battle.c 148 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/strlib.h"
  10. #include "../common/utils.h"
  11. #include "map.h"
  12. #include "path.h"
  13. #include "pc.h"
  14. #include "status.h"
  15. #include "skill.h"
  16. #include "homunculus.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "itemdb.h"
  20. #include "clif.h"
  21. #include "pet.h"
  22. #include "guild.h"
  23. #include "party.h"
  24. #include "battle.h"
  25. #include <stdio.h>
  26. #include <stdlib.h>
  27. #include <string.h>
  28. #include <math.h>
  29. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  30. struct Battle_Config battle_config;
  31. static struct eri *delay_damage_ers; //For battle delay damage structures.
  32. int battle_getcurrentskill(struct block_list *bl)
  33. { //Returns the current/last skill in use by this bl.
  34. struct unit_data *ud;
  35. if( bl->type == BL_SKILL )
  36. {
  37. struct skill_unit * su = (struct skill_unit*)bl;
  38. return su->group?su->group->skill_id:0;
  39. }
  40. ud = unit_bl2ud(bl);
  41. return ud?ud->skillid:0;
  42. }
  43. /*==========================================
  44. * Get random targetting enemy
  45. *------------------------------------------*/
  46. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  47. {
  48. struct block_list **bl_list;
  49. struct unit_data *ud;
  50. int target_id;
  51. int *c;
  52. bl_list = va_arg(ap, struct block_list **);
  53. c = va_arg(ap, int *);
  54. target_id = va_arg(ap, int);
  55. if (bl->id == target_id)
  56. return 0;
  57. if (*c >= 24)
  58. return 0;
  59. ud = unit_bl2ud(bl);
  60. if (!ud) return 0;
  61. if (ud->target == target_id || ud->skilltarget == target_id) {
  62. bl_list[(*c)++] = bl;
  63. return 1;
  64. }
  65. return 0;
  66. }
  67. struct block_list* battle_gettargeted(struct block_list *target)
  68. {
  69. struct block_list *bl_list[24];
  70. int c = 0;
  71. nullpo_retr(NULL, target);
  72. memset(bl_list, 0, sizeof(bl_list));
  73. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  74. if (c == 0 || c > 24)
  75. return NULL;
  76. return bl_list[rand()%c];
  77. }
  78. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  79. int battle_gettarget(struct block_list* bl)
  80. {
  81. switch (bl->type)
  82. {
  83. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  84. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  85. case BL_PET: return ((struct pet_data*)bl)->target_id;
  86. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  87. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  88. }
  89. return 0;
  90. }
  91. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  92. {
  93. struct block_list **bl_list;
  94. struct block_list *target;
  95. int *c;
  96. bl_list = va_arg(ap, struct block_list **);
  97. c = va_arg(ap, int *);
  98. target = va_arg(ap, struct block_list *);
  99. if (bl->id == target->id)
  100. return 0;
  101. if (*c >= 24)
  102. return 0;
  103. if (status_isdead(bl))
  104. return 0;
  105. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  106. bl_list[(*c)++] = bl;
  107. return 1;
  108. }
  109. return 0;
  110. }
  111. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  112. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  113. {
  114. struct block_list *bl_list[24];
  115. int c = 0;
  116. memset(bl_list, 0, sizeof(bl_list));
  117. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  118. if (c == 0 || c > 24)
  119. return NULL;
  120. return bl_list[rand()%c];
  121. }
  122. // ƒ_ƒ??[ƒW‚Ì’x‰„
  123. struct delay_damage {
  124. struct block_list *src;
  125. int target;
  126. int damage;
  127. int delay;
  128. unsigned short distance;
  129. unsigned short skill_lv;
  130. unsigned short skill_id;
  131. enum damage_lv dmg_lv;
  132. unsigned short attack_type;
  133. };
  134. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
  135. {
  136. struct delay_damage *dat = (struct delay_damage *)data;
  137. struct block_list *target = map_id2bl(dat->target);
  138. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  139. target->m == dat->src->m &&
  140. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
  141. check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  142. {
  143. map_freeblock_lock();
  144. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  145. if (dat->damage > 0 && dat->attack_type)
  146. {
  147. if (!status_isdead(target))
  148. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  149. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  150. }
  151. map_freeblock_unlock();
  152. }
  153. ers_free(delay_damage_ers, dat);
  154. return 0;
  155. }
  156. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  157. {
  158. struct delay_damage *dat;
  159. nullpo_retr(0, src);
  160. nullpo_retr(0, target);
  161. if (!battle_config.delay_battle_damage) {
  162. map_freeblock_lock();
  163. status_fix_damage(src, target, damage, ddelay);
  164. if (damage > 0 && attack_type)
  165. {
  166. if (!status_isdead(target))
  167. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  168. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  169. }
  170. map_freeblock_unlock();
  171. return 0;
  172. }
  173. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  174. dat->src = src;
  175. dat->target = target->id;
  176. dat->skill_id = skill_id;
  177. dat->skill_lv = skill_lv;
  178. dat->attack_type = attack_type;
  179. dat->damage = damage;
  180. dat->dmg_lv = dmg_lv;
  181. dat->delay = ddelay;
  182. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  183. if (src->type != BL_PC && amotion > 1000)
  184. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  185. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr)dat);
  186. return 0;
  187. }
  188. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  189. {
  190. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  191. return 100;
  192. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  193. return 100;
  194. return attr_fix_table[def_lv-1][atk_elem][def_type];
  195. }
  196. /*==========================================
  197. * Does attribute fix modifiers.
  198. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  199. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  200. *------------------------------------------*/
  201. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  202. {
  203. struct status_change *sc=NULL, *tsc=NULL;
  204. int ratio;
  205. if (src) sc = status_get_sc(src);
  206. if (target) tsc = status_get_sc(target);
  207. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  208. atk_elem = rand()%ELE_MAX;
  209. if (def_type < 0 || def_type > ELE_MAX ||
  210. def_lv < 1 || def_lv > 4) {
  211. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  212. return damage;
  213. }
  214. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  215. if (sc && sc->count)
  216. {
  217. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  218. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  219. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  220. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  221. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  222. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  223. }
  224. if (tsc && tsc->count)
  225. {
  226. if(tsc->data[SC_SPIDERWEB] && atk_elem == ELE_FIRE)
  227. { // [Celest]
  228. damage <<= 1;
  229. status_change_end(target, SC_SPIDERWEB, -1);
  230. }
  231. }
  232. return damage*ratio/100;
  233. }
  234. /*==========================================
  235. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  236. *------------------------------------------*/
  237. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  238. {
  239. struct map_session_data *sd = NULL;
  240. struct status_change *sc;
  241. struct status_change_entry *sce;
  242. nullpo_retr(0, bl);
  243. if (!damage)
  244. return 0;
  245. if( mob_ksprotected(src, bl) )
  246. return 0;
  247. if (bl->type == BL_PC) {
  248. sd=(struct map_session_data *)bl;
  249. //Special no damage states
  250. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  251. damage -= damage*sd->special_state.no_weapon_damage/100;
  252. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  253. damage -= damage*sd->special_state.no_magic_damage/100;
  254. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  255. damage -= damage*sd->special_state.no_misc_damage/100;
  256. if(!damage) return 0;
  257. }
  258. if (skill_num == PA_PRESSURE)
  259. return damage; //This skill bypass everything else.
  260. sc = status_get_sc(bl);
  261. if( sc && sc->count )
  262. {
  263. //First, sc_*'s that reduce damage to 0.
  264. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
  265. return 0; // Basilica reduces damage to 0 except Pressure
  266. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  267. {
  268. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  269. if (group) {
  270. if (--group->val2<=0)
  271. skill_delunitgroup(NULL,group);
  272. return 0;
  273. }
  274. status_change_end(bl,SC_SAFETYWALL,-1);
  275. }
  276. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
  277. return 0;
  278. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
  279. {
  280. int delay;
  281. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  282. // different delay depending on skill level [celest]
  283. if (sce->val1 <= 5)
  284. delay = 300;
  285. else if (sce->val1 > 5 && sce->val1 <= 9)
  286. delay = 200;
  287. else
  288. delay = 100;
  289. unit_set_walkdelay(bl, gettick(), delay, 1);
  290. if(sc->data[SC_SHRINK] && rand()%100<5*sce->val1)
  291. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  292. return 0;
  293. }
  294. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rand()%100 < sce->val2 )
  295. { // attack blocked by Parrying
  296. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  297. return 0;
  298. }
  299. if(sc->data[SC_DODGE] && !sc->opt1 &&
  300. (flag&BF_LONG || sc->data[SC_SPURT])
  301. && rand()%100 < 20) {
  302. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  303. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  304. if (!sc->data[SC_COMBO])
  305. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  306. return 0;
  307. }
  308. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  309. return 0;
  310. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  311. return 0;
  312. if((sce=sc->data[SC_KAUPE]) && rand()%100 < sce->val2)
  313. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  314. clif_specialeffect(bl, 462, AREA);
  315. //Shouldn't end until Breaker's non-weapon part connects.
  316. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  317. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  318. status_change_end(bl, SC_KAUPE, -1);
  319. return 0;
  320. }
  321. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  322. &&
  323. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  324. {
  325. if (sce) {
  326. clif_specialeffect(bl, 462, AREA);
  327. skill_blown(src,bl,sce->val3,-1,0);
  328. }
  329. //Both need to be consumed if they are active.
  330. if (sce && --(sce->val2) <= 0)
  331. status_change_end(bl, SC_UTSUSEMI, -1);
  332. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  333. status_change_end(bl, SC_BUNSINJYUTSU, -1);
  334. return 0;
  335. }
  336. //Now damage increasing effects
  337. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  338. {
  339. if( src->type != BL_MER || skill_num == 0 )
  340. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  341. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  342. status_change_end( bl,SC_AETERNA,-1 ); //Shouldn't end until Breaker's non-weapon part connects.
  343. }
  344. //Finally damage reductions....
  345. if( sc->data[SC_ASSUMPTIO] )
  346. {
  347. if( map_flag_vs(bl->m) )
  348. damage = damage*2/3; //Receive 66% damage
  349. else
  350. damage >>= 1; //Receive 50% damage
  351. }
  352. if(sc->data[SC_DEFENDER] &&
  353. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  354. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  355. if(sc->data[SC_ADJUSTMENT] &&
  356. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  357. damage -= 20*damage/100;
  358. if(sc->data[SC_FOGWALL]) {
  359. if(flag&BF_SKILL) //25% reduction
  360. damage -= 25*damage/100;
  361. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  362. damage >>= 2; //75% reduction
  363. }
  364. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  365. sce->val3&flag && sce->val4&flag)
  366. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  367. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
  368. && skill_num != WS_CARTTERMINATION)
  369. {
  370. struct status_data *status = status_get_status_data(bl);
  371. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  372. per /=20; //Uses 20% SP intervals.
  373. //SP Cost: 1% + 0.5% per every 20% SP
  374. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  375. status_change_end( bl,SC_ENERGYCOAT,-1 );
  376. //Reduction: 6% + 6% every 20%
  377. damage -= damage * 6 * (1+per) / 100;
  378. }
  379. if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
  380. // Fixed the condition check [Aalye]
  381. (src->type!=BL_PC || (
  382. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  383. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  384. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  385. )) &&
  386. rand()%100 < sce->val2
  387. ){
  388. damage = damage*50/100;
  389. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  390. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sce->val1,1);
  391. if(--(sce->val3)<=0)
  392. status_change_end(bl, SC_REJECTSWORD, -1);
  393. }
  394. //Finally Kyrie because it may, or not, reduce damage to 0.
  395. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  396. sce->val2-=damage;
  397. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  398. if(sce->val2>=0)
  399. damage=0;
  400. else
  401. damage=-sce->val2;
  402. }
  403. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  404. status_change_end(bl, SC_KYRIE, -1);
  405. }
  406. if (!damage) return 0;
  407. //Probably not the most correct place, but it'll do here
  408. //(since battle_drain is strictly for players currently)
  409. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  410. rand()%100 < sce->val3)
  411. status_heal(src, damage*sce->val4/100, 0, 3);
  412. }
  413. //SC effects from caster side. Currently none.
  414. /*
  415. sc = status_get_sc(src);
  416. if (sc && sc->count) {
  417. }
  418. */
  419. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage)
  420. {
  421. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  422. if (flag&BF_WEAPON)
  423. damage = damage * battle_config.pk_weapon_damage_rate/100;
  424. if (flag&BF_MAGIC)
  425. damage = damage * battle_config.pk_magic_damage_rate/100;
  426. if (flag&BF_MISC)
  427. damage = damage * battle_config.pk_misc_damage_rate/100;
  428. } else { //Normal attacks get reductions based on range.
  429. if (flag & BF_SHORT)
  430. damage = damage * battle_config.pk_short_damage_rate/100;
  431. if (flag & BF_LONG)
  432. damage = damage * battle_config.pk_long_damage_rate/100;
  433. }
  434. if(!damage) damage = 1;
  435. }
  436. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  437. {
  438. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  439. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  440. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  441. )
  442. damage = div_;
  443. }
  444. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  445. if (damage > 0 )
  446. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  447. if (skill_num)
  448. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  449. }
  450. return damage;
  451. }
  452. /*==========================================
  453. * Calculates GVG related damage adjustments.
  454. *------------------------------------------*/
  455. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  456. {
  457. struct mob_data *md = NULL;
  458. int class_;
  459. if (!damage) //No reductions to make.
  460. return 0;
  461. class_ = status_get_class(bl);
  462. if (bl->type == BL_MOB)
  463. md=(struct mob_data *)bl;
  464. if(md && md->guardian_data) {
  465. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  466. //Skill immunity.
  467. switch (skill_num) {
  468. case MO_TRIPLEATTACK:
  469. case HW_GRAVITATION:
  470. break;
  471. default:
  472. return 0;
  473. }
  474. if(src->type != BL_MOB) {
  475. struct guild *g=guild_search(status_get_guild_id(src));
  476. if (!g) return 0;
  477. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  478. return 0;
  479. if (battle_config.guild_max_castles &&
  480. guild_checkcastles(g)>=battle_config.guild_max_castles)
  481. return 0; // [MouseJstr]
  482. }
  483. }
  484. switch (skill_num) {
  485. //Skills with no damage reduction.
  486. case PA_PRESSURE:
  487. case HW_GRAVITATION:
  488. case NJ_ZENYNAGE:
  489. break;
  490. default:
  491. if (md && md->guardian_data) {
  492. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  493. }
  494. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  495. if (flag&BF_WEAPON)
  496. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  497. if (flag&BF_MAGIC)
  498. damage = damage * battle_config.gvg_magic_damage_rate/100;
  499. if (flag&BF_MISC)
  500. damage = damage * battle_config.gvg_misc_damage_rate/100;
  501. } else { //Normal attacks get reductions based on range.
  502. if (flag & BF_SHORT)
  503. damage = damage * battle_config.gvg_short_damage_rate/100;
  504. if (flag & BF_LONG)
  505. damage = damage * battle_config.gvg_long_damage_rate/100;
  506. }
  507. if(!damage) damage = 1;
  508. }
  509. return damage;
  510. }
  511. /*==========================================
  512. * HP/SP‹zŽû‚ÌŒvŽZ
  513. *------------------------------------------*/
  514. static int battle_calc_drain(int damage, int rate, int per)
  515. {
  516. int diff = 0;
  517. if (per && rand()%1000 < rate) {
  518. diff = (damage * per) / 100;
  519. if (diff == 0) {
  520. if (per > 0)
  521. diff = 1;
  522. else
  523. diff = -1;
  524. }
  525. }
  526. return diff;
  527. }
  528. /*==========================================
  529. * ?C—ûƒ_ƒ??[ƒW
  530. *------------------------------------------*/
  531. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  532. {
  533. int damage,skill;
  534. struct status_data *status = status_get_status_data(target);
  535. int weapon;
  536. damage = dmg;
  537. nullpo_retr(0, sd);
  538. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  539. target->type == BL_MOB && //This bonus doesnt work against players.
  540. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  541. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  542. //damage += (skill * 3);
  543. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  544. damage += (skill * 4);
  545. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  546. damage += sd->status.str;
  547. }
  548. if(type == 0)
  549. weapon = sd->weapontype1;
  550. else
  551. weapon = sd->weapontype2;
  552. switch(weapon)
  553. {
  554. case W_DAGGER:
  555. case W_1HSWORD:
  556. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  557. damage += (skill * 4);
  558. break;
  559. case W_2HSWORD:
  560. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  561. damage += (skill * 4);
  562. break;
  563. case W_1HSPEAR:
  564. case W_2HSPEAR:
  565. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  566. if(!pc_isriding(sd))
  567. damage += (skill * 4);
  568. else
  569. damage += (skill * 5);
  570. }
  571. break;
  572. case W_1HAXE:
  573. case W_2HAXE:
  574. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  575. damage += (skill * 3);
  576. break;
  577. case W_MACE:
  578. case W_2HMACE:
  579. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  580. damage += (skill * 3);
  581. break;
  582. case W_FIST:
  583. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  584. damage += (skill * 10);
  585. // No break, fallthrough to Knuckles
  586. case W_KNUCKLE:
  587. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  588. damage += (skill * 3);
  589. break;
  590. case W_MUSICAL:
  591. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  592. damage += (skill * 3);
  593. break;
  594. case W_WHIP:
  595. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  596. damage += (skill * 3);
  597. break;
  598. case W_BOOK:
  599. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  600. damage += (skill * 3);
  601. break;
  602. case W_KATAR:
  603. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  604. damage += (skill * 3);
  605. break;
  606. }
  607. return damage;
  608. }
  609. /*==========================================
  610. * Calculates the standard damage of a normal attack assuming it hits,
  611. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  612. *------------------------------------------
  613. * Pass damage2 as NULL to not calc it.
  614. * Flag values:
  615. * &1: Critical hit
  616. * &2: Arrow attack
  617. * &4: Skill is Magic Crasher
  618. * &8: Skip target size adjustment (Extremity Fist?)
  619. *&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)
  620. */
  621. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  622. {
  623. unsigned short atkmin=0, atkmax=0;
  624. short type = 0;
  625. int damage = 0;
  626. if (!sd)
  627. { //Mobs/Pets
  628. if(flag&4)
  629. {
  630. atkmin = status->matk_min;
  631. atkmax = status->matk_max;
  632. } else {
  633. atkmin = wa->atk;
  634. atkmax = wa->atk2;
  635. }
  636. if (atkmin > atkmax)
  637. atkmin = atkmax;
  638. } else { //PCs
  639. atkmax = wa->atk;
  640. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  641. if (!(flag&1) || (flag&2))
  642. { //Normal attacks
  643. atkmin = status->dex;
  644. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  645. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  646. if (atkmin > atkmax)
  647. atkmin = atkmax;
  648. if(flag&2 && !(flag&16))
  649. { //Bows
  650. atkmin = atkmin*atkmax/100;
  651. if (atkmin > atkmax)
  652. atkmax = atkmin;
  653. }
  654. }
  655. }
  656. if (sc && sc->data[SC_MAXIMIZEPOWER])
  657. atkmin = atkmax;
  658. //Weapon Damage calculation
  659. if (!(flag&1))
  660. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  661. else
  662. damage = atkmax;
  663. if (sd)
  664. {
  665. //rodatazone says the range is 0~arrow_atk-1 for non crit
  666. if (flag&2 && sd->arrow_atk)
  667. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  668. //SizeFix only for players
  669. if (!(sd->special_state.no_sizefix || (flag&8)))
  670. damage = damage*(type==EQI_HAND_L?
  671. sd->left_weapon.atkmods[t_size]:
  672. sd->right_weapon.atkmods[t_size])/100;
  673. }
  674. //Finally, add baseatk
  675. if(flag&4)
  676. damage += status->matk_min;
  677. else
  678. damage += status->batk;
  679. //rodatazone says that Overrefine bonuses are part of baseatk
  680. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  681. if(sd) {
  682. if (type == EQI_HAND_L) {
  683. if(sd->left_weapon.overrefine)
  684. damage += rand()%sd->left_weapon.overrefine+1;
  685. if (sd->weapon_atk_rate[sd->weapontype2])
  686. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  687. } else { //Right hand
  688. if(sd->right_weapon.overrefine)
  689. damage += rand()%sd->right_weapon.overrefine+1;
  690. if (sd->weapon_atk_rate[sd->weapontype1])
  691. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  692. }
  693. }
  694. return damage;
  695. }
  696. /*==========================================
  697. * Consumes ammo for the given skill.
  698. *------------------------------------------*/
  699. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  700. {
  701. int qty=1;
  702. if (!battle_config.arrow_decrement)
  703. return;
  704. if (skill)
  705. {
  706. qty = skill_get_ammo_qty(skill, lv);
  707. if (!qty) qty = 1;
  708. }
  709. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  710. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0);
  711. }
  712. static int battle_range_type(
  713. struct block_list *src, struct block_list *target,
  714. int skill_num, int skill_lv)
  715. { //Skill Range Criteria
  716. if (battle_config.skillrange_by_distance &&
  717. (src->type&battle_config.skillrange_by_distance)
  718. ) { //based on distance between src/target [Skotlex]
  719. if (check_distance_bl(src, target, 5))
  720. return BF_SHORT;
  721. return BF_LONG;
  722. }
  723. //based on used skill's range
  724. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  725. return BF_SHORT;
  726. return BF_LONG;
  727. }
  728. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  729. {
  730. int i;
  731. if (!sd->skillblown[0].id)
  732. return 0;
  733. //Apply the bonus blewcount. [Skotlex]
  734. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  735. if (sd->skillblown[i].id == skill_num)
  736. return sd->skillblown[i].val;
  737. }
  738. return 0;
  739. }
  740. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  741. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  742. //For quick div adjustment.
  743. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  744. /*==========================================
  745. * battle_calc_weapon_attack (by Skotlex)
  746. *------------------------------------------*/
  747. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  748. {
  749. unsigned int skillratio = 100; //Skill dmg modifiers.
  750. short skill=0;
  751. short s_ele, s_ele_, t_class;
  752. int i, nk;
  753. struct map_session_data *sd, *tsd;
  754. struct Damage wd;
  755. struct status_change *sc = status_get_sc(src);
  756. struct status_change *tsc = status_get_sc(target);
  757. struct status_data *sstatus = status_get_status_data(src);
  758. struct status_data *tstatus = status_get_status_data(target);
  759. struct {
  760. unsigned hit : 1; //the attack Hit? (not a miss)
  761. unsigned cri : 1; //Critical hit
  762. unsigned idef : 1; //Ignore defense
  763. unsigned idef2 : 1; //Ignore defense (left weapon)
  764. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  765. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  766. unsigned infdef : 1; //Infinite defense (plants)
  767. unsigned arrow : 1; //Attack is arrow-based
  768. unsigned rh : 1; //Attack considers right hand (wd.damage)
  769. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  770. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  771. } flag;
  772. memset(&wd,0,sizeof(wd));
  773. memset(&flag,0,sizeof(flag));
  774. if(src==NULL || target==NULL)
  775. {
  776. nullpo_info(NLP_MARK);
  777. return wd;
  778. }
  779. //Initial flag
  780. flag.rh=1;
  781. flag.weapon=1;
  782. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  783. //Initial Values
  784. wd.type=0; //Normal attack
  785. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  786. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  787. if(skill_num == KN_AUTOCOUNTER)
  788. wd.amotion >>= 1;
  789. wd.dmotion=tstatus->dmotion;
  790. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  791. wd.flag = BF_WEAPON; //Initial Flag
  792. wd.flag|= skill_num?BF_SKILL:BF_NORMAL;
  793. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  794. nk = skill_get_nk(skill_num);
  795. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  796. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  797. if (sc && !sc->count)
  798. sc = NULL; //Skip checking as there are no status changes active.
  799. if (tsc && !tsc->count)
  800. tsc = NULL; //Skip checking as there are no status changes active.
  801. sd = BL_CAST(BL_PC, src);
  802. tsd = BL_CAST(BL_PC, target);
  803. if(sd)
  804. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  805. //Set miscellaneous data that needs be filled regardless of hit/miss
  806. if(
  807. (sd && sd->state.arrow_atk) ||
  808. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  809. )
  810. flag.arrow = 1;
  811. if(skill_num){
  812. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  813. switch(skill_num)
  814. {
  815. case MO_FINGEROFFENSIVE:
  816. if(sd) {
  817. if (battle_config.finger_offensive_type)
  818. wd.div_ = 1;
  819. else
  820. wd.div_ = sd->spiritball_old;
  821. }
  822. break;
  823. case HT_PHANTASMIC:
  824. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  825. flag.arrow = 1;
  826. break;
  827. case CR_SHIELDBOOMERANG:
  828. case PA_SHIELDCHAIN:
  829. flag.weapon = 0;
  830. break;
  831. case KN_PIERCE:
  832. case ML_PIERCE:
  833. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  834. break;
  835. case TF_DOUBLE: //For NPC used skill.
  836. case GS_CHAINACTION:
  837. wd.type = 0x08;
  838. break;
  839. case GS_GROUNDDRIFT:
  840. case KN_SPEARSTAB:
  841. case KN_BOWLINGBASH:
  842. case MS_BOWLINGBASH:
  843. case MO_BALKYOUNG:
  844. case TK_TURNKICK:
  845. wd.blewcount=0;
  846. break;
  847. case KN_AUTOCOUNTER:
  848. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  849. break;
  850. case NPC_CRITICALSLASH:
  851. flag.cri = 1; //Always critical skill.
  852. break;
  853. }
  854. } else //Range for normal attacks.
  855. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  856. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  857. { //Check for Lucky Dodge
  858. wd.type=0x0b;
  859. wd.dmg_lv=ATK_LUCKY;
  860. if (wd.div_ < 0) wd.div_*=-1;
  861. return wd;
  862. }
  863. t_class = status_get_class(target);
  864. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  865. if (!skill_num || s_ele == -1) { //Take weapon's element
  866. s_ele = sstatus->rhw.ele;
  867. s_ele_ = sstatus->lhw.ele;
  868. if (flag.arrow && sd && sd->arrow_ele)
  869. s_ele = sd->arrow_ele;
  870. } else if (s_ele == -2) { //Use enchantment's element
  871. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  872. }
  873. if (skill_num == GS_GROUNDDRIFT)
  874. s_ele = s_ele_ = wflag; //element comes in flag.
  875. if(!skill_num)
  876. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  877. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  878. {
  879. flag.rh=0;
  880. flag.lh=1;
  881. }
  882. if (sstatus->lhw.atk)
  883. flag.lh=1;
  884. }
  885. //Check for critical
  886. if(!flag.cri && sstatus->cri &&
  887. (!skill_num ||
  888. skill_num == KN_AUTOCOUNTER ||
  889. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  890. skill_num == NJ_KIRIKAGE))
  891. {
  892. short cri = sstatus->cri;
  893. if (sd)
  894. {
  895. cri+= sd->critaddrace[tstatus->race];
  896. if(flag.arrow)
  897. cri += sd->arrow_cri;
  898. if(sd->status.weapon == W_KATAR)
  899. cri <<=1;
  900. }
  901. //The official equation is *2, but that only applies when sd's do critical.
  902. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  903. cri -= tstatus->luk*(!sd&&tsd?3:2);
  904. if(tsc)
  905. {
  906. if (tsc->data[SC_SLEEP])
  907. cri <<=1;
  908. }
  909. switch (skill_num)
  910. {
  911. case KN_AUTOCOUNTER:
  912. if(battle_config.auto_counter_type &&
  913. (battle_config.auto_counter_type&src->type))
  914. flag.cri = 1;
  915. else
  916. cri <<= 1;
  917. break;
  918. case SN_SHARPSHOOTING:
  919. case MA_SHARPSHOOTING:
  920. cri += 200;
  921. break;
  922. case NJ_KIRIKAGE:
  923. cri += 250 + 50*skill_lv;
  924. break;
  925. }
  926. if(tsd && tsd->critical_def)
  927. cri = cri*(100-tsd->critical_def)/100;
  928. if (rand()%1000 < cri)
  929. flag.cri= 1;
  930. }
  931. if (flag.cri)
  932. {
  933. wd.type = 0x0a;
  934. flag.idef = flag.idef2 = flag.hit = 1;
  935. } else { //Check for Perfect Hit
  936. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  937. flag.hit = 1;
  938. if (sc && sc->data[SC_FUSION]) {
  939. flag.hit = 1; //SG_FUSION always hit [Komurka]
  940. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  941. }
  942. if (skill_num && !flag.hit)
  943. switch(skill_num)
  944. {
  945. case AS_SPLASHER:
  946. if (wflag) // Always hits the one exploding.
  947. break;
  948. flag.hit = 1;
  949. break;
  950. case CR_SHIELDBOOMERANG:
  951. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  952. flag.hit = 1;
  953. break;
  954. case 0:
  955. //If flag, this is splash damage from Baphomet Card and it always hits.
  956. if (wflag)
  957. flag.hit = 1;
  958. break;
  959. }
  960. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  961. flag.hit = 1;
  962. }
  963. if (!flag.hit)
  964. { //Hit/Flee calculation
  965. short
  966. flee = tstatus->flee,
  967. hitrate=80; //Default hitrate
  968. if(battle_config.agi_penalty_type &&
  969. battle_config.agi_penalty_target&target->type)
  970. {
  971. unsigned char attacker_count; //256 max targets should be a sane max
  972. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  973. if(attacker_count >= battle_config.agi_penalty_count)
  974. {
  975. if (battle_config.agi_penalty_type == 1)
  976. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  977. else //asume type 2: absolute reduction
  978. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  979. if(flee < 1) flee = 1;
  980. }
  981. }
  982. hitrate+= sstatus->hit - flee;
  983. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  984. tsc && tsc->data[SC_FOGWALL])
  985. hitrate -= 50;
  986. if(sd && flag.arrow)
  987. hitrate += sd->arrow_hit;
  988. if(skill_num)
  989. switch(skill_num)
  990. { //Hit skill modifiers
  991. //It is proven that bonus is applied on final hitrate, not hit.
  992. case SM_BASH:
  993. case MS_BASH:
  994. hitrate += hitrate * 5 * skill_lv / 100;
  995. break;
  996. case MS_MAGNUM:
  997. case SM_MAGNUM:
  998. hitrate += hitrate * 10 * skill_lv / 100;
  999. break;
  1000. case KN_AUTOCOUNTER:
  1001. case PA_SHIELDCHAIN:
  1002. case NPC_WATERATTACK:
  1003. case NPC_GROUNDATTACK:
  1004. case NPC_FIREATTACK:
  1005. case NPC_WINDATTACK:
  1006. case NPC_POISONATTACK:
  1007. case NPC_HOLYATTACK:
  1008. case NPC_DARKNESSATTACK:
  1009. case NPC_UNDEADATTACK:
  1010. case NPC_TELEKINESISATTACK:
  1011. case NPC_BLEEDING:
  1012. hitrate += hitrate * 20 / 100;
  1013. break;
  1014. case KN_PIERCE:
  1015. case ML_PIERCE:
  1016. hitrate += hitrate * 5 * skill_lv / 100;
  1017. break;
  1018. case AS_SONICBLOW:
  1019. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1020. hitrate += hitrate * 50 / 100;
  1021. break;
  1022. }
  1023. // Weaponry Research hidden bonus
  1024. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1025. hitrate += hitrate * ( 2 * skill ) / 100;
  1026. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1027. if(rand()%100 >= hitrate)
  1028. wd.dmg_lv = ATK_FLEE;
  1029. else
  1030. flag.hit = 1;
  1031. } //End hit/miss calculation
  1032. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1033. { //Hitting attack
  1034. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1035. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1036. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1037. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1038. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1039. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1040. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1041. //Adds an absolute value to damage. 100 = +100 damage
  1042. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1043. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1044. switch (skill_num)
  1045. { //Calc base damage according to skill
  1046. case NJ_ISSEN:
  1047. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1048. wd.damage2 = 0;
  1049. status_set_hp(src, 1, 0);
  1050. break;
  1051. case PA_SACRIFICE:
  1052. wd.damage = sstatus->max_hp* 9/100;
  1053. status_zap(src, wd.damage, 0);//Damage to self is always 9%
  1054. wd.damage2 = 0;
  1055. if (sc && sc->data[SC_SACRIFICE])
  1056. {
  1057. if (--sc->data[SC_SACRIFICE]->val2 <= 0)
  1058. status_change_end(src, SC_SACRIFICE,-1);
  1059. }
  1060. break;
  1061. case LK_SPIRALPIERCE:
  1062. case ML_SPIRALPIERCE:
  1063. if (sd) {
  1064. short index = sd->equip_index[EQI_HAND_R];
  1065. if (index >= 0 &&
  1066. sd->inventory_data[index] &&
  1067. sd->inventory_data[index]->type == IT_WEAPON)
  1068. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1069. } else
  1070. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1071. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1072. i = sstatus->str/10;
  1073. i*=i;
  1074. ATK_ADD(i); //Add str bonus.
  1075. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1076. case 0: //Small: 125%
  1077. ATK_RATE(125);
  1078. break;
  1079. //case 1: //Medium: 100%
  1080. case 2: //Large: 75%
  1081. ATK_RATE(75);
  1082. break;
  1083. }
  1084. break;
  1085. case CR_SHIELDBOOMERANG:
  1086. case PA_SHIELDCHAIN:
  1087. wd.damage = sstatus->batk;
  1088. if (sd) {
  1089. short index = sd->equip_index[EQI_HAND_L];
  1090. if (index >= 0 &&
  1091. sd->inventory_data[index] &&
  1092. sd->inventory_data[index]->type == IT_ARMOR)
  1093. ATK_ADD(sd->inventory_data[index]->weight/10);
  1094. break;
  1095. } else
  1096. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1097. break;
  1098. case HFLI_SBR44: //[orn]
  1099. if(src->type == BL_HOM) {
  1100. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1101. break;
  1102. }
  1103. default:
  1104. {
  1105. i = (flag.cri?1:0)|
  1106. (flag.arrow?2:0)|
  1107. (skill_num == HW_MAGICCRASHER?4:0)|
  1108. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1109. (skill_num == MO_EXTREMITYFIST?8:0)|
  1110. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1111. if (flag.arrow && sd)
  1112. switch(sd->status.weapon) {
  1113. case W_BOW:
  1114. case W_REVOLVER:
  1115. case W_GATLING:
  1116. case W_SHOTGUN:
  1117. case W_GRENADE:
  1118. break;
  1119. default:
  1120. i |= 16; // for ex. shuriken must not be influenced by DEX
  1121. }
  1122. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1123. if (flag.lh)
  1124. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1125. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1126. if(wflag>0)
  1127. wd.damage/= wflag;
  1128. else
  1129. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1130. }
  1131. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1132. if(sd)
  1133. {
  1134. if (sd->atk_rate != 100)
  1135. ATK_RATE(sd->atk_rate);
  1136. if(flag.cri && sd->crit_atk_rate)
  1137. ATK_ADDRATE(sd->crit_atk_rate);
  1138. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1139. i = party_foreachsamemap(party_sub_count, sd, 0);
  1140. ATK_ADDRATE(2*skill*i);
  1141. }
  1142. }
  1143. break;
  1144. } //End default case
  1145. } //End switch(skill_num)
  1146. //Skill damage modifiers that stack linearly
  1147. if(sc && skill_num != PA_SACRIFICE)
  1148. {
  1149. if(sc->data[SC_OVERTHRUST])
  1150. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1151. if(sc->data[SC_MAXOVERTHRUST])
  1152. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1153. if(sc->data[SC_BERSERK])
  1154. skillratio += 100;
  1155. }
  1156. if( !skill_num )
  1157. { // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1158. if( sd && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per && rand()%100 < sd->random_attack_increase_per )
  1159. skillratio += sd->random_attack_increase_add;
  1160. ATK_RATE(skillratio);
  1161. }
  1162. else
  1163. {
  1164. switch( skill_num )
  1165. {
  1166. case SM_BASH:
  1167. case MS_BASH:
  1168. skillratio += 30*skill_lv;
  1169. break;
  1170. case SM_MAGNUM:
  1171. case MS_MAGNUM:
  1172. skillratio += 20*skill_lv;
  1173. break;
  1174. case MC_MAMMONITE:
  1175. skillratio += 50*skill_lv;
  1176. break;
  1177. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1178. skillratio += 5*sstatus->str;
  1179. break;
  1180. case AC_DOUBLE:
  1181. case MA_DOUBLE:
  1182. skillratio += 10*(skill_lv-1);
  1183. break;
  1184. case AC_SHOWER:
  1185. case MA_SHOWER:
  1186. skillratio += 5*skill_lv-25;
  1187. break;
  1188. case AC_CHARGEARROW:
  1189. case MA_CHARGEARROW:
  1190. skillratio += 50;
  1191. break;
  1192. case HT_FREEZINGTRAP:
  1193. case MA_FREEZINGTRAP:
  1194. skillratio += -50+10*skill_lv;
  1195. break;
  1196. case KN_PIERCE:
  1197. case ML_PIERCE:
  1198. skillratio += 10*skill_lv;
  1199. break;
  1200. case MER_CRASH:
  1201. skillratio += 10*skill_lv;
  1202. break;
  1203. case KN_SPEARSTAB:
  1204. skillratio += 15*skill_lv;
  1205. break;
  1206. case KN_SPEARBOOMERANG:
  1207. skillratio += 50*skill_lv;
  1208. break;
  1209. case KN_BRANDISHSPEAR:
  1210. case ML_BRANDISH:
  1211. {
  1212. int ratio = 100+20*skill_lv;
  1213. skillratio += ratio-100;
  1214. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1215. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1216. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1217. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1218. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1219. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1220. break;
  1221. }
  1222. case KN_BOWLINGBASH:
  1223. case MS_BOWLINGBASH:
  1224. skillratio+= 40*skill_lv;
  1225. break;
  1226. case AS_GRIMTOOTH:
  1227. skillratio += 20*skill_lv;
  1228. break;
  1229. case AS_POISONREACT:
  1230. skillratio += 30*skill_lv;
  1231. break;
  1232. case AS_SONICBLOW:
  1233. skillratio += -50+5*skill_lv;
  1234. break;
  1235. case TF_SPRINKLESAND:
  1236. skillratio += 30;
  1237. break;
  1238. case MC_CARTREVOLUTION:
  1239. skillratio += 50;
  1240. if(sd && sd->cart_weight)
  1241. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1242. else if (!sd)
  1243. skillratio += 100; //Max damage for non players.
  1244. break;
  1245. case NPC_RANDOMATTACK:
  1246. skillratio += rand()%150-50;
  1247. break;
  1248. case NPC_WATERATTACK:
  1249. case NPC_GROUNDATTACK:
  1250. case NPC_FIREATTACK:
  1251. case NPC_WINDATTACK:
  1252. case NPC_POISONATTACK:
  1253. case NPC_HOLYATTACK:
  1254. case NPC_DARKNESSATTACK:
  1255. case NPC_UNDEADATTACK:
  1256. case NPC_TELEKINESISATTACK:
  1257. case NPC_BLOODDRAIN:
  1258. case NPC_ACIDBREATH:
  1259. case NPC_DARKNESSBREATH:
  1260. case NPC_FIREBREATH:
  1261. case NPC_ICEBREATH:
  1262. case NPC_THUNDERBREATH:
  1263. case NPC_HELLJUDGEMENT:
  1264. case NPC_PULSESTRIKE:
  1265. skillratio += 100*(skill_lv-1);
  1266. break;
  1267. case RG_BACKSTAP:
  1268. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1269. skillratio += (200+40*skill_lv)/2;
  1270. else
  1271. skillratio += 200+40*skill_lv;
  1272. break;
  1273. case RG_RAID:
  1274. skillratio += 40*skill_lv;
  1275. break;
  1276. case RG_INTIMIDATE:
  1277. skillratio += 30*skill_lv;
  1278. break;
  1279. case CR_SHIELDCHARGE:
  1280. skillratio += 20*skill_lv;
  1281. break;
  1282. case CR_SHIELDBOOMERANG:
  1283. skillratio += 30*skill_lv;
  1284. break;
  1285. case NPC_DARKCROSS:
  1286. case CR_HOLYCROSS:
  1287. skillratio += 35*skill_lv;
  1288. break;
  1289. case AM_DEMONSTRATION:
  1290. skillratio += 20*skill_lv;
  1291. break;
  1292. case AM_ACIDTERROR:
  1293. skillratio += 40*skill_lv;
  1294. break;
  1295. case MO_FINGEROFFENSIVE:
  1296. skillratio+= 50 * skill_lv;
  1297. break;
  1298. case MO_INVESTIGATE:
  1299. skillratio += 75*skill_lv;
  1300. flag.pdef = flag.pdef2 = 2;
  1301. break;
  1302. case MO_EXTREMITYFIST:
  1303. { //Overflow check. [Skotlex]
  1304. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1305. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1306. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1307. skillratio = (unsigned short)ratio;
  1308. status_set_sp(src, 0, 0);
  1309. }
  1310. break;
  1311. case MO_TRIPLEATTACK:
  1312. skillratio += 20*skill_lv;
  1313. break;
  1314. case MO_CHAINCOMBO:
  1315. skillratio += 50+50*skill_lv;
  1316. break;
  1317. case MO_COMBOFINISH:
  1318. skillratio += 140+60*skill_lv;
  1319. break;
  1320. case BA_MUSICALSTRIKE:
  1321. case DC_THROWARROW:
  1322. skillratio += 25+25*skill_lv;
  1323. break;
  1324. case CH_TIGERFIST:
  1325. skillratio += 100*skill_lv-60;
  1326. break;
  1327. case CH_CHAINCRUSH:
  1328. skillratio += 300+100*skill_lv;
  1329. break;
  1330. case CH_PALMSTRIKE:
  1331. skillratio += 100+100*skill_lv;
  1332. break;
  1333. case LK_HEADCRUSH:
  1334. skillratio += 40*skill_lv;
  1335. break;
  1336. case LK_JOINTBEAT:
  1337. i = 10*skill_lv-50;
  1338. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1339. if (wflag&BREAK_NECK) i*=2;
  1340. skillratio += i;
  1341. break;
  1342. case ASC_METEORASSAULT:
  1343. skillratio += 40*skill_lv-60;
  1344. break;
  1345. case SN_SHARPSHOOTING:
  1346. case MA_SHARPSHOOTING:
  1347. skillratio += 100+50*skill_lv;
  1348. break;
  1349. case CG_ARROWVULCAN:
  1350. skillratio += 100+100*skill_lv;
  1351. break;
  1352. case AS_SPLASHER:
  1353. skillratio += 400+50*skill_lv;
  1354. if(sd)
  1355. skillratio += 30 * pc_checkskill(sd,AS_POISONREACT);
  1356. break;
  1357. case ASC_BREAKER:
  1358. skillratio += 100*skill_lv-100;
  1359. break;
  1360. case PA_SACRIFICE:
  1361. skillratio += 10*skill_lv-10;
  1362. break;
  1363. case PA_SHIELDCHAIN:
  1364. skillratio += 30*skill_lv;
  1365. break;
  1366. case WS_CARTTERMINATION:
  1367. i = 10 * (16 - skill_lv);
  1368. if (i < 1) i = 1;
  1369. //Preserve damage ratio when max cart weight is changed.
  1370. if(sd && sd->cart_weight)
  1371. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1372. else if (!sd)
  1373. skillratio += 80000 / i - 100;
  1374. break;
  1375. case TK_DOWNKICK:
  1376. skillratio += 60 + 20*skill_lv;
  1377. break;
  1378. case TK_STORMKICK:
  1379. skillratio += 60 + 20*skill_lv;
  1380. break;
  1381. case TK_TURNKICK:
  1382. skillratio += 90 + 30*skill_lv;
  1383. break;
  1384. case TK_COUNTER:
  1385. skillratio += 90 + 30*skill_lv;
  1386. break;
  1387. case TK_JUMPKICK:
  1388. skillratio += -70 + 10*skill_lv;
  1389. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1390. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1391. if (wflag)
  1392. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1393. break;
  1394. case GS_TRIPLEACTION:
  1395. skillratio += 50*skill_lv;
  1396. break;
  1397. case GS_BULLSEYE:
  1398. //Only works well against brute/demihumans non bosses.
  1399. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1400. && !(tstatus->mode&MD_BOSS))
  1401. skillratio += 400;
  1402. break;
  1403. case GS_TRACKING:
  1404. skillratio += 100 *(skill_lv+1);
  1405. break;
  1406. case GS_PIERCINGSHOT:
  1407. skillratio += 20*skill_lv;
  1408. break;
  1409. case GS_RAPIDSHOWER:
  1410. skillratio += 10*skill_lv;
  1411. break;
  1412. case GS_DESPERADO:
  1413. skillratio += 50*(skill_lv-1);
  1414. break;
  1415. case GS_DUST:
  1416. skillratio += 50*skill_lv;
  1417. break;
  1418. case GS_FULLBUSTER:
  1419. skillratio += 100*(skill_lv+2);
  1420. break;
  1421. case GS_SPREADATTACK:
  1422. skillratio += 20*(skill_lv-1);
  1423. break;
  1424. case NJ_HUUMA:
  1425. skillratio += 50 + 150*skill_lv;
  1426. break;
  1427. case NJ_TATAMIGAESHI:
  1428. skillratio += 10*skill_lv;
  1429. break;
  1430. case NJ_KASUMIKIRI:
  1431. skillratio += 10*skill_lv;
  1432. break;
  1433. case NJ_KIRIKAGE:
  1434. skillratio += 100*(skill_lv-1);
  1435. break;
  1436. case KN_CHARGEATK:
  1437. {
  1438. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1439. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1440. skillratio += 100 * k;
  1441. }
  1442. break;
  1443. case HT_PHANTASMIC:
  1444. skillratio += 50;
  1445. break;
  1446. case MO_BALKYOUNG:
  1447. skillratio += 200;
  1448. break;
  1449. case HFLI_MOON: //[orn]
  1450. skillratio += 10+110*skill_lv;
  1451. break;
  1452. case HFLI_SBR44: //[orn]
  1453. skillratio += 100 *(skill_lv-1);
  1454. break;
  1455. }
  1456. ATK_RATE(skillratio);
  1457. //Constant/misc additions from skills
  1458. switch (skill_num) {
  1459. case MO_EXTREMITYFIST:
  1460. ATK_ADD(250 + 150*skill_lv);
  1461. break;
  1462. case TK_DOWNKICK:
  1463. case TK_STORMKICK:
  1464. case TK_TURNKICK:
  1465. case TK_COUNTER:
  1466. case TK_JUMPKICK:
  1467. //TK_RUN kick damage bonus.
  1468. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1469. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1470. break;
  1471. case GS_MAGICALBULLET:
  1472. if(sstatus->matk_max>sstatus->matk_min) {
  1473. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1474. } else {
  1475. ATK_ADD(sstatus->matk_min);
  1476. }
  1477. break;
  1478. case NJ_SYURIKEN:
  1479. ATK_ADD(4*skill_lv);
  1480. break;
  1481. }
  1482. }
  1483. //Div fix.
  1484. damage_div_fix(wd.damage, wd.div_);
  1485. //The following are applied on top of current damage and are stackable.
  1486. if (sc) {
  1487. if(sc->data[SC_TRUESIGHT])
  1488. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  1489. if(sc->data[SC_EDP] &&
  1490. skill_num != ASC_BREAKER &&
  1491. skill_num != ASC_METEORASSAULT &&
  1492. skill_num != AS_SPLASHER &&
  1493. skill_num != AS_VENOMKNIFE)
  1494. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  1495. }
  1496. switch (skill_num) {
  1497. case AS_SONICBLOW:
  1498. if (sc && sc->data[SC_SPIRIT] &&
  1499. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  1500. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1501. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1502. ATK_ADDRATE(10);
  1503. break;
  1504. case CR_SHIELDBOOMERANG:
  1505. if(sc && sc->data[SC_SPIRIT] &&
  1506. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1507. ATK_ADDRATE(100);
  1508. break;
  1509. }
  1510. if( sd )
  1511. {
  1512. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  1513. ATK_ADDRATE(i);
  1514. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  1515. { //Elemental/Racial adjustments
  1516. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1517. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1518. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1519. )
  1520. flag.pdef = 1;
  1521. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1522. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1523. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1524. )
  1525. { //Pass effect onto right hand if configured so. [Skotlex]
  1526. if (battle_config.left_cardfix_to_right && flag.rh)
  1527. flag.pdef = 1;
  1528. else
  1529. flag.pdef2 = 1;
  1530. }
  1531. }
  1532. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1533. { //Ignore Defense?
  1534. if (!flag.idef && (
  1535. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1536. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1537. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1538. ))
  1539. flag.idef = 1;
  1540. if (!flag.idef2 && (
  1541. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1542. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1543. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1544. )) {
  1545. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1546. flag.idef = 1;
  1547. else
  1548. flag.idef2 = 1;
  1549. }
  1550. }
  1551. }
  1552. if( sc && sc->count && sc->data[SC_DEFRATIOATK] && skill_num != PA_SACRIFICE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  1553. flag.pdef = flag.pdef2 = sc->data[SC_DEFRATIOATK]->val1; // Occult Impact Effect
  1554. if (!flag.idef || !flag.idef2)
  1555. { //Defense reduction
  1556. short vit_def;
  1557. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1558. short def2 = (short)tstatus->def2;
  1559. if( sd )
  1560. {
  1561. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  1562. i += sd->ignore_def[tstatus->race];
  1563. if( i )
  1564. {
  1565. if( i > 100 ) i = 100;
  1566. def1 -= def1 * i / 100;
  1567. // def2 -= def2 * i / 100;
  1568. }
  1569. }
  1570. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type )
  1571. {
  1572. unsigned char target_count; //256 max targets should be a sane max
  1573. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1574. if(target_count >= battle_config.vit_penalty_count) {
  1575. if(battle_config.vit_penalty_type == 1) {
  1576. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1577. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1578. } else { //Assume type 2
  1579. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1580. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1581. }
  1582. }
  1583. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1584. if(def2 < 1) def2 = 1;
  1585. }
  1586. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1587. if (tsd) //Sd vit-eq
  1588. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1589. vit_def = def2*(def2-15)/150;
  1590. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1591. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  1592. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  1593. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1594. } else { //Mob-Pet vit-eq
  1595. //VIT + rnd(0,[VIT/20]^2-1)
  1596. vit_def = (def2/20)*(def2/20);
  1597. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1598. }
  1599. if (battle_config.weapon_defense_type) {
  1600. vit_def += def1*battle_config.weapon_defense_type;
  1601. def1 = 0;
  1602. }
  1603. if (def1 > 100) def1 = 100;
  1604. ATK_RATE2(
  1605. flag.idef ?100:
  1606. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1607. 100-def1),
  1608. flag.idef2?100:
  1609. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1610. 100-def1)
  1611. );
  1612. ATK_ADD2(
  1613. flag.idef ||flag.pdef ?0:-vit_def,
  1614. flag.idef2||flag.pdef2?0:-vit_def
  1615. );
  1616. }
  1617. //Post skill/vit reduction damage increases
  1618. if( sc && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE )
  1619. { //SC skill damages
  1620. if(sc->data[SC_AURABLADE])
  1621. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  1622. }
  1623. //Refine bonus
  1624. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  1625. { // Counts refine bonus multiple times
  1626. if( skill_num == MO_FINGEROFFENSIVE )
  1627. {
  1628. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  1629. } else {
  1630. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  1631. }
  1632. }
  1633. //Set to min of 1
  1634. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1635. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1636. if (sd && flag.weapon &&
  1637. skill_num != MO_INVESTIGATE &&
  1638. skill_num != MO_EXTREMITYFIST &&
  1639. skill_num != CR_GRANDCROSS)
  1640. { //Add mastery damage
  1641. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  1642. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  1643. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  1644. // but other masteries DO apply >_>
  1645. ATK_ADDRATE(10+ 2*skill);
  1646. }
  1647. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1648. if (flag.lh)
  1649. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1650. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  1651. else
  1652. ARR_FIND(0, 3, i, t_class == sd->hate_mob[i]);
  1653. if (i < 3 && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  1654. {
  1655. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  1656. if (i == 2) skillratio += sstatus->str; //Star Anger
  1657. if (skill<4)
  1658. skillratio /= 12-3*skill;
  1659. ATK_ADDRATE(skillratio);
  1660. }
  1661. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  1662. ATK_ADD(3*skill);
  1663. if (skill_num == NJ_KUNAI)
  1664. ATK_ADD(60);
  1665. }
  1666. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1667. else if(wd.div_ < 0) //Since the attack missed...
  1668. wd.div_ *= -1;
  1669. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1670. return wd; //Enough, rest is not needed.
  1671. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1672. ATK_ADD(skill*2);
  1673. if(skill_num==TF_POISON)
  1674. ATK_ADD(15*skill_lv);
  1675. if(!(nk&NK_NO_ELEFIX || (s_ele == ELE_NEUTRAL &&
  1676. battle_config.attack_attr_none&src->type)))
  1677. { //Elemental attribute fix
  1678. if (wd.damage > 0)
  1679. {
  1680. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1681. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1682. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1683. if(skill_num== GS_GROUNDDRIFT) //Additional 50*lv Neutral damage.
  1684. wd.damage+= battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1685. }
  1686. if (flag.lh && wd.damage2 > 0)
  1687. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1688. if(sc && sc->data[SC_WATK_ELEMENT])
  1689. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1690. int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
  1691. damage = damage*sc->data[SC_WATK_ELEMENT]->val2/100;
  1692. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT]->val1,tstatus->def_ele, tstatus->ele_lv);
  1693. ATK_ADD(damage);
  1694. }
  1695. }
  1696. if (sd)
  1697. {
  1698. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1699. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1700. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1701. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1702. } else {
  1703. ATK_ADD(wd.div_*sd->spiritball*3);
  1704. }
  1705. //Card Fix, sd side
  1706. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  1707. {
  1708. int cardfix = 1000, cardfix_ = 1000;
  1709. int t_race2 = status_get_race2(target);
  1710. if(sd->state.arrow_atk)
  1711. {
  1712. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1713. if (!(nk&NK_NO_ELEFIX))
  1714. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1715. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1716. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1717. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1718. if( tstatus->race != RC_DEMIHUMAN )
  1719. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  1720. }
  1721. else
  1722. { // Melee attack
  1723. if( !battle_config.left_cardfix_to_right )
  1724. {
  1725. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1726. if (!(nk&NK_NO_ELEFIX))
  1727. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1728. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1729. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1730. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1731. if( tstatus->race != RC_DEMIHUMAN )
  1732. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1733. if( flag.lh )
  1734. {
  1735. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1736. if (!(nk&NK_NO_ELEFIX))
  1737. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1738. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1739. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1740. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1741. if( tstatus->race != RC_DEMIHUMAN )
  1742. cardfix=cardfix*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1743. }
  1744. }
  1745. else
  1746. {
  1747. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1748. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1749. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1750. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1751. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1752. if( tstatus->race != RC_DEMIHUMAN )
  1753. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1754. }
  1755. }
  1756. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  1757. {
  1758. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  1759. {
  1760. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  1761. break;
  1762. }
  1763. }
  1764. if( flag.lh )
  1765. {
  1766. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  1767. {
  1768. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  1769. {
  1770. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  1771. break;
  1772. }
  1773. }
  1774. }
  1775. if( wd.flag&BF_LONG )
  1776. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1777. if( cardfix != 1000 || cardfix_ != 1000 )
  1778. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1779. }
  1780. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  1781. { //Refine bonus applies after cards and elements.
  1782. short index= sd->equip_index[EQI_HAND_L];
  1783. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  1784. ATK_ADD(10*sd->status.inventory[index].refine);
  1785. }
  1786. } //if (sd)
  1787. //Card Fix, tsd sid
  1788. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  1789. {
  1790. short s_race2,s_class;
  1791. short cardfix=1000;
  1792. s_race2 = status_get_race2(src);
  1793. s_class = status_get_class(src);
  1794. if( !(nk&NK_NO_ELEFIX) )
  1795. {
  1796. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1797. if( flag.lh && s_ele_ != s_ele )
  1798. cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
  1799. }
  1800. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1801. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1802. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1803. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1804. if( sstatus->race != RC_DEMIHUMAN )
  1805. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  1806. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
  1807. {
  1808. if( tsd->add_def[i].class_ == s_class )
  1809. {
  1810. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  1811. break;
  1812. }
  1813. }
  1814. if( wd.flag&BF_SHORT )
  1815. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1816. else // BF_LONG (there's no other choice)
  1817. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1818. if( tsd->sc.data[SC_DEF_RATE] )
  1819. cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;
  1820. if( cardfix != 1000 )
  1821. ATK_RATE(cardfix/10);
  1822. }
  1823. if( flag.infdef )
  1824. { //Plants receive 1 damage when hit
  1825. if( flag.rh && (flag.hit || wd.damage>0) )
  1826. wd.damage = 1;
  1827. if( flag.lh && (flag.hit || wd.damage2>0) )
  1828. wd.damage2 = 1;
  1829. if( !(battle_config.skill_min_damage&1) )
  1830. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1831. return wd;
  1832. }
  1833. if(sd && !skill_num && !flag.cri)
  1834. { //Check for double attack.
  1835. if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER)
  1836. ||(sd->double_rate > 0 && sd->weapontype1 != W_FIST)) //Will fail bare-handed
  1837. { //Success chance is not added, the higher one is used [Skotlex]
  1838. if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate))
  1839. {
  1840. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1841. damage_div_fix(wd.damage, wd.div_);
  1842. wd.type = 0x08;
  1843. }
  1844. } else
  1845. if (sd->weapontype1 == W_REVOLVER &&
  1846. (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
  1847. (rand()%100 < 5*skill_lv)
  1848. )
  1849. {
  1850. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1851. damage_div_fix(wd.damage, wd.div_);
  1852. wd.type = 0x08;
  1853. }
  1854. }
  1855. if (sd)
  1856. {
  1857. if (!flag.rh && flag.lh)
  1858. { //Move lh damage to the rh
  1859. wd.damage = wd.damage2;
  1860. wd.damage2 = 0;
  1861. flag.rh=1;
  1862. flag.lh=0;
  1863. } else if(flag.rh && flag.lh)
  1864. { //Dual-wield
  1865. if (wd.damage)
  1866. {
  1867. skill = pc_checkskill(sd,AS_RIGHT);
  1868. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1869. if(wd.damage < 1) wd.damage = 1;
  1870. }
  1871. if (wd.damage2)
  1872. {
  1873. skill = pc_checkskill(sd,AS_LEFT);
  1874. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1875. if(wd.damage2 < 1) wd.damage2 = 1;
  1876. }
  1877. } else if(sd->status.weapon == W_KATAR && !skill_num)
  1878. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  1879. skill = pc_checkskill(sd,TF_DOUBLE);
  1880. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1881. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1882. flag.lh = 1;
  1883. }
  1884. }
  1885. if(!flag.rh && wd.damage)
  1886. wd.damage=0;
  1887. if(!flag.lh && wd.damage2)
  1888. wd.damage2=0;
  1889. if(wd.damage + wd.damage2)
  1890. { //There is a total damage value
  1891. if(!wd.damage2) {
  1892. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1893. if (map_flag_gvg2(target->m))
  1894. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1895. } else
  1896. if(!wd.damage) {
  1897. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1898. if (map_flag_gvg2(target->m))
  1899. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1900. } else
  1901. {
  1902. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  1903. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  1904. if (map_flag_gvg2(target->m))
  1905. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1906. wd.damage2=(d2*100/d1)*wd.damage/100;
  1907. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  1908. wd.damage-=wd.damage2;
  1909. }
  1910. }
  1911. if(skill_num==ASC_BREAKER)
  1912. { //Breaker's int-based damage (a misc attack?)
  1913. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  1914. wd.damage += md.damage;
  1915. }
  1916. if (wd.damage || wd.damage2) {
  1917. if (sd && battle_config.equip_self_break_rate)
  1918. { // Self weapon breaking
  1919. int breakrate = battle_config.equip_natural_break_rate;
  1920. if (sc) {
  1921. if(sc->data[SC_OVERTHRUST])
  1922. breakrate += 10;
  1923. if(sc->data[SC_MAXOVERTHRUST])
  1924. breakrate += 10;
  1925. }
  1926. if (breakrate)
  1927. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  1928. }
  1929. //Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1930. if (battle_config.equip_skill_break_rate && skill_num != WS_CARTTERMINATION && skill_num != ITM_TOMAHAWK)
  1931. { // Target equipment breaking
  1932. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  1933. if (sd) { // Break rate from equipment
  1934. breakrate[0] += sd->break_weapon_rate;
  1935. breakrate[1] += sd->break_armor_rate;
  1936. }
  1937. if (sc) {
  1938. if (sc->data[SC_MELTDOWN]) {
  1939. breakrate[0] += sc->data[SC_MELTDOWN]->val2;
  1940. breakrate[1] += sc->data[SC_MELTDOWN]->val3;
  1941. }
  1942. }
  1943. if (breakrate[0])
  1944. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  1945. if (breakrate[1])
  1946. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  1947. }
  1948. }
  1949. //SG_FUSION hp penalty [Komurka]
  1950. if (sc && sc->data[SC_FUSION])
  1951. {
  1952. int hp= sstatus->max_hp;
  1953. if (sd && tsd) {
  1954. hp = 8*hp/100;
  1955. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1956. hp = sstatus->hp;
  1957. } else
  1958. hp = 2*hp/100; //2% hp loss per hit
  1959. status_zap(src, hp, 0);
  1960. }
  1961. return wd;
  1962. }
  1963. /*==========================================
  1964. * battle_calc_magic_attack [DracoRPG]
  1965. *------------------------------------------*/
  1966. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1967. {
  1968. int i, nk;
  1969. short s_ele;
  1970. unsigned int skillratio = 100; //Skill dmg modifiers.
  1971. struct map_session_data *sd, *tsd;
  1972. struct Damage ad;
  1973. struct status_data *sstatus = status_get_status_data(src);
  1974. struct status_data *tstatus = status_get_status_data(target);
  1975. struct {
  1976. unsigned imdef : 1;
  1977. unsigned infdef : 1;
  1978. } flag;
  1979. memset(&ad,0,sizeof(ad));
  1980. memset(&flag,0,sizeof(flag));
  1981. if(src==NULL || target==NULL)
  1982. {
  1983. nullpo_info(NLP_MARK);
  1984. return ad;
  1985. }
  1986. //Initial Values
  1987. ad.damage = 1;
  1988. ad.div_=skill_get_num(skill_num,skill_lv);
  1989. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1990. ad.dmotion=tstatus->dmotion;
  1991. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  1992. ad.flag=BF_MAGIC|BF_SKILL;
  1993. ad.dmg_lv=ATK_DEF;
  1994. nk = skill_get_nk(skill_num);
  1995. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  1996. sd = BL_CAST(BL_PC, src);
  1997. tsd = BL_CAST(BL_PC, target);
  1998. //Initialize variables that will be used afterwards
  1999. s_ele = skill_get_ele(skill_num, skill_lv);
  2000. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2001. s_ele = sstatus->rhw.ele;
  2002. else if (s_ele == -2) //Use status element
  2003. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2004. //Set miscellaneous data that needs be filled
  2005. if(sd) {
  2006. sd->state.arrow_atk = 0;
  2007. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  2008. }
  2009. //Skill Range Criteria
  2010. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2011. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  2012. switch(skill_num)
  2013. {
  2014. case MG_FIREWALL:
  2015. case NJ_KAENSIN:
  2016. ad.dmotion = 0; //No flinch animation.
  2017. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  2018. ad.blewcount = 0; //No knockback
  2019. break;
  2020. case PR_SANCTUARY:
  2021. ad.dmotion = 0; //No flinch animation.
  2022. break;
  2023. }
  2024. if (!flag.infdef) //No need to do the math for plants
  2025. {
  2026. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2027. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2028. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2029. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2030. //Adds an absolute value to damage. 100 = +100 damage
  2031. #define MATK_ADD( a ) { ad.damage+= a; }
  2032. switch (skill_num)
  2033. { //Calc base damage according to skill
  2034. case AL_HEAL:
  2035. case PR_BENEDICTIO:
  2036. ad.damage = skill_calc_heal(src, target, skill_lv)/2;
  2037. break;
  2038. case PR_ASPERSIO:
  2039. ad.damage = 40;
  2040. break;
  2041. case PR_SANCTUARY:
  2042. ad.damage = (skill_lv>6)?388:skill_lv*50;
  2043. break;
  2044. case ALL_RESURRECTION:
  2045. case PR_TURNUNDEAD:
  2046. //Undead check is on skill_castend_damageid code.
  2047. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2048. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2049. if(i > 700) i = 700;
  2050. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  2051. ad.damage = tstatus->hp;
  2052. else
  2053. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2054. break;
  2055. case PF_SOULBURN:
  2056. ad.damage = tstatus->sp * 2;
  2057. break;
  2058. default:
  2059. {
  2060. if (sstatus->matk_max > sstatus->matk_min) {
  2061. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2062. } else {
  2063. MATK_ADD(sstatus->matk_min);
  2064. }
  2065. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2066. if(mflag>0)
  2067. ad.damage/= mflag;
  2068. else
  2069. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2070. }
  2071. switch(skill_num){
  2072. case MG_NAPALMBEAT:
  2073. case MG_FIREBALL:
  2074. skillratio += skill_lv*10-30;
  2075. break;
  2076. case MG_SOULSTRIKE:
  2077. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2078. skillratio += 5*skill_lv;
  2079. break;
  2080. case MG_FIREWALL:
  2081. skillratio -= 50;
  2082. break;
  2083. case MG_THUNDERSTORM:
  2084. skillratio -= 20;
  2085. break;
  2086. case MG_FROSTDIVER:
  2087. skillratio += 10*skill_lv;
  2088. break;
  2089. case AL_HOLYLIGHT:
  2090. skillratio += 25;
  2091. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2092. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2093. break;
  2094. case AL_RUWACH:
  2095. skillratio += 45;
  2096. break;
  2097. case WZ_FROSTNOVA:
  2098. skillratio += (100+skill_lv*10)*2/3-100;
  2099. break;
  2100. case WZ_FIREPILLAR:
  2101. if (skill_lv > 10)
  2102. skillratio += 100;
  2103. else
  2104. skillratio -= 80;
  2105. break;
  2106. case WZ_SIGHTRASHER:
  2107. skillratio += 20*skill_lv;
  2108. break;
  2109. case WZ_VERMILION:
  2110. skillratio += 20*skill_lv-20;
  2111. break;
  2112. case WZ_WATERBALL:
  2113. skillratio += 30*skill_lv;
  2114. break;
  2115. case WZ_STORMGUST:
  2116. skillratio += 40*skill_lv;
  2117. break;
  2118. case HW_NAPALMVULCAN:
  2119. skillratio += 10*skill_lv-30;
  2120. break;
  2121. case SL_STIN:
  2122. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2123. break;
  2124. case SL_STUN:
  2125. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2126. break;
  2127. case SL_SMA:
  2128. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2129. break;
  2130. case NJ_KOUENKA:
  2131. skillratio -= 10;
  2132. break;
  2133. case NJ_KAENSIN:
  2134. skillratio -= 50;
  2135. break;
  2136. case NJ_BAKUENRYU:
  2137. skillratio += 50*(skill_lv-1);
  2138. break;
  2139. case NJ_HYOUSYOURAKU:
  2140. skillratio += 50*skill_lv;
  2141. break;
  2142. case NJ_RAIGEKISAI:
  2143. skillratio += 60 + 40*skill_lv;
  2144. break;
  2145. case NJ_KAMAITACHI:
  2146. case NPC_ENERGYDRAIN:
  2147. skillratio += 100*skill_lv;
  2148. break;
  2149. case NPC_EARTHQUAKE:
  2150. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  2151. break;
  2152. }
  2153. MATK_RATE(skillratio);
  2154. //Constant/misc additions from skills
  2155. if (skill_num == WZ_FIREPILLAR)
  2156. MATK_ADD(50);
  2157. }
  2158. }
  2159. if(sd) {
  2160. //Damage bonuses
  2161. if ((i = pc_skillatk_bonus(sd, skill_num)))
  2162. ad.damage += ad.damage*i/100;
  2163. //Ignore Defense?
  2164. if (!flag.imdef && (
  2165. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2166. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2167. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2168. ))
  2169. flag.imdef = 1;
  2170. }
  2171. if(!flag.imdef){
  2172. char mdef = tstatus->mdef;
  2173. int mdef2= tstatus->mdef2;
  2174. if(sd) {
  2175. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2176. i+= sd->ignore_mdef[tstatus->race];
  2177. if (i)
  2178. {
  2179. if (i > 100) i = 100;
  2180. mdef -= mdef * i/100;
  2181. //mdef2-= mdef2* i/100;
  2182. }
  2183. }
  2184. if(battle_config.magic_defense_type)
  2185. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  2186. else
  2187. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  2188. }
  2189. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2190. { //Apply the physical part of the skill's damage. [Skotlex]
  2191. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2192. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2193. if(src==target)
  2194. {
  2195. if (src->type == BL_PC)
  2196. ad.damage = ad.damage/2;
  2197. else
  2198. ad.damage = 0;
  2199. }
  2200. }
  2201. if (skill_num == NPC_EARTHQUAKE)
  2202. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  2203. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  2204. if(mflag>0)
  2205. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  2206. else
  2207. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2208. }
  2209. if(ad.damage<1)
  2210. ad.damage=1;
  2211. if (!(nk&NK_NO_ELEFIX))
  2212. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2213. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2214. short t_class = status_get_class(target);
  2215. short cardfix=1000;
  2216. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2217. if (!(nk&NK_NO_ELEFIX))
  2218. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2219. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2220. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2221. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  2222. if(sd->add_mdmg[i].class_ == t_class) {
  2223. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2224. continue;
  2225. }
  2226. }
  2227. if (cardfix != 1000)
  2228. MATK_RATE(cardfix/10);
  2229. }
  2230. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2231. { // Target cards.
  2232. short s_race2 = status_get_race2(src);
  2233. short s_class= status_get_class(src);
  2234. int cardfix=1000;
  2235. if (!(nk&NK_NO_ELEFIX))
  2236. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2237. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2238. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2239. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2240. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2241. if( sstatus->race != RC_DEMIHUMAN )
  2242. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2243. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  2244. if(tsd->add_mdef[i].class_ == s_class) {
  2245. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2246. break;
  2247. }
  2248. }
  2249. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2250. if (ad.flag&BF_SHORT)
  2251. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2252. else
  2253. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2254. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2255. if( tsd->sc.data[SC_MDEF_RATE] )
  2256. cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;
  2257. if (cardfix != 1000)
  2258. MATK_RATE(cardfix/10);
  2259. }
  2260. }
  2261. damage_div_fix(ad.damage, ad.div_);
  2262. if (flag.infdef && ad.damage)
  2263. ad.damage = ad.damage>0?1:-1;
  2264. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2265. if (map_flag_gvg2(target->m))
  2266. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2267. return ad;
  2268. }
  2269. /*==========================================
  2270. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2271. *------------------------------------------*/
  2272. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2273. {
  2274. int skill;
  2275. short i, nk;
  2276. short s_ele;
  2277. struct map_session_data *sd, *tsd;
  2278. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2279. struct status_data *sstatus = status_get_status_data(src);
  2280. struct status_data *tstatus = status_get_status_data(target);
  2281. memset(&md,0,sizeof(md));
  2282. if( src == NULL || target == NULL ){
  2283. nullpo_info(NLP_MARK);
  2284. return md;
  2285. }
  2286. //Some initial values
  2287. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2288. md.dmotion=tstatus->dmotion;
  2289. md.div_=skill_get_num( skill_num,skill_lv );
  2290. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2291. md.dmg_lv=ATK_DEF;
  2292. md.flag=BF_MISC|BF_SKILL;
  2293. nk = skill_get_nk(skill_num);
  2294. sd = BL_CAST(BL_PC, src);
  2295. tsd = BL_CAST(BL_PC, target);
  2296. if(sd) {
  2297. sd->state.arrow_atk = 0;
  2298. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  2299. }
  2300. s_ele = skill_get_ele(skill_num, skill_lv);
  2301. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2302. s_ele = ELE_NEUTRAL;
  2303. //Skill Range Criteria
  2304. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2305. switch( skill_num )
  2306. {
  2307. case HT_LANDMINE:
  2308. case MA_LANDMINE:
  2309. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2310. break;
  2311. case HT_BLASTMINE:
  2312. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2313. break;
  2314. case HT_CLAYMORETRAP:
  2315. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2316. break;
  2317. case HT_BLITZBEAT:
  2318. case SN_FALCONASSAULT:
  2319. //Blitz-beat Damage.
  2320. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2321. skill=0;
  2322. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2323. if(mflag > 1) //Autocasted Blitz.
  2324. nk|=NK_SPLASHSPLIT;
  2325. if (skill_num == SN_FALCONASSAULT)
  2326. {
  2327. //Div fix of Blitzbeat
  2328. skill = skill_get_num(HT_BLITZBEAT, 5);
  2329. damage_div_fix(md.damage, skill);
  2330. //Falcon Assault Modifier
  2331. md.damage=md.damage*(150+70*skill_lv)/100;
  2332. }
  2333. break;
  2334. case TF_THROWSTONE:
  2335. md.damage=50;
  2336. break;
  2337. case BA_DISSONANCE:
  2338. md.damage=30+skill_lv*10;
  2339. if (sd)
  2340. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2341. break;
  2342. case NPC_SELFDESTRUCTION:
  2343. md.damage = sstatus->hp;
  2344. break;
  2345. case NPC_SMOKING:
  2346. md.damage=3;
  2347. break;
  2348. case NPC_DARKBREATH:
  2349. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2350. if(md.damage > 9999) md.damage = 9999;
  2351. break;
  2352. case PA_PRESSURE:
  2353. md.damage=500+300*skill_lv;
  2354. break;
  2355. case PA_GOSPEL:
  2356. md.damage = 1+rand()%9999;
  2357. break;
  2358. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2359. if(tstatus->vit+sstatus->int_) //crash fix
  2360. md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2361. else
  2362. md.damage = 0;
  2363. if (tsd) md.damage>>=1;
  2364. if (md.damage < 0 || md.damage > INT_MAX>>1)
  2365. //Overflow prevention, will anyone whine if I cap it to a few billion?
  2366. //Not capped to INT_MAX to give some room for further damage increase.
  2367. md.damage = INT_MAX>>1;
  2368. break;
  2369. case NJ_ZENYNAGE:
  2370. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2371. if (!md.damage) md.damage = 2;
  2372. md.damage = md.damage + rand()%md.damage;
  2373. if (is_boss(target))
  2374. md.damage=md.damage/3;
  2375. else if (tsd)
  2376. md.damage=md.damage/2;
  2377. break;
  2378. case GS_FLING:
  2379. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2380. break;
  2381. case HVAN_EXPLOSION: //[orn]
  2382. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  2383. break ;
  2384. case ASC_BREAKER:
  2385. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  2386. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  2387. break;
  2388. case HW_GRAVITATION:
  2389. md.damage = 200+200*skill_lv;
  2390. md.dmotion = 0; //No flinch animation.
  2391. break;
  2392. case NPC_EVILLAND:
  2393. md.damage = (skill_lv>6)?666:skill_lv*100;
  2394. break;
  2395. }
  2396. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2397. if(mflag>0)
  2398. md.damage/= mflag;
  2399. else
  2400. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2401. }
  2402. damage_div_fix(md.damage, md.div_);
  2403. if (!(nk&NK_IGNORE_FLEE))
  2404. {
  2405. struct status_change *sc = status_get_sc(target);
  2406. i = 0; //Temp for "hit or no hit"
  2407. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2408. i = 1;
  2409. else {
  2410. short
  2411. flee = tstatus->flee,
  2412. hitrate=80; //Default hitrate
  2413. if(battle_config.agi_penalty_type &&
  2414. battle_config.agi_penalty_target&target->type)
  2415. {
  2416. unsigned char attacker_count; //256 max targets should be a sane max
  2417. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2418. if(attacker_count >= battle_config.agi_penalty_count)
  2419. {
  2420. if (battle_config.agi_penalty_type == 1)
  2421. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2422. else //asume type 2: absolute reduction
  2423. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2424. if(flee < 1) flee = 1;
  2425. }
  2426. }
  2427. hitrate+= sstatus->hit - flee;
  2428. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2429. if(rand()%100 < hitrate)
  2430. i = 1;
  2431. }
  2432. if (!i) {
  2433. md.damage = 0;
  2434. md.dmg_lv=ATK_FLEE;
  2435. }
  2436. }
  2437. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2438. {
  2439. int cardfix = 10000;
  2440. int race2 = status_get_race2(src);
  2441. if (!(nk&NK_NO_ELEFIX))
  2442. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2443. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2444. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2445. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2446. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2447. if( sstatus->race != RC_DEMIHUMAN )
  2448. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2449. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2450. if(md.flag&BF_SHORT)
  2451. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2452. else // BF_LONG (there's no other choice)
  2453. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2454. if (cardfix != 10000)
  2455. md.damage=md.damage*cardfix/10000;
  2456. }
  2457. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  2458. md.damage += md.damage*i/100;
  2459. if(md.damage < 0)
  2460. md.damage = 0;
  2461. else if(md.damage && tstatus->mode&MD_PLANT)
  2462. md.damage = 1;
  2463. if(!(nk&NK_NO_ELEFIX))
  2464. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2465. md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2466. if (map_flag_gvg2(target->m))
  2467. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2468. if (skill_num == NJ_ZENYNAGE && sd)
  2469. { //Time to Pay Up.
  2470. if ( md.damage > sd->status.zeny )
  2471. md.damage=sd->status.zeny;
  2472. pc_payzeny(sd, md.damage);
  2473. }
  2474. return md;
  2475. }
  2476. /*==========================================
  2477. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2478. *------------------------------------------*/
  2479. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  2480. {
  2481. struct Damage d;
  2482. switch(attack_type) {
  2483. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  2484. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  2485. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  2486. default:
  2487. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2488. memset(&d,0,sizeof(d));
  2489. break;
  2490. }
  2491. if (d.damage + d.damage2 < 1)
  2492. { //Miss/Absorbed
  2493. //Weapon attacks should go through to cause additional effects.
  2494. if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC))
  2495. d.dmg_lv = ATK_FLEE;
  2496. d.dmotion = 0;
  2497. }
  2498. return d;
  2499. }
  2500. //Calculates BF_WEAPON returned damage.
  2501. int battle_calc_return_damage(struct block_list* bl, int damage, int flag)
  2502. {
  2503. struct map_session_data* sd = NULL;
  2504. int rdamage = 0;
  2505. sd = BL_CAST(BL_PC, bl);
  2506. //Bounces back part of the damage.
  2507. if (flag & BF_SHORT) {
  2508. struct status_change* sc;
  2509. if (sd && sd->short_weapon_damage_return)
  2510. {
  2511. rdamage += damage * sd->short_weapon_damage_return / 100;
  2512. if(rdamage < 1) rdamage = 1;
  2513. }
  2514. sc = status_get_sc(bl);
  2515. if (sc && sc->data[SC_REFLECTSHIELD])
  2516. {
  2517. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  2518. if (rdamage < 1) rdamage = 1;
  2519. }
  2520. } else {
  2521. if (sd && sd->long_weapon_damage_return)
  2522. {
  2523. rdamage += damage * sd->long_weapon_damage_return / 100;
  2524. if (rdamage < 1) rdamage = 1;
  2525. }
  2526. }
  2527. return rdamage;
  2528. }
  2529. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  2530. {
  2531. struct weapon_data *wd;
  2532. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2533. for (i = 0; i < 4; i++) {
  2534. //First two iterations: Right hand
  2535. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2536. else { wd = &sd->left_weapon; damage = &ldamage; }
  2537. if (*damage <= 0) continue;
  2538. //First and Third iterations: race, other two boss/nonboss state
  2539. if (i == 0 || i == 2)
  2540. type = race;
  2541. else
  2542. type = boss?RC_BOSS:RC_NONBOSS;
  2543. hp = wd->hp_drain[type].value;
  2544. if (wd->hp_drain[type].rate)
  2545. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  2546. sp = wd->sp_drain[type].value;
  2547. if (wd->sp_drain[type].rate)
  2548. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  2549. if (hp) {
  2550. if (wd->hp_drain[type].type)
  2551. rhp += hp;
  2552. thp += hp;
  2553. }
  2554. if (sp) {
  2555. if (wd->sp_drain[type].type)
  2556. rsp += sp;
  2557. tsp += sp;
  2558. }
  2559. }
  2560. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  2561. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  2562. if (!thp && !tsp) return;
  2563. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2564. if (rhp || rsp)
  2565. status_zap(tbl, rhp, rsp);
  2566. }
  2567. /*==========================================
  2568. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2569. *------------------------------------------*/
  2570. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  2571. {
  2572. struct map_session_data *sd = NULL, *tsd = NULL;
  2573. struct status_data *sstatus, *tstatus;
  2574. struct status_change *sc, *tsc;
  2575. int damage,rdamage=0,rdelay=0;
  2576. int skillv;
  2577. struct Damage wd;
  2578. nullpo_retr(ATK_NONE, src);
  2579. nullpo_retr(ATK_NONE, target);
  2580. if (src->prev == NULL || target->prev == NULL)
  2581. return ATK_NONE;
  2582. sd = BL_CAST(BL_PC, src);
  2583. tsd = BL_CAST(BL_PC, target);
  2584. sstatus = status_get_status_data(src);
  2585. tstatus = status_get_status_data(target);
  2586. sc = status_get_sc(src);
  2587. tsc = status_get_sc(target);
  2588. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2589. sc = NULL;
  2590. if (tsc && !tsc->count)
  2591. tsc = NULL;
  2592. if (sd)
  2593. {
  2594. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2595. if (sd->state.arrow_atk)
  2596. {
  2597. int index = sd->equip_index[EQI_AMMO];
  2598. if (index<0) {
  2599. clif_arrow_fail(sd,0);
  2600. return ATK_NONE;
  2601. }
  2602. //Ammo check by Ishizu-chan
  2603. if (sd->inventory_data[index])
  2604. switch (sd->status.weapon) {
  2605. case W_BOW:
  2606. if (sd->inventory_data[index]->look != A_ARROW) {
  2607. clif_arrow_fail(sd,0);
  2608. return ATK_NONE;
  2609. }
  2610. break;
  2611. case W_REVOLVER:
  2612. case W_RIFLE:
  2613. case W_GATLING:
  2614. case W_SHOTGUN:
  2615. if (sd->inventory_data[index]->look != A_BULLET) {
  2616. clif_arrow_fail(sd,0);
  2617. return ATK_NONE;
  2618. }
  2619. break;
  2620. case W_GRENADE:
  2621. if (sd->inventory_data[index]->look != A_GRENADE) {
  2622. clif_arrow_fail(sd,0);
  2623. return ATK_NONE;
  2624. }
  2625. break;
  2626. }
  2627. }
  2628. }
  2629. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  2630. status_change_end(src,SC_CLOAKING,-1);
  2631. //Check for counter attacks that block your attack. [Skotlex]
  2632. if(tsc)
  2633. {
  2634. if(tsc->data[SC_AUTOCOUNTER] &&
  2635. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2636. ) {
  2637. int dir = map_calc_dir(target,src->x,src->y);
  2638. int t_dir = unit_getdir(target);
  2639. int dist = distance_bl(src, target);
  2640. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2641. {
  2642. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  2643. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2644. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2645. status_change_end(target,SC_AUTOCOUNTER,-1);
  2646. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2647. return ATK_NONE;
  2648. }
  2649. }
  2650. if (tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src)) {
  2651. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  2652. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2653. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2654. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  2655. { //Target locked.
  2656. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2657. clif_bladestop(target, src->id, 1);
  2658. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  2659. return ATK_NONE;
  2660. }
  2661. }
  2662. }
  2663. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2664. {
  2665. int triple_rate= 30 - skillv; //Base Rate
  2666. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
  2667. {
  2668. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  2669. status_change_end(src,SC_SKILLRATE_UP,-1);
  2670. }
  2671. if (rand()%100 < triple_rate)
  2672. //FIXME: invalid return type!
  2673. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  2674. }
  2675. if (sc)
  2676. {
  2677. if (sc->data[SC_SACRIFICE])
  2678. //FIXME: invalid return type!
  2679. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE]->val1,tick,0);
  2680. if (sc->data[SC_MAGICALATTACK])
  2681. //FIXME: invalid return type!
  2682. return (damage_lv)skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
  2683. }
  2684. wd = battle_calc_weapon_attack(src, target, 0, 0, flag);
  2685. if (sd && sd->state.arrow_atk) //Consume arrow.
  2686. battle_consume_ammo(sd, 0, 0);
  2687. damage = wd.damage + wd.damage2;
  2688. if( damage > 0 && src != target )
  2689. {
  2690. rdamage = battle_calc_return_damage(target, damage, wd.flag);
  2691. if( rdamage > 0 )
  2692. {
  2693. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2694. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2695. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  2696. }
  2697. }
  2698. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2699. if (sd && sd->splash_range > 0 && damage > 0)
  2700. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  2701. map_freeblock_lock();
  2702. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2703. if (sc && sc->data[SC_AUTOSPELL] && rand()%100 < sc->data[SC_AUTOSPELL]->val4) {
  2704. int sp = 0;
  2705. int skillid = sc->data[SC_AUTOSPELL]->val2;
  2706. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  2707. int i = rand()%100;
  2708. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  2709. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2710. if (i >= 50) skilllv -= 2;
  2711. else if (i >= 15) skilllv--;
  2712. if (skilllv < 1) skilllv = 1;
  2713. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2714. if (status_charge(src, 0, sp)) {
  2715. switch (skill_get_casttype(skillid)) {
  2716. case CAST_GROUND:
  2717. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2718. break;
  2719. case CAST_NODAMAGE:
  2720. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2721. break;
  2722. case CAST_DAMAGE:
  2723. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2724. break;
  2725. }
  2726. }
  2727. }
  2728. if (sd) {
  2729. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2730. if (battle_config.left_cardfix_to_right)
  2731. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2732. else
  2733. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2734. }
  2735. }
  2736. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2737. if(tsd && src != target)
  2738. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2739. battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2740. }
  2741. if (tsc) {
  2742. if (tsc->data[SC_POISONREACT] &&
  2743. (rand()%100 < tsc->data[SC_POISONREACT]->val3
  2744. || sstatus->def_ele == ELE_POISON) &&
  2745. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  2746. status_check_skilluse(target, src, TF_POISON, 0)
  2747. ) { //Poison React
  2748. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  2749. if (sstatus->def_ele == ELE_POISON) {
  2750. sce->val2 = 0;
  2751. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  2752. } else {
  2753. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  2754. --sce->val2;
  2755. }
  2756. if (sce->val2 <= 0)
  2757. status_change_end(target, SC_POISONREACT, -1);
  2758. }
  2759. }
  2760. map_freeblock_unlock();
  2761. return wd.dmg_lv;
  2762. }
  2763. int battle_check_undead(int race,int element)
  2764. {
  2765. if(battle_config.undead_detect_type == 0) {
  2766. if(element == ELE_UNDEAD)
  2767. return 1;
  2768. }
  2769. else if(battle_config.undead_detect_type == 1) {
  2770. if(race == RC_UNDEAD)
  2771. return 1;
  2772. }
  2773. else {
  2774. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2775. return 1;
  2776. }
  2777. return 0;
  2778. }
  2779. //Returns the upmost level master starting with the given object
  2780. struct block_list* battle_get_master(struct block_list *src)
  2781. {
  2782. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  2783. do {
  2784. prev = src;
  2785. switch (src->type) {
  2786. case BL_PET:
  2787. if (((TBL_PET*)src)->msd)
  2788. src = (struct block_list*)((TBL_PET*)src)->msd;
  2789. break;
  2790. case BL_MOB:
  2791. if (((TBL_MOB*)src)->master_id)
  2792. src = map_id2bl(((TBL_MOB*)src)->master_id);
  2793. break;
  2794. case BL_HOM:
  2795. if (((TBL_HOM*)src)->master)
  2796. src = (struct block_list*)((TBL_HOM*)src)->master;
  2797. break;
  2798. case BL_MER:
  2799. if (((TBL_MER*)src)->master)
  2800. src = (struct block_list*)((TBL_MER*)src)->master;
  2801. break;
  2802. case BL_SKILL:
  2803. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  2804. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  2805. break;
  2806. }
  2807. } while (src && src != prev);
  2808. return prev;
  2809. }
  2810. /*==========================================
  2811. * Checks the state between two targets (rewritten by Skotlex)
  2812. * (enemy, friend, party, guild, etc)
  2813. * See battle.h for possible values/combinations
  2814. * to be used here (BCT_* constants)
  2815. * Return value is:
  2816. * 1: flag holds true (is enemy, party, etc)
  2817. * -1: flag fails
  2818. * 0: Invalid target (non-targetable ever)
  2819. *------------------------------------------*/
  2820. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2821. {
  2822. int m,state = 0; //Initial state none
  2823. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2824. struct block_list *s_bl = src, *t_bl = target;
  2825. nullpo_retr(0, src);
  2826. nullpo_retr(0, target);
  2827. m = target->m;
  2828. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  2829. //objects involved.
  2830. if( (t_bl = battle_get_master(target)) == NULL )
  2831. t_bl = target;
  2832. if( (s_bl = battle_get_master(src)) == NULL )
  2833. s_bl = src;
  2834. switch( target->type )
  2835. { // Checks on actual target
  2836. case BL_PC:
  2837. if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
  2838. return -1; //Cannot be targeted yet.
  2839. break;
  2840. case BL_MOB:
  2841. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  2842. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  2843. s_bl->type == BL_PC && src->type != BL_MOB)
  2844. { //Targettable by players
  2845. state |= BCT_ENEMY;
  2846. strip_enemy = 0;
  2847. }
  2848. break;
  2849. case BL_SKILL:
  2850. {
  2851. TBL_SKILL *su = (TBL_SKILL*)target;
  2852. if( !su->group )
  2853. return 0;
  2854. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP )
  2855. { //Only a few skills can target traps...
  2856. switch( battle_getcurrentskill(src) )
  2857. {
  2858. case MA_REMOVETRAP:
  2859. case HT_REMOVETRAP:
  2860. case AC_SHOWER:
  2861. case MA_SHOWER:
  2862. case WZ_SIGHTRASHER:
  2863. case WZ_SIGHTBLASTER:
  2864. case SM_MAGNUM:
  2865. case MS_MAGNUM:
  2866. state |= BCT_ENEMY;
  2867. strip_enemy = 0;
  2868. break;
  2869. default:
  2870. return 0;
  2871. }
  2872. } else if (su->group->skill_id==WZ_ICEWALL)
  2873. {
  2874. state |= BCT_ENEMY;
  2875. strip_enemy = 0;
  2876. } else //Excepting traps and icewall, you should not be able to target skills.
  2877. return 0;
  2878. }
  2879. break;
  2880. //Valid targets with no special checks here.
  2881. case BL_MER:
  2882. case BL_HOM:
  2883. break;
  2884. //All else not specified is an invalid target.
  2885. default:
  2886. return 0;
  2887. }
  2888. switch( t_bl->type )
  2889. { //Checks on target master
  2890. case BL_PC:
  2891. {
  2892. struct map_session_data *sd;
  2893. if( t_bl == s_bl ) break;
  2894. sd = BL_CAST(BL_PC, t_bl);
  2895. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  2896. return 0; // Global inminuty only to Attacks
  2897. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  2898. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  2899. if( sd->state.killable ) {
  2900. state |= BCT_ENEMY; // Everything can kill it
  2901. strip_enemy = 0;
  2902. }
  2903. break;
  2904. }
  2905. case BL_MOB:
  2906. {
  2907. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  2908. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  2909. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  2910. break;
  2911. }
  2912. }
  2913. switch( src->type )
  2914. { //Checks on actual src type
  2915. case BL_PET:
  2916. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2917. return 0; //Pet may not attack non-mobs.
  2918. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2919. return 0; //pet may not attack Guardians/Emperium
  2920. break;
  2921. case BL_SKILL:
  2922. {
  2923. struct skill_unit *su = (struct skill_unit *)src;
  2924. if (!su->group)
  2925. return 0;
  2926. if (su->group->src_id == target->id)
  2927. {
  2928. int inf2;
  2929. inf2 = skill_get_inf2(su->group->skill_id);
  2930. if (inf2&INF2_NO_TARGET_SELF)
  2931. return -1;
  2932. if (inf2&INF2_TARGET_SELF)
  2933. return 1;
  2934. }
  2935. break;
  2936. }
  2937. }
  2938. switch( s_bl->type )
  2939. { //Checks on source master
  2940. case BL_PC:
  2941. {
  2942. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  2943. if( s_bl != t_bl )
  2944. {
  2945. if( sd->state.killer )
  2946. {
  2947. state |= BCT_ENEMY; // Can kill anything
  2948. strip_enemy = 0;
  2949. }
  2950. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  2951. {
  2952. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  2953. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  2954. else
  2955. return 0; // You can't target anything out of your duel
  2956. }
  2957. }
  2958. if (map_flag_gvg(m) && !sd->status.guild_id &&
  2959. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  2960. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  2961. if (t_bl->type != BL_PC)
  2962. state |= BCT_ENEMY; //Natural enemy.
  2963. break;
  2964. }
  2965. case BL_MOB:
  2966. {
  2967. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  2968. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  2969. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  2970. if( !md->special_state.ai )
  2971. { //Normal mobs.
  2972. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  2973. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  2974. else
  2975. state |= BCT_ENEMY; //However, all else are enemies.
  2976. }
  2977. else
  2978. {
  2979. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  2980. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  2981. }
  2982. break;
  2983. }
  2984. default:
  2985. //Need some sort of default behaviour for unhandled types.
  2986. if (t_bl->type != s_bl->type)
  2987. state |= BCT_ENEMY;
  2988. break;
  2989. }
  2990. if( (flag&BCT_ALL) == BCT_ALL )
  2991. { //All actually stands for all attackable chars
  2992. if( target->type&BL_CHAR )
  2993. return 1;
  2994. else
  2995. return -1;
  2996. }
  2997. else if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  2998. return -1;
  2999. if( t_bl == s_bl )
  3000. { //No need for further testing.
  3001. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3002. if( state&BCT_ENEMY && strip_enemy )
  3003. state&=~BCT_ENEMY;
  3004. return (flag&state)?1:-1;
  3005. }
  3006. if( map_flag_vs(m) )
  3007. { //Check rivalry settings.
  3008. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  3009. int s_party = status_get_party_id(s_bl);
  3010. if (
  3011. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  3012. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  3013. s_party && s_party == status_get_party_id(t_bl)
  3014. )
  3015. state |= BCT_PARTY;
  3016. else
  3017. state |= BCT_ENEMY;
  3018. }
  3019. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  3020. int s_guild = status_get_guild_id(s_bl);
  3021. int t_guild = status_get_guild_id(t_bl);
  3022. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) )
  3023. state |= BCT_GUILD;
  3024. else
  3025. state |= BCT_ENEMY;
  3026. }
  3027. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  3028. s_bl->type == BL_PC && t_bl->type == BL_PC)
  3029. { //Prevent novice engagement on pk_mode (feature by Valaris)
  3030. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  3031. if (
  3032. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3033. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3034. (int)sd->status.base_level < battle_config.pk_min_level ||
  3035. (int)sd2->status.base_level < battle_config.pk_min_level ||
  3036. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  3037. )
  3038. state&=~BCT_ENEMY;
  3039. }
  3040. } else { //Non pvp/gvg, check party/guild settings.
  3041. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  3042. int s_party = status_get_party_id(s_bl);
  3043. if(s_party && s_party == status_get_party_id(t_bl))
  3044. state |= BCT_PARTY;
  3045. }
  3046. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  3047. int s_guild = status_get_guild_id(s_bl);
  3048. int t_guild = status_get_guild_id(t_bl);
  3049. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  3050. state |= BCT_GUILD;
  3051. }
  3052. }
  3053. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3054. state = BCT_NEUTRAL;
  3055. //Alliance state takes precedence over enemy one.
  3056. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  3057. state&=~BCT_ENEMY;
  3058. return (flag&state)?1:-1;
  3059. }
  3060. /*==========================================
  3061. * ŽË’ö”»’è
  3062. *------------------------------------------*/
  3063. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  3064. {
  3065. int d;
  3066. nullpo_retr(false, src);
  3067. nullpo_retr(false, bl);
  3068. if( src->m != bl->m )
  3069. return false;
  3070. if( !check_distance_bl(src, bl, range) )
  3071. return false;
  3072. if( (d = distance_bl(src, bl)) < 2 )
  3073. return true; // No need for path checking.
  3074. if( d > AREA_SIZE )
  3075. return false; // Avoid targetting objects beyond your range of sight.
  3076. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  3077. }
  3078. static const struct _battle_data {
  3079. const char* str;
  3080. int* val;
  3081. int defval;
  3082. int min;
  3083. int max;
  3084. } battle_data[] = {
  3085. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  3086. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  3087. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  3088. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  3089. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  3090. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  3091. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  3092. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  3093. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  3094. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  3095. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  3096. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  3097. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  3098. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  3099. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  3100. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  3101. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  3102. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  3103. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  3104. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  3105. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  3106. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  3107. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  3108. { "random_monster_checklv", &battle_config.random_monster_checklv, 1, 0, 1, },
  3109. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  3110. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  3111. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  3112. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  3113. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  3114. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  3115. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  3116. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  3117. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  3118. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  3119. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  3120. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  3121. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  3122. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  3123. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  3124. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  3125. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  3126. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  3127. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  3128. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  3129. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  3130. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  3131. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  3132. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  3133. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  3134. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  3135. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  3136. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  3137. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  3138. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  3139. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  3140. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  3141. { "lowest_gm_level", &battle_config.lowest_gm_level, 1, 0, 99, },
  3142. { "atcommand_gm_only", &battle_config.atc_gmonly, 0, 0, 1, },
  3143. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  3144. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  3145. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  3146. { "gm_all_skill", &battle_config.gm_allskill, 0, 0, 100, },
  3147. { "gm_all_equipment", &battle_config.gm_allequip, 0, 0, 100, },
  3148. { "gm_skill_unconditional", &battle_config.gm_skilluncond, 0, 0, 100, },
  3149. { "gm_join_chat", &battle_config.gm_join_chat, 0, 0, 100, },
  3150. { "gm_kick_chat", &battle_config.gm_kick_chat, 0, 0, 100, },
  3151. { "gm_can_party", &battle_config.gm_can_party, 0, 0, 1, },
  3152. { "gm_cant_party_min_lv", &battle_config.gm_cant_party_min_lv, 20, 0, 100, },
  3153. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  3154. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  3155. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  3156. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  3157. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  3158. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  3159. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  3160. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  3161. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  3162. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  3163. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  3164. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  3165. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  3166. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  3167. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  3168. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  3169. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  3170. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  3171. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  3172. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  3173. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  3174. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  3175. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  3176. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  3177. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  3178. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  3179. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  3180. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  3181. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  3182. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  3183. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  3184. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  3185. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  3186. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  3187. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  3188. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  3189. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  3190. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  3191. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  3192. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  3193. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  3194. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  3195. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  3196. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  3197. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  3198. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  3199. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  3200. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  3201. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  3202. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  3203. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  3204. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  3205. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  3206. { "item_check", &battle_config.item_check, 0, 0, 1, },
  3207. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  3208. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  3209. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  3210. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  3211. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  3212. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3213. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3214. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3215. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  3216. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  3217. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  3218. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  3219. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  3220. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  3221. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  3222. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  3223. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  3224. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  3225. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  3226. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  3227. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  3228. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  3229. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  3230. { "save_log", &battle_config.save_log, 0, 0, 1, },
  3231. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  3232. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  3233. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  3234. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  3235. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  3236. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  3237. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3238. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  3239. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  3240. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  3241. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  3242. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3243. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  3244. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  3245. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  3246. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_DEF, 0, INT_MAX, },
  3247. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  3248. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  3249. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  3250. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  3251. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  3252. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  3253. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  3254. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time, 7000, 0, INT_MAX, },
  3255. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  3256. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  3257. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  3258. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  3259. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  3260. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  3261. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  3262. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  3263. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  3264. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  3265. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  3266. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  3267. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  3268. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  3269. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  3270. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  3271. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  3272. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  3273. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  3274. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  3275. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  3276. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  3277. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  3278. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  3279. { "show_party_share_picker", &battle_config.party_show_share_picker, 0, 0, 1, },
  3280. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  3281. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  3282. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  3283. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  3284. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  3285. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  3286. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  3287. { "hide_GM_session", &battle_config.hide_GM_session, 0, 0, 1, },
  3288. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  3289. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  3290. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  3291. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  3292. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  3293. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv, 1, 0, 100, },
  3294. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv, 0, 0, 100, },
  3295. { "disp_hpmeter", &battle_config.disp_hpmeter, 0, 0, 100, },
  3296. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  3297. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  3298. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  3299. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  3300. // eAthena additions
  3301. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  3302. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  3303. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  3304. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  3305. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  3306. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  3307. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  3308. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  3309. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  3310. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  3311. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  3312. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  3313. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  3314. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  3315. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  3316. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  3317. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  3318. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  3319. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  3320. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  3321. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  3322. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  3323. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  3324. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  3325. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  3326. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  3327. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  3328. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  3329. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  3330. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  3331. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  3332. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  3333. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  3334. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  3335. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  3336. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  3337. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  3338. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  3339. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  3340. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  3341. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  3342. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  3343. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  3344. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  3345. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  3346. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  3347. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  3348. { "hack_info_GM_level", &battle_config.hack_info_GM_level, 60, 0, 100, },
  3349. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level, 20, 0, 100, },
  3350. { "who_display_aid", &battle_config.who_display_aid, 40, 0, 100, },
  3351. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFF, 0x0000, 0xFFFF, },
  3352. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  3353. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  3354. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  3355. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  3356. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  3357. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  3358. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  3359. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  3360. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  3361. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  3362. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  3363. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  3364. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  3365. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  3366. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  3367. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  3368. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  3369. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  3370. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  3371. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  3372. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  3373. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  3374. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  3375. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  3376. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  3377. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  3378. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  3379. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  3380. { "display_version", &battle_config.display_version, 1, 0, 1, },
  3381. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  3382. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  3383. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  3384. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  3385. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  3386. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  3387. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  3388. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  3389. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  3390. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  3391. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  3392. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  3393. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  3394. { "mob_clear_delay", &battle_config.mob_clear_delay, 0, 0, INT_MAX, },
  3395. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  3396. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  3397. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  3398. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  3399. { "title_lvl1", &battle_config.title_lvl1, 1, 0, 100, },
  3400. { "title_lvl2", &battle_config.title_lvl2, 10, 0, 100, },
  3401. { "title_lvl3", &battle_config.title_lvl3, 20, 0, 100, },
  3402. { "title_lvl4", &battle_config.title_lvl4, 40, 0, 100, },
  3403. { "title_lvl5", &battle_config.title_lvl5, 50, 0, 100, },
  3404. { "title_lvl6", &battle_config.title_lvl6, 60, 0, 100, },
  3405. { "title_lvl7", &battle_config.title_lvl7, 80, 0, 100, },
  3406. { "title_lvl8", &battle_config.title_lvl8, 99, 0, 100, },
  3407. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  3408. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  3409. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  3410. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  3411. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  3412. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  3413. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  3414. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  3415. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  3416. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  3417. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  3418. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  3419. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  3420. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  3421. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  3422. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  3423. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  3424. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  3425. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  3426. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  3427. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  3428. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  3429. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  3430. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  3431. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  3432. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  3433. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  3434. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  3435. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  3436. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  3437. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  3438. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  3439. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  3440. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  3441. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  3442. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  3443. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  3444. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  3445. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  3446. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 1, 3, },
  3447. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  3448. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  3449. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  3450. { "gm_viewequip_min_lv", &battle_config.gm_viewequip_min_lv, 0, 0, 99, },
  3451. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 0, 0, 1, },
  3452. };
  3453. int battle_set_value(const char* w1, const char* w2)
  3454. {
  3455. int val = config_switch(w2);
  3456. int i;
  3457. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3458. if (i == ARRAYLENGTH(battle_data))
  3459. return 0; // not found
  3460. if (val < battle_data[i].min || val > battle_data[i].max)
  3461. {
  3462. 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);
  3463. val = battle_data[i].defval;
  3464. }
  3465. *battle_data[i].val = val;
  3466. return 1;
  3467. }
  3468. int battle_get_value(const char* w1)
  3469. {
  3470. int i;
  3471. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3472. if (i == ARRAYLENGTH(battle_data))
  3473. return 0; // not found
  3474. else
  3475. return *battle_data[i].val;
  3476. }
  3477. void battle_set_defaults()
  3478. {
  3479. int i;
  3480. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  3481. *battle_data[i].val = battle_data[i].defval;
  3482. }
  3483. void battle_adjust_conf()
  3484. {
  3485. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3486. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3487. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3488. battle_config.max_cart_weight *= 10;
  3489. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3490. battle_config.max_def = 100;
  3491. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3492. battle_config.min_hitrate = battle_config.max_hitrate;
  3493. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3494. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3495. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  3496. battle_config.day_duration = 60000;
  3497. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  3498. battle_config.night_duration = 60000;
  3499. #ifndef CELL_NOSTACK
  3500. if (battle_config.cell_stack_limit != 1)
  3501. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3502. #endif
  3503. }
  3504. int battle_config_read(const char* cfgName)
  3505. {
  3506. char line[1024], w1[1024], w2[1024];
  3507. FILE* fp;
  3508. static int count = 0;
  3509. if (count == 0)
  3510. battle_set_defaults();
  3511. count++;
  3512. fp = fopen(cfgName,"r");
  3513. if (fp == NULL)
  3514. ShowError("File not found: %s\n", cfgName);
  3515. else
  3516. {
  3517. while(fgets(line, sizeof(line), fp))
  3518. {
  3519. if (line[0] == '/' && line[1] == '/')
  3520. continue;
  3521. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  3522. continue;
  3523. if (strcmpi(w1, "import") == 0)
  3524. battle_config_read(w2);
  3525. else
  3526. if (battle_set_value(w1, w2) == 0)
  3527. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  3528. }
  3529. fclose(fp);
  3530. }
  3531. count--;
  3532. if (count == 0)
  3533. battle_adjust_conf();
  3534. return 0;
  3535. }
  3536. void do_init_battle(void)
  3537. {
  3538. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  3539. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3540. }
  3541. void do_final_battle(void)
  3542. {
  3543. ers_destroy(delay_damage_ers);
  3544. }