initial refactoring by Baalberith
  2276. * Refined and optimized by helvetica
  2277. */
  2278. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2279. {
  2280. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2281. struct status_change *sc = status_get_sc(src);
  2282. struct status_data *sstatus = status_get_status_data(src);
  2283. struct status_data *tstatus = status_get_status_data(target);
  2284. int element = skill_get_ele(skill_id, skill_lv);
  2285. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2286. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2287. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2288. //Elemental attribute fix
  2289. if(!(nk&NK_NO_ELEFIX)) {
  2290. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2291. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2292. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2293. if(battle_config.attack_attr_none&src->type)
  2294. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2295. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2296. return wd;
  2297. if(wd.damage > 0) {
  2298. //Forced to its element
  2299. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2300. switch( skill_id ) {
  2301. case MC_CARTREVOLUTION:
  2302. case SR_GATEOFHELL:
  2303. case KO_BAKURETSU:
  2304. //Forced to neutral element
  2305. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2306. break;
  2307. case GS_GROUNDDRIFT:
  2308. //Additional 50 * lv neutral damage
  2309. wd.damage += battle_attr_fix(src, target, 50 * skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2310. break;
  2311. case GN_CARTCANNON:
  2312. case KO_HAPPOKUNAI:
  2313. //Forced to ammo's element
  2314. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2315. break;
  2316. }
  2317. }
  2318. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2319. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2320. if (sc && sc->data[SC_WATK_ELEMENT]) {
  2321. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2322. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2323. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2324. if (is_attack_left_handed(src, skill_id)) {
  2325. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2326. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2327. }
  2328. }
  2329. }
  2330. return wd;
  2331. }
  2332. #define ATK_RATE(damage, damage2, a) { damage = damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 = damage2 * (a) / 100; }
  2333. #define ATK_RATE2(damage, damage2, a , b) { damage = damage *(a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 = damage2 * (b) / 100; }
  2334. #define ATK_RATER(damage, a) { damage = damage * (a) / 100; }
  2335. #define ATK_RATEL(damage2, a) { damage2 = damage2 * (a) / 100; }
  2336. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2337. #define ATK_ADDRATE(damage, damage2, a) { damage += damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 += damage2 *(a) / 100; }
  2338. #define ATK_ADDRATE2(damage, damage2, a , b) { damage += damage * (a) / 100; if(is_attack_left_handed(src, skill_id)) damage2 += damage2 * (b) / 100; }
  2339. //Adds an absolute value to damage. 100 = +100 damage
  2340. #define ATK_ADD(damage, damage2, a) { damage += a; if(is_attack_left_handed(src, skill_id)) damage2 += a; }
  2341. #define ATK_ADD2(damage, damage2, a , b) { damage += a; if(is_attack_left_handed(src, skill_id)) damage2 += b; }
  2342. #ifdef RENEWAL
  2343. #define RE_ALLATK_ADD(wd, a) { ATK_ADD(wd.statusAtk, wd.statusAtk2, a); ATK_ADD(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADD(wd.equipAtk, wd.equipAtk2, a); ATK_ADD(wd.masteryAtk, wd.masteryAtk2, a); }
  2344. #define RE_ALLATK_RATE(wd, a) { ATK_RATE(wd.statusAtk, wd.statusAtk2, a); ATK_RATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_RATE(wd.equipAtk, wd.equipAtk2, a); ATK_RATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2345. #define RE_ALLATK_ADDRATE(wd, a) { ATK_ADDRATE(wd.statusAtk, wd.statusAtk2, a); ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, a); ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, a); }
  2346. #else
  2347. #define RE_ALLATK_ADD(wd, a) {;}
  2348. #define RE_ALLATK_RATE(wd, a) {;}
  2349. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2350. #endif
  2351. /*==================================
  2352. * Calculate weapon mastery damages
  2353. *----------------------------------
  2354. * Credits:
  2355. * Original coder Skoltex
  2356. * Initial refactoring by Baalberith
  2357. * Refined and optimized by helvetica
  2358. */
  2359. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2360. {
  2361. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2362. struct status_change *sc = status_get_sc(src);
  2363. struct status_data *sstatus = status_get_status_data(src);
  2364. int t_class = status_get_class(target);
  2365. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2366. skill_id != MO_INVESTIGATE &&
  2367. skill_id != MO_EXTREMITYFIST &&
  2368. skill_id != CR_GRANDCROSS)
  2369. { //Add mastery damage
  2370. int skill;
  2371. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2372. #ifdef RENEWAL
  2373. wd.masteryAtk = (int)battle_addmastery(sd,target,wd.weaponAtk,0);
  2374. #endif
  2375. if (is_attack_left_handed(src, skill_id)) {
  2376. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2377. #ifdef RENEWAL
  2378. wd.masteryAtk2 = (int)battle_addmastery(sd,target,wd.weaponAtk2,1);
  2379. #endif
  2380. }
  2381. #ifdef RENEWAL
  2382. //General skill masteries
  2383. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2384. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2385. if (skill_id != CR_SHIELDBOOMERANG)
  2386. ATK_ADD2(wd.masteryAtk, wd.masteryAtk2, wd.div_ * sd->right_weapon.star, wd.div_ * sd->left_weapon.star);
  2387. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2388. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2389. if (skill_id == MO_FINGEROFFENSIVE) {
  2390. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2391. } else
  2392. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2393. #endif
  2394. if (sc) { // Status change considered as masteries
  2395. uint8 i;
  2396. if (sc->data[SC_MIRACLE])
  2397. i = 2; //Star anger
  2398. else
  2399. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2400. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) {
  2401. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2402. if (i == 2)
  2403. skillratio += sstatus->str; //Star Anger
  2404. if (skill < 4)
  2405. skillratio /= 12 - 3 * skill;
  2406. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2407. #ifdef RENEWAL
  2408. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2409. #endif
  2410. }
  2411. if(sc->data[SC_CAMOUFLAGE]) {
  2412. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2413. #ifdef RENEWAL
  2414. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2415. #endif
  2416. }
  2417. }
  2418. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2419. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2420. #ifdef RENEWAL
  2421. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2422. #endif
  2423. }
  2424. }
  2425. return wd;
  2426. }
  2427. #ifdef RENEWAL
  2428. /*=========================================
  2429. * Calculate the various Renewal ATK parts
  2430. *-----------------------------------------
  2431. * Credits:
  2432. * Original coder Skoltex
  2433. * Initial refactoring by Baalberith
  2434. * Refined and optimized by helvetica
  2435. */
  2436. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2437. {
  2438. struct status_data *sstatus = status_get_status_data(src);
  2439. struct status_data *tstatus = status_get_status_data(target);
  2440. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2441. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2442. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2443. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2444. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2445. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2446. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2447. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2448. } else { // status atk is considered neutral on normal attacks [helvetica]
  2449. wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2450. wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2451. }
  2452. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2453. wd.weaponAtk = (int)battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2454. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2455. wd.weaponAtk2 = (int)battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2456. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2457. wd.equipAtk = (int)battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2458. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2459. wd.equipAtk2 = (int)battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2460. //Mastery ATK is a special kind of ATK that has no elemental properties
  2461. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2462. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2463. wd.damage = 0;
  2464. wd.damage2 = 0;
  2465. return wd;
  2466. }
  2467. #endif
  2468. /*==========================================================
  2469. * Calculate basic ATK that goes into the skill ATK formula
  2470. *----------------------------------------------------------
  2471. * Credits:
  2472. * Original coder Skoltex
  2473. * Initial refactoring by Baalberith
  2474. * Refined and optimized by helvetica
  2475. */
  2476. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2477. {
  2478. struct status_change *sc = status_get_sc(src);
  2479. struct status_data *sstatus = status_get_status_data(src);
  2480. struct status_data *tstatus = status_get_status_data(target);
  2481. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2482. uint16 i;
  2483. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2484. switch (skill_id) { //Calc base damage according to skill
  2485. case PA_SACRIFICE:
  2486. wd.damage = (int64)sstatus->max_hp* 9/100;
  2487. wd.damage2 = 0;
  2488. #ifdef RENEWAL
  2489. wd.weaponAtk = (int)wd.damage;
  2490. wd.weaponAtk2 = (int)wd.damage2;
  2491. #endif
  2492. break;
  2493. #ifdef RENEWAL
  2494. case LK_SPIRALPIERCE:
  2495. case ML_SPIRALPIERCE:
  2496. if (sd) {
  2497. short index = sd->equip_index[EQI_HAND_R];
  2498. if (index >= 0 &&
  2499. sd->inventory_data[index] &&
  2500. sd->inventory_data[index]->type == IT_WEAPON)
  2501. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2502. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2503. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2504. } else {
  2505. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2506. }
  2507. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2508. case SZ_SMALL: //Small: 125%
  2509. ATK_RATE(wd.damage, wd.damage2, 125);
  2510. RE_ALLATK_RATE(wd, 125);
  2511. break;
  2512. //case SZ_MEDIUM: //Medium: 100%
  2513. case SZ_BIG: //Large: 75%
  2514. ATK_RATE(wd.damage, wd.damage2, 75);
  2515. RE_ALLATK_RATE(wd, 75);
  2516. break;
  2517. }
  2518. #else
  2519. case NJ_ISSEN:
  2520. wd.damage = (40 * sstatus->str) + ((sstatus->hp * (8 * skill_lv)) / 100);
  2521. wd.damage2 = 0;
  2522. break;
  2523. case LK_SPIRALPIERCE:
  2524. case ML_SPIRALPIERCE:
  2525. if (sd) {
  2526. short index = sd->equip_index[EQI_HAND_R];
  2527. if (index >= 0 &&
  2528. sd->inventory_data[index] &&
  2529. sd->inventory_data[index]->type == IT_WEAPON)
  2530. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2531. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2532. } else {
  2533. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2534. }
  2535. i = sstatus->str/10;
  2536. i*=i;
  2537. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2538. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2539. case SZ_SMALL: //Small: 125%
  2540. ATK_RATE(wd.damage, wd.damage2, 125);
  2541. break;
  2542. //case SZ_MEDIUM: //Medium: 100%
  2543. case SZ_BIG: //Large: 75%
  2544. ATK_RATE(wd.damage, wd.damage2, 75);
  2545. break;
  2546. }
  2547. #endif
  2548. break;
  2549. case CR_SHIELDBOOMERANG:
  2550. case PA_SHIELDCHAIN:
  2551. wd.damage = sstatus->batk;
  2552. if (sd) {
  2553. short index = sd->equip_index[EQI_HAND_L];
  2554. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  2555. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
  2556. } else
  2557. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2558. #ifdef RENEWAL
  2559. wd.weaponAtk = (int)wd.damage;
  2560. wd.weaponAtk2 = (int)wd.damage2;
  2561. #endif
  2562. break;
  2563. case RK_DRAGONBREATH:
  2564. case RK_DRAGONBREATH_WATER:
  2565. {
  2566. int damagevalue = 0;
  2567. wd.damage = wd.damage2 = 0;
  2568. #ifdef RENEWAL
  2569. wd.weaponAtk = wd.weaponAtk2 = 0;
  2570. #endif
  2571. damagevalue = ((sstatus->hp / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  2572. if(status_get_lv(src) > 100)
  2573. damagevalue = damagevalue * status_get_lv(src) / 150;
  2574. if(sd)
  2575. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2576. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2577. #ifdef RENEWAL
  2578. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2579. #endif
  2580. wd.flag |= BF_LONG;
  2581. }
  2582. break;
  2583. case NC_SELFDESTRUCTION: {
  2584. int damagevalue = 0;
  2585. wd.damage = wd.damage2 = 0;
  2586. #ifdef RENEWAL
  2587. wd.weaponAtk = wd.weaponAtk2 = 0;
  2588. #endif
  2589. damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2590. if(status_get_lv(src) > 100)
  2591. damagevalue = damagevalue * status_get_lv(src) / 100;
  2592. damagevalue = damagevalue + sstatus->hp;
  2593. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2594. #ifdef RENEWAL
  2595. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2596. #endif
  2597. }
  2598. break;
  2599. case KO_HAPPOKUNAI: {
  2600. int damagevalue = 0;
  2601. wd.damage = wd.damage2 = 0;
  2602. #ifdef RENEWAL
  2603. wd.weaponAtk = wd.weaponAtk2 = 0;
  2604. #endif
  2605. if(sd) {
  2606. short index = sd->equip_index[EQI_AMMO];
  2607. damagevalue = (3 * (sstatus->batk + sstatus->rhw.atk + ((index >= 0 && sd->inventory_data[index]) ? sd->inventory_data[index]->atk : 0))) * (skill_lv + 5) / 5;
  2608. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2609. } else {
  2610. damagevalue = 5000;
  2611. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2612. }
  2613. #ifdef RENEWAL
  2614. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2615. #endif
  2616. }
  2617. break;
  2618. case HFLI_SBR44: //[orn]
  2619. if(src->type == BL_HOM)
  2620. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2621. break;
  2622. default:
  2623. {
  2624. #ifdef RENEWAL
  2625. if (sd)
  2626. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2627. else {
  2628. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2629. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2630. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2631. if (is_attack_left_handed(src, skill_id))
  2632. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2633. }
  2634. #else
  2635. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2636. (is_skill_using_arrow(src, skill_id)?2:0)|
  2637. (skill_id == HW_MAGICCRASHER?4:0)|
  2638. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2639. (skill_id == MO_EXTREMITYFIST?8:0)|
  2640. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2641. if (is_skill_using_arrow(src, skill_id) && sd)
  2642. switch(sd->status.weapon) {
  2643. case W_BOW:
  2644. case W_REVOLVER:
  2645. case W_GATLING:
  2646. case W_SHOTGUN:
  2647. case W_GRENADE:
  2648. break;
  2649. default:
  2650. i |= 16; // for ex. shuriken must not be influenced by DEX
  2651. }
  2652. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2653. if (is_attack_left_handed(src, skill_id))
  2654. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2655. #endif
  2656. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2657. if(wd.miscflag > 0) {
  2658. wd.damage /= wd.miscflag;
  2659. #ifdef RENEWAL
  2660. wd.statusAtk /= wd.miscflag;
  2661. wd.weaponAtk /= wd.miscflag;
  2662. wd.equipAtk /= wd.miscflag;
  2663. wd.masteryAtk /= wd.miscflag;
  2664. #endif
  2665. }
  2666. else
  2667. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2668. }
  2669. //Add any bonuses that modify the base atk (pre-skills)
  2670. if(sd) {
  2671. int skill;
  2672. if (sd->bonus.atk_rate) {
  2673. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2674. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2675. }
  2676. #ifndef RENEWAL
  2677. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2678. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2679. }
  2680. #endif
  2681. if(sc && sc->data[SC_MTF_CRIDAMAGE] && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  2682. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  2683. RE_ALLATK_ADDRATE(wd, 25); //Temporary it should be 'bonus.crit_atk_rate'
  2684. }
  2685. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2686. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2687. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2688. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2689. }
  2690. }
  2691. }
  2692. break;
  2693. } //End default case
  2694. } //End switch(skill_id)
  2695. return wd;
  2696. }
  2697. //For quick div adjustment.
  2698. #define DAMAGE_DIV_FIX(dmg, div) { if (div < 0) { (div)*=-1; (dmg)/=div; } (dmg)*=div; }
  2699. #define DAMAGE_DIV_FIX2(dmg, div) { if (div > 1) (dmg)*=div; }
  2700. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) { DAMAGE_DIV_FIX2(wd.statusAtk, div); DAMAGE_DIV_FIX2(wd.weaponAtk, div); DAMAGE_DIV_FIX2(wd.equipAtk, div); DAMAGE_DIV_FIX2(wd.masteryAtk, div); }
  2701. /*================================================= [Playtester]
  2702. * Applies DAMAGE_DIV_FIX and checks for min damage
  2703. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2704. * @return Modified damage struct
  2705. *------------------------------------------------*/
  2706. static struct Damage battle_apply_div_fix(struct Damage d)
  2707. {
  2708. if(d.damage) {
  2709. DAMAGE_DIV_FIX(d.damage, d.div_);
  2710. //Min damage
  2711. if((battle_config.skill_min_damage&d.flag) && d.damage < d.div_)
  2712. d.damage = d.div_;
  2713. } else if (d.div_ < 0) {
  2714. d.div_ *= -1;
  2715. }
  2716. return d;
  2717. }
  2718. /*=======================================
  2719. * Check for and calculate multi attacks
  2720. *---------------------------------------
  2721. * Credits:
  2722. * Original coder Skoltex
  2723. * Initial refactoring by Baalberith
  2724. * Refined and optimized by helvetica
  2725. */
  2726. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2727. {
  2728. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2729. struct status_change *sc = status_get_sc(src);
  2730. struct status_change *tsc = status_get_sc(target);
  2731. struct status_data *tstatus = status_get_status_data(target);
  2732. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2733. short i;
  2734. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2735. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2736. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2737. { //Success chance is not added, the higher one is used [Skotlex]
  2738. if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) {
  2739. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2740. wd.type = DMG_MULTI_HIT;
  2741. }
  2742. }
  2743. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2744. || (sd && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2745. && rnd()%100 < 5*skill_lv ) //Success rate
  2746. {
  2747. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2748. wd.type = DMG_MULTI_HIT;
  2749. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2750. }
  2751. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2752. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
  2753. {
  2754. int chance = rnd()%100;
  2755. switch(sc->data[SC_FEARBREEZE]->val1) {
  2756. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2757. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2758. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2759. case 2:
  2760. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2761. }
  2762. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  2763. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2764. if (wd.div_ > 1)
  2765. wd.type = DMG_MULTI_HIT;
  2766. }
  2767. }
  2768. switch (skill_id) {
  2769. case RA_AIMEDBOLT:
  2770. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2771. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2772. break;
  2773. case SC_JYUMONJIKIRI:
  2774. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2775. wd.div_ = wd.div_ * -1;// needs more info
  2776. break;
  2777. }
  2778. return wd;
  2779. }
  2780. /*======================================================
  2781. * Calculate skill level ratios for weapon-based skills
  2782. *------------------------------------------------------
  2783. * Credits:
  2784. * Original coder Skoltex
  2785. * Initial refactoring by Baalberith
  2786. * Refined and optimized by helvetica
  2787. */
  2788. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2789. {
  2790. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2791. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  2792. struct status_change *sc = status_get_sc(src);
  2793. struct status_change *tsc = status_get_sc(target);
  2794. struct status_data *sstatus = status_get_status_data(src);
  2795. struct status_data *tstatus = status_get_status_data(target);
  2796. int skillratio = 100;
  2797. int i;
  2798. //Skill damage modifiers that stack linearly
  2799. if(sc && skill_id != PA_SACRIFICE) {
  2800. if(sc->data[SC_OVERTHRUST])
  2801. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2802. if(sc->data[SC_MAXOVERTHRUST])
  2803. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2804. if(sc->data[SC_BERSERK])
  2805. #ifndef RENEWAL
  2806. skillratio += 100;
  2807. #else
  2808. skillratio += 200;
  2809. if (sc && sc->data[SC_TRUESIGHT])
  2810. skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
  2811. if (sc->data[SC_CONCENTRATION])
  2812. skillratio += sc->data[SC_CONCENTRATION]->val2;
  2813. #endif
  2814. if (sc->data[SC_CRUSHSTRIKE] && (!skill_id || skill_id == KN_AUTOCOUNTER)) {
  2815. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2816. short index = sd->equip_index[EQI_HAND_R];
  2817. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2818. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sstatus->rhw.atk +
  2819. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2820. }
  2821. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  2822. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  2823. }
  2824. if (sc->data[SC_EXEEDBREAK] && !skill_id) {
  2825. skillratio += -100 + sc->data[SC_EXEEDBREAK]->val1;
  2826. status_change_end(src,SC_EXEEDBREAK,INVALID_TIMER);
  2827. }
  2828. //!TODO: Verify this placement & skills that affected by these effects [Cydh]
  2829. if (sc->data[SC_HEAT_BARREL])
  2830. skillratio += 200;
  2831. if (sc->data[SC_P_ALTER])
  2832. skillratio += sc->data[SC_P_ALTER]->val2;
  2833. }
  2834. switch( skill_id ) {
  2835. case SM_BASH:
  2836. case MS_BASH:
  2837. skillratio += 30*skill_lv;
  2838. break;
  2839. case SM_MAGNUM:
  2840. case MS_MAGNUM:
  2841. skillratio += 20*skill_lv;
  2842. break;
  2843. case MC_MAMMONITE:
  2844. skillratio += 50*skill_lv;
  2845. break;
  2846. case HT_POWER:
  2847. skillratio += -50+8*sstatus->str;
  2848. break;
  2849. case AC_DOUBLE:
  2850. case MA_DOUBLE:
  2851. skillratio += 10*(skill_lv-1);
  2852. break;
  2853. case AC_SHOWER:
  2854. case MA_SHOWER:
  2855. #ifdef RENEWAL
  2856. skillratio += 50+10*skill_lv;
  2857. #else
  2858. skillratio += -25+5*skill_lv;
  2859. #endif
  2860. break;
  2861. case AC_CHARGEARROW:
  2862. case MA_CHARGEARROW:
  2863. skillratio += 50;
  2864. break;
  2865. #ifndef RENEWAL
  2866. case HT_FREEZINGTRAP:
  2867. case MA_FREEZINGTRAP:
  2868. skillratio += -50+10*skill_lv;
  2869. break;
  2870. #endif
  2871. case KN_PIERCE:
  2872. case ML_PIERCE:
  2873. skillratio += 10*skill_lv;
  2874. break;
  2875. case MER_CRASH:
  2876. skillratio += 10*skill_lv;
  2877. break;
  2878. case KN_SPEARSTAB:
  2879. skillratio += 15*skill_lv;
  2880. break;
  2881. case KN_SPEARBOOMERANG:
  2882. skillratio += 50*skill_lv;
  2883. break;
  2884. case KN_BRANDISHSPEAR:
  2885. case ML_BRANDISH:
  2886. {
  2887. int ratio = 100+20*skill_lv;
  2888. skillratio += ratio-100;
  2889. if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2;
  2890. if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4;
  2891. if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8;
  2892. if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2;
  2893. if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4;
  2894. if(skill_lv>9 && wd.miscflag==3) skillratio += ratio/2;
  2895. break;
  2896. }
  2897. case KN_BOWLINGBASH:
  2898. case MS_BOWLINGBASH:
  2899. skillratio+= 40*skill_lv;
  2900. break;
  2901. case AS_GRIMTOOTH:
  2902. skillratio += 20*skill_lv;
  2903. break;
  2904. case AS_POISONREACT:
  2905. skillratio += 30*skill_lv;
  2906. break;
  2907. case AS_SONICBLOW:
  2908. skillratio += 300+40*skill_lv;
  2909. break;
  2910. case TF_SPRINKLESAND:
  2911. skillratio += 30;
  2912. break;
  2913. case MC_CARTREVOLUTION:
  2914. skillratio += 50;
  2915. if(sd && sd->cart_weight)
  2916. skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
  2917. else if (!sd)
  2918. skillratio += 100; //Max damage for non players.
  2919. break;
  2920. case NPC_PIERCINGATT:
  2921. skillratio += -25; //75% base damage
  2922. break;
  2923. case NPC_COMBOATTACK:
  2924. skillratio += 25*skill_lv;
  2925. break;
  2926. case NPC_RANDOMATTACK:
  2927. case NPC_WATERATTACK:
  2928. case NPC_GROUNDATTACK:
  2929. case NPC_FIREATTACK:
  2930. case NPC_WINDATTACK:
  2931. case NPC_POISONATTACK:
  2932. case NPC_HOLYATTACK:
  2933. case NPC_DARKNESSATTACK:
  2934. case NPC_UNDEADATTACK:
  2935. case NPC_TELEKINESISATTACK:
  2936. case NPC_BLOODDRAIN:
  2937. case NPC_ACIDBREATH:
  2938. case NPC_DARKNESSBREATH:
  2939. case NPC_FIREBREATH:
  2940. case NPC_ICEBREATH:
  2941. case NPC_THUNDERBREATH:
  2942. case NPC_HELLJUDGEMENT:
  2943. case NPC_PULSESTRIKE:
  2944. skillratio += 100*(skill_lv-1);
  2945. break;
  2946. case RG_BACKSTAP:
  2947. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  2948. skillratio += (200+40*skill_lv)/2;
  2949. else
  2950. skillratio += 200+40*skill_lv;
  2951. break;
  2952. case RG_RAID:
  2953. skillratio += 40*skill_lv;
  2954. break;
  2955. case RG_INTIMIDATE:
  2956. skillratio += 30*skill_lv;
  2957. break;
  2958. case CR_SHIELDCHARGE:
  2959. skillratio += 20*skill_lv;
  2960. break;
  2961. case CR_SHIELDBOOMERANG:
  2962. skillratio += 30*skill_lv;
  2963. break;
  2964. case NPC_DARKCROSS:
  2965. case CR_HOLYCROSS:
  2966. {
  2967. #ifdef RENEWAL
  2968. if(sd && sd->status.weapon == W_2HSPEAR)
  2969. skillratio += 2*(35*skill_lv);
  2970. else
  2971. #endif
  2972. skillratio += 35*skill_lv;
  2973. break;
  2974. }
  2975. case AM_DEMONSTRATION:
  2976. skillratio += 20*skill_lv;
  2977. break;
  2978. case AM_ACIDTERROR:
  2979. skillratio += 40*skill_lv;
  2980. break;
  2981. case MO_FINGEROFFENSIVE:
  2982. skillratio+= 50 * skill_lv;
  2983. break;
  2984. case MO_INVESTIGATE:
  2985. skillratio += 100 + 150 * skill_lv;
  2986. break;
  2987. case MO_EXTREMITYFIST:
  2988. skillratio += 100*(7 + sstatus->sp/10);
  2989. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  2990. break;
  2991. case MO_TRIPLEATTACK:
  2992. skillratio += 20*skill_lv;
  2993. break;
  2994. case MO_CHAINCOMBO:
  2995. skillratio += 50+50*skill_lv;
  2996. break;
  2997. case MO_COMBOFINISH:
  2998. skillratio += 140+60*skill_lv;
  2999. break;
  3000. case BA_MUSICALSTRIKE:
  3001. case DC_THROWARROW:
  3002. skillratio += 25+25*skill_lv;
  3003. break;
  3004. case CH_TIGERFIST:
  3005. skillratio += 100*skill_lv-60;
  3006. break;
  3007. case CH_CHAINCRUSH:
  3008. skillratio += 300+100*skill_lv;
  3009. break;
  3010. case CH_PALMSTRIKE:
  3011. skillratio += 100+100*skill_lv;
  3012. break;
  3013. case LK_HEADCRUSH:
  3014. skillratio += 40*skill_lv;
  3015. break;
  3016. case LK_JOINTBEAT:
  3017. i = 10*skill_lv-50;
  3018. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  3019. if (wd.miscflag&BREAK_NECK) i*=2;
  3020. skillratio += i;
  3021. break;
  3022. #ifdef RENEWAL
  3023. // Renewal: skill ratio applies to entire damage [helvetica]
  3024. case LK_SPIRALPIERCE:
  3025. case ML_SPIRALPIERCE:
  3026. skillratio += 50*skill_lv;
  3027. break;
  3028. #endif
  3029. case ASC_METEORASSAULT:
  3030. skillratio += 40*skill_lv-60;
  3031. break;
  3032. case SN_SHARPSHOOTING:
  3033. case MA_SHARPSHOOTING:
  3034. skillratio += 100+50*skill_lv;
  3035. break;
  3036. case CG_ARROWVULCAN:
  3037. skillratio += 100+100*skill_lv;
  3038. break;
  3039. case AS_SPLASHER:
  3040. skillratio += 400+50*skill_lv;
  3041. if(sd)
  3042. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3043. break;
  3044. #ifndef RENEWAL
  3045. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3046. case ASC_BREAKER:
  3047. skillratio += 100*skill_lv-100;
  3048. break;
  3049. #endif
  3050. case PA_SACRIFICE:
  3051. skillratio += 10*skill_lv-10;
  3052. break;
  3053. case PA_SHIELDCHAIN:
  3054. skillratio += 30*skill_lv;
  3055. break;
  3056. case WS_CARTTERMINATION:
  3057. i = 10 * (16 - skill_lv);
  3058. if (i < 1) i = 1;
  3059. //Preserve damage ratio when max cart weight is changed.
  3060. if(sd && sd->cart_weight)
  3061. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  3062. else if (!sd)
  3063. skillratio += 80000 / i - 100;
  3064. break;
  3065. case TK_DOWNKICK:
  3066. skillratio += 60 + 20*skill_lv;
  3067. break;
  3068. case TK_STORMKICK:
  3069. skillratio += 60 + 20*skill_lv;
  3070. break;
  3071. case TK_TURNKICK:
  3072. skillratio += 90 + 30*skill_lv;
  3073. break;
  3074. case TK_COUNTER:
  3075. skillratio += 90 + 30*skill_lv;
  3076. break;
  3077. case TK_JUMPKICK:
  3078. skillratio += -70 + 10*skill_lv;
  3079. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3080. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  3081. if (wd.miscflag)
  3082. {
  3083. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  3084. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  3085. skillratio *= 2;
  3086. }
  3087. break;
  3088. case GS_TRIPLEACTION:
  3089. skillratio += 50*skill_lv;
  3090. break;
  3091. case GS_BULLSEYE:
  3092. //Only works well against brute/demihumans non bosses.
  3093. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  3094. && !(tstatus->mode&MD_BOSS))
  3095. skillratio += 400;
  3096. break;
  3097. case GS_TRACKING:
  3098. skillratio += 100 *(skill_lv+1);
  3099. break;
  3100. case GS_PIERCINGSHOT:
  3101. skillratio += 20*skill_lv;
  3102. break;
  3103. case GS_RAPIDSHOWER:
  3104. skillratio += 400+50*skill_lv;
  3105. break;
  3106. case GS_DESPERADO:
  3107. skillratio += 50*(skill_lv-1);
  3108. break;
  3109. case GS_DUST:
  3110. skillratio += 50*skill_lv;
  3111. break;
  3112. case GS_FULLBUSTER:
  3113. skillratio += 100*(skill_lv+2);
  3114. break;
  3115. case GS_SPREADATTACK:
  3116. #ifdef RENEWAL
  3117. skillratio += 20*(skill_lv);
  3118. #else
  3119. skillratio += 20*(skill_lv-1);
  3120. #endif
  3121. break;
  3122. case NJ_HUUMA:
  3123. skillratio += 50 + 150*skill_lv;
  3124. break;
  3125. case NJ_TATAMIGAESHI:
  3126. skillratio += 10 * skill_lv;
  3127. #ifdef RENEWAL
  3128. skillratio += 200;
  3129. #endif
  3130. break;
  3131. case NJ_KASUMIKIRI:
  3132. skillratio += 10*skill_lv;
  3133. break;
  3134. case NJ_KIRIKAGE:
  3135. skillratio += 100*(skill_lv-1);
  3136. break;
  3137. case NJ_KUNAI:
  3138. skillratio += 200;
  3139. break;
  3140. case KN_CHARGEATK:
  3141. {
  3142. int k = (wd.miscflag-1)/3; //+100% every 3 cells of distance
  3143. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  3144. skillratio += 100 * k;
  3145. }
  3146. break;
  3147. case HT_PHANTASMIC:
  3148. skillratio += 50;
  3149. break;
  3150. case MO_BALKYOUNG:
  3151. skillratio += 200;
  3152. break;
  3153. case HFLI_MOON: //[orn]
  3154. skillratio += 10+110*skill_lv;
  3155. break;
  3156. case HFLI_SBR44: //[orn]
  3157. skillratio += 100 *(skill_lv-1);
  3158. break;
  3159. case NPC_VAMPIRE_GIFT:
  3160. skillratio += ((skill_lv-1)%5+1)*100;
  3161. break;
  3162. case RK_SONICWAVE:
  3163. skillratio = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3164. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3165. break;
  3166. case RK_HUNDREDSPEAR:
  3167. skillratio += 500 + (80 * skill_lv);
  3168. if( sd ) {
  3169. short index = sd->equip_index[EQI_HAND_R];
  3170. if( index >= 0 && sd->inventory_data[index]
  3171. && sd->inventory_data[index]->type == IT_WEAPON )
  3172. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3173. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3174. } // (1 + [(Casters Base Level - 100) / 200])
  3175. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3176. break;
  3177. case RK_WINDCUTTER:
  3178. skillratio = (skill_lv + 2) * 50;
  3179. RE_LVL_DMOD(100);
  3180. break;
  3181. case RK_IGNITIONBREAK: {
  3182. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3183. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3184. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3185. i = distance_bl(src,target);
  3186. if( i < 2 )
  3187. skillratio = 300 * skill_lv;
  3188. else if( i < 4 )
  3189. skillratio = 250 * skill_lv;
  3190. else
  3191. skillratio = 200 * skill_lv;
  3192. skillratio = skillratio * status_get_lv(src) / 100;
  3193. // Elemental check, 1.5x damage if your element is fire.
  3194. if( sstatus->rhw.ele == ELE_FIRE )
  3195. skillratio += 100 * skill_lv;
  3196. }
  3197. break;
  3198. case RK_STORMBLAST:
  3199. skillratio = (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)) + (status_get_int(src) / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  3200. break;
  3201. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3202. skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3203. RE_LVL_DMOD(150); // Base level bonus.
  3204. break;
  3205. case GC_CROSSIMPACT:
  3206. skillratio += 900 + 100 * skill_lv;
  3207. RE_LVL_DMOD(120);
  3208. break;
  3209. case GC_PHANTOMMENACE:
  3210. skillratio += 200;
  3211. break;
  3212. case GC_COUNTERSLASH:
  3213. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3214. skillratio += 200 + (100 * skill_lv);
  3215. RE_LVL_DMOD(120);
  3216. break;
  3217. case GC_ROLLINGCUTTER:
  3218. skillratio += -50 + 50 * skill_lv;
  3219. RE_LVL_DMOD(100);
  3220. break;
  3221. case GC_CROSSRIPPERSLASHER:
  3222. skillratio += 300 + 80 * skill_lv;
  3223. RE_LVL_DMOD(100);
  3224. if( sc && sc->data[SC_ROLLINGCUTTER] )
  3225. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3226. break;
  3227. case GC_DARKCROW:
  3228. skillratio += 100 * (skill_lv - 1);
  3229. break;
  3230. case AB_DUPLELIGHT_MELEE:
  3231. skillratio += 10 * skill_lv;
  3232. break;
  3233. case RA_ARROWSTORM:
  3234. skillratio += 900 + 80 * skill_lv;
  3235. RE_LVL_DMOD(100);
  3236. break;
  3237. case RA_AIMEDBOLT:
  3238. skillratio += 400 + 50 * skill_lv;
  3239. RE_LVL_DMOD(100);
  3240. break;
  3241. case RA_CLUSTERBOMB:
  3242. skillratio += 100 + 100 * skill_lv;
  3243. break;
  3244. case RA_WUGDASH:// ATK 300%
  3245. skillratio += 200;
  3246. if (sc && sc->data[SC_DANCEWITHWUG])
  3247. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3248. break;
  3249. case RA_WUGSTRIKE:
  3250. skillratio += -100 + 200 * skill_lv;
  3251. if (sc && sc->data[SC_DANCEWITHWUG])
  3252. skillratio += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3253. break;
  3254. case RA_WUGBITE:
  3255. skillratio += 300 + 200 * skill_lv;
  3256. if ( skill_lv == 5 ) skillratio += 100;
  3257. break;
  3258. case RA_SENSITIVEKEEN:
  3259. skillratio += 50 * skill_lv;
  3260. break;
  3261. case NC_BOOSTKNUCKLE:
  3262. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3263. RE_LVL_DMOD(120);
  3264. break;
  3265. case NC_PILEBUNKER:
  3266. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3267. RE_LVL_DMOD(100);
  3268. break;
  3269. case NC_VULCANARM:
  3270. skillratio = 70 * skill_lv + status_get_dex(src);
  3271. RE_LVL_DMOD(120);
  3272. break;
  3273. case NC_FLAMELAUNCHER:
  3274. case NC_COLDSLOWER:
  3275. skillratio += 200 + 300 * skill_lv;
  3276. RE_LVL_DMOD(150);
  3277. break;
  3278. case NC_ARMSCANNON:
  3279. switch( tstatus->size ) {
  3280. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3281. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3282. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3283. }
  3284. RE_LVL_DMOD(120);
  3285. //NOTE: There are some other factors that affect damage, but not sure how exactly. Will recheck one day. [Rytech]
  3286. break;
  3287. case NC_AXEBOOMERANG:
  3288. skillratio += (skill_lv * 50) + 150;
  3289. if( sd ) {
  3290. short index = sd->equip_index[EQI_HAND_R];
  3291. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  3292. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3293. }
  3294. RE_LVL_DMOD(100);
  3295. break;
  3296. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3297. skillratio = status_get_str(src) + status_get_dex(src);
  3298. RE_LVL_DMOD(100);
  3299. skillratio += 200 + 100 * skill_lv;
  3300. break;
  3301. case NC_AXETORNADO:
  3302. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3303. RE_LVL_DMOD(100);
  3304. if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
  3305. skillratio = skillratio * 75 / 100;
  3306. break;
  3307. case SC_FATALMENACE:
  3308. skillratio += 100 * skill_lv;
  3309. RE_LVL_DMOD(100);
  3310. break;
  3311. case SC_TRIANGLESHOT:
  3312. skillratio += ((skill_lv - 1) * (status_get_agi(src) / 2)) + 200;
  3313. RE_LVL_DMOD(120);
  3314. break;
  3315. case SC_FEINTBOMB:
  3316. skillratio = (skill_lv + 1) * (status_get_dex(src) / 2) * ((sd) ? sd->status.job_level : 1) / 10;
  3317. RE_LVL_DMOD(120);
  3318. break;
  3319. case LG_CANNONSPEAR:
  3320. skillratio = (50 * skill_lv) + (status_get_str(src) * skill_lv);
  3321. RE_LVL_DMOD(100);
  3322. break;
  3323. case LG_BANISHINGPOINT:
  3324. skillratio = (50 * skill_lv) + (30 * ((sd) ? pc_checkskill(sd,SM_BASH) : skill_get_max(SM_BASH)));
  3325. RE_LVL_DMOD(100);
  3326. break;
  3327. case LG_SHIELDPRESS:
  3328. skillratio = 150 * skill_lv + status_get_str(src);
  3329. if (sd) {
  3330. short index = sd->equip_index[EQI_HAND_L];
  3331. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3332. skillratio += sd->inventory_data[index]->weight / 10;
  3333. }
  3334. RE_LVL_DMOD(100);
  3335. break;
  3336. case LG_PINPOINTATTACK:
  3337. skillratio = (100 * skill_lv) + (5 * status_get_agi(src));
  3338. RE_LVL_DMOD(120);
  3339. break;
  3340. case LG_RAGEBURST:
  3341. if( sd && sd->spiritball_old )
  3342. skillratio = sd->spiritball_old * 200 + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3343. else
  3344. skillratio = 15 * 200;
  3345. RE_LVL_DMOD(100);
  3346. break;
  3347. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3348. if (sd && skill_lv == 1) {
  3349. short index = sd->equip_index[EQI_HAND_L];
  3350. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3351. skillratio += sd->inventory_data[index]->def * 10;
  3352. skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3353. } else
  3354. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3355. break;
  3356. case LG_MOONSLASHER:
  3357. skillratio = 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : skill_get_max(LG_OVERBRAND)) * 80;
  3358. RE_LVL_DMOD(100);
  3359. break;
  3360. case LG_OVERBRAND:
  3361. skillratio = 200 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) : skill_get_max(CR_SPEARQUICKEN)) * 50;
  3362. RE_LVL_DMOD(100);
  3363. break;
  3364. case LG_OVERBRAND_BRANDISH:
  3365. skillratio = 100 * skill_lv + status_get_str(src) + status_get_dex(src);
  3366. RE_LVL_DMOD(100);
  3367. break;
  3368. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3369. skillratio = 100 * skill_lv + rnd()%90 + 10;
  3370. break;
  3371. case LG_RAYOFGENESIS:
  3372. skillratio = 300 + 300 * skill_lv;
  3373. RE_LVL_DMOD(100);
  3374. break;
  3375. case LG_EARTHDRIVE:
  3376. if (sd) {
  3377. short index = sd->equip_index[EQI_HAND_L];
  3378. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3379. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3380. }
  3381. RE_LVL_DMOD(100);
  3382. break;
  3383. case LG_HESPERUSLIT:
  3384. skillratio = 120 * skill_lv;
  3385. if( sc && sc->data[SC_BANDING] )
  3386. skillratio += 200 * sc->data[SC_BANDING]->val2;
  3387. RE_LVL_DMOD(100);
  3388. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  3389. skillratio = skillratio * 150 / 100;
  3390. if( sc && sc->data[SC_INSPIRATION] )
  3391. skillratio += 600;
  3392. break;
  3393. case SR_DRAGONCOMBO:
  3394. skillratio += 40 * skill_lv;
  3395. RE_LVL_DMOD(100);
  3396. break;
  3397. case SR_SKYNETBLOW:
  3398. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3399. skillratio = 80 * skill_lv + status_get_agi(src);
  3400. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3401. skillratio = 100 * skill_lv + status_get_agi(src) + 150;
  3402. RE_LVL_DMOD(100);
  3403. break;
  3404. case SR_EARTHSHAKER:
  3405. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3406. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  3407. skillratio = 150 * skill_lv;
  3408. RE_LVL_DMOD(100);
  3409. skillratio += status_get_int(src) * 3;
  3410. }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3411. skillratio = 50 * skill_lv;
  3412. RE_LVL_DMOD(100);
  3413. skillratio += status_get_int(src) * 2;
  3414. }
  3415. break;
  3416. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3417. skillratio += 150 *skill_lv;
  3418. RE_LVL_DMOD(150);
  3419. break;
  3420. case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3421. {
  3422. int hp = (int64)status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
  3423. sp = (int64)status_get_max_sp(src) * (5 + 1 * skill_lv) / 100;
  3424. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3425. skillratio = ((int64)hp+sp) / 2;
  3426. else
  3427. skillratio = ((int64)hp+sp) / 4;
  3428. RE_LVL_DMOD(100);
  3429. }
  3430. break;
  3431. case SR_RAMPAGEBLASTER:
  3432. skillratio = 20 * skill_lv * ((sd) ? sd->spiritball_old : 5);
  3433. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
  3434. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  3435. RE_LVL_DMOD(120);
  3436. } else {
  3437. RE_LVL_DMOD(150);
  3438. }
  3439. break;
  3440. case SR_KNUCKLEARROW:
  3441. if( wd.miscflag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3442. skillratio = 150 * skill_lv + status_get_lv(target) * 5;
  3443. if( tsd && tsd->weight )
  3444. skillratio += 100 * (tsd->weight / tsd->max_weight);
  3445. RE_LVL_DMOD(150);
  3446. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3447. skillratio += 400 + (100 * skill_lv);
  3448. RE_LVL_DMOD(100);
  3449. }
  3450. break;
  3451. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3452. skillratio = status_get_lv(src) + status_get_dex(src);
  3453. RE_LVL_DMOD(100);
  3454. break;
  3455. case SR_GATEOFHELL:
  3456. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  3457. skillratio += 700 * skill_lv;
  3458. else
  3459. skillratio += 400 * skill_lv;
  3460. RE_LVL_DMOD(100);
  3461. break;
  3462. case SR_GENTLETOUCH_QUIET:
  3463. skillratio = 100 * skill_lv + status_get_dex(src);
  3464. RE_LVL_DMOD(100);
  3465. break;
  3466. case SR_HOWLINGOFLION:
  3467. skillratio = 300 * skill_lv;
  3468. RE_LVL_DMOD(150);
  3469. break;
  3470. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3471. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  3472. skillratio = skill_lv * 50;
  3473. skillratio = 200 * skill_lv;
  3474. RE_LVL_DMOD(100);
  3475. break;
  3476. case WM_REVERBERATION_MELEE:
  3477. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3478. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  3479. RE_LVL_DMOD(100);
  3480. break;
  3481. case WM_SEVERE_RAINSTORM_MELEE:
  3482. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3483. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3484. RE_LVL_DMOD(100);
  3485. break;
  3486. case WM_GREAT_ECHO:
  3487. skillratio += 300 + 200 * skill_lv;
  3488. if( sd ) {
  3489. uint16 lv = skill_lv;
  3490. skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
  3491. }
  3492. RE_LVL_DMOD(100);
  3493. break;
  3494. case WM_SOUND_OF_DESTRUCTION:
  3495. skillratio = (1000 * skill_lv) + (((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * status_get_int(src));
  3496. break;
  3497. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3498. int strbonus = status_get_base_status(src)->str; // Only use base STR
  3499. if(strbonus > 130)
  3500. strbonus = 130;
  3501. skillratio = 50 * skill_lv;
  3502. if(sd && sd->cart_weight)
  3503. skillratio += sd->cart_weight / 10 / (150 - strbonus) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3504. }
  3505. break;
  3506. case GN_CARTCANNON:
  3507. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3508. skillratio = 60 * skill_lv;
  3509. if( sd ) skillratio += (pc_checkskill(sd, GN_REMODELING_CART) * 50) * (status_get_int(src) / 40);
  3510. break;
  3511. case GN_SPORE_EXPLOSION:
  3512. skillratio = (100 * skill_lv) + (200 + status_get_int(src));
  3513. RE_LVL_DMOD(100);
  3514. break;
  3515. case GN_WALLOFTHORN:
  3516. skillratio += 10 * skill_lv;
  3517. break;
  3518. case GN_CRAZYWEED_ATK:
  3519. skillratio += 400 + 100 * skill_lv;
  3520. break;
  3521. case GN_SLINGITEM_RANGEMELEEATK:
  3522. if( sd ) {
  3523. switch( sd->itemid ) {
  3524. case ITEMID_APPLE_BOMB:
  3525. skillratio = status_get_str(src) + status_get_dex(src) + 300;
  3526. break;
  3527. case ITEMID_MELON_BOMB:
  3528. skillratio = status_get_str(src) + status_get_dex(src) + 500;
  3529. case ITEMID_COCONUT_BOMB:
  3530. case ITEMID_PINEAPPLE_BOMB:
  3531. case ITEMID_BANANA_BOMB:
  3532. skillratio = status_get_str(src) + status_get_dex(src) + 800;
  3533. break;
  3534. case ITEMID_BLACK_LUMP:
  3535. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3536. break;
  3537. case ITEMID_BLACK_HARD_LUMP:
  3538. skillratio = (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3539. break;
  3540. case ITEMID_VERY_HARD_LUMP:
  3541. skillratio = status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3542. break;
  3543. }
  3544. } else
  3545. skillratio += 300; // Bombs
  3546. break;
  3547. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3548. skillratio = 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : skill_get_max(SO_STRIKING));
  3549. RE_LVL_DMOD(100);
  3550. if( sc && sc->data[SC_BLAST_OPTION] )
  3551. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3552. break;
  3553. // Physical Elemantal Spirits Attack Skills
  3554. case EL_CIRCLE_OF_FIRE:
  3555. case EL_FIRE_BOMB_ATK:
  3556. case EL_STONE_RAIN:
  3557. skillratio += 200;
  3558. break;
  3559. case EL_FIRE_WAVE_ATK:
  3560. skillratio += 500;
  3561. break;
  3562. case EL_TIDAL_WEAPON:
  3563. skillratio += 1400;
  3564. break;
  3565. case EL_WIND_SLASH:
  3566. skillratio += 100;
  3567. break;
  3568. case EL_HURRICANE:
  3569. skillratio += 600;
  3570. break;
  3571. case EL_TYPOON_MIS:
  3572. case EL_WATER_SCREW_ATK:
  3573. skillratio += 900;
  3574. break;
  3575. case EL_STONE_HAMMER:
  3576. skillratio += 400;
  3577. break;
  3578. case EL_ROCK_CRUSHER:
  3579. skillratio += 700;
  3580. break;
  3581. case KO_JYUMONJIKIRI:
  3582. skillratio = 150 * skill_lv;
  3583. RE_LVL_DMOD(120);
  3584. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3585. skillratio += skill_lv * status_get_lv(src);
  3586. break;
  3587. case KO_HUUMARANKA:
  3588. skillratio = 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3589. break;
  3590. case KO_SETSUDAN:
  3591. skillratio += 100 * (skill_lv-1);
  3592. RE_LVL_DMOD(100);
  3593. if(tsc && tsc->data[SC_SPIRIT])
  3594. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3595. break;
  3596. case KO_BAKURETSU:
  3597. skillratio = (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3598. RE_LVL_DMOD(120);
  3599. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3600. break;
  3601. case KO_MAKIBISHI:
  3602. skillratio = 20 * skill_lv;
  3603. break;
  3604. case MH_NEEDLE_OF_PARALYZE:
  3605. skillratio += 600 + 100 * skill_lv;
  3606. break;
  3607. case MH_STAHL_HORN:
  3608. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3609. break;
  3610. case MH_LAVA_SLIDE:
  3611. skillratio = 70 * skill_lv;
  3612. break;
  3613. case MH_SONIC_CRAW:
  3614. skillratio = 40 * skill_lv;
  3615. break;
  3616. case MH_SILVERVEIN_RUSH:
  3617. skillratio = 150 * skill_lv;
  3618. break;
  3619. case MH_MIDNIGHT_FRENZY:
  3620. skillratio = 300 * skill_lv;
  3621. break;
  3622. case MH_TINDER_BREAKER:
  3623. skillratio = 100 * skill_lv;
  3624. break;
  3625. case MH_CBC:
  3626. skillratio = 400 * skill_lv; //! TODO: This doesn't seem to be a ratio, but straight damage?
  3627. break;
  3628. case MH_MAGMA_FLOW:
  3629. skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src);
  3630. skillratio = (skillratio * status_get_lv(src)) / 120;
  3631. break;
  3632. case RL_MASS_SPIRAL:
  3633. // 200%:400%:600%:800%:1000%
  3634. skillratio += -100 + (200 * skill_lv);
  3635. break;
  3636. case RL_FIREDANCE:
  3637. // 100%:200%:300%:400%:500% (+Level ??)
  3638. skillratio += -100 + (100 * skill_lv);
  3639. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3640. break;
  3641. case RL_BANISHING_BUSTER:
  3642. skillratio += -100 + (400 * skill_lv); //(custom)
  3643. break;
  3644. case RL_S_STORM:
  3645. skillratio += -100 + (200 * skill_lv); //(custom)
  3646. break;
  3647. case RL_SLUGSHOT:
  3648. {
  3649. uint16 w = 50;
  3650. int16 idx = -1;
  3651. if (sd && (idx = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[idx])
  3652. w = sd->inventory_data[idx]->weight;
  3653. w /= 10;
  3654. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3655. }
  3656. break;
  3657. case RL_D_TAIL:
  3658. // 3000%:3500%:4000%:4500%:5000%
  3659. skillratio += -100 + (2500 + 500 * skill_lv );
  3660. break;
  3661. case RL_R_TRIP:
  3662. skillratio += -100 + (150 * skill_lv); //(custom)
  3663. break;
  3664. case RL_R_TRIP_PLUSATK:
  3665. skillratio += -100 + (50 * skill_lv); //(custom)
  3666. break;
  3667. case RL_H_MINE:
  3668. // 400%:600%:800%:1000%:1200%
  3669. skillratio += -100 + (200 + 200 * skill_lv);
  3670. //If damaged by Flicker, explosion damage (800%:1100%:1400%:1700%:2000%)
  3671. if (sd && sd->flicker)
  3672. skillratio += 300 + (100 * skill_lv);
  3673. break;
  3674. case RL_HAMMER_OF_GOD:
  3675. //! TODO: Please check the right formula. [Cydh]
  3676. //kRO Update 2013-07-24. Ratio: 1600+lv*800
  3677. //kRO Update 2014-02-12. Coins increase the damage
  3678. skillratio += -100 + (1600 + skill_lv * 800) + ((sd) ? sd->spiritball_old : 10) * 20; //(custom)
  3679. break;
  3680. case RL_QD_SHOT:
  3681. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3682. break;
  3683. case RL_FIRE_RAIN:
  3684. skillratio += -100 + 2000 + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
  3685. break;
  3686. case RL_AM_BLAST:
  3687. skillratio += -100 + (skill_lv * status_get_dex(src) / 2); //(custom)
  3688. break;
  3689. }
  3690. return skillratio;
  3691. }
  3692. /*==================================================================================================
  3693. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3694. *--------------------------------------------------------------------------------------------------*
  3695. * Credits:
  3696. * Original coder Skoltex
  3697. * Initial refactoring by Baalberith
  3698. * Refined and optimized by helvetica
  3699. */
  3700. static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3701. {
  3702. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3703. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3704. struct status_change *sc = status_get_sc(src);
  3705. struct status_data *sstatus = status_get_status_data(src);
  3706. struct status_data *tstatus = status_get_status_data(target);
  3707. int atk = 0;
  3708. //Constant/misc additions from skills
  3709. switch (skill_id) {
  3710. case MO_EXTREMITYFIST:
  3711. atk = 250 + 150 * skill_lv;
  3712. break;
  3713. case GS_MAGICALBULLET:
  3714. if(sstatus->matk_max>sstatus->matk_min)
  3715. atk = sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min);
  3716. else
  3717. atk = sstatus->matk_min;
  3718. break;
  3719. case NJ_SYURIKEN:
  3720. atk = 4*skill_lv;
  3721. break;
  3722. #ifdef RENEWAL
  3723. case HT_FREEZINGTRAP:
  3724. if(sd)
  3725. atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
  3726. break;
  3727. #endif
  3728. case RA_WUGDASH:
  3729. if( sd && sd->weight )
  3730. atk = (sd->weight / 8) + (30 * pc_checkskill(sd,RA_TOOTHOFWUG));
  3731. if (sc && sc->data[SC_DANCEWITHWUG])
  3732. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3733. break;
  3734. case RA_WUGSTRIKE:
  3735. case RA_WUGBITE:
  3736. if(sd)
  3737. atk = (30 * pc_checkskill(sd, RA_TOOTHOFWUG));
  3738. if (sc && sc->data[SC_DANCEWITHWUG])
  3739. atk += 10 * sc->data[SC_DANCEWITHWUG]->val1 * (2 + battle_calc_chorusbonus(sd));
  3740. break;
  3741. case GC_COUNTERSLASH:
  3742. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  3743. break;
  3744. case LG_SHIELDPRESS:
  3745. if (sd) {
  3746. int damagevalue = 0;
  3747. short index = sd->equip_index[EQI_HAND_L];
  3748. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3749. damagevalue = sstatus->vit * sd->status.inventory[index].refine;
  3750. atk = damagevalue;
  3751. }
  3752. break;
  3753. case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  3754. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
  3755. atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
  3756. else
  3757. atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
  3758. break;
  3759. case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3760. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * status_get_str(src));
  3761. if( tsd && tsd->weight )
  3762. atk += ( (tsd->weight/10) * status_get_dex(src) / 120 );
  3763. else
  3764. atk += ( status_get_lv(target) * 50 ); //mobs
  3765. break;
  3766. }
  3767. return atk;
  3768. }
  3769. /*==============================================================
  3770. * Stackable SC bonuses added on top of calculated skill damage
  3771. *--------------------------------------------------------------
  3772. * Credits:
  3773. * Original coder Skoltex
  3774. * Initial refactoring by Baalberith
  3775. * Refined and optimized by helvetica
  3776. */
  3777. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, uint16 skill_id)
  3778. {
  3779. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3780. struct status_change *sc = status_get_sc(src);
  3781. struct status_data *sstatus = status_get_status_data(src);
  3782. if( sd ) {
  3783. int type;
  3784. // Kagerou/Oboro Earth Charm effect +15% wATK
  3785. ARR_FIND(1, 6, type, sd->talisman[type] > 0);
  3786. if( type == 2 ) {
  3787. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->talisman[type]);
  3788. #ifdef RENEWAL
  3789. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->talisman[type]);
  3790. #endif
  3791. }
  3792. }
  3793. //The following are applied on top of current damage and are stackable.
  3794. if (sc) {
  3795. #ifdef RENEWAL
  3796. if (sc->data[SC_WATK_ELEMENT])
  3797. if (skill_id != ASC_METEORASSAULT)
  3798. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  3799. #else
  3800. if( sc->data[SC_TRUESIGHT] )
  3801. ATK_ADDRATE(wd.damage, wd.damage2, 2*sc->data[SC_TRUESIGHT]->val1);
  3802. #endif
  3803. if( sc->data[SC_GLOOMYDAY_SK] &&
  3804. ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
  3805. skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
  3806. skill_id == RK_HUNDREDSPEAR || skill_id == LG_SHIELDPRESS ) ) {
  3807. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3808. #ifdef RENEWAL
  3809. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_GLOOMYDAY_SK]->val2);
  3810. #endif
  3811. }
  3812. if (sc->data[SC_SPIRIT]) {
  3813. if(skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN){
  3814. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3815. #ifdef RENEWAL
  3816. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  3817. #endif
  3818. } else if (skill_id == CR_SHIELDBOOMERANG && (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)) {
  3819. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  3820. #ifdef RENEWAL
  3821. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 100);
  3822. #endif
  3823. }
  3824. }
  3825. if( sc->data[SC_EDP] ) {
  3826. switch(skill_id) {
  3827. case AS_SPLASHER:
  3828. // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
  3829. // Renewal only: Grimtooth and Venom Knife ignore EDP
  3830. // Both: Venom Splasher ignores EDP [helvetica]
  3831. #ifndef RENEWAL
  3832. case ASC_BREAKER:
  3833. case ASC_METEORASSAULT:
  3834. #else
  3835. case AS_GRIMTOOTH:
  3836. case AS_VENOMKNIFE:
  3837. #endif
  3838. break; // skills above have no effect with edp
  3839. #ifdef RENEWAL
  3840. // renewal EDP mode requires renewal enabled as well
  3841. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  3842. // * Sonic Blow
  3843. // * Soul Breaker
  3844. // * Counter Slash
  3845. // * Cross Impact
  3846. case AS_SONICBLOW:
  3847. case ASC_BREAKER:
  3848. case GC_COUNTERSLASH:
  3849. case GC_CROSSIMPACT:
  3850. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  3851. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  3852. default: // fall through to apply EDP bonuses
  3853. // Renewal EDP formula [helvetica]
  3854. // weapon atk * (1 + (edp level * .8))
  3855. // equip atk * (1 + (edp level * .6))
  3856. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  3857. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  3858. break;
  3859. #else
  3860. default:
  3861. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  3862. #endif
  3863. }
  3864. }
  3865. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  3866. ATK_ADD(wd.damage, wd.damage2, 200);
  3867. #ifdef RENEWAL
  3868. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  3869. #endif
  3870. }
  3871. if(sc->data[SC_STYLE_CHANGE]) {
  3872. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  3873. if(hd) {
  3874. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  3875. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  3876. }
  3877. }
  3878. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  3879. switch(skill_id) {
  3880. case RA_WUGDASH:
  3881. case RA_WUGSTRIKE:
  3882. case RA_WUGBITE:
  3883. break;
  3884. default:
  3885. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  3886. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  3887. break;
  3888. }
  3889. }
  3890. if(sc->data[SC_FLASHCOMBO]) {
  3891. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2);
  3892. #ifdef RENEWAL
  3893. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_FLASHCOMBO]->val2);
  3894. #endif
  3895. }
  3896. if(sc->data[SC_MTF_RANGEATK] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { // Monster Transformation bonus
  3897. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  3898. RE_ALLATK_ADDRATE(wd, 25);
  3899. }
  3900. }
  3901. return wd;
  3902. }
  3903. /*====================================
  3904. * Calc defense damage reduction
  3905. *------------------------------------
  3906. * Credits:
  3907. * Original coder Skoltex
  3908. * Initial refactoring by Baalberith
  3909. * Refined and optimized by helvetica
  3910. */
  3911. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3912. {
  3913. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3914. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3915. struct status_change *sc = status_get_sc(src);
  3916. struct status_change *tsc = status_get_sc(target);
  3917. struct status_data *sstatus = status_get_status_data(src);
  3918. struct status_data *tstatus = status_get_status_data(target);
  3919. //Defense reduction
  3920. short vit_def;
  3921. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  3922. short def2 = tstatus->def2;
  3923. #ifdef RENEWAL
  3924. if( tsc && tsc->data[SC_ASSUMPTIO] )
  3925. def1 <<= 1; // only eDEF is doubled
  3926. #endif
  3927. if (sd) {
  3928. int type;
  3929. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  3930. if (i) {
  3931. i = min(i,100); //cap it to 100 for 0 def min
  3932. def1 -= def1 * i / 100;
  3933. def2 -= def2 * i / 100;
  3934. }
  3935. //Kagerou/Oboro Earth Charm effect +5% eDEF
  3936. ARR_FIND(1, 6, type, sd->talisman[type] > 0);
  3937. if (type == 2) {
  3938. short j = 5 * sd->talisman[type];
  3939. def1 = (def1 * (100 + j)) / 100;
  3940. }
  3941. }
  3942. if (sc && sc->data[SC_EXPIATIO]) {
  3943. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  3944. i = min(i,100); //cap it to 100 for 0 def min
  3945. def1 = (def1*(100-i))/100;
  3946. def2 = (def2*(100-i))/100;
  3947. }
  3948. if (tsc) {
  3949. if (tsc->data[SC_FORCEOFVANGUARD]) {
  3950. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  3951. def1 = (def1 * (100 + i)) / 100;
  3952. }
  3953. if( tsc->data[SC_CAMOUFLAGE] ){
  3954. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  3955. i = min(i,100); //cap it to 100 for 0 def min
  3956. def1 = (def1*(100-i))/100;
  3957. def2 = (def2*(100-i))/100;
  3958. }
  3959. if (tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val2)
  3960. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  3961. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  3962. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  3963. }
  3964. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  3965. unsigned char target_count; //256 max targets should be a sane max
  3966. target_count = unit_counttargeted(target);
  3967. if(target_count >= battle_config.vit_penalty_count) {
  3968. if(battle_config.vit_penalty_type == 1) {
  3969. if( !tsc || !tsc->data[SC_STEELBODY] )
  3970. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3971. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  3972. } else { //Assume type 2
  3973. if( !tsc || !tsc->data[SC_STEELBODY] )
  3974. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3975. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  3976. }
  3977. }
  3978. if (skill_id == AM_ACIDTERROR)
  3979. #ifdef RENEWAL
  3980. def2 = 0; //Ignore only status defense. [FatalEror]
  3981. #else
  3982. def1 = 0; //Ignores only armor defense. [Skotlex]
  3983. #endif
  3984. if(def2 < 1)
  3985. def2 = 1;
  3986. }
  3987. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  3988. if (tsd) { //Sd vit-eq
  3989. int skill;
  3990. #ifndef RENEWAL
  3991. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  3992. vit_def = def2*(def2-15)/150;
  3993. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  3994. #else
  3995. vit_def = def2;
  3996. #endif
  3997. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  3998. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  3999. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4000. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4001. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4002. vit_def += skill*5;
  4003. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4004. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4005. vit_def += skill * 10;
  4006. if( src->type == BL_MOB && //Only affected from mob
  4007. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  4008. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  4009. vit_def += tsc->data[SC_P_ALTER]->val3;
  4010. } else { //Mob-Pet vit-eq
  4011. #ifndef RENEWAL
  4012. //VIT + rnd(0,[VIT/20]^2-1)
  4013. vit_def = (def2/20)*(def2/20);
  4014. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4015. #else
  4016. //renewal monsters have their def swapped
  4017. vit_def = def1;
  4018. def1 = def2;
  4019. #endif
  4020. }
  4021. if (battle_config.weapon_defense_type) {
  4022. vit_def += def1*battle_config.weapon_defense_type;
  4023. def1 = 0;
  4024. }
  4025. #ifdef RENEWAL
  4026. /**
  4027. * RE DEF Reduction
  4028. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4029. * Pierce defence gains 1 atk per def/2
  4030. */
  4031. if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
  4032. def1 = -399;
  4033. ATK_ADD2(wd.damage, wd.damage2,
  4034. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
  4035. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
  4036. );
  4037. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4038. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  4039. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4040. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4041. #else
  4042. if (def1 > 100) def1 = 100;
  4043. ATK_RATE2(wd.damage, wd.damage2,
  4044. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4045. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4046. );
  4047. ATK_ADD2(wd.damage, wd.damage2,
  4048. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4049. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4050. );
  4051. #endif
  4052. return wd;
  4053. }
  4054. /*====================================
  4055. * Modifiers ignoring DEF
  4056. *------------------------------------
  4057. * Credits:
  4058. * Original coder Skoltex
  4059. * Initial refactoring by Baalberith
  4060. * Refined and optimized by helvetica
  4061. */
  4062. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4063. {
  4064. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4065. struct status_change *sc = status_get_sc(src);
  4066. struct status_data *sstatus = status_get_status_data(src);
  4067. //Post skill/vit reduction damage increases
  4068. if( sc )
  4069. { //SC skill damages
  4070. if(sc->data[SC_AURABLADE]
  4071. #ifndef RENEWAL
  4072. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4073. #endif
  4074. ){
  4075. int lv = sc->data[SC_AURABLADE]->val1;
  4076. #ifdef RENEWAL
  4077. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4078. #endif
  4079. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  4080. }
  4081. }
  4082. #ifndef RENEWAL
  4083. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4084. //Refine bonus
  4085. if( sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
  4086. { // Counts refine bonus multiple times
  4087. if( skill_id == MO_FINGEROFFENSIVE )
  4088. {
  4089. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  4090. } else {
  4091. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4092. }
  4093. }
  4094. #endif
  4095. //Set to min of 1
  4096. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  4097. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  4098. switch (skill_id) {
  4099. case AS_SONICBLOW:
  4100. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4101. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  4102. break;
  4103. case NC_AXETORNADO:
  4104. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4105. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  4106. break;
  4107. }
  4108. return wd;
  4109. }
  4110. /*=================================================================================
  4111. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4112. *---------------------------------------------------------------------------------
  4113. * Credits:
  4114. * Original coder Skoltex
  4115. * Initial refactoring by Baalberith
  4116. * Refined and optimized by helvetica
  4117. */
  4118. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4119. {
  4120. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4121. struct status_data *tstatus = status_get_status_data(target);
  4122. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4123. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4124. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4125. short class_ = status_get_class(target);
  4126. //Plants receive 1 damage when hit
  4127. if( attack_hits || wd.damage > 0 )
  4128. wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4129. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
  4130. if(sd->status.weapon == W_KATAR)
  4131. wd.damage2 = 0; //No backhand damage against plants
  4132. else {
  4133. wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4134. }
  4135. }
  4136. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4137. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  4138. wd.damage = wd.damage2 = 0;
  4139. return wd;
  4140. }
  4141. if (wd.damage > 0) {
  4142. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4143. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4144. } else if (wd.damage2 > 0) {
  4145. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4146. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4147. }
  4148. return wd;
  4149. }
  4150. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4151. wd = battle_apply_div_fix(wd);
  4152. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4153. if(wd.damage > 1 && wd.damage2 > 0) {
  4154. wd.damage = 1;
  4155. wd.damage2 = 1;
  4156. }
  4157. return wd;
  4158. }
  4159. /*========================================================================================
  4160. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4161. *----------------------------------------------------------------------------------------
  4162. * Credits:
  4163. * Original coder Skoltex
  4164. * Initial refactoring by Baalberith
  4165. * Refined and optimized by helvetica
  4166. */
  4167. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4168. {
  4169. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4170. if (sd) {
  4171. int skill;
  4172. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4173. wd.damage = wd.damage2;
  4174. wd.damage2 = 0;
  4175. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4176. skill = pc_checkskill(sd,TF_DOUBLE);
  4177. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4178. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4179. if (wd.damage) {
  4180. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4181. skill = pc_checkskill(sd,AS_RIGHT);
  4182. ATK_RATER(wd.damage, 50 + (skill * 10))
  4183. }
  4184. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4185. skill = pc_checkskill(sd,KO_RIGHT);
  4186. ATK_RATER(wd.damage, 70 + (skill * 10))
  4187. }
  4188. if(wd.damage < 1)
  4189. wd.damage = 1;
  4190. }
  4191. if (wd.damage2) {
  4192. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4193. skill = pc_checkskill(sd,AS_LEFT);
  4194. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4195. }
  4196. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4197. skill = pc_checkskill(sd,KO_LEFT);
  4198. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4199. }
  4200. if(wd.damage2 < 1)
  4201. wd.damage2 = 1;
  4202. }
  4203. }
  4204. }
  4205. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4206. wd.damage=0;
  4207. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4208. wd.damage2=0;
  4209. return wd;
  4210. }
  4211. /*==========================================
  4212. * BG/GvG attack modifiers
  4213. *------------------------------------------
  4214. * Credits:
  4215. * Original coder Skoltex
  4216. * Initial refactoring by Baalberith
  4217. * Refined and optimized by helvetica
  4218. */
  4219. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4220. {
  4221. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4222. if(!wd.damage2) {
  4223. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4224. if( map_flag_gvg2(target->m) )
  4225. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4226. else if( map[target->m].flag.battleground )
  4227. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4228. }
  4229. else if(!wd.damage) {
  4230. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4231. if( map_flag_gvg2(target->m) )
  4232. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4233. else if( map[target->m].flag.battleground )
  4234. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4235. }
  4236. else {
  4237. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4238. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4239. if( map_flag_gvg2(target->m) )
  4240. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4241. else if( map[target->m].flag.battleground )
  4242. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4243. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4244. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4245. wd.damage-=wd.damage2;
  4246. }
  4247. }
  4248. return wd;
  4249. }
  4250. /*==========================================
  4251. * final ATK modifiers - after BG/GvG calc
  4252. *------------------------------------------
  4253. * Credits:
  4254. * Original coder Skoltex
  4255. * Initial refactoring by Baalberith
  4256. * Refined and optimized by helvetica
  4257. */
  4258. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4259. {
  4260. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4261. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4262. struct status_change *sc = status_get_sc(src);
  4263. struct status_change *tsc = status_get_sc(target);
  4264. struct status_data *sstatus = status_get_status_data(src);
  4265. struct status_data *tstatus = status_get_status_data(target);
  4266. #ifdef ADJUST_SKILL_DAMAGE
  4267. int skill_damage;
  4268. #endif
  4269. //Reject Sword bugreport:4493 by Daegaladh
  4270. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4271. (src->type!=BL_PC || (
  4272. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4273. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4274. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4275. )) &&
  4276. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4277. )
  4278. {
  4279. ATK_RATER(wd.damage, 50)
  4280. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0));
  4281. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4282. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4283. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4284. }
  4285. if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4286. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4287. int64 rdamage = 0;
  4288. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4289. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4290. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  4291. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4292. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4293. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4294. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
  4295. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0);
  4296. status_damage(target, src, rdamage, 0, 0, 0);
  4297. status_damage(src, target, rdamage/10, 0, 0, 1);
  4298. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4299. }
  4300. if( sc ) {
  4301. //SC_FUSION hp penalty [Komurka]
  4302. if (sc->data[SC_FUSION]) {
  4303. int hp= sstatus->max_hp;
  4304. if (sd && tsd) {
  4305. hp = 8*hp/100;
  4306. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4307. hp = sstatus->hp;
  4308. } else
  4309. hp = 2*hp/100; //2% hp loss per hit
  4310. status_zap(src, hp, 0);
  4311. }
  4312. // affecting non-skills
  4313. if( !skill_id ) {
  4314. if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
  4315. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  4316. ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
  4317. }
  4318. }
  4319. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4320. }
  4321. switch (skill_id) {
  4322. case LG_RAYOFGENESIS:
  4323. {
  4324. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4325. wd.damage += md.damage;
  4326. }
  4327. break;
  4328. #ifndef RENEWAL
  4329. case ASC_BREAKER:
  4330. { //Breaker's int-based damage (a misc attack?)
  4331. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4332. wd.damage += md.damage;
  4333. }
  4334. break;
  4335. #endif
  4336. }
  4337. // Skill damage adjustment
  4338. #ifdef ADJUST_SKILL_DAMAGE
  4339. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4340. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4341. #endif
  4342. return wd;
  4343. }
  4344. /*====================================================
  4345. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4346. *----------------------------------------------------
  4347. * Credits:
  4348. * Original coder Skoltex
  4349. * Initial refactoring by Baalberith
  4350. * Refined and optimized by helvetica
  4351. */
  4352. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4353. {
  4354. struct status_data *sstatus = status_get_status_data(src);
  4355. struct status_data *tstatus = status_get_status_data(target);
  4356. struct status_change *sc = status_get_sc(src);
  4357. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4358. struct Damage wd;
  4359. wd.type = DMG_NORMAL; //Normal attack
  4360. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4361. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4362. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4363. /*if(skill_id == KN_AUTOCOUNTER)
  4364. wd.amotion >>= 1; */
  4365. wd.dmotion = tstatus->dmotion;
  4366. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4367. wd.miscflag = wflag;
  4368. wd.flag = BF_WEAPON; //Initial Flag
  4369. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4370. wd.damage = wd.damage2 =
  4371. #ifdef RENEWAL
  4372. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4373. #endif
  4374. 0;
  4375. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4376. if(sd)
  4377. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4378. if (skill_id) {
  4379. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4380. switch(skill_id)
  4381. {
  4382. case MH_SONIC_CRAW:{
  4383. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4384. wd.div_ = hd->homunculus.spiritball;
  4385. }
  4386. break;
  4387. case MO_FINGEROFFENSIVE:
  4388. if(sd) {
  4389. if (battle_config.finger_offensive_type)
  4390. wd.div_ = 1;
  4391. else
  4392. wd.div_ = sd->spiritball_old;
  4393. }
  4394. break;
  4395. case KN_PIERCE:
  4396. case ML_PIERCE:
  4397. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4398. break;
  4399. case TF_DOUBLE: //For NPC used skill.
  4400. case GS_CHAINACTION:
  4401. wd.type = DMG_MULTI_HIT;
  4402. break;
  4403. case GS_GROUNDDRIFT:
  4404. case KN_SPEARSTAB:
  4405. case KN_BOWLINGBASH:
  4406. case MS_BOWLINGBASH:
  4407. case MO_BALKYOUNG:
  4408. case TK_TURNKICK:
  4409. wd.blewcount = 0;
  4410. break;
  4411. case KN_AUTOCOUNTER:
  4412. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4413. break;
  4414. case LK_SPIRALPIERCE:
  4415. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4416. break;
  4417. // The number of hits is set to 3 by default for use in Inspiration status.
  4418. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4419. case LG_HESPERUSLIT:
  4420. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4421. wd.div_ = sc->data[SC_BANDING]->val2;
  4422. break;
  4423. }
  4424. } else {
  4425. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4426. }
  4427. return wd;
  4428. }
  4429. /**
  4430. * Check if bl is devoted by someone
  4431. * @param bl
  4432. * @return 'd_bl' if devoted or NULL if not devoted
  4433. */
  4434. struct block_list *battle_check_devotion(struct block_list *bl) {
  4435. struct block_list *d_bl = NULL;
  4436. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100) {
  4437. struct status_change *sc = status_get_sc(bl);
  4438. if (sc && sc->data[SC_DEVOTION])
  4439. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4440. }
  4441. return d_bl;
  4442. }
  4443. /**
  4444. * Check if we should reflect the damage and calculate it if so
  4445. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4446. * @param wd : weapon damage
  4447. * @param src : bl who did the attack
  4448. * @param target : target of the attack
  4449. * @param skill_id : id of casted skill, 0 = basic atk
  4450. * @param skill_lv : lvl of skill casted
  4451. */
  4452. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv){
  4453. if( (wd->damage + wd->damage2) && src && target && src != target &&
  4454. (src->type != BL_SKILL ||
  4455. (src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM )) )
  4456. ){ //don't reflect to yourself
  4457. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4458. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4459. struct status_change *tsc = status_get_sc(target);
  4460. struct status_data *sstatus = status_get_status_data(src);
  4461. int tick = gettick(), rdelay = 0;
  4462. // Item reflect gets calculated first
  4463. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  4464. if( rdamage > 0 ) {
  4465. struct block_list *d_bl = battle_check_devotion(src);
  4466. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4467. if( tsd )
  4468. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4469. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  4470. battle_delay_damage(tick, wd->amotion,target,(!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
  4471. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4472. }
  4473. if (!tsc)
  4474. return;
  4475. // Calculate skill reflect damage separately
  4476. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4477. if( rdamage > 0 ) {
  4478. struct block_list *d_bl = battle_check_devotion(src);
  4479. if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4480. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,status_get_race(target));
  4481. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4482. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0);
  4483. if( tsd )
  4484. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4485. // It appears that official servers give skill reflect damage a longer delay
  4486. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true);
  4487. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4488. }
  4489. }
  4490. }
  4491. }
  4492. /*============================================
  4493. * Calculate "weapon"-type attacks and skills
  4494. *--------------------------------------------
  4495. * Credits:
  4496. * Original coder Skoltex
  4497. * Initial refactoring by Baalberith
  4498. * Refined and optimized by helvetica
  4499. */
  4500. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4501. {
  4502. struct map_session_data *sd, *tsd;
  4503. struct Damage wd;
  4504. struct status_change *sc = status_get_sc(src);
  4505. struct status_change *tsc = status_get_sc(target);
  4506. struct status_data *tstatus = status_get_status_data(target);
  4507. int right_element, left_element;
  4508. memset(&wd,0,sizeof(wd));
  4509. if (src == NULL || target == NULL) {
  4510. nullpo_info(NLP_MARK);
  4511. return wd;
  4512. }
  4513. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4514. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4515. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4516. if (sc && !sc->count)
  4517. sc = NULL; //Skip checking as there are no status changes active.
  4518. if (tsc && !tsc->count)
  4519. tsc = NULL; //Skip checking as there are no status changes active.
  4520. sd = BL_CAST(BL_PC, src);
  4521. tsd = BL_CAST(BL_PC, target);
  4522. //Check for Lucky Dodge
  4523. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4524. wd.type = DMG_LUCY_DODGE;
  4525. wd.dmg_lv = ATK_LUCKY;
  4526. if(wd.div_ < 0)
  4527. wd.div_ *= -1;
  4528. return wd;
  4529. }
  4530. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4531. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4532. // crit check is next since crits always hit on official [helvetica]
  4533. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4534. wd.type = DMG_CRITICAL;
  4535. // check if we're landing a hit
  4536. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4537. wd.dmg_lv = ATK_FLEE;
  4538. else if(!is_infinite_defense(target, wd.flag)) { //no need for math against plants
  4539. int ratio, i = 0;
  4540. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4541. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4542. ATK_RATE(wd.damage, wd.damage2, ratio);
  4543. RE_ALLATK_RATE(wd, ratio);
  4544. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4545. ATK_ADD(wd.damage, wd.damage2, ratio);
  4546. RE_ALLATK_ADD(wd, ratio);
  4547. #ifdef RENEWAL
  4548. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4549. struct status_data *sstatus = status_get_status_data(src);
  4550. if (sstatus->matk_max > sstatus->matk_min) {
  4551. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4552. } else
  4553. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4554. }
  4555. #endif
  4556. // add any miscellaneous player ATK bonuses
  4557. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4558. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4559. RE_ALLATK_ADDRATE(wd, i);
  4560. }
  4561. #ifdef RENEWAL
  4562. // In Renewal we only cardfix to the weapon and equip ATK
  4563. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4564. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4565. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4566. if (is_attack_left_handed(src, skill_id)) {
  4567. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4568. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4569. }
  4570. // final attack bonuses that aren't affected by cards
  4571. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4572. if (sd) { //monsters, homuns and pets have their damage computed directly
  4573. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4574. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4575. if(wd.flag&BF_LONG) //Long damage rate addition doesn't use weapon + equip attack
  4576. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4577. //Custom fix for "a hole" in renewal attack calculation [exneval]
  4578. ATK_ADDRATE(wd.damage, wd.damage2, 6);
  4579. }
  4580. #else
  4581. // final attack bonuses that aren't affected by cards
  4582. wd = battle_attack_sc_bonus(wd, src, skill_id);
  4583. #endif
  4584. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4585. if(!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  4586. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4587. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4588. }
  4589. }
  4590. #ifdef RENEWAL
  4591. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4592. #endif
  4593. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4594. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4595. return wd; //Enough, rest is not needed.
  4596. #ifdef RENEWAL
  4597. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4598. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4599. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4600. if (is_attack_left_handed(src, skill_id))
  4601. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4602. } else
  4603. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4604. }
  4605. #endif
  4606. #ifndef RENEWAL
  4607. if (skill_id == NJ_KUNAI) {
  4608. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4609. ATK_ADD(wd.damage, wd.damage2, 90);
  4610. nk |= NK_IGNORE_DEF;
  4611. }
  4612. #endif
  4613. switch (skill_id) {
  4614. case TK_DOWNKICK:
  4615. case TK_STORMKICK:
  4616. case TK_TURNKICK:
  4617. case TK_COUNTER:
  4618. case TK_JUMPKICK:
  4619. if(sd && pc_checkskill(sd,TK_RUN)) {
  4620. uint8 i;
  4621. uint16 skill = pc_checkskill(sd,TK_RUN);
  4622. switch(skill) {
  4623. case 1: case 4: case 7: case 10: i = 1; break;
  4624. case 2: case 5: case 8: i = 2; break;
  4625. default: i = 0; break;
  4626. }
  4627. if(sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4628. ATK_ADD(wd.damage, wd.damage2, 10 * skill - i);
  4629. }
  4630. break;
  4631. case SR_GATEOFHELL: {
  4632. struct status_data *sstatus = status_get_status_data(src);
  4633. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  4634. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  4635. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  4636. } else
  4637. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  4638. }
  4639. break;
  4640. }
  4641. if(sd) {
  4642. #ifndef RENEWAL
  4643. uint16 skill;
  4644. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  4645. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  4646. if (skill_id == TF_POISON)
  4647. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  4648. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4649. ATK_ADD2(wd.damage, wd.damage2, wd.div_ * sd->right_weapon.star, wd.div_ * sd->left_weapon.star);
  4650. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  4651. ATK_ADD(wd.damage, wd.damage2, 4);
  4652. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4653. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  4654. } else
  4655. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  4656. #endif
  4657. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  4658. short index = sd->equip_index[EQI_HAND_L];
  4659. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4660. ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
  4661. }
  4662. #ifndef RENEWAL
  4663. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4664. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4665. if( is_attack_left_handed(src, skill_id ))
  4666. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4667. #endif
  4668. }
  4669. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4670. switch(skill_id) {
  4671. #ifdef RENEWAL
  4672. case NJ_ISSEN:
  4673. case ASC_BREAKER:
  4674. case CR_ACIDDEMONSTRATION:
  4675. case GN_FIRE_EXPANSION_ACID:
  4676. #endif
  4677. case SO_VARETYR_SPEAR:
  4678. break; //These skills will do a card fix later
  4679. default:
  4680. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4681. if(is_attack_left_handed(src, skill_id))
  4682. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4683. break;
  4684. }
  4685. }
  4686. #ifdef RENEWAL
  4687. // forced to neutral skills [helvetica]
  4688. // skills forced to neutral gain benefits from weapon element
  4689. // but final damage is considered "neutral" and resistances are applied again
  4690. switch (skill_id) {
  4691. case MC_CARTREVOLUTION:
  4692. case MO_INVESTIGATE:
  4693. case CR_ACIDDEMONSTRATION:
  4694. case SR_GATEOFHELL:
  4695. case GN_FIRE_EXPANSION_ACID:
  4696. case KO_BAKURETSU:
  4697. // Forced to neutral element
  4698. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4699. break;
  4700. case CR_SHIELDBOOMERANG:
  4701. case LK_SPIRALPIERCE:
  4702. case ML_SPIRALPIERCE:
  4703. case PA_SHIELDCHAIN:
  4704. case PA_SACRIFICE:
  4705. case RK_DRAGONBREATH:
  4706. case RK_DRAGONBREATH_WATER:
  4707. case NC_SELFDESTRUCTION:
  4708. case KO_HAPPOKUNAI: {
  4709. int64 tmp = wd.damage;
  4710. if (sd) {
  4711. if (skill_id == PA_SHIELDCHAIN) {
  4712. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4713. if (wd.damage > 0) {
  4714. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4715. if (!wd.damage)
  4716. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4717. }
  4718. } else if (skill_id == KO_HAPPOKUNAI) {
  4719. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4720. if (wd.damage > 0) {
  4721. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4722. if (!wd.damage)
  4723. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4724. }
  4725. } else
  4726. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4727. }
  4728. }
  4729. break;
  4730. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4731. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4732. break;
  4733. }
  4734. // perform multihit calculations
  4735. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  4736. #endif
  4737. // only do 1 dmg to plant, no need to calculate rest
  4738. if(is_infinite_defense(target, wd.flag))
  4739. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4740. //Apply DAMAGE_DIV_FIX and check for min damage
  4741. wd = battle_apply_div_fix(wd);
  4742. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  4743. switch (skill_id) {
  4744. #ifdef RENEWAL
  4745. case NJ_ISSEN:
  4746. case ASC_BREAKER:
  4747. case CR_ACIDDEMONSTRATION:
  4748. case GN_FIRE_EXPANSION_ACID:
  4749. #endif
  4750. case SO_VARETYR_SPEAR:
  4751. return wd; //These skills will do a GVG fix later
  4752. default:
  4753. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  4754. break;
  4755. }
  4756. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  4757. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  4758. return wd;
  4759. }
  4760. /*==========================================
  4761. * Calculate "magic"-type attacks and skills
  4762. *------------------------------------------
  4763. * Credits:
  4764. * Original coder DracoRPG
  4765. * Refined and optimized by helvetica
  4766. */
  4767. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  4768. {
  4769. int i, nk;
  4770. #ifdef ADJUST_SKILL_DAMAGE
  4771. int skill_damage;
  4772. #endif
  4773. short s_ele = 0;
  4774. TBL_PC *sd;
  4775. TBL_PC *tsd;
  4776. struct status_change *sc, *tsc;
  4777. struct Damage ad;
  4778. struct status_data *sstatus = status_get_status_data(src);
  4779. struct status_data *tstatus = status_get_status_data(target);
  4780. struct {
  4781. unsigned imdef : 1;
  4782. unsigned infdef : 1;
  4783. } flag;
  4784. memset(&ad,0,sizeof(ad));
  4785. memset(&flag,0,sizeof(flag));
  4786. if(src==NULL || target==NULL)
  4787. {
  4788. nullpo_info(NLP_MARK);
  4789. return ad;
  4790. }
  4791. //Initial Values
  4792. ad.damage = 1;
  4793. ad.div_=skill_get_num(skill_id,skill_lv);
  4794. ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4795. ad.dmotion=tstatus->dmotion;
  4796. ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
  4797. ad.flag=BF_MAGIC|BF_SKILL;
  4798. ad.dmg_lv=ATK_DEF;
  4799. nk = skill_get_nk(skill_id);
  4800. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  4801. sd = BL_CAST(BL_PC, src);
  4802. tsd = BL_CAST(BL_PC, target);
  4803. sc = status_get_sc(src);
  4804. tsc = status_get_sc(target);
  4805. //Initialize variables that will be used afterwards
  4806. s_ele = skill_get_ele(skill_id, skill_lv);
  4807. if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
  4808. s_ele = sstatus->rhw.ele;
  4809. if( sd ){ //Summoning 10 talisman will endow your weapon
  4810. ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
  4811. if( i < 5 ) s_ele = i;
  4812. }
  4813. }else if (s_ele == -2) //Use status element
  4814. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  4815. else if( s_ele == -3 ) //Use random element
  4816. s_ele = rnd()%ELE_ALL;
  4817. switch( skill_id ) {
  4818. case LG_SHIELDSPELL:
  4819. if (skill_lv == 2)
  4820. s_ele = ELE_HOLY;
  4821. break;
  4822. case SO_PSYCHIC_WAVE:
  4823. if( sc && sc->count ) {
  4824. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val3;
  4825. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val3;
  4826. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  4827. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  4828. }
  4829. break;
  4830. case KO_KAIHOU:
  4831. if(sd) {
  4832. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  4833. if(i < 5)
  4834. s_ele = i;
  4835. }
  4836. break;
  4837. }
  4838. //Set miscellaneous data that needs be filled
  4839. if(sd) {
  4840. sd->state.arrow_atk = 0;
  4841. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  4842. }
  4843. //Skill Range Criteria
  4844. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4845. //Infinite defense (plant mode)
  4846. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  4847. switch(skill_id)
  4848. {
  4849. case MG_FIREWALL:
  4850. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  4851. ad.blewcount = 0; //No knockback
  4852. //Fall through
  4853. case NJ_KAENSIN:
  4854. case PR_SANCTUARY:
  4855. ad.dmotion = 0; //No flinch animation.
  4856. break;
  4857. }
  4858. if (!flag.infdef) //No need to do the math for plants
  4859. {
  4860. unsigned int skillratio = 100; //Skill dmg modifiers.
  4861. #ifdef RENEWAL
  4862. ad.damage = 0; //reinitialize..
  4863. #endif
  4864. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  4865. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  4866. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  4867. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  4868. //Adds an absolute value to damage. 100 = +100 damage
  4869. #define MATK_ADD( a ) { ad.damage+= a; }
  4870. switch (skill_id)
  4871. { //Calc base damage according to skill
  4872. case AL_HEAL:
  4873. case PR_BENEDICTIO:
  4874. case PR_SANCTUARY:
  4875. case AB_HIGHNESSHEAL:
  4876. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  4877. break;
  4878. case PR_ASPERSIO:
  4879. ad.damage = 40;
  4880. break;
  4881. case ALL_RESURRECTION:
  4882. case PR_TURNUNDEAD:
  4883. //Undead check is on skill_castend_damageid code.
  4884. #ifdef RENEWAL
  4885. i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4886. + 300 - 300*tstatus->hp/tstatus->max_hp;
  4887. #else
  4888. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  4889. + 200 - 200*tstatus->hp/tstatus->max_hp;
  4890. #endif
  4891. if(i > 700) i = 700;
  4892. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  4893. ad.damage = tstatus->hp;
  4894. else {
  4895. #ifdef RENEWAL
  4896. if (sstatus->matk_max > sstatus->matk_min) {
  4897. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4898. } else {
  4899. MATK_ADD(sstatus->matk_min);
  4900. }
  4901. MATK_RATE(skill_lv);
  4902. #else
  4903. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  4904. #endif
  4905. }
  4906. break;
  4907. case PF_SOULBURN:
  4908. ad.damage = tstatus->sp * 2;
  4909. break;
  4910. case AB_RENOVATIO:
  4911. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  4912. break;
  4913. case GN_FIRE_EXPANSION_ACID:
  4914. #ifdef RENEWAL
  4915. {
  4916. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  4917. ad.damage = (int64)(7 * ((wd.damage / skill_lv + ad.damage / skill_lv) * tstatus->vit / 100));
  4918. }
  4919. #else
  4920. if(tstatus->vit + sstatus->int_)
  4921. ad.damage = (int64)(7 * tstatus->vit * sstatus->int_ * sstatus->int_ / (10 * (tstatus->vit + sstatus->int_)));
  4922. else
  4923. ad.damage = 0;
  4924. if(tsd)
  4925. ad.damage >>= 1;
  4926. #endif
  4927. break;
  4928. default: {
  4929. if (sstatus->matk_max > sstatus->matk_min) {
  4930. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4931. } else {
  4932. MATK_ADD(sstatus->matk_min);
  4933. }
  4934. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  4935. if(mflag>0)
  4936. ad.damage/= mflag;
  4937. else
  4938. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  4939. }
  4940. switch(skill_id){
  4941. case MG_NAPALMBEAT:
  4942. skillratio += skill_lv*10-30;
  4943. break;
  4944. case MG_FIREBALL:
  4945. #ifdef RENEWAL
  4946. skillratio += 20*skill_lv;
  4947. #else
  4948. skillratio += skill_lv*10-30;
  4949. #endif
  4950. break;
  4951. case MG_SOULSTRIKE:
  4952. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  4953. skillratio += 5*skill_lv;
  4954. break;
  4955. case MG_FIREWALL:
  4956. skillratio -= 50;
  4957. break;
  4958. case MG_FIREBOLT:
  4959. case MG_COLDBOLT:
  4960. case MG_LIGHTNINGBOLT:
  4961. if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  4962. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  4963. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  4964. ad.flag = BF_WEAPON|BF_SHORT;
  4965. ad.type = DMG_NORMAL;
  4966. }
  4967. break;
  4968. case MG_THUNDERSTORM:
  4969. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  4970. #ifndef RENEWAL
  4971. skillratio -= 20;
  4972. #endif
  4973. break;
  4974. case MG_FROSTDIVER:
  4975. skillratio += 10*skill_lv;
  4976. break;
  4977. case AL_HOLYLIGHT:
  4978. skillratio += 25;
  4979. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  4980. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  4981. break;
  4982. case AL_RUWACH:
  4983. skillratio += 45;
  4984. break;
  4985. case WZ_FROSTNOVA:
  4986. skillratio += (100+skill_lv*10)*2/3-100;
  4987. break;
  4988. case WZ_FIREPILLAR:
  4989. if (skill_lv > 10)
  4990. skillratio += 100;
  4991. else
  4992. skillratio -= 80;
  4993. break;
  4994. case WZ_SIGHTRASHER:
  4995. skillratio += 20*skill_lv;
  4996. break;
  4997. case WZ_WATERBALL:
  4998. skillratio += 30*skill_lv;
  4999. break;
  5000. case WZ_STORMGUST:
  5001. skillratio += 40*skill_lv;
  5002. break;
  5003. case HW_NAPALMVULCAN:
  5004. skillratio += 25;
  5005. break;
  5006. case SL_STIN:
  5007. skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  5008. break;
  5009. case SL_STUN:
  5010. skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  5011. break;
  5012. case SL_SMA:
  5013. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  5014. break;
  5015. case NJ_KOUENKA:
  5016. skillratio -= 10;
  5017. break;
  5018. case NJ_KAENSIN:
  5019. skillratio -= 50;
  5020. break;
  5021. case NJ_BAKUENRYU:
  5022. skillratio += 50*(skill_lv-1);
  5023. break;
  5024. case NJ_HYOUSYOURAKU:
  5025. skillratio += 50*skill_lv;
  5026. break;
  5027. case NJ_RAIGEKISAI:
  5028. skillratio += 60 + 40*skill_lv;
  5029. break;
  5030. case NJ_KAMAITACHI:
  5031. case NPC_ENERGYDRAIN:
  5032. skillratio += 100*skill_lv;
  5033. break;
  5034. case NPC_EARTHQUAKE:
  5035. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  5036. break;
  5037. #ifdef RENEWAL
  5038. case WZ_HEAVENDRIVE:
  5039. case WZ_METEOR:
  5040. skillratio += 25;
  5041. break;
  5042. case WZ_VERMILION:
  5043. {
  5044. int interval = 0, per = interval, ratio = per;
  5045. while( (per++) < skill_lv ){
  5046. ratio += interval;
  5047. if(per%3==0) interval += 20;
  5048. }
  5049. if( skill_lv > 9 )
  5050. ratio -= 10;
  5051. skillratio += ratio;
  5052. }
  5053. break;
  5054. case NJ_HUUJIN:
  5055. skillratio += 50;
  5056. break;
  5057. #else
  5058. case WZ_VERMILION:
  5059. skillratio += 20*skill_lv-20;
  5060. break;
  5061. #endif
  5062. case AB_JUDEX:
  5063. skillratio += 200 + 20 * skill_lv;
  5064. RE_LVL_DMOD(100);
  5065. break;
  5066. case AB_ADORAMUS:
  5067. skillratio += 400 + 100 * skill_lv;
  5068. RE_LVL_DMOD(100);
  5069. break;
  5070. case AB_DUPLELIGHT_MAGIC:
  5071. skillratio += 100 + 20 * skill_lv;
  5072. break;
  5073. case WL_SOULEXPANSION:
  5074. skillratio += 300 + 100 * skill_lv + status_get_int(src);
  5075. RE_LVL_DMOD(100);
  5076. break;
  5077. case WL_FROSTMISTY:
  5078. skillratio += 100 + 100 * skill_lv;
  5079. RE_LVL_DMOD(100);
  5080. break;
  5081. case WL_JACKFROST:
  5082. if( tsc && tsc->data[SC_FREEZING] ){
  5083. skillratio += 900 + 300 * skill_lv;
  5084. RE_LVL_DMOD(100);
  5085. }else{
  5086. skillratio += 400 + 100 * skill_lv;
  5087. RE_LVL_DMOD(150);
  5088. }
  5089. break;
  5090. case WL_DRAINLIFE:
  5091. skillratio = 200 * skill_lv + status_get_int(src);
  5092. RE_LVL_DMOD(100);
  5093. break;
  5094. case WL_CRIMSONROCK:
  5095. skillratio += 1200 + 300 * skill_lv;
  5096. RE_LVL_DMOD(100);
  5097. break;
  5098. case WL_HELLINFERNO:
  5099. skillratio = 300 * skill_lv;
  5100. RE_LVL_DMOD(100);
  5101. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5102. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5103. if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
  5104. skillratio /= 5;
  5105. break;
  5106. case WL_COMET:
  5107. i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
  5108. if( i <= 3 )
  5109. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5110. else if( i <= 5 )
  5111. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5112. else if( i <= 7 )
  5113. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5114. else
  5115. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5116. if( sd && sd->status.party_id ){
  5117. struct map_session_data* psd;
  5118. int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
  5119. c = 0;
  5120. memset (p_sd, 0, sizeof(p_sd));
  5121. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5122. c = ( c > 1 ? rand()%c : 0 );
  5123. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5124. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5125. RE_LVL_DMOD(120);
  5126. skillratio += 2500;
  5127. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5128. }
  5129. }
  5130. break;
  5131. case WL_CHAINLIGHTNING_ATK:
  5132. skillratio += 400 + 100 * skill_lv;
  5133. RE_LVL_DMOD(100);
  5134. if (mflag > 0)
  5135. skillratio += 100 * mflag;
  5136. break;
  5137. case WL_EARTHSTRAIN:
  5138. skillratio += 1900 + 100 * skill_lv;
  5139. RE_LVL_DMOD(100);
  5140. break;
  5141. case WL_TETRAVORTEX_FIRE:
  5142. case WL_TETRAVORTEX_WATER:
  5143. case WL_TETRAVORTEX_WIND:
  5144. case WL_TETRAVORTEX_GROUND:
  5145. skillratio += 400 + 500 * skill_lv;
  5146. break;
  5147. case WL_SUMMON_ATK_FIRE:
  5148. case WL_SUMMON_ATK_WATER:
  5149. case WL_SUMMON_ATK_WIND:
  5150. case WL_SUMMON_ATK_GROUND:
  5151. 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]
  5152. RE_LVL_DMOD(100);
  5153. break;
  5154. case LG_RAYOFGENESIS:
  5155. {
  5156. uint16 lv = skill_lv;
  5157. int bandingBonus = 0;
  5158. if( sc && sc->data[SC_BANDING] )
  5159. bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
  5160. skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
  5161. }
  5162. break;
  5163. case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5164. if (sd && skill_lv == 2) {
  5165. skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5166. } else
  5167. skillratio = 0;
  5168. break;
  5169. case WM_METALICSOUND:
  5170. skillratio = 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON));
  5171. RE_LVL_DMOD(100);
  5172. break;
  5173. case WM_REVERBERATION_MAGIC:
  5174. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5175. skillratio += 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : skill_get_max(WM_REVERBERATION));
  5176. RE_LVL_DMOD(100);
  5177. break;
  5178. case SO_FIREWALK:
  5179. skillratio = 60 * skill_lv;
  5180. RE_LVL_DMOD(100);
  5181. if( sc && sc->data[SC_HEATER_OPTION] )
  5182. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5183. break;
  5184. case SO_ELECTRICWALK:
  5185. skillratio = 60 * skill_lv;
  5186. RE_LVL_DMOD(100);
  5187. if( sc && sc->data[SC_BLAST_OPTION] )
  5188. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5189. break;
  5190. case SO_EARTHGRAVE:
  5191. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) : skill_get_max(SA_SEISMICWEAPON)) + sstatus->int_ * skill_lv );
  5192. RE_LVL_DMOD(100);
  5193. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5194. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5195. break;
  5196. case SO_DIAMONDDUST:
  5197. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : skill_get_max(SA_FROSTWEAPON)) + sstatus->int_ * skill_lv );
  5198. RE_LVL_DMOD(100);
  5199. if( sc && sc->data[SC_COOLER_OPTION] )
  5200. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5201. break;
  5202. case SO_POISON_BUSTER:
  5203. skillratio += 900 + 300 * skill_lv;
  5204. RE_LVL_DMOD(120);
  5205. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5206. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5207. break;
  5208. case SO_PSYCHIC_WAVE:
  5209. skillratio = skill_lv * 70 + (sstatus->int_ * 3);
  5210. RE_LVL_DMOD(100);
  5211. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5212. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5213. skillratio += 20;
  5214. break;
  5215. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5216. skillratio = status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : skill_get_max(SA_LIGHTNINGLOADER));
  5217. RE_LVL_DMOD(100);
  5218. if( sc && sc->data[SC_BLAST_OPTION] )
  5219. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5220. break;
  5221. case SO_CLOUD_KILL:
  5222. skillratio = skill_lv * 40;
  5223. RE_LVL_DMOD(100);
  5224. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5225. skillratio += (sd ? sd->status.job_level : 0);
  5226. break;
  5227. case GN_DEMONIC_FIRE:
  5228. if( skill_lv > 20) // Fire expansion Lv.2
  5229. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5230. else if( skill_lv > 10 ) { // Fire expansion Lv.1
  5231. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5232. RE_LVL_DMOD(100);
  5233. } else
  5234. skillratio += 10 + 20 * skill_lv;
  5235. break;
  5236. case KO_KAIHOU:
  5237. if(sd) {
  5238. int ttype;
  5239. ARR_FIND(1, 6, ttype, sd->talisman[ttype] > 0);
  5240. if(ttype < 5) {
  5241. skillratio += -100 + 200 * sd->talisman[ttype];
  5242. RE_LVL_DMOD(100);
  5243. pc_del_talisman(sd, sd->talisman[ttype], ttype);
  5244. }
  5245. }
  5246. break;
  5247. // Magical Elemental Spirits Attack Skills
  5248. case EL_FIRE_MANTLE:
  5249. case EL_WATER_SCREW:
  5250. skillratio += 900;
  5251. break;
  5252. case EL_FIRE_ARROW:
  5253. case EL_ROCK_CRUSHER_ATK:
  5254. skillratio += 200;
  5255. break;
  5256. case EL_FIRE_BOMB:
  5257. case EL_ICE_NEEDLE:
  5258. case EL_HURRICANE_ATK:
  5259. skillratio += 400;
  5260. break;
  5261. case EL_FIRE_WAVE:
  5262. case EL_TYPOON_MIS_ATK:
  5263. skillratio += 1100;
  5264. break;
  5265. case MH_ERASER_CUTTER:
  5266. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5267. break;
  5268. case MH_XENO_SLASHER:
  5269. if(skill_lv%2)
  5270. skillratio += 350 + 50 * skill_lv; //500:600:700
  5271. else
  5272. skillratio += 400 + 100 * skill_lv; //700:900
  5273. break;
  5274. case MH_HEILIGE_STANGE:
  5275. skillratio += 400 + 250 * skill_lv;
  5276. skillratio = (skillratio * status_get_lv(src))/150;
  5277. break;
  5278. case MH_POISON_MIST:
  5279. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5280. break;
  5281. }
  5282. if (sd) {
  5283. int sd_charm;
  5284. ARR_FIND(1, 6, sd_charm, sd->talisman[sd_charm] > 0);
  5285. if(sd_charm < 5 && s_ele == sd_charm) {
  5286. switch(skill_id) {
  5287. case NJ_HYOUSYOURAKU:
  5288. skillratio += 25 * sd->talisman[sd_charm];
  5289. break;
  5290. case NJ_KOUENKA:
  5291. case NJ_HUUJIN:
  5292. skillratio += 20 * sd->talisman[sd_charm];
  5293. break;
  5294. case NJ_BAKUENRYU:
  5295. case NJ_RAIGEKISAI:
  5296. skillratio += 15 * sd->talisman[sd_charm];
  5297. break;
  5298. case NJ_KAMAITACHI:
  5299. skillratio += 10 * sd->talisman[sd_charm];
  5300. break;
  5301. case NJ_KAENSIN:
  5302. case NJ_HYOUSENSOU:
  5303. skillratio += 5 * sd->talisman[sd_charm];
  5304. break;
  5305. }
  5306. }
  5307. }
  5308. if (tsd) {
  5309. int tsd_charm;
  5310. ARR_FIND(1, 6, tsd_charm, tsd->talisman[tsd_charm] > 0);
  5311. if(tsd_charm < 5 && s_ele == tsd_charm) {
  5312. switch(skill_id) {
  5313. case NJ_HYOUSYOURAKU:
  5314. skillratio -= 25 * tsd->talisman[tsd_charm];
  5315. break;
  5316. case NJ_KOUENKA:
  5317. case NJ_HUUJIN:
  5318. skillratio -= 20 * tsd->talisman[tsd_charm];
  5319. break;
  5320. case NJ_BAKUENRYU:
  5321. case NJ_RAIGEKISAI:
  5322. skillratio -= 15 * tsd->talisman[tsd_charm];
  5323. break;
  5324. case NJ_KAMAITACHI:
  5325. skillratio -= 10 * tsd->talisman[tsd_charm];
  5326. break;
  5327. case NJ_KAENSIN:
  5328. case NJ_HYOUSENSOU:
  5329. skillratio -= 5 * tsd->talisman[tsd_charm];
  5330. break;
  5331. }
  5332. }
  5333. }
  5334. MATK_RATE(skillratio);
  5335. //Constant/misc additions from skills
  5336. if (skill_id == WZ_FIREPILLAR)
  5337. MATK_ADD(50);
  5338. }
  5339. }
  5340. #ifdef RENEWAL
  5341. switch(skill_id) { // These skills will do a card fix later
  5342. case CR_ACIDDEMONSTRATION:
  5343. case ASC_BREAKER:
  5344. break;
  5345. default:
  5346. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5347. }
  5348. #endif
  5349. if(sd) {
  5350. //Damage bonuses
  5351. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5352. ad.damage += (int64)ad.damage*i/100;
  5353. //Ignore Defense?
  5354. if (!flag.imdef && (
  5355. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5356. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5357. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5358. ))
  5359. flag.imdef = 1;
  5360. }
  5361. if(!flag.imdef){
  5362. defType mdef = tstatus->mdef;
  5363. int mdef2= tstatus->mdef2;
  5364. #ifdef RENEWAL
  5365. if(tsc && tsc->data[SC_ASSUMPTIO])
  5366. mdef <<= 1; // only eMDEF is doubled
  5367. #endif
  5368. if(sd) {
  5369. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5370. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5371. if (i)
  5372. {
  5373. if (i > 100) i = 100;
  5374. mdef -= mdef * i/100;
  5375. //mdef2-= mdef2* i/100;
  5376. }
  5377. }
  5378. #ifdef RENEWAL
  5379. /**
  5380. * RE MDEF Reduction
  5381. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5382. */
  5383. if (mdef < -99)
  5384. mdef = -99; // Avoid divide by 0
  5385. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5386. #else
  5387. if(battle_config.magic_defense_type)
  5388. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5389. else
  5390. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5391. #endif
  5392. }
  5393. if (skill_id == NPC_EARTHQUAKE)
  5394. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5395. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5396. if(mflag>0)
  5397. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5398. else
  5399. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5400. }
  5401. if(ad.damage<1)
  5402. ad.damage=1;
  5403. else if(sc) { //only applies when hit
  5404. switch(skill_id) {
  5405. case MG_LIGHTNINGBOLT:
  5406. case MG_THUNDERSTORM:
  5407. if(sc->data[SC_GUST_OPTION])
  5408. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5409. break;
  5410. case MG_FIREBOLT:
  5411. case MG_FIREWALL:
  5412. if(sc->data[SC_PYROTECHNIC_OPTION])
  5413. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5414. break;
  5415. case MG_COLDBOLT:
  5416. case MG_FROSTDIVER:
  5417. if(sc->data[SC_AQUAPLAY_OPTION])
  5418. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5419. break;
  5420. case WZ_EARTHSPIKE:
  5421. case WZ_HEAVENDRIVE:
  5422. if(sc->data[SC_PETROLOGY_OPTION])
  5423. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5424. break;
  5425. }
  5426. }
  5427. if (!(nk&NK_NO_ELEFIX))
  5428. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5429. //Apply the physical part of the skill's damage. [Skotlex]
  5430. switch(skill_id) {
  5431. case CR_GRANDCROSS:
  5432. case NPC_GRANDDARKNESS:
  5433. {
  5434. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5435. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5436. if(src == target) {
  5437. if(src->type == BL_PC)
  5438. ad.damage = ad.damage / 2;
  5439. else
  5440. ad.damage = 0;
  5441. }
  5442. }
  5443. break;
  5444. case SO_VARETYR_SPEAR: {
  5445. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5446. ad.damage += wd.damage;
  5447. }
  5448. break;
  5449. }
  5450. #ifndef RENEWAL
  5451. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5452. #endif
  5453. } //Hint: Against plants damage will still be 1 at this point
  5454. //Apply DAMAGE_DIV_FIX and check for min damage
  5455. ad = battle_apply_div_fix(ad);
  5456. switch(skill_id) { // These skills will do a GVG fix later
  5457. #ifdef RENEWAL
  5458. case ASC_BREAKER:
  5459. case CR_ACIDDEMONSTRATION:
  5460. return ad; //These skills will do a GVG fix later
  5461. #endif
  5462. default:
  5463. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5464. if( map_flag_gvg2(target->m) )
  5465. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5466. else if( map[target->m].flag.battleground )
  5467. ad.damage=battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5468. break;
  5469. }
  5470. // Skill damage adjustment
  5471. #ifdef ADJUST_SKILL_DAMAGE
  5472. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5473. MATK_ADDRATE(skill_damage);
  5474. #endif
  5475. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5476. return ad;
  5477. }
  5478. /*==========================================
  5479. * Calculate "misc"-type attacks and skills
  5480. *------------------------------------------
  5481. * Credits:
  5482. * Original coder Skoltex
  5483. * Refined and optimized by helvetica
  5484. */
  5485. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5486. {
  5487. #ifdef ADJUST_SKILL_DAMAGE
  5488. int skill_damage;
  5489. #endif
  5490. short i, nk;
  5491. short s_ele;
  5492. struct map_session_data *sd, *tsd;
  5493. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5494. struct status_data *sstatus = status_get_status_data(src);
  5495. struct status_data *tstatus = status_get_status_data(target);
  5496. memset(&md,0,sizeof(md));
  5497. if (src == NULL || target == NULL) {
  5498. nullpo_info(NLP_MARK);
  5499. return md;
  5500. }
  5501. //Some initial values
  5502. md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
  5503. md.dmotion=tstatus->dmotion;
  5504. md.div_=skill_get_num( skill_id,skill_lv );
  5505. md.blewcount=skill_get_blewcount(skill_id,skill_lv);
  5506. md.dmg_lv=ATK_DEF;
  5507. md.flag=BF_MISC|BF_SKILL;
  5508. nk = skill_get_nk(skill_id);
  5509. sd = BL_CAST(BL_PC, src);
  5510. tsd = BL_CAST(BL_PC, target);
  5511. if(sd) {
  5512. sd->state.arrow_atk = 0;
  5513. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5514. }
  5515. s_ele = skill_get_ele(skill_id, skill_lv);
  5516. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5517. s_ele = ELE_NEUTRAL;
  5518. else if (s_ele == -3) { //Use random element
  5519. if (skill_id == SN_FALCONASSAULT) {
  5520. if (sstatus->rhw.ele && !status_get_attack_sc_element(src, status_get_sc(src)))
  5521. s_ele = sstatus->rhw.ele;
  5522. else
  5523. s_ele = status_get_attack_sc_element(src, status_get_sc(src));
  5524. } else
  5525. s_ele = rnd()%ELE_ALL;
  5526. }
  5527. //Skill Range Criteria
  5528. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5529. switch (skill_id) {
  5530. case NC_MAGMA_ERUPTION:
  5531. md.damage = 1200 + 400 * skill_lv;
  5532. break;
  5533. #ifdef RENEWAL
  5534. case HT_LANDMINE:
  5535. case MA_LANDMINE:
  5536. case HT_BLASTMINE:
  5537. case HT_CLAYMORETRAP:
  5538. md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
  5539. md.damage += md.damage * (rnd()%20-10) / 100;
  5540. md.damage += 40 * ((sd) ? pc_checkskill(sd,RA_RESEARCHTRAP) : skill_get_max(RA_RESEARCHTRAP));
  5541. break;
  5542. #else
  5543. case HT_LANDMINE:
  5544. case MA_LANDMINE:
  5545. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  5546. break;
  5547. case HT_BLASTMINE:
  5548. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  5549. break;
  5550. case HT_CLAYMORETRAP:
  5551. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  5552. break;
  5553. #endif
  5554. case HT_BLITZBEAT:
  5555. case SN_FALCONASSAULT:
  5556. {
  5557. uint8 skill;
  5558. //Blitz-beat Damage.
  5559. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  5560. skill=0;
  5561. md.damage=(sstatus->dex/10 + sstatus->int_/2 + skill*3+40)*2;
  5562. if(mflag > 1) //Autocasted Blitz.
  5563. nk|=NK_SPLASHSPLIT;
  5564. if (skill_id == SN_FALCONASSAULT) {
  5565. //Div fix of Blitzbeat
  5566. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5567. //Falcon Assault Modifier
  5568. md.damage=(int64)md.damage*(150+70*skill_lv)/100;
  5569. }
  5570. }
  5571. break;
  5572. case TF_THROWSTONE:
  5573. md.damage=50;
  5574. break;
  5575. case BA_DISSONANCE:
  5576. md.damage=30+skill_lv*10;
  5577. if (sd)
  5578. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  5579. break;
  5580. case NPC_SELFDESTRUCTION:
  5581. md.damage = sstatus->hp;
  5582. break;
  5583. case NPC_SMOKING:
  5584. md.damage=3;
  5585. break;
  5586. case NPC_DARKBREATH:
  5587. md.damage = tstatus->max_hp * (skill_lv * 10) / 100;
  5588. break;
  5589. case PA_PRESSURE:
  5590. md.damage=500+300*skill_lv;
  5591. break;
  5592. case PA_GOSPEL:
  5593. md.damage = 1+rnd()%9999;
  5594. break;
  5595. case CR_ACIDDEMONSTRATION:
  5596. #ifdef RENEWAL
  5597. // Official Renewal formula [helvetica]
  5598. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5599. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5600. // is considered "neutral" for purposes of resistances
  5601. {
  5602. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5603. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5604. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5605. // AD benefits from endow/element but damage is forced back to neutral
  5606. battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5607. }
  5608. #else
  5609. if(tstatus->vit+sstatus->int_) //crash fix
  5610. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5611. else
  5612. md.damage = 0;
  5613. if (tsd) md.damage>>=1;
  5614. #endif
  5615. break;
  5616. case NJ_ZENYNAGE:
  5617. case KO_MUCHANAGE:
  5618. md.damage = skill_get_zeny(skill_id, skill_lv);
  5619. if (!md.damage) md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  5620. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  5621. if (is_boss(target))
  5622. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  5623. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  5624. md.damage = md.damage / 2;
  5625. else if (tsd && skill_id == NJ_ZENYNAGE)
  5626. md.damage = md.damage / 2;
  5627. break;
  5628. #ifdef RENEWAL
  5629. case NJ_ISSEN:
  5630. // Official Renewal formula [helvetica]
  5631. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5632. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5633. // modified def formula
  5634. {
  5635. short totaldef;
  5636. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5637. struct status_change *sc = status_get_sc(src);
  5638. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5639. if (sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5640. md.div_ = -( i + 2 ); // mirror image count + 2
  5641. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5642. }
  5643. // modified def reduction, final damage = base damage - (edef + sdef)
  5644. totaldef = tstatus->def2 + (short)status_get_def(target);
  5645. md.damage -= totaldef;
  5646. }
  5647. break;
  5648. #endif
  5649. case GS_FLING:
  5650. md.damage = sd?sd->status.job_level:status_get_lv(src);
  5651. break;
  5652. case GS_GROUNDDRIFT:
  5653. // Official formula [helvetica]
  5654. // damage = 50 * skill level
  5655. // fixed damage, ignores DEF and benefits from weapon +%ATK cards
  5656. md.damage = 50*skill_lv;
  5657. md.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, 0, md.damage, 0, md.flag|NK_NO_CARDFIX_DEF); // ground drift benefits from weapon atk cards, ignore DEF cards so we don't apply twice
  5658. break;
  5659. case HVAN_EXPLOSION: //[orn]
  5660. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5661. break ;
  5662. case ASC_BREAKER:
  5663. #ifdef RENEWAL
  5664. // Official Renewal formula [helvetica]
  5665. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5666. // atk part takes weapon element, matk part is non-elemental
  5667. // modified def formula
  5668. {
  5669. short totaldef, totalmdef;
  5670. struct Damage atk, matk;
  5671. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5672. nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5673. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5674. // (atk + matk) * (3 + (.5 * skill level))
  5675. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5676. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5677. totaldef = tstatus->def2 + (short)status_get_def(target);
  5678. totalmdef = tstatus->mdef + tstatus->mdef2;
  5679. md.damage -= totaldef + totalmdef;
  5680. }
  5681. #else
  5682. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  5683. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5684. #endif
  5685. break;
  5686. case HW_GRAVITATION:
  5687. md.damage = 200+200*skill_lv;
  5688. md.dmotion = 0; //No flinch animation.
  5689. break;
  5690. case NPC_EVILLAND:
  5691. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5692. break;
  5693. case RK_DRAGONBREATH_WATER:
  5694. case RK_DRAGONBREATH:
  5695. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  5696. RE_LVL_MDMOD(150);
  5697. if (sd) md.damage = (int64)md.damage * (95 + 5 * pc_checkskill(sd,RK_DRAGONTRAINING)) / 100;
  5698. md.flag |= BF_LONG|BF_WEAPON;
  5699. break;
  5700. case RA_CLUSTERBOMB:
  5701. case RA_FIRINGTRAP:
  5702. case RA_ICEBOUNDTRAP:
  5703. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  5704. RE_LVL_TMDMOD();
  5705. if(sd) {
  5706. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5707. if(researchskill_lv)
  5708. md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
  5709. else
  5710. md.damage = 0;
  5711. } else
  5712. md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
  5713. break;
  5714. case GN_THORNS_TRAP:
  5715. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  5716. break;
  5717. case GN_HELLS_PLANT_ATK:
  5718. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5719. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( status_get_int(src) * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - ((sd) ? pc_checkskill(sd,AM_CANNIBALIZE) : skill_get_max(AM_CANNIBALIZE))) );
  5720. break;
  5721. case RL_B_TRAP:
  5722. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  5723. md.damage = ((200 + status_get_dex(src)) * skill_lv * 10) + sstatus->hp; // (custom)
  5724. break;
  5725. }
  5726. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  5727. if(mflag>0)
  5728. md.damage/= mflag;
  5729. else
  5730. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5731. }
  5732. if (!(nk&NK_IGNORE_FLEE))
  5733. {
  5734. struct status_change *sc = status_get_sc(target);
  5735. i = 0; //Temp for "hit or no hit"
  5736. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  5737. i = 1;
  5738. else {
  5739. short
  5740. flee = tstatus->flee,
  5741. #ifdef RENEWAL
  5742. hitrate = 0; //Default hitrate
  5743. #else
  5744. hitrate = 80; //Default hitrate
  5745. #endif
  5746. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  5747. unsigned char attacker_count; //256 max targets should be a sane max
  5748. attacker_count = unit_counttargeted(target);
  5749. if(attacker_count >= battle_config.agi_penalty_count)
  5750. {
  5751. if (battle_config.agi_penalty_type == 1)
  5752. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  5753. else //assume type 2: absolute reduction
  5754. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  5755. if(flee < 1) flee = 1;
  5756. }
  5757. }
  5758. hitrate+= sstatus->hit - flee;
  5759. #ifdef RENEWAL
  5760. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  5761. hitrate += pc_checkskill(sd,AC_VULTURE);
  5762. #endif
  5763. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  5764. if(rnd()%100 < hitrate)
  5765. i = 1;
  5766. }
  5767. if (!i) {
  5768. md.damage = 0;
  5769. md.dmg_lv=ATK_FLEE;
  5770. }
  5771. }
  5772. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  5773. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  5774. md.damage += (int64)md.damage*i/100;
  5775. if(!(nk&NK_NO_ELEFIX))
  5776. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5777. //Plant damage
  5778. if(md.damage < 0)
  5779. md.damage = 0;
  5780. else if(md.damage && is_infinite_defense(target, md.flag)) {
  5781. md.damage = 1;
  5782. }
  5783. //Apply DAMAGE_DIV_FIX and check for min damage
  5784. md = battle_apply_div_fix(md);
  5785. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  5786. if( map_flag_gvg2(target->m) )
  5787. md.damage=battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  5788. else if( map[target->m].flag.battleground )
  5789. md.damage=battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  5790. switch( skill_id ) {
  5791. case RA_FIRINGTRAP:
  5792. case RA_ICEBOUNDTRAP:
  5793. if( md.damage == 1 ) break;
  5794. case RA_CLUSTERBOMB:
  5795. {
  5796. struct Damage wd;
  5797. wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5798. md.damage += wd.damage;
  5799. }
  5800. break;
  5801. case NJ_ZENYNAGE:
  5802. if( sd ) {
  5803. if ( md.damage > sd->status.zeny )
  5804. md.damage = sd->status.zeny;
  5805. pc_payzeny(sd, (int)md.damage,LOG_TYPE_STEAL,NULL);
  5806. }
  5807. break;
  5808. }
  5809. // Skill damage adjustment
  5810. #ifdef ADJUST_SKILL_DAMAGE
  5811. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5812. md.damage += (int64)md.damage * skill_damage / 100;
  5813. #endif
  5814. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  5815. return md;
  5816. }
  5817. /*==========================================
  5818. * Battle main entry, from skill_attack
  5819. *------------------------------------------
  5820. * Credits:
  5821. * Original coder unknown
  5822. * Initial refactoring by Baalberith
  5823. * Refined and optimized by helvetica
  5824. */
  5825. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  5826. {
  5827. struct Damage d;
  5828. switch(attack_type) {
  5829. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  5830. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  5831. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  5832. default:
  5833. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  5834. memset(&d,0,sizeof(d));
  5835. break;
  5836. }
  5837. if( d.damage + d.damage2 < 1 )
  5838. { //Miss/Absorbed
  5839. //Weapon attacks should go through to cause additional effects.
  5840. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  5841. d.dmg_lv = ATK_MISS;
  5842. d.dmotion = 0;
  5843. }
  5844. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  5845. d.dmg_lv = ATK_DEF;
  5846. return d;
  5847. }
  5848. /*==========================================
  5849. * Final damage return function
  5850. *------------------------------------------
  5851. * Credits:
  5852. * Original coder unknown
  5853. * Initial refactoring by Baalberith
  5854. * Refined and optimized by helvetica
  5855. */
  5856. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  5857. struct map_session_data* sd;
  5858. int64 rdamage = 0, damage = *dmg;
  5859. int max_damage = status_get_max_hp(bl);
  5860. struct status_change *sc, *ssc;
  5861. sd = BL_CAST(BL_PC, bl);
  5862. sc = status_get_sc(bl);
  5863. ssc = status_get_sc(src);
  5864. if (flag & BF_SHORT) {//Bounces back part of the damage.
  5865. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  5866. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  5867. if(rdamage < 1)
  5868. rdamage = 1;
  5869. } else if( status_reflect && sc && sc->count ) {
  5870. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  5871. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  5872. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  5873. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  5874. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  5875. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  5876. }
  5877. } else {
  5878. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  5879. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  5880. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  5881. rdamage = 0;
  5882. else {
  5883. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  5884. if (rdamage < 1)
  5885. rdamage = 1;
  5886. }
  5887. }
  5888. if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
  5889. uint8 dir = map_calc_dir(bl,src->x,src->y),
  5890. t_dir = unit_getdir(bl);
  5891. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  5892. int64 rd1 = 0;
  5893. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  5894. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  5895. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  5896. status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
  5897. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  5898. }
  5899. }
  5900. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){
  5901. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  5902. if (rdamage < 1) rdamage = 1;
  5903. }
  5904. }
  5905. }
  5906. } else {
  5907. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  5908. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  5909. if (rdamage < 1) rdamage = 1;
  5910. }
  5911. }
  5912. if (ssc && ssc->data[SC_INSPIRATION]) {
  5913. rdamage += damage / 100;
  5914. #ifdef RENEWAL
  5915. rdamage = cap_value(rdamage, 1, max_damage);
  5916. #else
  5917. if( rdamage < 1 )
  5918. rdamage = 1;
  5919. #endif
  5920. }
  5921. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  5922. rdamage = 0;
  5923. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  5924. }
  5925. /*===========================================
  5926. * Perform battle drain effects (HP/SP loss)
  5927. *-------------------------------------------*/
  5928. void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  5929. {
  5930. struct weapon_data *wd;
  5931. int64 *damage;
  5932. int thp = 0, tsp = 0, rhp = 0, rsp = 0, hp=0, sp=0, i;
  5933. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  5934. return;
  5935. for (i = 0; i < 4; i++) {
  5936. //First two iterations: Right hand
  5937. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  5938. else { wd = &sd->left_weapon; damage = &ldamage; }
  5939. if (*damage <= 0) continue;
  5940. if( i == 1 || i == 3 ) {
  5941. hp = wd->hp_drain_class[class_].value + wd->hp_drain_class[CLASS_ALL].value;
  5942. if (wd->hp_drain_class[class_].rate)
  5943. hp += battle_calc_drain(*damage, wd->hp_drain_class[class_].rate, wd->hp_drain_class[class_].per);
  5944. if (wd->hp_drain_class[CLASS_ALL].rate)
  5945. hp += battle_calc_drain(*damage, wd->hp_drain_class[CLASS_ALL].rate, wd->hp_drain_class[CLASS_ALL].per);
  5946. sp = wd->sp_drain_class[class_].value + wd->sp_drain_class[CLASS_ALL].value;
  5947. if (wd->sp_drain_class[class_].rate)
  5948. sp += battle_calc_drain(*damage, wd->sp_drain_class[class_].rate, wd->sp_drain_class[class_].per);
  5949. if (wd->sp_drain_class[CLASS_ALL].rate)
  5950. sp += battle_calc_drain(*damage, wd->sp_drain_class[CLASS_ALL].rate, wd->sp_drain_class[CLASS_ALL].per);
  5951. if( hp ) {
  5952. if( wd->hp_drain_class[class_].type )
  5953. rhp += hp;
  5954. if( wd->hp_drain_class[CLASS_ALL].type )
  5955. rhp += hp;
  5956. thp += hp;
  5957. }
  5958. if( sp ) {
  5959. if( wd->sp_drain_class[class_].type )
  5960. rsp += sp;
  5961. if( wd->sp_drain_class[CLASS_ALL].type )
  5962. rsp += sp;
  5963. tsp += sp;
  5964. }
  5965. } else {
  5966. hp = wd->hp_drain_race[race].value + wd->hp_drain_race[RC_ALL].value;
  5967. if (wd->hp_drain_race[race].rate)
  5968. hp += battle_calc_drain(*damage, wd->hp_drain_race[race].rate, wd->hp_drain_race[race].per);
  5969. if (wd->hp_drain_race[RC_ALL].rate)
  5970. hp += battle_calc_drain(*damage, wd->hp_drain_race[RC_ALL].rate, wd->hp_drain_race[RC_ALL].per);
  5971. sp = wd->sp_drain_race[race].value + wd->sp_drain_race[RC_ALL].value;
  5972. if (wd->sp_drain_race[race].rate)
  5973. sp += battle_calc_drain(*damage, wd->sp_drain_race[race].rate, wd->sp_drain_race[race].per);
  5974. if (wd->sp_drain_race[RC_ALL].rate)
  5975. sp += battle_calc_drain(*damage, wd->sp_drain_race[RC_ALL].rate, wd->sp_drain_race[RC_ALL].per);
  5976. if( hp ) {
  5977. if( wd->hp_drain_race[race].type )
  5978. rhp += hp;
  5979. if( wd->hp_drain_race[RC_ALL].type )
  5980. rhp += hp;
  5981. thp += hp;
  5982. }
  5983. if( sp ) {
  5984. if( wd->sp_drain_race[race].type )
  5985. rsp += sp;
  5986. if( wd->sp_drain_race[RC_ALL].type )
  5987. rsp += sp;
  5988. tsp += sp;
  5989. }
  5990. }
  5991. }
  5992. if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
  5993. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  5994. if (sd->bonus.hp_vanish_rate && rnd()%1000 < sd->bonus.hp_vanish_rate
  5995. && tbl->type == BL_PC && (map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg))
  5996. status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false);
  5997. if( sd->sp_gain_race_attack[race] )
  5998. tsp += sd->sp_gain_race_attack[race];
  5999. if( sd->sp_gain_race_attack[RC_ALL] )
  6000. tsp += sd->sp_gain_race_attack[RC_ALL];
  6001. if( sd->hp_gain_race_attack[race] )
  6002. thp += sd->hp_gain_race_attack[race];
  6003. if( sd->hp_gain_race_attack[RC_ALL] )
  6004. thp += sd->hp_gain_race_attack[RC_ALL];
  6005. if (!thp && !tsp) return;
  6006. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6007. if (rhp || rsp)
  6008. status_zap(tbl, rhp, rsp);
  6009. }
  6010. /*===========================================
  6011. * Deals the same damage to targets in area.
  6012. *-------------------------------------------
  6013. * Credits:
  6014. * Original coder pakpil
  6015. */
  6016. int battle_damage_area( struct block_list *bl, va_list ap) {
  6017. unsigned int tick;
  6018. int64 damage;
  6019. int amotion, dmotion;
  6020. struct block_list *src;
  6021. nullpo_ret(bl);
  6022. tick=va_arg(ap, unsigned int);
  6023. src=va_arg(ap,struct block_list *);
  6024. amotion=va_arg(ap,int);
  6025. dmotion=va_arg(ap,int);
  6026. damage=va_arg(ap,int);
  6027. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  6028. return 0;
  6029. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6030. map_freeblock_lock();
  6031. if( src->type == BL_PC )
  6032. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6033. if( amotion )
  6034. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
  6035. else
  6036. status_fix_damage(src,bl,damage,0);
  6037. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0);
  6038. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6039. map_freeblock_unlock();
  6040. }
  6041. return 0;
  6042. }
  6043. /*==========================================
  6044. * Do a basic physical attack (call through unit_attack_timer)
  6045. *------------------------------------------*/
  6046. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  6047. struct map_session_data *sd = NULL, *tsd = NULL;
  6048. struct status_data *sstatus, *tstatus;
  6049. struct status_change *sc, *tsc;
  6050. int64 damage;
  6051. int skillv;
  6052. struct Damage wd;
  6053. nullpo_retr(ATK_NONE, src);
  6054. nullpo_retr(ATK_NONE, target);
  6055. if (src->prev == NULL || target->prev == NULL)
  6056. return ATK_NONE;
  6057. sd = BL_CAST(BL_PC, src);
  6058. tsd = BL_CAST(BL_PC, target);
  6059. sstatus = status_get_status_data(src);
  6060. tstatus = status_get_status_data(target);
  6061. sc = status_get_sc(src);
  6062. tsc = status_get_sc(target);
  6063. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6064. sc = NULL;
  6065. if (tsc && !tsc->count)
  6066. tsc = NULL;
  6067. if (sd)
  6068. {
  6069. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6070. if (sd->state.arrow_atk)
  6071. {
  6072. short index = sd->equip_index[EQI_AMMO];
  6073. if (index < 0) {
  6074. clif_arrow_fail(sd,0);
  6075. return ATK_NONE;
  6076. }
  6077. //Ammo check by Ishizu-chan
  6078. if (sd->inventory_data[index]) {
  6079. switch (sd->status.weapon) {
  6080. case W_BOW:
  6081. if (sd->inventory_data[index]->look != A_ARROW) {
  6082. clif_arrow_fail(sd,0);
  6083. return ATK_NONE;
  6084. }
  6085. break;
  6086. case W_REVOLVER:
  6087. case W_RIFLE:
  6088. case W_GATLING:
  6089. case W_SHOTGUN:
  6090. if (sd->inventory_data[index]->look != A_BULLET) {
  6091. clif_arrow_fail(sd,0);
  6092. return ATK_NONE;
  6093. }
  6094. break;
  6095. case W_GRENADE:
  6096. if (sd->inventory_data[index]->look != A_GRENADE) {
  6097. clif_arrow_fail(sd,0);
  6098. return ATK_NONE;
  6099. }
  6100. break;
  6101. }
  6102. }
  6103. }
  6104. }
  6105. if (sc && sc->count) {
  6106. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6107. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6108. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6109. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6110. }
  6111. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6112. uint8 dir = map_calc_dir(target,src->x,src->y);
  6113. int t_dir = unit_getdir(target);
  6114. int dist = distance_bl(src, target);
  6115. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6116. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6117. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6118. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6119. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6120. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6121. return ATK_BLOCK;
  6122. }
  6123. }
  6124. 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)) )
  6125. {
  6126. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6127. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6128. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6129. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6130. { //Target locked.
  6131. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0); //Display MISS.
  6132. clif_bladestop(target, src->id, 1);
  6133. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6134. return ATK_BLOCK;
  6135. }
  6136. }
  6137. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6138. int triple_rate= 30 - skillv; //Base Rate
  6139. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6140. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6141. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6142. }
  6143. if (rnd()%100 < triple_rate) {
  6144. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6145. sd->ud.canact_tick = tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv);
  6146. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6147. return ATK_DEF;
  6148. return ATK_MISS;
  6149. }
  6150. }
  6151. if (sc) {
  6152. if (sc->data[SC_SACRIFICE]) {
  6153. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6154. damage_lv ret_val;
  6155. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6156. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6157. /**
  6158. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6159. * For further information: bugreport:4950
  6160. */
  6161. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6162. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6163. if( ret_val == ATK_NONE )
  6164. return ATK_MISS;
  6165. return ret_val;
  6166. }
  6167. if (sc->data[SC_MAGICALATTACK]) {
  6168. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6169. return ATK_DEF;
  6170. return ATK_MISS;
  6171. }
  6172. if( sc->data[SC_GT_ENERGYGAIN] && sc->data[SC_GT_ENERGYGAIN]->val2 ) {
  6173. int spheres = 5;
  6174. if( sc->data[SC_RAISINGDRAGON] )
  6175. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6176. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val3 )
  6177. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6178. }
  6179. }
  6180. if( tsc && tsc->data[SC_GT_ENERGYGAIN] && tsc->data[SC_GT_ENERGYGAIN]->val2 ) {
  6181. int spheres = 5;
  6182. if( tsc->data[SC_RAISINGDRAGON] )
  6183. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6184. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val3 )
  6185. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6186. }
  6187. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20)
  6188. clif_skill_nodamage(target, target, SM_ENDURE, 5, sc_start(src, target, SC_ENDURE, 100, 5, skill_get_time(SM_ENDURE, 5)));
  6189. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  6190. 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.
  6191. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6192. if( sc && sc->count ) {
  6193. if( sc->data[SC_SPELLFIST] ) {
  6194. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  6195. struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  6196. wd.damage = ad.damage;
  6197. if (wd.div_ > 1)
  6198. wd.damage *= 2; // Double the damage for multiple hits.
  6199. } else
  6200. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6201. }
  6202. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
  6203. wd.damage *= 3; // Triple Damage
  6204. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6205. short idx = sd->equip_index[EQI_AMMO];
  6206. if (idx >= 0 && sd->status.inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6207. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6208. sc->data[SC_FEARBREEZE]->val4 = 0;
  6209. }
  6210. }
  6211. }
  6212. if (sd && sd->state.arrow_atk) //Consume arrow.
  6213. battle_consume_ammo(sd, 0, 0);
  6214. damage = wd.damage + wd.damage2;
  6215. if( damage > 0 && src != target )
  6216. {
  6217. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6218. { // Activates it only from melee damage
  6219. uint16 skill_id;
  6220. if( rnd()%2 == 1 )
  6221. skill_id = AB_DUPLELIGHT_MELEE;
  6222. else
  6223. skill_id = AB_DUPLELIGHT_MAGIC;
  6224. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6225. }
  6226. }
  6227. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , (enum e_damage_type)wd.type, wd.damage2);
  6228. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6229. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6230. if ( target->type == BL_SKILL && damage > 0 ) {
  6231. TBL_SKILL *su = (TBL_SKILL*)target;
  6232. if (su && su->group) {
  6233. if (su->group->skill_id == HT_BLASTMINE)
  6234. skill_blown(src, target, 3, -1, 0);
  6235. if (su->group->skill_id == GN_WALLOFTHORN) {
  6236. if (--su->val2 <= 0)
  6237. skill_delunit(su);
  6238. }
  6239. }
  6240. }
  6241. map_freeblock_lock();
  6242. if( skill_check_shadowform(target, damage, wd.div_) ) {
  6243. if( !status_isdead(target) )
  6244. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6245. if( wd.dmg_lv > ATK_BLOCK )
  6246. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6247. } else
  6248. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
  6249. if( tsc ) {
  6250. if( tsc->data[SC_DEVOTION] ) {
  6251. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6252. struct block_list *d_bl = map_id2bl(sce->val1);
  6253. if( d_bl && (
  6254. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6255. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6256. ) && check_distance_bl(target, d_bl, sce->val3) )
  6257. {
  6258. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  6259. status_fix_damage(NULL, d_bl, damage, 0);
  6260. }
  6261. else
  6262. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6263. }
  6264. if( target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION] ) {
  6265. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6266. if( ed ) {
  6267. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
  6268. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6269. }
  6270. }
  6271. if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  6272. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6273. if( e_bl && !status_isdead(e_bl) ) {
  6274. clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,(enum e_damage_type)wd.type,wd.damage2);
  6275. status_damage(target,e_bl,damage,0,0,0);
  6276. // Just show damage in target.
  6277. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, (enum e_damage_type)wd.type, wd.damage2 );
  6278. map_freeblock_unlock();
  6279. return ATK_BLOCK;
  6280. }
  6281. }
  6282. }
  6283. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6284. int sp = 0;
  6285. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6286. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6287. int i = rnd()%100;
  6288. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6289. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6290. //reduction only for skill_lv > 1
  6291. if (skill_lv > 1) {
  6292. if (i >= 50) skill_lv -= 2;
  6293. else if (i >= 15) skill_lv--;
  6294. }
  6295. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6296. if (status_charge(src, 0, sp)) {
  6297. switch (skill_get_casttype(skill_id)) {
  6298. case CAST_GROUND:
  6299. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6300. break;
  6301. case CAST_NODAMAGE:
  6302. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6303. break;
  6304. case CAST_DAMAGE:
  6305. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6306. break;
  6307. }
  6308. }
  6309. }
  6310. if (sd) {
  6311. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6312. sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
  6313. {
  6314. int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
  6315. r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6316. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6317. int type;
  6318. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6319. int maxcount = 0;
  6320. if( !(BL_PC&battle_config.skill_reiteration) &&
  6321. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6322. type = -1;
  6323. if( BL_PC&battle_config.skill_nofootset &&
  6324. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6325. type = -1;
  6326. if( BL_PC&battle_config.land_skill_limit &&
  6327. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6328. ) {
  6329. int v;
  6330. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6331. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6332. maxcount--;
  6333. }
  6334. if( maxcount == 0 )
  6335. type = -1;
  6336. }
  6337. if( type != CAST_GROUND ){
  6338. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6339. map_freeblock_unlock();
  6340. return wd.dmg_lv;
  6341. }
  6342. }
  6343. sd->state.autocast = 1;
  6344. skill_consume_requirement(sd,r_skill,r_lv,3);
  6345. switch( type ) {
  6346. case CAST_GROUND:
  6347. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6348. break;
  6349. case CAST_NODAMAGE:
  6350. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6351. break;
  6352. case CAST_DAMAGE:
  6353. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6354. break;
  6355. }
  6356. sd->state.autocast = 0;
  6357. sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
  6358. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6359. }
  6360. }
  6361. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6362. if (battle_config.left_cardfix_to_right)
  6363. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6364. else
  6365. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6366. }
  6367. }
  6368. if (tsc) {
  6369. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6370. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6371. || sstatus->def_ele == ELE_POISON) &&
  6372. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6373. status_check_skilluse(target, src, TF_POISON, 0)
  6374. ) { //Poison React
  6375. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6376. if (sstatus->def_ele == ELE_POISON) {
  6377. sce->val2 = 0;
  6378. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6379. } else {
  6380. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6381. --sce->val2;
  6382. }
  6383. if (sce->val2 <= 0)
  6384. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6385. }
  6386. }
  6387. map_freeblock_unlock();
  6388. return wd.dmg_lv;
  6389. }
  6390. /*=========================
  6391. * Check for undead status
  6392. *-------------------------
  6393. * Credits:
  6394. * Original coder Skoltex
  6395. * Refactored by Baalberith
  6396. */
  6397. int battle_check_undead(int race,int element)
  6398. {
  6399. if(battle_config.undead_detect_type == 0) {
  6400. if(element == ELE_UNDEAD)
  6401. return 1;
  6402. }
  6403. else if(battle_config.undead_detect_type == 1) {
  6404. if(race == RC_UNDEAD)
  6405. return 1;
  6406. }
  6407. else {
  6408. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6409. return 1;
  6410. }
  6411. return 0;
  6412. }
  6413. /*================================================================
  6414. * Returns the upmost level master starting with the given object
  6415. *----------------------------------------------------------------*/
  6416. struct block_list* battle_get_master(struct block_list *src)
  6417. {
  6418. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6419. do {
  6420. prev = src;
  6421. switch (src->type) {
  6422. case BL_PET:
  6423. if (((TBL_PET*)src)->master)
  6424. src = (struct block_list*)((TBL_PET*)src)->master;
  6425. break;
  6426. case BL_MOB:
  6427. if (((TBL_MOB*)src)->master_id)
  6428. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6429. break;
  6430. case BL_HOM:
  6431. if (((TBL_HOM*)src)->master)
  6432. src = (struct block_list*)((TBL_HOM*)src)->master;
  6433. break;
  6434. case BL_MER:
  6435. if (((TBL_MER*)src)->master)
  6436. src = (struct block_list*)((TBL_MER*)src)->master;
  6437. break;
  6438. case BL_ELEM:
  6439. if (((TBL_ELEM*)src)->master)
  6440. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6441. break;
  6442. case BL_SKILL:
  6443. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6444. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6445. break;
  6446. }
  6447. } while (src && src != prev);
  6448. return prev;
  6449. }
  6450. /*==========================================
  6451. * Checks the state between two targets
  6452. * (enemy, friend, party, guild, etc)
  6453. *------------------------------------------
  6454. * Usage:
  6455. * See battle.h for possible values/combinations
  6456. * to be used here (BCT_* constants)
  6457. * Return value is:
  6458. * 1: flag holds true (is enemy, party, etc)
  6459. * -1: flag fails
  6460. * 0: Invalid target (non-targetable ever)
  6461. *
  6462. * Credits:
  6463. * Original coder unknown
  6464. * Rewritten by Skotlex
  6465. */
  6466. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6467. {
  6468. int16 m; //map
  6469. int state = 0; //Initial state none
  6470. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6471. struct block_list *s_bl = src, *t_bl = target;
  6472. nullpo_ret(src);
  6473. nullpo_ret(target);
  6474. m = target->m;
  6475. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6476. //objects involved.
  6477. if( (t_bl = battle_get_master(target)) == NULL )
  6478. t_bl = target;
  6479. if( (s_bl = battle_get_master(src)) == NULL )
  6480. s_bl = src;
  6481. if ( s_bl->type == BL_PC ) {
  6482. switch( t_bl->type ) {
  6483. case BL_MOB: // Source => PC, Target => MOB
  6484. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6485. return 0;
  6486. break;
  6487. case BL_PC:
  6488. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6489. return 0;
  6490. break;
  6491. default:/* anything else goes */
  6492. break;
  6493. }
  6494. }
  6495. switch( target->type ) { // Checks on actual target
  6496. case BL_PC: {
  6497. struct status_change* sc = status_get_sc(src);
  6498. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6499. return -1; //Cannot be targeted yet.
  6500. if( sc && sc->count ) {
  6501. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6502. return -1;
  6503. }
  6504. }
  6505. break;
  6506. case BL_MOB:
  6507. {
  6508. struct mob_data *md = ((TBL_MOB*)target);
  6509. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6510. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6511. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzoe
  6512. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6513. ){ //Targettable by players
  6514. state |= BCT_ENEMY;
  6515. strip_enemy = 0;
  6516. }
  6517. break;
  6518. }
  6519. case BL_SKILL:
  6520. {
  6521. TBL_SKILL *su = (TBL_SKILL*)target;
  6522. if( !su || !su->group)
  6523. return 0;
  6524. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) { //Only a few skills can target traps...
  6525. switch( battle_getcurrentskill(src) ) {
  6526. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  6527. case RK_DRAGONBREATH_WATER:
  6528. if( !map[m].flag.pvp && !map[m].flag.gvg )
  6529. break;
  6530. case 0://you can hit them without skills
  6531. case MA_REMOVETRAP:
  6532. case HT_REMOVETRAP:
  6533. case AC_SHOWER:
  6534. case MA_SHOWER:
  6535. case WZ_SIGHTRASHER:
  6536. case WZ_SIGHTBLASTER:
  6537. case SM_MAGNUM:
  6538. case MS_MAGNUM:
  6539. case RA_DETONATOR:
  6540. case RA_SENSITIVEKEEN:
  6541. case GN_CRAZYWEED_ATK:
  6542. case RK_STORMBLAST:
  6543. case SR_RAMPAGEBLASTER:
  6544. case NC_COLDSLOWER:
  6545. case NC_SELFDESTRUCTION:
  6546. #ifdef RENEWAL
  6547. case KN_BOWLINGBASH:
  6548. case KN_SPEARSTAB:
  6549. case LK_SPIRALPIERCE:
  6550. case ML_SPIRALPIERCE:
  6551. case MO_FINGEROFFENSIVE:
  6552. case MO_INVESTIGATE:
  6553. case MO_TRIPLEATTACK:
  6554. case MO_EXTREMITYFIST:
  6555. case CR_HOLYCROSS:
  6556. case ASC_METEORASSAULT:
  6557. case RG_RAID:
  6558. case MC_CARTREVOLUTION:
  6559. case HT_CLAYMORETRAP:
  6560. case RA_ICEBOUNDTRAP:
  6561. case RA_FIRINGTRAP:
  6562. #endif
  6563. state |= BCT_ENEMY;
  6564. strip_enemy = 0;
  6565. break;
  6566. default:
  6567. if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
  6568. state |= BCT_ENEMY;
  6569. strip_enemy = 0;
  6570. }else
  6571. return 0;
  6572. }
  6573. } else if (su->group->skill_id == WZ_ICEWALL || su->group->skill_id == GN_WALLOFTHORN) {
  6574. state |= BCT_ENEMY;
  6575. strip_enemy = 0;
  6576. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  6577. return 0;
  6578. }
  6579. break;
  6580. //Valid targets with no special checks here.
  6581. case BL_MER:
  6582. case BL_HOM:
  6583. case BL_ELEM:
  6584. break;
  6585. //All else not specified is an invalid target.
  6586. default:
  6587. return 0;
  6588. } //end switch actual target
  6589. switch( t_bl->type )
  6590. { //Checks on target master
  6591. case BL_PC:
  6592. {
  6593. struct map_session_data *sd;
  6594. if( t_bl == s_bl ) break;
  6595. sd = BL_CAST(BL_PC, t_bl);
  6596. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  6597. return 0; // Global immunity only to Attacks
  6598. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6599. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6600. if( sd->state.killable ) {
  6601. state |= BCT_ENEMY; // Everything can kill it
  6602. strip_enemy = 0;
  6603. }
  6604. break;
  6605. }
  6606. case BL_MOB:
  6607. {
  6608. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6609. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6610. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6611. break;
  6612. }
  6613. default: break; //other type doesn't have slave yet
  6614. } //end switch master target
  6615. switch( src->type ) { //Checks on actual src type
  6616. case BL_PET:
  6617. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6618. return 0; //Pet may not attack non-mobs.
  6619. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6620. return 0; //pet may not attack Guardians/Emperium
  6621. break;
  6622. case BL_SKILL: {
  6623. struct skill_unit *su = (struct skill_unit *)src;
  6624. struct status_change* sc = status_get_sc(target);
  6625. if (!su || !su->group)
  6626. return 0;
  6627. if (su->group->src_id == target->id) {
  6628. int inf2 = skill_get_inf2(su->group->skill_id);
  6629. if (inf2&INF2_NO_TARGET_SELF)
  6630. return -1;
  6631. if (inf2&INF2_TARGET_SELF)
  6632. return 1;
  6633. }
  6634. //Status changes that prevent traps from triggering
  6635. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  6636. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  6637. return -1;
  6638. }
  6639. }
  6640. break;
  6641. case BL_MER:
  6642. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  6643. return 0; //mercenary may not attack Emperium
  6644. break;
  6645. } //end switch actual src
  6646. switch( s_bl->type )
  6647. { //Checks on source master
  6648. case BL_PC:
  6649. {
  6650. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  6651. if( s_bl != t_bl )
  6652. {
  6653. if( sd->state.killer )
  6654. {
  6655. state |= BCT_ENEMY; // Can kill anything
  6656. strip_enemy = 0;
  6657. }
  6658. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  6659. {
  6660. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  6661. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  6662. else
  6663. return 0; // You can't target anything out of your duel
  6664. }
  6665. }
  6666. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  6667. return 0; //If you don't belong to a guild, can't target emperium.
  6668. if( t_bl->type != BL_PC )
  6669. state |= BCT_ENEMY; //Natural enemy.
  6670. break;
  6671. }
  6672. case BL_MOB:
  6673. {
  6674. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  6675. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  6676. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  6677. if( !md->special_state.ai )
  6678. { //Normal mobs
  6679. if(
  6680. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  6681. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6682. )
  6683. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  6684. else
  6685. state |= BCT_ENEMY; //However, all else are enemies.
  6686. }
  6687. else
  6688. {
  6689. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  6690. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  6691. }
  6692. break;
  6693. }
  6694. default:
  6695. //Need some sort of default behaviour for unhandled types.
  6696. if (t_bl->type != s_bl->type)
  6697. state |= BCT_ENEMY;
  6698. break;
  6699. } //end switch on src master
  6700. if( (flag&BCT_ALL) == BCT_ALL )
  6701. { //All actually stands for all attackable chars
  6702. if( target->type&BL_CHAR )
  6703. return 1;
  6704. else
  6705. return -1;
  6706. }
  6707. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  6708. return -1;
  6709. if( t_bl == s_bl )
  6710. { //No need for further testing.
  6711. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  6712. if( state&BCT_ENEMY && strip_enemy )
  6713. state&=~BCT_ENEMY;
  6714. return (flag&state)?1:-1;
  6715. }
  6716. if( map_flag_vs(m) )
  6717. { //Check rivalry settings.
  6718. int sbg_id = 0, tbg_id = 0;
  6719. if( map[m].flag.battleground )
  6720. {
  6721. sbg_id = bg_team_get_id(s_bl);
  6722. tbg_id = bg_team_get_id(t_bl);
  6723. }
  6724. if( flag&(BCT_PARTY|BCT_ENEMY) )
  6725. {
  6726. int s_party = status_get_party_id(s_bl);
  6727. 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) )
  6728. state |= BCT_PARTY;
  6729. else
  6730. state |= BCT_ENEMY;
  6731. }
  6732. if( flag&(BCT_GUILD|BCT_ENEMY) )
  6733. {
  6734. int s_guild = status_get_guild_id(s_bl);
  6735. int t_guild = status_get_guild_id(t_bl);
  6736. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  6737. state |= BCT_GUILD;
  6738. else
  6739. state |= BCT_ENEMY;
  6740. }
  6741. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  6742. state &= ~BCT_ENEMY;
  6743. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  6744. { // Prevent novice engagement on pk_mode (feature by Valaris)
  6745. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  6746. if (
  6747. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6748. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6749. (int)sd->status.base_level < battle_config.pk_min_level ||
  6750. (int)sd2->status.base_level < battle_config.pk_min_level ||
  6751. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  6752. )
  6753. state &= ~BCT_ENEMY;
  6754. }
  6755. }//end map_flag_vs chk rivality
  6756. else
  6757. { //Non pvp/gvg, check party/guild settings.
  6758. if( flag&BCT_PARTY || state&BCT_ENEMY )
  6759. {
  6760. int s_party = status_get_party_id(s_bl);
  6761. if(s_party && s_party == status_get_party_id(t_bl))
  6762. state |= BCT_PARTY;
  6763. }
  6764. if( flag&BCT_GUILD || state&BCT_ENEMY )
  6765. {
  6766. int s_guild = status_get_guild_id(s_bl);
  6767. int t_guild = status_get_guild_id(t_bl);
  6768. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  6769. state |= BCT_GUILD;
  6770. }
  6771. } //end non pvp/gvg chk rivality
  6772. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  6773. state = BCT_NEUTRAL;
  6774. //Alliance state takes precedence over enemy one.
  6775. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  6776. state&=~BCT_ENEMY;
  6777. return (flag&state)?1:-1;
  6778. }
  6779. /*==========================================
  6780. * Check if can attack from this range
  6781. * Basic check then calling path_search for obstacle etc..
  6782. *------------------------------------------
  6783. */
  6784. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  6785. {
  6786. int d;
  6787. nullpo_retr(false, src);
  6788. nullpo_retr(false, bl);
  6789. if( src->m != bl->m )
  6790. return false;
  6791. #ifndef CIRCULAR_AREA
  6792. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  6793. if ( !check_distance_client_bl(src, bl, range) )
  6794. return false;
  6795. } else
  6796. #endif
  6797. if( !check_distance_bl(src, bl, range) )
  6798. return false;
  6799. if( (d = distance_bl(src, bl)) < 2 )
  6800. return true; // No need for path checking.
  6801. if( d > AREA_SIZE )
  6802. return false; // Avoid targetting objects beyond your range of sight.
  6803. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  6804. }
  6805. /*=============================================
  6806. * Battle.conf settings and default/max values
  6807. *---------------------------------------------
  6808. */
  6809. static const struct _battle_data {
  6810. const char* str;
  6811. int* val;
  6812. int defval;
  6813. int min;
  6814. int max;
  6815. } battle_data[] = {
  6816. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  6817. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  6818. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  6819. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  6820. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  6821. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  6822. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  6823. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  6824. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  6825. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  6826. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  6827. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  6828. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  6829. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  6830. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  6831. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  6832. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  6833. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  6834. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  6835. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  6836. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  6837. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  6838. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  6839. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  6840. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  6841. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  6842. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  6843. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  6844. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  6845. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  6846. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  6847. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  6848. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  6849. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  6850. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  6851. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  6852. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  6853. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  6854. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  6855. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  6856. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  6857. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  6858. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  6859. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  6860. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  6861. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  6862. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  6863. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  6864. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  6865. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  6866. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  6867. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  6868. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  6869. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  6870. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  6871. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  6872. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  6873. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  6874. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  6875. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  6876. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  6877. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  6878. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  6879. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  6880. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  6881. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  6882. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  6883. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  6884. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  6885. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  6886. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  6887. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  6888. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  6889. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  6890. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  6891. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  6892. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  6893. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  6894. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  6895. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  6896. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  6897. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  6898. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  6899. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  6900. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  6901. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  6902. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  6903. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  6904. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  6905. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  6906. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  6907. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  6908. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  6909. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  6910. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  6911. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  6912. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  6913. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  6914. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  6915. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  6916. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  6917. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  6918. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  6919. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  6920. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  6921. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  6922. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  6923. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  6924. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  6925. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  6926. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  6927. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  6928. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  6929. { "item_check", &battle_config.item_check, 0, 0, 7, },
  6930. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  6931. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  6932. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  6933. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  6934. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  6935. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  6936. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  6937. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  6938. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6939. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6940. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6941. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  6942. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  6943. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  6944. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  6945. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  6946. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  6947. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  6948. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  6949. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  6950. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  6951. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  6952. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  6953. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  6954. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  6955. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  6956. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  6957. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  6958. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  6959. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  6960. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  6961. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  6962. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  6963. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6964. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  6965. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  6966. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  6967. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6968. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  6969. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  6970. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  6971. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  6972. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  6973. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  6974. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  6975. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  6976. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  6977. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  6978. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  6979. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  6980. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  6981. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  6982. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  6983. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  6984. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  6985. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  6986. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  6987. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  6988. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  6989. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  6990. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  6991. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  6992. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  6993. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  6994. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  6995. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  6996. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  6997. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  6998. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  6999. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7000. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7001. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7002. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7003. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7004. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7005. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7006. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7007. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7008. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7009. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7010. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7011. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7012. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7013. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7014. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7015. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  7016. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7017. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7018. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7019. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 1, 255, },
  7020. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7021. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7022. // eAthena additions
  7023. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7024. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  7025. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7026. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  7027. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7028. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  7029. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7030. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  7031. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7032. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7033. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  7034. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7035. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  7036. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7037. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  7038. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7039. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  7040. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7041. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7042. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7043. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7044. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7045. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7046. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7047. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7048. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7049. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7050. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7051. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7052. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7053. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7054. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7055. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7056. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7057. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7058. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7059. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7060. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7061. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7062. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7063. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7064. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7065. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7066. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7067. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7068. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7069. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7070. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7071. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  7072. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  7073. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7074. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7075. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7076. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7077. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7078. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7079. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7080. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7081. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7082. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7083. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7084. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7085. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7086. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7087. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7088. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7089. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7090. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7091. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7092. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7093. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7094. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7095. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7096. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7097. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7098. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7099. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7100. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7101. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7102. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7103. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7104. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7105. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7106. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7107. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7108. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  7109. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7110. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7111. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7112. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7113. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7114. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7115. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7116. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  7117. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7118. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7119. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7120. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7121. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7122. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7123. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7124. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7125. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7126. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7127. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7128. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7129. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7130. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7131. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7132. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7133. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7134. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7135. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7136. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7137. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7138. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7139. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7140. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7141. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7142. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7143. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7144. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7145. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7146. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7147. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7148. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7149. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7150. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7151. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7152. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7153. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7154. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7155. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7156. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7157. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7158. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7159. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7160. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  7161. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7162. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7163. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7164. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7165. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7166. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7167. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7168. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7169. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7170. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7171. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7172. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7173. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7174. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7175. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7176. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7177. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7178. // BattleGround Settings
  7179. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7180. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7181. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7182. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7183. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7184. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7185. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7186. // rAthena
  7187. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7188. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7189. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7190. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7191. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7192. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
  7193. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7194. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7195. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7196. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7197. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7198. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7199. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7200. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7201. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7202. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7203. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7204. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7205. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7206. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7207. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7208. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7209. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7210. #ifdef VIP_ENABLE
  7211. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
  7212. #else
  7213. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
  7214. #endif
  7215. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
  7216. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
  7217. { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, },
  7218. { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, },
  7219. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
  7220. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
  7221. { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
  7222. { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
  7223. { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
  7224. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7225. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7226. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7227. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7228. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7229. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7230. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7231. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7232. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7233. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7234. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7235. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7236. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7237. { "disp_serverbank_msg", &battle_config.disp_serverbank_msg, 0, 0, 1, },
  7238. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7239. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7240. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7241. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7242. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7243. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7244. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7245. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7246. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7247. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7248. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7249. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7250. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7251. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7252. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7253. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7254. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7255. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7256. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7257. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7258. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7259. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7260. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7261. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7262. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7263. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7264. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7265. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7266. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, },
  7267. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7268. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7269. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7270. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7271. };
  7272. #ifndef STATS_OPT_OUT
  7273. // rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  7274. void rAthena_report(char* date, char *time_c) {
  7275. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  7276. unsigned int config = 0;
  7277. const char* rev_str;
  7278. char timestring[25];
  7279. time_t curtime;
  7280. char* buf;
  7281. enum config_table {
  7282. C_CIRCULAR_AREA = 0x0001,
  7283. C_CELLNOSTACK = 0x0002,
  7284. C_BETA_THREAD_TEST = 0x0004,
  7285. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  7286. C_OFFICIAL_WALKPATH = 0x0010,
  7287. C_RENEWAL = 0x0020,
  7288. C_RENEWAL_CAST = 0x0040,
  7289. C_RENEWAL_DROP = 0x0080,
  7290. C_RENEWAL_EXP = 0x0100,
  7291. C_RENEWAL_LVDMG = 0x0200,
  7292. C_RENEWAL_ASPD = 0x0400,
  7293. C_SECURE_NPCTIMEOUT = 0x0800,
  7294. C_SQL_DBS = 0x1000,
  7295. C_SQL_LOGS = 0x2000,
  7296. };
  7297. if( (rev_str = get_svn_revision()) != 0 )
  7298. rev = atoi(rev_str);
  7299. /* we get the current time */
  7300. time(&curtime);
  7301. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  7302. // Various compile-time options
  7303. #ifdef CIRCULAR_AREA
  7304. config |= C_CIRCULAR_AREA;
  7305. #endif
  7306. #ifdef CELL_NOSTACK
  7307. config |= C_CELLNOSTACK;
  7308. #endif
  7309. #ifdef BETA_THREAD_TEST
  7310. config |= C_BETA_THREAD_TEST;
  7311. #endif
  7312. #ifdef SCRIPT_CALLFUNC_CHECK
  7313. config |= C_SCRIPT_CALLFUNC_CHECK;
  7314. #endif
  7315. #ifdef OFFICIAL_WALKPATH
  7316. config |= C_OFFICIAL_WALKPATH;
  7317. #endif
  7318. #ifdef RENEWAL
  7319. config |= C_RENEWAL;
  7320. #endif
  7321. #ifdef RENEWAL_CAST
  7322. config |= C_RENEWAL_CAST;
  7323. #endif
  7324. #ifdef RENEWAL_DROP
  7325. config |= C_RENEWAL_DROP;
  7326. #endif
  7327. #ifdef RENEWAL_EXP
  7328. config |= C_RENEWAL_EXP;
  7329. #endif
  7330. #ifdef RENEWAL_LVDMG
  7331. config |= C_RENEWAL_LVDMG;
  7332. #endif
  7333. #ifdef RENEWAL_ASPD
  7334. config |= C_RENEWAL_ASPD;
  7335. #endif
  7336. #ifdef SECURE_NPCTIMEOUT
  7337. config |= C_SECURE_NPCTIMEOUT;
  7338. #endif
  7339. /* non-define part */
  7340. if( db_use_sqldbs )
  7341. config |= C_SQL_DBS;
  7342. if( log_config.sql_logs )
  7343. config |= C_SQL_LOGS;
  7344. #define BFLAG_LENGTH 35
  7345. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  7346. /* build packet */
  7347. WBUFW(buf,0) = 0x3000;
  7348. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  7349. WBUFW(buf,4) = 0x9c;
  7350. safestrncpy((char*)WBUFP(buf,6), date, 12);
  7351. safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
  7352. safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
  7353. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  7354. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  7355. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  7356. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  7357. for( i = 0; i < bd_size; i++ ) {
  7358. safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
  7359. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  7360. }
  7361. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  7362. aFree(buf);
  7363. #undef BFLAG_LENGTH
  7364. }
  7365. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
  7366. if( chrif_isconnected() ) { /* char server relays it, so it must be online. */
  7367. rAthena_report(__DATE__,__TIME__);
  7368. }
  7369. return 0;
  7370. }
  7371. #endif
  7372. /*==========================
  7373. * Set battle settings
  7374. *--------------------------*/
  7375. int battle_set_value(const char* w1, const char* w2)
  7376. {
  7377. int val = config_switch(w2);
  7378. int i;
  7379. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7380. if (i == ARRAYLENGTH(battle_data))
  7381. return 0; // not found
  7382. if (val < battle_data[i].min || val > battle_data[i].max) {
  7383. 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);
  7384. val = battle_data[i].defval;
  7385. }
  7386. *battle_data[i].val = val;
  7387. return 1;
  7388. }
  7389. /*===========================
  7390. * Get battle settings
  7391. *---------------------------*/
  7392. int battle_get_value(const char* w1)
  7393. {
  7394. int i;
  7395. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7396. if (i == ARRAYLENGTH(battle_data))
  7397. return 0; // not found
  7398. else
  7399. return *battle_data[i].val;
  7400. }
  7401. /*======================
  7402. * Set default settings
  7403. *----------------------*/
  7404. void battle_set_defaults()
  7405. {
  7406. int i;
  7407. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7408. *battle_data[i].val = battle_data[i].defval;
  7409. }
  7410. /*==================================
  7411. * Cap certain battle.conf settings
  7412. *----------------------------------*/
  7413. void battle_adjust_conf()
  7414. {
  7415. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7416. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7417. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7418. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7419. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7420. battle_config.max_cart_weight *= 10;
  7421. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7422. battle_config.max_def = 100;
  7423. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7424. battle_config.min_hitrate = battle_config.max_hitrate;
  7425. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7426. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7427. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7428. battle_config.day_duration = 60000;
  7429. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7430. battle_config.night_duration = 60000;
  7431. #if PACKETVER < 20100427
  7432. if (battle_config.feature_buying_store) {
  7433. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7434. battle_config.feature_buying_store = 0;
  7435. }
  7436. #endif
  7437. #if PACKETVER < 20100803
  7438. if (battle_config.feature_search_stores) {
  7439. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7440. battle_config.feature_search_stores = 0;
  7441. }
  7442. #endif
  7443. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7444. if (battle_config.feature_auction) {
  7445. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
  7446. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7447. battle_config.feature_auction = 0;
  7448. }
  7449. #endif
  7450. #if PACKETVER < 20130724
  7451. if (battle_config.feature_banking) {
  7452. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7453. battle_config.feature_banking = 0;
  7454. }
  7455. #endif
  7456. #ifndef CELL_NOSTACK
  7457. if (battle_config.custom_cell_stack_limit != 1)
  7458. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7459. #endif
  7460. }
  7461. /*=====================================
  7462. * Read battle.conf settings from file
  7463. *-------------------------------------*/
  7464. int battle_config_read(const char* cfgName)
  7465. {
  7466. FILE* fp;
  7467. static int count = 0;
  7468. if (count == 0)
  7469. battle_set_defaults();
  7470. count++;
  7471. fp = fopen(cfgName,"r");
  7472. if (fp == NULL)
  7473. ShowError("File not found: %s\n", cfgName);
  7474. else {
  7475. char line[1024], w1[1024], w2[1024];
  7476. while(fgets(line, sizeof(line), fp)) {
  7477. if (line[0] == '/' && line[1] == '/')
  7478. continue;
  7479. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7480. continue;
  7481. if (strcmpi(w1, "import") == 0)
  7482. battle_config_read(w2);
  7483. else if
  7484. (battle_set_value(w1, w2) == 0)
  7485. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7486. }
  7487. fclose(fp);
  7488. }
  7489. count--;
  7490. if (count == 0)
  7491. battle_adjust_conf();
  7492. return 0;
  7493. }
  7494. /*==========================
  7495. * initialize battle timer
  7496. *--------------------------*/
  7497. void do_init_battle(void)
  7498. {
  7499. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7500. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7501. #ifndef STATS_OPT_OUT
  7502. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  7503. add_timer_interval(gettick() + 30000, rAthena_report_timer, 0, 0, 60000 * 30);
  7504. #endif
  7505. }
  7506. /*==================
  7507. * end battle timer
  7508. *------------------*/
  7509. void do_final_battle(void)
  7510. {
  7511. ers_destroy(delay_damage_ers);
  7512. }