battle.c 152 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 "battleground.h"
  26. #include <stdio.h>
  27. #include <stdlib.h>
  28. #include <string.h>
  29. #include <math.h>
  30. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  31. struct Battle_Config battle_config;
  32. static struct eri *delay_damage_ers; //For battle delay damage structures.
  33. int battle_getcurrentskill(struct block_list *bl)
  34. { //Returns the current/last skill in use by this bl.
  35. struct unit_data *ud;
  36. if( bl->type == BL_SKILL )
  37. {
  38. struct skill_unit * su = (struct skill_unit*)bl;
  39. return su->group?su->group->skill_id:0;
  40. }
  41. ud = unit_bl2ud(bl);
  42. return ud?ud->skillid:0;
  43. }
  44. /*==========================================
  45. * Get random targetting enemy
  46. *------------------------------------------*/
  47. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  48. {
  49. struct block_list **bl_list;
  50. struct unit_data *ud;
  51. int target_id;
  52. int *c;
  53. bl_list = va_arg(ap, struct block_list **);
  54. c = va_arg(ap, int *);
  55. target_id = va_arg(ap, int);
  56. if (bl->id == target_id)
  57. return 0;
  58. if (*c >= 24)
  59. return 0;
  60. ud = unit_bl2ud(bl);
  61. if (!ud) return 0;
  62. if (ud->target == target_id || ud->skilltarget == target_id) {
  63. bl_list[(*c)++] = bl;
  64. return 1;
  65. }
  66. return 0;
  67. }
  68. struct block_list* battle_gettargeted(struct block_list *target)
  69. {
  70. struct block_list *bl_list[24];
  71. int c = 0;
  72. nullpo_retr(NULL, target);
  73. memset(bl_list, 0, sizeof(bl_list));
  74. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  75. if (c == 0 || c > 24)
  76. return NULL;
  77. return bl_list[rand()%c];
  78. }
  79. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  80. int battle_gettarget(struct block_list* bl)
  81. {
  82. switch (bl->type)
  83. {
  84. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  85. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  86. case BL_PET: return ((struct pet_data*)bl)->target_id;
  87. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  88. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  89. }
  90. return 0;
  91. }
  92. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  93. {
  94. struct block_list **bl_list;
  95. struct block_list *target;
  96. int *c;
  97. bl_list = va_arg(ap, struct block_list **);
  98. c = va_arg(ap, int *);
  99. target = va_arg(ap, struct block_list *);
  100. if (bl->id == target->id)
  101. return 0;
  102. if (*c >= 24)
  103. return 0;
  104. if (status_isdead(bl))
  105. return 0;
  106. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  107. bl_list[(*c)++] = bl;
  108. return 1;
  109. }
  110. return 0;
  111. }
  112. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  113. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  114. {
  115. struct block_list *bl_list[24];
  116. int c = 0;
  117. memset(bl_list, 0, sizeof(bl_list));
  118. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  119. if (c == 0 || c > 24)
  120. return NULL;
  121. return bl_list[rand()%c];
  122. }
  123. // ダ??[ジの遅延
  124. struct delay_damage {
  125. struct block_list *src;
  126. int target;
  127. int damage;
  128. int delay;
  129. unsigned short distance;
  130. unsigned short skill_lv;
  131. unsigned short skill_id;
  132. enum damage_lv dmg_lv;
  133. unsigned short attack_type;
  134. };
  135. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
  136. {
  137. struct delay_damage *dat = (struct delay_damage *)data;
  138. struct block_list *target = map_id2bl(dat->target);
  139. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  140. target->m == dat->src->m &&
  141. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
  142. check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  143. {
  144. map_freeblock_lock();
  145. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  146. if( dat->attack_type && !status_isdead(target) )
  147. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  148. if( dat->damage > 0 && dat->attack_type )
  149. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  150. map_freeblock_unlock();
  151. }
  152. ers_free(delay_damage_ers, dat);
  153. return 0;
  154. }
  155. 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)
  156. {
  157. struct delay_damage *dat;
  158. nullpo_retr(0, src);
  159. nullpo_retr(0, target);
  160. if (!battle_config.delay_battle_damage) {
  161. map_freeblock_lock();
  162. status_fix_damage(src, target, damage, ddelay);
  163. if( attack_type && !status_isdead(target) )
  164. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  165. if( damage > 0 && attack_type )
  166. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  167. map_freeblock_unlock();
  168. return 0;
  169. }
  170. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  171. dat->src = src;
  172. dat->target = target->id;
  173. dat->skill_id = skill_id;
  174. dat->skill_lv = skill_lv;
  175. dat->attack_type = attack_type;
  176. dat->damage = damage;
  177. dat->dmg_lv = dmg_lv;
  178. dat->delay = ddelay;
  179. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  180. if (src->type != BL_PC && amotion > 1000)
  181. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  182. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr)dat);
  183. return 0;
  184. }
  185. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  186. {
  187. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  188. return 100;
  189. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  190. return 100;
  191. return attr_fix_table[def_lv-1][atk_elem][def_type];
  192. }
  193. /*==========================================
  194. * Does attribute fix modifiers.
  195. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  196. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  197. *------------------------------------------*/
  198. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  199. {
  200. struct status_change *sc=NULL, *tsc=NULL;
  201. int ratio;
  202. if (src) sc = status_get_sc(src);
  203. if (target) tsc = status_get_sc(target);
  204. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  205. atk_elem = rand()%ELE_MAX;
  206. if (def_type < 0 || def_type > ELE_MAX ||
  207. def_lv < 1 || def_lv > 4) {
  208. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  209. return damage;
  210. }
  211. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  212. if (sc && sc->count)
  213. {
  214. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  215. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  216. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  217. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  218. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  219. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  220. }
  221. if( atk_elem == ELE_FIRE && tsc && tsc->count && tsc->data[SC_SPIDERWEB] )
  222. {
  223. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  224. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  225. damage <<= 1; // double damage
  226. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  227. status_change_end(target,SC_SPIDERWEB,-1);
  228. }
  229. return damage*ratio/100;
  230. }
  231. /*==========================================
  232. * ダ??[ジ??I計算
  233. *------------------------------------------*/
  234. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  235. {
  236. struct map_session_data *sd = NULL;
  237. struct status_change *sc;
  238. struct status_change_entry *sce;
  239. int div_ = d->div_, flag = d->flag;
  240. nullpo_retr(0, bl);
  241. if( !damage )
  242. return 0;
  243. if( mob_ksprotected(src, bl) )
  244. return 0;
  245. if (bl->type == BL_PC) {
  246. sd=(struct map_session_data *)bl;
  247. //Special no damage states
  248. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  249. damage -= damage*sd->special_state.no_weapon_damage/100;
  250. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  251. damage -= damage*sd->special_state.no_magic_damage/100;
  252. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  253. damage -= damage*sd->special_state.no_misc_damage/100;
  254. if(!damage) return 0;
  255. }
  256. if (skill_num == PA_PRESSURE)
  257. return damage; //This skill bypass everything else.
  258. sc = status_get_sc(bl);
  259. if( sc && sc->count )
  260. {
  261. //First, sc_*'s that reduce damage to 0.
  262. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
  263. {
  264. d->dmg_lv = ATK_BLOCK;
  265. return 0;
  266. }
  267. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  268. {
  269. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  270. if (group) {
  271. if (--group->val2<=0)
  272. skill_delunitgroup(NULL,group);
  273. d->dmg_lv = ATK_BLOCK;
  274. return 0;
  275. }
  276. status_change_end(bl,SC_SAFETYWALL,-1);
  277. }
  278. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
  279. {
  280. d->dmg_lv = ATK_BLOCK;
  281. return 0;
  282. }
  283. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
  284. {
  285. int delay;
  286. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  287. // different delay depending on skill level [celest]
  288. if (sce->val1 <= 5)
  289. delay = 300;
  290. else if (sce->val1 > 5 && sce->val1 <= 9)
  291. delay = 200;
  292. else
  293. delay = 100;
  294. unit_set_walkdelay(bl, gettick(), delay, 1);
  295. if(sc->data[SC_SHRINK] && rand()%100<5*sce->val1)
  296. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  297. return 0;
  298. }
  299. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rand()%100 < sce->val2 )
  300. { // attack blocked by Parrying
  301. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  302. return 0;
  303. }
  304. if(sc->data[SC_DODGE] && !sc->opt1 &&
  305. (flag&BF_LONG || sc->data[SC_SPURT])
  306. && rand()%100 < 20) {
  307. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  308. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  309. if (!sc->data[SC_COMBO])
  310. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  311. return 0;
  312. }
  313. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  314. return 0;
  315. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  316. return 0;
  317. if((sce=sc->data[SC_KAUPE]) && rand()%100 < sce->val2)
  318. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  319. clif_specialeffect(bl, 462, AREA);
  320. //Shouldn't end until Breaker's non-weapon part connects.
  321. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  322. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  323. status_change_end(bl, SC_KAUPE, -1);
  324. return 0;
  325. }
  326. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  327. &&
  328. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  329. {
  330. if (sce) {
  331. clif_specialeffect(bl, 462, AREA);
  332. skill_blown(src,bl,sce->val3,-1,0);
  333. }
  334. //Both need to be consumed if they are active.
  335. if (sce && --(sce->val2) <= 0)
  336. status_change_end(bl, SC_UTSUSEMI, -1);
  337. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  338. status_change_end(bl, SC_BUNSINJYUTSU, -1);
  339. return 0;
  340. }
  341. //Now damage increasing effects
  342. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  343. {
  344. if( src->type != BL_MER || skill_num == 0 )
  345. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  346. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  347. status_change_end( bl,SC_AETERNA,-1 ); //Shouldn't end until Breaker's non-weapon part connects.
  348. }
  349. //Finally damage reductions....
  350. if( sc->data[SC_ASSUMPTIO] )
  351. {
  352. if( map_flag_vs(bl->m) )
  353. damage = damage*2/3; //Receive 66% damage
  354. else
  355. damage >>= 1; //Receive 50% damage
  356. }
  357. if(sc->data[SC_DEFENDER] &&
  358. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  359. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  360. if(sc->data[SC_ADJUSTMENT] &&
  361. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  362. damage -= 20*damage/100;
  363. if(sc->data[SC_FOGWALL]) {
  364. if(flag&BF_SKILL) //25% reduction
  365. damage -= 25*damage/100;
  366. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  367. damage >>= 2; //75% reduction
  368. }
  369. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  370. sce->val3&flag && sce->val4&flag)
  371. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  372. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
  373. && skill_num != WS_CARTTERMINATION)
  374. {
  375. struct status_data *status = status_get_status_data(bl);
  376. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  377. per /=20; //Uses 20% SP intervals.
  378. //SP Cost: 1% + 0.5% per every 20% SP
  379. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  380. status_change_end( bl,SC_ENERGYCOAT,-1 );
  381. //Reduction: 6% + 6% every 20%
  382. damage -= damage * 6 * (1+per) / 100;
  383. }
  384. if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
  385. // Fixed the condition check [Aalye]
  386. (src->type!=BL_PC || (
  387. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  388. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  389. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  390. )) &&
  391. rand()%100 < sce->val2
  392. ){
  393. damage = damage*50/100;
  394. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  395. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sce->val1,1);
  396. if(--(sce->val3)<=0)
  397. status_change_end(bl, SC_REJECTSWORD, -1);
  398. }
  399. //Finally Kyrie because it may, or not, reduce damage to 0.
  400. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  401. sce->val2-=damage;
  402. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  403. if(sce->val2>=0)
  404. damage=0;
  405. else
  406. damage=-sce->val2;
  407. }
  408. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  409. status_change_end(bl, SC_KYRIE, -1);
  410. }
  411. if (!damage) return 0;
  412. //Probably not the most correct place, but it'll do here
  413. //(since battle_drain is strictly for players currently)
  414. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  415. rand()%100 < sce->val3)
  416. status_heal(src, damage*sce->val4/100, 0, 3);
  417. }
  418. //SC effects from caster side. Currently none.
  419. /*
  420. sc = status_get_sc(src);
  421. if (sc && sc->count) {
  422. }
  423. */
  424. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage)
  425. {
  426. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  427. if (flag&BF_WEAPON)
  428. damage = damage * battle_config.pk_weapon_damage_rate/100;
  429. if (flag&BF_MAGIC)
  430. damage = damage * battle_config.pk_magic_damage_rate/100;
  431. if (flag&BF_MISC)
  432. damage = damage * battle_config.pk_misc_damage_rate/100;
  433. } else { //Normal attacks get reductions based on range.
  434. if (flag & BF_SHORT)
  435. damage = damage * battle_config.pk_short_damage_rate/100;
  436. if (flag & BF_LONG)
  437. damage = damage * battle_config.pk_long_damage_rate/100;
  438. }
  439. if(!damage) damage = 1;
  440. }
  441. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  442. {
  443. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  444. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  445. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  446. )
  447. damage = div_;
  448. }
  449. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  450. if (damage > 0 )
  451. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  452. if (skill_num)
  453. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  454. }
  455. return damage;
  456. }
  457. /*==========================================
  458. * Calculates BG related damage adjustments.
  459. *------------------------------------------*/
  460. int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
  461. {
  462. if( !damage )
  463. return 0;
  464. if( bl->type == BL_MOB )
  465. {
  466. struct mob_data* md = BL_CAST(BL_MOB, bl);
  467. if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
  468. return 0; // Crystal cannot receive skill damage on battlegrounds
  469. }
  470. switch( skill_num )
  471. {
  472. case PA_PRESSURE:
  473. case HW_GRAVITATION:
  474. case NJ_ZENYNAGE:
  475. break;
  476. default:
  477. if( flag&BF_SKILL )
  478. { //Skills get a different reduction than non-skills. [Skotlex]
  479. if( flag&BF_WEAPON )
  480. damage = damage * battle_config.bg_weapon_damage_rate/100;
  481. if( flag&BF_MAGIC )
  482. damage = damage * battle_config.bg_magic_damage_rate/100;
  483. if( flag&BF_MISC )
  484. damage = damage * battle_config.bg_misc_damage_rate/100;
  485. }
  486. else
  487. { //Normal attacks get reductions based on range.
  488. if( flag&BF_SHORT )
  489. damage = damage * battle_config.bg_short_damage_rate/100;
  490. if( flag&BF_LONG )
  491. damage = damage * battle_config.bg_long_damage_rate/100;
  492. }
  493. if( !damage ) damage = 1;
  494. }
  495. return damage;
  496. }
  497. /*==========================================
  498. * Calculates GVG related damage adjustments.
  499. *------------------------------------------*/
  500. 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)
  501. {
  502. struct mob_data* md = BL_CAST(BL_MOB, bl);
  503. int class_ = status_get_class(bl);
  504. if (!damage) //No reductions to make.
  505. return 0;
  506. if(md && md->guardian_data) {
  507. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  508. //Skill immunity.
  509. switch (skill_num) {
  510. case MO_TRIPLEATTACK:
  511. case HW_GRAVITATION:
  512. break;
  513. default:
  514. return 0;
  515. }
  516. if(src->type != BL_MOB) {
  517. struct guild *g=guild_search(status_get_guild_id(src));
  518. if (!g) return 0;
  519. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  520. return 0;
  521. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  522. return 0; // [MouseJstr]
  523. }
  524. }
  525. switch (skill_num) {
  526. //Skills with no damage reduction.
  527. case PA_PRESSURE:
  528. case HW_GRAVITATION:
  529. case NJ_ZENYNAGE:
  530. break;
  531. default:
  532. if (md && md->guardian_data) {
  533. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  534. }
  535. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  536. if (flag&BF_WEAPON)
  537. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  538. if (flag&BF_MAGIC)
  539. damage = damage * battle_config.gvg_magic_damage_rate/100;
  540. if (flag&BF_MISC)
  541. damage = damage * battle_config.gvg_misc_damage_rate/100;
  542. } else { //Normal attacks get reductions based on range.
  543. if (flag & BF_SHORT)
  544. damage = damage * battle_config.gvg_short_damage_rate/100;
  545. if (flag & BF_LONG)
  546. damage = damage * battle_config.gvg_long_damage_rate/100;
  547. }
  548. if(!damage) damage = 1;
  549. }
  550. return damage;
  551. }
  552. /*==========================================
  553. * HP/SP吸収の計算
  554. *------------------------------------------*/
  555. static int battle_calc_drain(int damage, int rate, int per)
  556. {
  557. int diff = 0;
  558. if (per && rand()%1000 < rate) {
  559. diff = (damage * per) / 100;
  560. if (diff == 0) {
  561. if (per > 0)
  562. diff = 1;
  563. else
  564. diff = -1;
  565. }
  566. }
  567. return diff;
  568. }
  569. /*==========================================
  570. * ?C練ダ??[ジ
  571. *------------------------------------------*/
  572. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  573. {
  574. int damage,skill;
  575. struct status_data *status = status_get_status_data(target);
  576. int weapon;
  577. damage = dmg;
  578. nullpo_retr(0, sd);
  579. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  580. target->type == BL_MOB && //This bonus doesnt work against players.
  581. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  582. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  583. //damage += (skill * 3);
  584. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  585. damage += (skill * 4);
  586. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  587. damage += sd->status.str;
  588. }
  589. if(type == 0)
  590. weapon = sd->weapontype1;
  591. else
  592. weapon = sd->weapontype2;
  593. switch(weapon)
  594. {
  595. case W_DAGGER:
  596. case W_1HSWORD:
  597. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  598. damage += (skill * 4);
  599. break;
  600. case W_2HSWORD:
  601. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  602. damage += (skill * 4);
  603. break;
  604. case W_1HSPEAR:
  605. case W_2HSPEAR:
  606. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  607. if(!pc_isriding(sd))
  608. damage += (skill * 4);
  609. else
  610. damage += (skill * 5);
  611. }
  612. break;
  613. case W_1HAXE:
  614. case W_2HAXE:
  615. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  616. damage += (skill * 3);
  617. break;
  618. case W_MACE:
  619. case W_2HMACE:
  620. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  621. damage += (skill * 3);
  622. break;
  623. case W_FIST:
  624. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  625. damage += (skill * 10);
  626. // No break, fallthrough to Knuckles
  627. case W_KNUCKLE:
  628. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  629. damage += (skill * 3);
  630. break;
  631. case W_MUSICAL:
  632. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  633. damage += (skill * 3);
  634. break;
  635. case W_WHIP:
  636. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  637. damage += (skill * 3);
  638. break;
  639. case W_BOOK:
  640. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  641. damage += (skill * 3);
  642. break;
  643. case W_KATAR:
  644. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  645. damage += (skill * 3);
  646. break;
  647. }
  648. return damage;
  649. }
  650. /*==========================================
  651. * Calculates the standard damage of a normal attack assuming it hits,
  652. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  653. *------------------------------------------
  654. * Pass damage2 as NULL to not calc it.
  655. * Flag values:
  656. * &1: Critical hit
  657. * &2: Arrow attack
  658. * &4: Skill is Magic Crasher
  659. * &8: Skip target size adjustment (Extremity Fist?)
  660. *&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)
  661. */
  662. 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)
  663. {
  664. unsigned short atkmin=0, atkmax=0;
  665. short type = 0;
  666. int damage = 0;
  667. if (!sd)
  668. { //Mobs/Pets
  669. if(flag&4)
  670. {
  671. atkmin = status->matk_min;
  672. atkmax = status->matk_max;
  673. } else {
  674. atkmin = wa->atk;
  675. atkmax = wa->atk2;
  676. }
  677. if (atkmin > atkmax)
  678. atkmin = atkmax;
  679. } else { //PCs
  680. atkmax = wa->atk;
  681. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  682. if (!(flag&1) || (flag&2))
  683. { //Normal attacks
  684. atkmin = status->dex;
  685. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  686. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  687. if (atkmin > atkmax)
  688. atkmin = atkmax;
  689. if(flag&2 && !(flag&16))
  690. { //Bows
  691. atkmin = atkmin*atkmax/100;
  692. if (atkmin > atkmax)
  693. atkmax = atkmin;
  694. }
  695. }
  696. }
  697. if (sc && sc->data[SC_MAXIMIZEPOWER])
  698. atkmin = atkmax;
  699. //Weapon Damage calculation
  700. if (!(flag&1))
  701. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  702. else
  703. damage = atkmax;
  704. if (sd)
  705. {
  706. //rodatazone says the range is 0~arrow_atk-1 for non crit
  707. if (flag&2 && sd->arrow_atk)
  708. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  709. //SizeFix only for players
  710. if (!(sd->special_state.no_sizefix || (flag&8)))
  711. damage = damage*(type==EQI_HAND_L?
  712. sd->left_weapon.atkmods[t_size]:
  713. sd->right_weapon.atkmods[t_size])/100;
  714. }
  715. //Finally, add baseatk
  716. if(flag&4)
  717. damage += status->matk_min;
  718. else
  719. damage += status->batk;
  720. //rodatazone says that Overrefine bonuses are part of baseatk
  721. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  722. if(sd) {
  723. if (type == EQI_HAND_L) {
  724. if(sd->left_weapon.overrefine)
  725. damage += rand()%sd->left_weapon.overrefine+1;
  726. if (sd->weapon_atk_rate[sd->weapontype2])
  727. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  728. } else { //Right hand
  729. if(sd->right_weapon.overrefine)
  730. damage += rand()%sd->right_weapon.overrefine+1;
  731. if (sd->weapon_atk_rate[sd->weapontype1])
  732. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  733. }
  734. }
  735. return damage;
  736. }
  737. /*==========================================
  738. * Consumes ammo for the given skill.
  739. *------------------------------------------*/
  740. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  741. {
  742. int qty=1;
  743. if (!battle_config.arrow_decrement)
  744. return;
  745. if (skill)
  746. {
  747. qty = skill_get_ammo_qty(skill, lv);
  748. if (!qty) qty = 1;
  749. }
  750. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  751. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0);
  752. }
  753. static int battle_range_type(
  754. struct block_list *src, struct block_list *target,
  755. int skill_num, int skill_lv)
  756. { //Skill Range Criteria
  757. if (battle_config.skillrange_by_distance &&
  758. (src->type&battle_config.skillrange_by_distance)
  759. ) { //based on distance between src/target [Skotlex]
  760. if (check_distance_bl(src, target, 5))
  761. return BF_SHORT;
  762. return BF_LONG;
  763. }
  764. //based on used skill's range
  765. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  766. return BF_SHORT;
  767. return BF_LONG;
  768. }
  769. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  770. {
  771. int i;
  772. if (!sd->skillblown[0].id)
  773. return 0;
  774. //Apply the bonus blewcount. [Skotlex]
  775. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  776. if (sd->skillblown[i].id == skill_num)
  777. return sd->skillblown[i].val;
  778. }
  779. return 0;
  780. }
  781. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  782. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  783. //For quick div adjustment.
  784. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  785. /*==========================================
  786. * battle_calc_weapon_attack (by Skotlex)
  787. *------------------------------------------*/
  788. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  789. {
  790. unsigned int skillratio = 100; //Skill dmg modifiers.
  791. short skill=0;
  792. short s_ele, s_ele_, t_class;
  793. int i, nk;
  794. struct map_session_data *sd, *tsd;
  795. struct Damage wd;
  796. struct status_change *sc = status_get_sc(src);
  797. struct status_change *tsc = status_get_sc(target);
  798. struct status_data *sstatus = status_get_status_data(src);
  799. struct status_data *tstatus = status_get_status_data(target);
  800. struct {
  801. unsigned hit : 1; //the attack Hit? (not a miss)
  802. unsigned cri : 1; //Critical hit
  803. unsigned idef : 1; //Ignore defense
  804. unsigned idef2 : 1; //Ignore defense (left weapon)
  805. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  806. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  807. unsigned infdef : 1; //Infinite defense (plants)
  808. unsigned arrow : 1; //Attack is arrow-based
  809. unsigned rh : 1; //Attack considers right hand (wd.damage)
  810. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  811. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  812. } flag;
  813. memset(&wd,0,sizeof(wd));
  814. memset(&flag,0,sizeof(flag));
  815. if(src==NULL || target==NULL)
  816. {
  817. nullpo_info(NLP_MARK);
  818. return wd;
  819. }
  820. //Initial flag
  821. flag.rh=1;
  822. flag.weapon=1;
  823. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  824. //Initial Values
  825. wd.type=0; //Normal attack
  826. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  827. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  828. if(skill_num == KN_AUTOCOUNTER)
  829. wd.amotion >>= 1;
  830. wd.dmotion=tstatus->dmotion;
  831. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  832. wd.flag = BF_WEAPON; //Initial Flag
  833. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  834. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  835. nk = skill_get_nk(skill_num);
  836. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  837. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  838. if (sc && !sc->count)
  839. sc = NULL; //Skip checking as there are no status changes active.
  840. if (tsc && !tsc->count)
  841. tsc = NULL; //Skip checking as there are no status changes active.
  842. sd = BL_CAST(BL_PC, src);
  843. tsd = BL_CAST(BL_PC, target);
  844. if(sd)
  845. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  846. //Set miscellaneous data that needs be filled regardless of hit/miss
  847. if(
  848. (sd && sd->state.arrow_atk) ||
  849. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  850. )
  851. flag.arrow = 1;
  852. if(skill_num){
  853. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  854. switch(skill_num)
  855. {
  856. case MO_FINGEROFFENSIVE:
  857. if(sd) {
  858. if (battle_config.finger_offensive_type)
  859. wd.div_ = 1;
  860. else
  861. wd.div_ = sd->spiritball_old;
  862. }
  863. break;
  864. case HT_PHANTASMIC:
  865. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  866. flag.arrow = 1;
  867. break;
  868. case CR_SHIELDBOOMERANG:
  869. case PA_SHIELDCHAIN:
  870. flag.weapon = 0;
  871. break;
  872. case KN_PIERCE:
  873. case ML_PIERCE:
  874. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  875. break;
  876. case TF_DOUBLE: //For NPC used skill.
  877. case GS_CHAINACTION:
  878. wd.type = 0x08;
  879. break;
  880. case GS_GROUNDDRIFT:
  881. case KN_SPEARSTAB:
  882. case KN_BOWLINGBASH:
  883. case MS_BOWLINGBASH:
  884. case MO_BALKYOUNG:
  885. case TK_TURNKICK:
  886. wd.blewcount=0;
  887. break;
  888. case KN_AUTOCOUNTER:
  889. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  890. break;
  891. case NPC_CRITICALSLASH:
  892. flag.cri = 1; //Always critical skill.
  893. break;
  894. case LK_SPIRALPIERCE:
  895. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  896. break;
  897. }
  898. } else //Range for normal attacks.
  899. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  900. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  901. { //Check for Lucky Dodge
  902. wd.type=0x0b;
  903. wd.dmg_lv=ATK_LUCKY;
  904. if (wd.div_ < 0) wd.div_*=-1;
  905. return wd;
  906. }
  907. t_class = status_get_class(target);
  908. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  909. if (!skill_num || s_ele == -1) { //Take weapon's element
  910. s_ele = sstatus->rhw.ele;
  911. s_ele_ = sstatus->lhw.ele;
  912. if (flag.arrow && sd && sd->arrow_ele)
  913. s_ele = sd->arrow_ele;
  914. } else if (s_ele == -2) { //Use enchantment's element
  915. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  916. }
  917. switch(skill_num)
  918. {
  919. case GS_GROUNDDRIFT:
  920. s_ele = s_ele_ = wflag; //element comes in flag.
  921. break;
  922. // TODO: A patch here doesn't work anymore since mechanism has changed.
  923. // If mob's spiral pierce is forced neutral is under investigation.
  924. //case LK_SPIRALPIERCE:
  925. // if (!sd) nk &= ~NK_NO_ELEFIX; //forced neutral for monsters
  926. // break;
  927. }
  928. if(!skill_num)
  929. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  930. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  931. {
  932. flag.rh=0;
  933. flag.lh=1;
  934. }
  935. if (sstatus->lhw.atk)
  936. flag.lh=1;
  937. }
  938. //Check for critical
  939. if(!flag.cri && sstatus->cri &&
  940. (!skill_num ||
  941. skill_num == KN_AUTOCOUNTER ||
  942. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  943. skill_num == NJ_KIRIKAGE))
  944. {
  945. short cri = sstatus->cri;
  946. if (sd)
  947. {
  948. cri+= sd->critaddrace[tstatus->race];
  949. if(flag.arrow)
  950. cri += sd->arrow_cri;
  951. if(sd->status.weapon == W_KATAR)
  952. cri <<=1;
  953. }
  954. //The official equation is *2, but that only applies when sd's do critical.
  955. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  956. cri -= tstatus->luk*(!sd&&tsd?3:2);
  957. if(tsc)
  958. {
  959. if (tsc->data[SC_SLEEP])
  960. cri <<=1;
  961. }
  962. switch (skill_num)
  963. {
  964. case KN_AUTOCOUNTER:
  965. if(battle_config.auto_counter_type &&
  966. (battle_config.auto_counter_type&src->type))
  967. flag.cri = 1;
  968. else
  969. cri <<= 1;
  970. break;
  971. case SN_SHARPSHOOTING:
  972. case MA_SHARPSHOOTING:
  973. cri += 200;
  974. break;
  975. case NJ_KIRIKAGE:
  976. cri += 250 + 50*skill_lv;
  977. break;
  978. }
  979. if(tsd && tsd->critical_def)
  980. cri = cri*(100-tsd->critical_def)/100;
  981. if (rand()%1000 < cri)
  982. flag.cri= 1;
  983. }
  984. if (flag.cri)
  985. {
  986. wd.type = 0x0a;
  987. flag.idef = flag.idef2 = flag.hit = 1;
  988. } else { //Check for Perfect Hit
  989. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  990. flag.hit = 1;
  991. if (sc && sc->data[SC_FUSION]) {
  992. flag.hit = 1; //SG_FUSION always hit [Komurka]
  993. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  994. }
  995. if( !flag.hit )
  996. switch(skill_num)
  997. {
  998. case AS_SPLASHER:
  999. if( !wflag ) // Always hits the one exploding.
  1000. flag.hit = 1;
  1001. break;
  1002. case CR_SHIELDBOOMERANG:
  1003. if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1004. flag.hit = 1;
  1005. break;
  1006. case 0:
  1007. if( wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1008. flag.hit = 1;
  1009. break;
  1010. }
  1011. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  1012. flag.hit = 1;
  1013. }
  1014. if (!flag.hit)
  1015. { //Hit/Flee calculation
  1016. short
  1017. flee = tstatus->flee,
  1018. hitrate=80; //Default hitrate
  1019. if(battle_config.agi_penalty_type &&
  1020. battle_config.agi_penalty_target&target->type)
  1021. {
  1022. unsigned char attacker_count; //256 max targets should be a sane max
  1023. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  1024. if(attacker_count >= battle_config.agi_penalty_count)
  1025. {
  1026. if (battle_config.agi_penalty_type == 1)
  1027. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1028. else //asume type 2: absolute reduction
  1029. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1030. if(flee < 1) flee = 1;
  1031. }
  1032. }
  1033. hitrate+= sstatus->hit - flee;
  1034. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1035. tsc && tsc->data[SC_FOGWALL])
  1036. hitrate -= 50;
  1037. if(sd && flag.arrow)
  1038. hitrate += sd->arrow_hit;
  1039. if(skill_num)
  1040. switch(skill_num)
  1041. { //Hit skill modifiers
  1042. //It is proven that bonus is applied on final hitrate, not hit.
  1043. case SM_BASH:
  1044. case MS_BASH:
  1045. hitrate += hitrate * 5 * skill_lv / 100;
  1046. break;
  1047. case MS_MAGNUM:
  1048. case SM_MAGNUM:
  1049. hitrate += hitrate * 10 * skill_lv / 100;
  1050. break;
  1051. case KN_AUTOCOUNTER:
  1052. case PA_SHIELDCHAIN:
  1053. case NPC_WATERATTACK:
  1054. case NPC_GROUNDATTACK:
  1055. case NPC_FIREATTACK:
  1056. case NPC_WINDATTACK:
  1057. case NPC_POISONATTACK:
  1058. case NPC_HOLYATTACK:
  1059. case NPC_DARKNESSATTACK:
  1060. case NPC_UNDEADATTACK:
  1061. case NPC_TELEKINESISATTACK:
  1062. case NPC_BLEEDING:
  1063. hitrate += hitrate * 20 / 100;
  1064. break;
  1065. case KN_PIERCE:
  1066. case ML_PIERCE:
  1067. hitrate += hitrate * 5 * skill_lv / 100;
  1068. break;
  1069. case AS_SONICBLOW:
  1070. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1071. hitrate += hitrate * 50 / 100;
  1072. break;
  1073. }
  1074. // Weaponry Research hidden bonus
  1075. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1076. hitrate += hitrate * ( 2 * skill ) / 100;
  1077. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1078. if(rand()%100 >= hitrate)
  1079. wd.dmg_lv = ATK_FLEE;
  1080. else
  1081. flag.hit = 1;
  1082. } //End hit/miss calculation
  1083. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1084. { //Hitting attack
  1085. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1086. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1087. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1088. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1089. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1090. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1091. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1092. //Adds an absolute value to damage. 100 = +100 damage
  1093. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1094. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1095. switch (skill_num)
  1096. { //Calc base damage according to skill
  1097. case NJ_ISSEN:
  1098. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1099. wd.damage2 = 0;
  1100. status_set_hp(src, 1, 0);
  1101. break;
  1102. case PA_SACRIFICE:
  1103. wd.damage = sstatus->max_hp* 9/100;
  1104. status_zap(src, wd.damage, 0);//Damage to self is always 9%
  1105. wd.damage2 = 0;
  1106. if (sc && sc->data[SC_SACRIFICE])
  1107. {
  1108. if (--sc->data[SC_SACRIFICE]->val2 <= 0)
  1109. status_change_end(src, SC_SACRIFICE,-1);
  1110. }
  1111. break;
  1112. case LK_SPIRALPIERCE:
  1113. case ML_SPIRALPIERCE:
  1114. if (sd) {
  1115. short index = sd->equip_index[EQI_HAND_R];
  1116. if (index >= 0 &&
  1117. sd->inventory_data[index] &&
  1118. sd->inventory_data[index]->type == IT_WEAPON)
  1119. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1120. } else
  1121. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1122. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1123. i = sstatus->str/10;
  1124. i*=i;
  1125. ATK_ADD(i); //Add str bonus.
  1126. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1127. case 0: //Small: 125%
  1128. ATK_RATE(125);
  1129. break;
  1130. //case 1: //Medium: 100%
  1131. case 2: //Large: 75%
  1132. ATK_RATE(75);
  1133. break;
  1134. }
  1135. break;
  1136. case CR_SHIELDBOOMERANG:
  1137. case PA_SHIELDCHAIN:
  1138. wd.damage = sstatus->batk;
  1139. if (sd) {
  1140. short index = sd->equip_index[EQI_HAND_L];
  1141. if (index >= 0 &&
  1142. sd->inventory_data[index] &&
  1143. sd->inventory_data[index]->type == IT_ARMOR)
  1144. ATK_ADD(sd->inventory_data[index]->weight/10);
  1145. break;
  1146. } else
  1147. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1148. break;
  1149. case HFLI_SBR44: //[orn]
  1150. if(src->type == BL_HOM) {
  1151. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1152. break;
  1153. }
  1154. default:
  1155. {
  1156. i = (flag.cri?1:0)|
  1157. (flag.arrow?2:0)|
  1158. (skill_num == HW_MAGICCRASHER?4:0)|
  1159. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1160. (skill_num == MO_EXTREMITYFIST?8:0)|
  1161. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1162. if (flag.arrow && sd)
  1163. switch(sd->status.weapon) {
  1164. case W_BOW:
  1165. case W_REVOLVER:
  1166. case W_GATLING:
  1167. case W_SHOTGUN:
  1168. case W_GRENADE:
  1169. break;
  1170. default:
  1171. i |= 16; // for ex. shuriken must not be influenced by DEX
  1172. }
  1173. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1174. if (flag.lh)
  1175. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1176. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1177. if(wflag>0)
  1178. wd.damage/= wflag;
  1179. else
  1180. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1181. }
  1182. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1183. if(sd)
  1184. {
  1185. if (sd->atk_rate != 100)
  1186. ATK_RATE(sd->atk_rate);
  1187. if(flag.cri && sd->crit_atk_rate)
  1188. ATK_ADDRATE(sd->crit_atk_rate);
  1189. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1190. i = party_foreachsamemap(party_sub_count, sd, 0);
  1191. ATK_ADDRATE(2*skill*i);
  1192. }
  1193. }
  1194. break;
  1195. } //End default case
  1196. } //End switch(skill_num)
  1197. //Skill damage modifiers that stack linearly
  1198. if(sc && skill_num != PA_SACRIFICE)
  1199. {
  1200. if(sc->data[SC_OVERTHRUST])
  1201. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1202. if(sc->data[SC_MAXOVERTHRUST])
  1203. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1204. if(sc->data[SC_BERSERK])
  1205. skillratio += 100;
  1206. }
  1207. if( !skill_num )
  1208. { // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1209. if( sd && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per && rand()%100 < sd->random_attack_increase_per )
  1210. skillratio += sd->random_attack_increase_add;
  1211. ATK_RATE(skillratio);
  1212. }
  1213. else
  1214. {
  1215. switch( skill_num )
  1216. {
  1217. case SM_BASH:
  1218. case MS_BASH:
  1219. skillratio += 30*skill_lv;
  1220. break;
  1221. case SM_MAGNUM:
  1222. case MS_MAGNUM:
  1223. skillratio += 20*skill_lv;
  1224. break;
  1225. case MC_MAMMONITE:
  1226. skillratio += 50*skill_lv;
  1227. break;
  1228. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1229. skillratio += 5*sstatus->str;
  1230. break;
  1231. case AC_DOUBLE:
  1232. case MA_DOUBLE:
  1233. skillratio += 10*(skill_lv-1);
  1234. break;
  1235. case AC_SHOWER:
  1236. case MA_SHOWER:
  1237. skillratio += 5*skill_lv-25;
  1238. break;
  1239. case AC_CHARGEARROW:
  1240. case MA_CHARGEARROW:
  1241. skillratio += 50;
  1242. break;
  1243. case HT_FREEZINGTRAP:
  1244. case MA_FREEZINGTRAP:
  1245. skillratio += -50+10*skill_lv;
  1246. break;
  1247. case KN_PIERCE:
  1248. case ML_PIERCE:
  1249. skillratio += 10*skill_lv;
  1250. break;
  1251. case MER_CRASH:
  1252. skillratio += 10*skill_lv;
  1253. break;
  1254. case KN_SPEARSTAB:
  1255. skillratio += 15*skill_lv;
  1256. break;
  1257. case KN_SPEARBOOMERANG:
  1258. skillratio += 50*skill_lv;
  1259. break;
  1260. case KN_BRANDISHSPEAR:
  1261. case ML_BRANDISH:
  1262. {
  1263. int ratio = 100+20*skill_lv;
  1264. skillratio += ratio-100;
  1265. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1266. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1267. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1268. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1269. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1270. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1271. break;
  1272. }
  1273. case KN_BOWLINGBASH:
  1274. case MS_BOWLINGBASH:
  1275. skillratio+= 40*skill_lv;
  1276. break;
  1277. case AS_GRIMTOOTH:
  1278. skillratio += 20*skill_lv;
  1279. break;
  1280. case AS_POISONREACT:
  1281. skillratio += 30*skill_lv;
  1282. break;
  1283. case AS_SONICBLOW:
  1284. skillratio += -50+5*skill_lv;
  1285. break;
  1286. case TF_SPRINKLESAND:
  1287. skillratio += 30;
  1288. break;
  1289. case MC_CARTREVOLUTION:
  1290. skillratio += 50;
  1291. if(sd && sd->cart_weight)
  1292. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1293. else if (!sd)
  1294. skillratio += 100; //Max damage for non players.
  1295. break;
  1296. case NPC_RANDOMATTACK:
  1297. skillratio += rand()%150-50;
  1298. break;
  1299. case NPC_WATERATTACK:
  1300. case NPC_GROUNDATTACK:
  1301. case NPC_FIREATTACK:
  1302. case NPC_WINDATTACK:
  1303. case NPC_POISONATTACK:
  1304. case NPC_HOLYATTACK:
  1305. case NPC_DARKNESSATTACK:
  1306. case NPC_UNDEADATTACK:
  1307. case NPC_TELEKINESISATTACK:
  1308. case NPC_BLOODDRAIN:
  1309. case NPC_ACIDBREATH:
  1310. case NPC_DARKNESSBREATH:
  1311. case NPC_FIREBREATH:
  1312. case NPC_ICEBREATH:
  1313. case NPC_THUNDERBREATH:
  1314. case NPC_HELLJUDGEMENT:
  1315. case NPC_PULSESTRIKE:
  1316. skillratio += 100*(skill_lv-1);
  1317. break;
  1318. case RG_BACKSTAP:
  1319. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1320. skillratio += (200+40*skill_lv)/2;
  1321. else
  1322. skillratio += 200+40*skill_lv;
  1323. break;
  1324. case RG_RAID:
  1325. skillratio += 40*skill_lv;
  1326. break;
  1327. case RG_INTIMIDATE:
  1328. skillratio += 30*skill_lv;
  1329. break;
  1330. case CR_SHIELDCHARGE:
  1331. skillratio += 20*skill_lv;
  1332. break;
  1333. case CR_SHIELDBOOMERANG:
  1334. skillratio += 30*skill_lv;
  1335. break;
  1336. case NPC_DARKCROSS:
  1337. case CR_HOLYCROSS:
  1338. skillratio += 35*skill_lv;
  1339. break;
  1340. case AM_DEMONSTRATION:
  1341. skillratio += 20*skill_lv;
  1342. break;
  1343. case AM_ACIDTERROR:
  1344. skillratio += 40*skill_lv;
  1345. break;
  1346. case MO_FINGEROFFENSIVE:
  1347. skillratio+= 50 * skill_lv;
  1348. break;
  1349. case MO_INVESTIGATE:
  1350. skillratio += 75*skill_lv;
  1351. flag.pdef = flag.pdef2 = 2;
  1352. break;
  1353. case MO_EXTREMITYFIST:
  1354. { //Overflow check. [Skotlex]
  1355. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1356. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1357. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1358. skillratio = (unsigned short)ratio;
  1359. status_set_sp(src, 0, 0);
  1360. }
  1361. break;
  1362. case MO_TRIPLEATTACK:
  1363. skillratio += 20*skill_lv;
  1364. break;
  1365. case MO_CHAINCOMBO:
  1366. skillratio += 50+50*skill_lv;
  1367. break;
  1368. case MO_COMBOFINISH:
  1369. skillratio += 140+60*skill_lv;
  1370. break;
  1371. case BA_MUSICALSTRIKE:
  1372. case DC_THROWARROW:
  1373. skillratio += 25+25*skill_lv;
  1374. break;
  1375. case CH_TIGERFIST:
  1376. skillratio += 100*skill_lv-60;
  1377. break;
  1378. case CH_CHAINCRUSH:
  1379. skillratio += 300+100*skill_lv;
  1380. break;
  1381. case CH_PALMSTRIKE:
  1382. skillratio += 100+100*skill_lv;
  1383. break;
  1384. case LK_HEADCRUSH:
  1385. skillratio += 40*skill_lv;
  1386. break;
  1387. case LK_JOINTBEAT:
  1388. i = 10*skill_lv-50;
  1389. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1390. if (wflag&BREAK_NECK) i*=2;
  1391. skillratio += i;
  1392. break;
  1393. case ASC_METEORASSAULT:
  1394. skillratio += 40*skill_lv-60;
  1395. break;
  1396. case SN_SHARPSHOOTING:
  1397. case MA_SHARPSHOOTING:
  1398. skillratio += 100+50*skill_lv;
  1399. break;
  1400. case CG_ARROWVULCAN:
  1401. skillratio += 100+100*skill_lv;
  1402. break;
  1403. case AS_SPLASHER:
  1404. skillratio += 400+50*skill_lv;
  1405. if(sd)
  1406. skillratio += 30 * pc_checkskill(sd,AS_POISONREACT);
  1407. break;
  1408. case ASC_BREAKER:
  1409. skillratio += 100*skill_lv-100;
  1410. break;
  1411. case PA_SACRIFICE:
  1412. skillratio += 10*skill_lv-10;
  1413. break;
  1414. case PA_SHIELDCHAIN:
  1415. skillratio += 30*skill_lv;
  1416. break;
  1417. case WS_CARTTERMINATION:
  1418. i = 10 * (16 - skill_lv);
  1419. if (i < 1) i = 1;
  1420. //Preserve damage ratio when max cart weight is changed.
  1421. if(sd && sd->cart_weight)
  1422. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1423. else if (!sd)
  1424. skillratio += 80000 / i - 100;
  1425. break;
  1426. case TK_DOWNKICK:
  1427. skillratio += 60 + 20*skill_lv;
  1428. break;
  1429. case TK_STORMKICK:
  1430. skillratio += 60 + 20*skill_lv;
  1431. break;
  1432. case TK_TURNKICK:
  1433. skillratio += 90 + 30*skill_lv;
  1434. break;
  1435. case TK_COUNTER:
  1436. skillratio += 90 + 30*skill_lv;
  1437. break;
  1438. case TK_JUMPKICK:
  1439. skillratio += -70 + 10*skill_lv;
  1440. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1441. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1442. if (wflag)
  1443. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1444. break;
  1445. case GS_TRIPLEACTION:
  1446. skillratio += 50*skill_lv;
  1447. break;
  1448. case GS_BULLSEYE:
  1449. //Only works well against brute/demihumans non bosses.
  1450. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1451. && !(tstatus->mode&MD_BOSS))
  1452. skillratio += 400;
  1453. break;
  1454. case GS_TRACKING:
  1455. skillratio += 100 *(skill_lv+1);
  1456. break;
  1457. case GS_PIERCINGSHOT:
  1458. skillratio += 20*skill_lv;
  1459. break;
  1460. case GS_RAPIDSHOWER:
  1461. skillratio += 10*skill_lv;
  1462. break;
  1463. case GS_DESPERADO:
  1464. skillratio += 50*(skill_lv-1);
  1465. break;
  1466. case GS_DUST:
  1467. skillratio += 50*skill_lv;
  1468. break;
  1469. case GS_FULLBUSTER:
  1470. skillratio += 100*(skill_lv+2);
  1471. break;
  1472. case GS_SPREADATTACK:
  1473. skillratio += 20*(skill_lv-1);
  1474. break;
  1475. case NJ_HUUMA:
  1476. skillratio += 50 + 150*skill_lv;
  1477. break;
  1478. case NJ_TATAMIGAESHI:
  1479. skillratio += 10*skill_lv;
  1480. break;
  1481. case NJ_KASUMIKIRI:
  1482. skillratio += 10*skill_lv;
  1483. break;
  1484. case NJ_KIRIKAGE:
  1485. skillratio += 100*(skill_lv-1);
  1486. break;
  1487. case KN_CHARGEATK:
  1488. {
  1489. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1490. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1491. skillratio += 100 * k;
  1492. }
  1493. break;
  1494. case HT_PHANTASMIC:
  1495. skillratio += 50;
  1496. break;
  1497. case MO_BALKYOUNG:
  1498. skillratio += 200;
  1499. break;
  1500. case HFLI_MOON: //[orn]
  1501. skillratio += 10+110*skill_lv;
  1502. break;
  1503. case HFLI_SBR44: //[orn]
  1504. skillratio += 100 *(skill_lv-1);
  1505. break;
  1506. }
  1507. ATK_RATE(skillratio);
  1508. //Constant/misc additions from skills
  1509. switch (skill_num) {
  1510. case MO_EXTREMITYFIST:
  1511. ATK_ADD(250 + 150*skill_lv);
  1512. break;
  1513. case TK_DOWNKICK:
  1514. case TK_STORMKICK:
  1515. case TK_TURNKICK:
  1516. case TK_COUNTER:
  1517. case TK_JUMPKICK:
  1518. //TK_RUN kick damage bonus.
  1519. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1520. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1521. break;
  1522. case GS_MAGICALBULLET:
  1523. if(sstatus->matk_max>sstatus->matk_min) {
  1524. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1525. } else {
  1526. ATK_ADD(sstatus->matk_min);
  1527. }
  1528. break;
  1529. case NJ_SYURIKEN:
  1530. ATK_ADD(4*skill_lv);
  1531. break;
  1532. }
  1533. }
  1534. //Div fix.
  1535. damage_div_fix(wd.damage, wd.div_);
  1536. //The following are applied on top of current damage and are stackable.
  1537. if (sc) {
  1538. if(sc->data[SC_TRUESIGHT])
  1539. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  1540. if(sc->data[SC_EDP] &&
  1541. skill_num != ASC_BREAKER &&
  1542. skill_num != ASC_METEORASSAULT &&
  1543. skill_num != AS_SPLASHER &&
  1544. skill_num != AS_VENOMKNIFE)
  1545. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  1546. }
  1547. switch (skill_num) {
  1548. case AS_SONICBLOW:
  1549. if (sc && sc->data[SC_SPIRIT] &&
  1550. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  1551. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1552. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1553. ATK_ADDRATE(10);
  1554. break;
  1555. case CR_SHIELDBOOMERANG:
  1556. if(sc && sc->data[SC_SPIRIT] &&
  1557. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1558. ATK_ADDRATE(100);
  1559. break;
  1560. }
  1561. if( sd )
  1562. {
  1563. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  1564. ATK_ADDRATE(i);
  1565. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  1566. { //Elemental/Racial adjustments
  1567. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1568. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1569. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1570. )
  1571. flag.pdef = 1;
  1572. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1573. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1574. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1575. )
  1576. { //Pass effect onto right hand if configured so. [Skotlex]
  1577. if (battle_config.left_cardfix_to_right && flag.rh)
  1578. flag.pdef = 1;
  1579. else
  1580. flag.pdef2 = 1;
  1581. }
  1582. }
  1583. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1584. { //Ignore Defense?
  1585. if (!flag.idef && (
  1586. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1587. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1588. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1589. ))
  1590. flag.idef = 1;
  1591. if (!flag.idef2 && (
  1592. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1593. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1594. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1595. )) {
  1596. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1597. flag.idef = 1;
  1598. else
  1599. flag.idef2 = 1;
  1600. }
  1601. }
  1602. }
  1603. 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 )
  1604. flag.pdef = flag.pdef2 = sc->data[SC_DEFRATIOATK]->val1; // Occult Impact Effect
  1605. if (!flag.idef || !flag.idef2)
  1606. { //Defense reduction
  1607. short vit_def;
  1608. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1609. short def2 = (short)tstatus->def2;
  1610. if( sd )
  1611. {
  1612. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  1613. i += sd->ignore_def[tstatus->race];
  1614. if( i )
  1615. {
  1616. if( i > 100 ) i = 100;
  1617. def1 -= def1 * i / 100;
  1618. // def2 -= def2 * i / 100;
  1619. }
  1620. }
  1621. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type )
  1622. {
  1623. unsigned char target_count; //256 max targets should be a sane max
  1624. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1625. if(target_count >= battle_config.vit_penalty_count) {
  1626. if(battle_config.vit_penalty_type == 1) {
  1627. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1628. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1629. } else { //Assume type 2
  1630. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1631. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1632. }
  1633. }
  1634. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1635. if(def2 < 1) def2 = 1;
  1636. }
  1637. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1638. if (tsd) //Sd vit-eq
  1639. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1640. vit_def = def2*(def2-15)/150;
  1641. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1642. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  1643. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  1644. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1645. } else { //Mob-Pet vit-eq
  1646. //VIT + rnd(0,[VIT/20]^2-1)
  1647. vit_def = (def2/20)*(def2/20);
  1648. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1649. }
  1650. if (battle_config.weapon_defense_type) {
  1651. vit_def += def1*battle_config.weapon_defense_type;
  1652. def1 = 0;
  1653. }
  1654. if (def1 > 100) def1 = 100;
  1655. ATK_RATE2(
  1656. flag.idef ?100:
  1657. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1658. 100-def1),
  1659. flag.idef2?100:
  1660. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1661. 100-def1)
  1662. );
  1663. ATK_ADD2(
  1664. flag.idef ||flag.pdef ?0:-vit_def,
  1665. flag.idef2||flag.pdef2?0:-vit_def
  1666. );
  1667. }
  1668. //Post skill/vit reduction damage increases
  1669. if( sc && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE )
  1670. { //SC skill damages
  1671. if(sc->data[SC_AURABLADE])
  1672. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  1673. }
  1674. //Refine bonus
  1675. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  1676. { // Counts refine bonus multiple times
  1677. if( skill_num == MO_FINGEROFFENSIVE )
  1678. {
  1679. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  1680. } else {
  1681. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  1682. }
  1683. }
  1684. //Set to min of 1
  1685. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1686. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1687. if (sd && flag.weapon &&
  1688. skill_num != MO_INVESTIGATE &&
  1689. skill_num != MO_EXTREMITYFIST &&
  1690. skill_num != CR_GRANDCROSS)
  1691. { //Add mastery damage
  1692. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  1693. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  1694. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  1695. // but other masteries DO apply >_>
  1696. ATK_ADDRATE(10+ 2*skill);
  1697. }
  1698. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1699. if (flag.lh)
  1700. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1701. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  1702. else
  1703. ARR_FIND(0, 3, i, t_class == sd->hate_mob[i]);
  1704. if (i < 3 && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  1705. {
  1706. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  1707. if (i == 2) skillratio += sstatus->str; //Star Anger
  1708. if (skill<4)
  1709. skillratio /= 12-3*skill;
  1710. ATK_ADDRATE(skillratio);
  1711. }
  1712. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  1713. ATK_ADD(3*skill);
  1714. if (skill_num == NJ_KUNAI)
  1715. ATK_ADD(60);
  1716. }
  1717. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1718. else if(wd.div_ < 0) //Since the attack missed...
  1719. wd.div_ *= -1;
  1720. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1721. ATK_ADD(skill*2);
  1722. if(skill_num==TF_POISON)
  1723. ATK_ADD(15*skill_lv);
  1724. if(!(nk&NK_NO_ELEFIX) &&
  1725. !(battle_config.attack_attr_none&src->type && (skill_num == 0 || skill_get_ele(skill_num, skill_lv) == -1))
  1726. )
  1727. { //Elemental attribute fix
  1728. if( wd.damage > 0 )
  1729. {
  1730. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1731. if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  1732. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1733. if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  1734. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1735. }
  1736. if( flag.lh && wd.damage2 > 0 )
  1737. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1738. if( sc && sc->data[SC_WATK_ELEMENT] )
  1739. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1740. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  1741. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  1742. if( flag.lh )
  1743. {
  1744. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  1745. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  1746. }
  1747. }
  1748. }
  1749. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1750. return wd; //Enough, rest is not needed.
  1751. if (sd)
  1752. {
  1753. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1754. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1755. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1756. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1757. } else {
  1758. ATK_ADD(wd.div_*sd->spiritball*3);
  1759. }
  1760. //Card Fix, sd side
  1761. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  1762. {
  1763. int cardfix = 1000, cardfix_ = 1000;
  1764. int t_race2 = status_get_race2(target);
  1765. if(sd->state.arrow_atk)
  1766. {
  1767. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1768. if (!(nk&NK_NO_ELEFIX))
  1769. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1770. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1771. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1772. 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;
  1773. if( tstatus->race != RC_DEMIHUMAN )
  1774. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  1775. }
  1776. else
  1777. { // Melee attack
  1778. if( !battle_config.left_cardfix_to_right )
  1779. {
  1780. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1781. if (!(nk&NK_NO_ELEFIX))
  1782. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1783. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1784. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1785. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1786. if( tstatus->race != RC_DEMIHUMAN )
  1787. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1788. if( flag.lh )
  1789. {
  1790. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1791. if (!(nk&NK_NO_ELEFIX))
  1792. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1793. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1794. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1795. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1796. if( tstatus->race != RC_DEMIHUMAN )
  1797. cardfix=cardfix*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1798. }
  1799. }
  1800. else
  1801. {
  1802. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1803. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1804. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1805. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1806. 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;
  1807. if( tstatus->race != RC_DEMIHUMAN )
  1808. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1809. }
  1810. }
  1811. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  1812. {
  1813. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  1814. {
  1815. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  1816. break;
  1817. }
  1818. }
  1819. if( flag.lh )
  1820. {
  1821. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  1822. {
  1823. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  1824. {
  1825. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  1826. break;
  1827. }
  1828. }
  1829. }
  1830. if( wd.flag&BF_LONG )
  1831. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1832. if( cardfix != 1000 || cardfix_ != 1000 )
  1833. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1834. }
  1835. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  1836. { //Refine bonus applies after cards and elements.
  1837. short index= sd->equip_index[EQI_HAND_L];
  1838. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  1839. ATK_ADD(10*sd->status.inventory[index].refine);
  1840. }
  1841. } //if (sd)
  1842. //Card Fix, tsd sid
  1843. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  1844. {
  1845. short s_race2,s_class;
  1846. short cardfix=1000;
  1847. s_race2 = status_get_race2(src);
  1848. s_class = status_get_class(src);
  1849. if( !(nk&NK_NO_ELEFIX) )
  1850. {
  1851. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1852. if( flag.lh && s_ele_ != s_ele )
  1853. cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
  1854. }
  1855. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1856. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1857. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1858. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1859. if( sstatus->race != RC_DEMIHUMAN )
  1860. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  1861. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
  1862. {
  1863. if( tsd->add_def[i].class_ == s_class )
  1864. {
  1865. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  1866. break;
  1867. }
  1868. }
  1869. if( wd.flag&BF_SHORT )
  1870. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1871. else // BF_LONG (there's no other choice)
  1872. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1873. if( tsd->sc.data[SC_DEF_RATE] )
  1874. cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;
  1875. if( cardfix != 1000 )
  1876. ATK_RATE(cardfix/10);
  1877. }
  1878. if( flag.infdef )
  1879. { //Plants receive 1 damage when hit
  1880. if( flag.hit || wd.damage > 0 )
  1881. wd.damage = 1; // In some cases, right hand no need to have a weapon to increase damage
  1882. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  1883. wd.damage2 = 1;
  1884. if( !(battle_config.skill_min_damage&1) )
  1885. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1886. return wd;
  1887. }
  1888. if(sd && !skill_num && !flag.cri)
  1889. { //Check for double attack.
  1890. if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER)
  1891. ||(sd->double_rate > 0 && sd->weapontype1 != W_FIST)) //Will fail bare-handed
  1892. { //Success chance is not added, the higher one is used [Skotlex]
  1893. if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate))
  1894. {
  1895. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1896. damage_div_fix(wd.damage, wd.div_);
  1897. wd.type = 0x08;
  1898. }
  1899. } else
  1900. if (sd->weapontype1 == W_REVOLVER &&
  1901. (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
  1902. (rand()%100 < 5*skill_lv)
  1903. )
  1904. {
  1905. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1906. damage_div_fix(wd.damage, wd.div_);
  1907. wd.type = 0x08;
  1908. }
  1909. }
  1910. if (sd)
  1911. {
  1912. if (!flag.rh && flag.lh)
  1913. { //Move lh damage to the rh
  1914. wd.damage = wd.damage2;
  1915. wd.damage2 = 0;
  1916. flag.rh=1;
  1917. flag.lh=0;
  1918. } else if(flag.rh && flag.lh)
  1919. { //Dual-wield
  1920. if (wd.damage)
  1921. {
  1922. skill = pc_checkskill(sd,AS_RIGHT);
  1923. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1924. if(wd.damage < 1) wd.damage = 1;
  1925. }
  1926. if (wd.damage2)
  1927. {
  1928. skill = pc_checkskill(sd,AS_LEFT);
  1929. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1930. if(wd.damage2 < 1) wd.damage2 = 1;
  1931. }
  1932. } else if(sd->status.weapon == W_KATAR && !skill_num)
  1933. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  1934. skill = pc_checkskill(sd,TF_DOUBLE);
  1935. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1936. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1937. flag.lh = 1;
  1938. }
  1939. }
  1940. if(!flag.rh && wd.damage)
  1941. wd.damage=0;
  1942. if(!flag.lh && wd.damage2)
  1943. wd.damage2=0;
  1944. if( wd.damage + wd.damage2 )
  1945. { //There is a total damage value
  1946. if(!wd.damage2)
  1947. {
  1948. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  1949. if( map_flag_gvg2(target->m) )
  1950. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1951. else if( map[target->m].flag.battleground )
  1952. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1953. }
  1954. else if(!wd.damage)
  1955. {
  1956. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  1957. if( map_flag_gvg2(target->m) )
  1958. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1959. else if( map[target->m].flag.battleground )
  1960. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1961. }
  1962. else
  1963. {
  1964. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  1965. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  1966. if( map_flag_gvg2(target->m) )
  1967. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1968. else if( map[target->m].flag.battleground )
  1969. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1970. wd.damage2 = (d2*100/d1)*wd.damage/100;
  1971. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  1972. wd.damage-=wd.damage2;
  1973. }
  1974. }
  1975. if(skill_num==ASC_BREAKER)
  1976. { //Breaker's int-based damage (a misc attack?)
  1977. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  1978. wd.damage += md.damage;
  1979. }
  1980. //SG_FUSION hp penalty [Komurka]
  1981. if (sc && sc->data[SC_FUSION])
  1982. {
  1983. int hp= sstatus->max_hp;
  1984. if (sd && tsd) {
  1985. hp = 8*hp/100;
  1986. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1987. hp = sstatus->hp;
  1988. } else
  1989. hp = 2*hp/100; //2% hp loss per hit
  1990. status_zap(src, hp, 0);
  1991. }
  1992. return wd;
  1993. }
  1994. /*==========================================
  1995. * battle_calc_magic_attack [DracoRPG]
  1996. *------------------------------------------*/
  1997. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1998. {
  1999. int i, nk;
  2000. short s_ele;
  2001. unsigned int skillratio = 100; //Skill dmg modifiers.
  2002. struct map_session_data *sd, *tsd;
  2003. struct Damage ad;
  2004. struct status_data *sstatus = status_get_status_data(src);
  2005. struct status_data *tstatus = status_get_status_data(target);
  2006. struct {
  2007. unsigned imdef : 1;
  2008. unsigned infdef : 1;
  2009. } flag;
  2010. memset(&ad,0,sizeof(ad));
  2011. memset(&flag,0,sizeof(flag));
  2012. if(src==NULL || target==NULL)
  2013. {
  2014. nullpo_info(NLP_MARK);
  2015. return ad;
  2016. }
  2017. //Initial Values
  2018. ad.damage = 1;
  2019. ad.div_=skill_get_num(skill_num,skill_lv);
  2020. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  2021. ad.dmotion=tstatus->dmotion;
  2022. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2023. ad.flag=BF_MAGIC|BF_SKILL;
  2024. ad.dmg_lv=ATK_DEF;
  2025. nk = skill_get_nk(skill_num);
  2026. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  2027. sd = BL_CAST(BL_PC, src);
  2028. tsd = BL_CAST(BL_PC, target);
  2029. //Initialize variables that will be used afterwards
  2030. s_ele = skill_get_ele(skill_num, skill_lv);
  2031. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2032. s_ele = sstatus->rhw.ele;
  2033. else if (s_ele == -2) //Use status element
  2034. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2035. //Set miscellaneous data that needs be filled
  2036. if(sd) {
  2037. sd->state.arrow_atk = 0;
  2038. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  2039. }
  2040. //Skill Range Criteria
  2041. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2042. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  2043. switch(skill_num)
  2044. {
  2045. case MG_FIREWALL:
  2046. case NJ_KAENSIN:
  2047. ad.dmotion = 0; //No flinch animation.
  2048. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  2049. ad.blewcount = 0; //No knockback
  2050. break;
  2051. case PR_SANCTUARY:
  2052. ad.dmotion = 0; //No flinch animation.
  2053. break;
  2054. }
  2055. if (!flag.infdef) //No need to do the math for plants
  2056. {
  2057. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2058. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2059. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2060. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2061. //Adds an absolute value to damage. 100 = +100 damage
  2062. #define MATK_ADD( a ) { ad.damage+= a; }
  2063. switch (skill_num)
  2064. { //Calc base damage according to skill
  2065. case AL_HEAL:
  2066. case PR_BENEDICTIO:
  2067. case PR_SANCTUARY:
  2068. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  2069. break;
  2070. case PR_ASPERSIO:
  2071. ad.damage = 40;
  2072. break;
  2073. case ALL_RESURRECTION:
  2074. case PR_TURNUNDEAD:
  2075. //Undead check is on skill_castend_damageid code.
  2076. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2077. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2078. if(i > 700) i = 700;
  2079. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  2080. ad.damage = tstatus->hp;
  2081. else
  2082. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2083. break;
  2084. case PF_SOULBURN:
  2085. ad.damage = tstatus->sp * 2;
  2086. break;
  2087. default:
  2088. {
  2089. if (sstatus->matk_max > sstatus->matk_min) {
  2090. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2091. } else {
  2092. MATK_ADD(sstatus->matk_min);
  2093. }
  2094. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2095. if(mflag>0)
  2096. ad.damage/= mflag;
  2097. else
  2098. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2099. }
  2100. switch(skill_num){
  2101. case MG_NAPALMBEAT:
  2102. case MG_FIREBALL:
  2103. skillratio += skill_lv*10-30;
  2104. break;
  2105. case MG_SOULSTRIKE:
  2106. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2107. skillratio += 5*skill_lv;
  2108. break;
  2109. case MG_FIREWALL:
  2110. skillratio -= 50;
  2111. break;
  2112. case MG_THUNDERSTORM:
  2113. skillratio -= 20;
  2114. break;
  2115. case MG_FROSTDIVER:
  2116. skillratio += 10*skill_lv;
  2117. break;
  2118. case AL_HOLYLIGHT:
  2119. skillratio += 25;
  2120. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2121. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2122. break;
  2123. case AL_RUWACH:
  2124. skillratio += 45;
  2125. break;
  2126. case WZ_FROSTNOVA:
  2127. skillratio += (100+skill_lv*10)*2/3-100;
  2128. break;
  2129. case WZ_FIREPILLAR:
  2130. if (skill_lv > 10)
  2131. skillratio += 100;
  2132. else
  2133. skillratio -= 80;
  2134. break;
  2135. case WZ_SIGHTRASHER:
  2136. skillratio += 20*skill_lv;
  2137. break;
  2138. case WZ_VERMILION:
  2139. skillratio += 20*skill_lv-20;
  2140. break;
  2141. case WZ_WATERBALL:
  2142. skillratio += 30*skill_lv;
  2143. break;
  2144. case WZ_STORMGUST:
  2145. skillratio += 40*skill_lv;
  2146. break;
  2147. case HW_NAPALMVULCAN:
  2148. skillratio += 10*skill_lv-30;
  2149. break;
  2150. case SL_STIN:
  2151. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2152. break;
  2153. case SL_STUN:
  2154. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2155. break;
  2156. case SL_SMA:
  2157. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2158. break;
  2159. case NJ_KOUENKA:
  2160. skillratio -= 10;
  2161. break;
  2162. case NJ_KAENSIN:
  2163. skillratio -= 50;
  2164. break;
  2165. case NJ_BAKUENRYU:
  2166. skillratio += 50*(skill_lv-1);
  2167. break;
  2168. case NJ_HYOUSYOURAKU:
  2169. skillratio += 50*skill_lv;
  2170. break;
  2171. case NJ_RAIGEKISAI:
  2172. skillratio += 60 + 40*skill_lv;
  2173. break;
  2174. case NJ_KAMAITACHI:
  2175. case NPC_ENERGYDRAIN:
  2176. skillratio += 100*skill_lv;
  2177. break;
  2178. case NPC_EARTHQUAKE:
  2179. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  2180. break;
  2181. }
  2182. MATK_RATE(skillratio);
  2183. //Constant/misc additions from skills
  2184. if (skill_num == WZ_FIREPILLAR)
  2185. MATK_ADD(50);
  2186. }
  2187. }
  2188. if(sd) {
  2189. //Damage bonuses
  2190. if ((i = pc_skillatk_bonus(sd, skill_num)))
  2191. ad.damage += ad.damage*i/100;
  2192. //Ignore Defense?
  2193. if (!flag.imdef && (
  2194. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2195. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2196. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2197. ))
  2198. flag.imdef = 1;
  2199. }
  2200. if(!flag.imdef){
  2201. char mdef = tstatus->mdef;
  2202. int mdef2= tstatus->mdef2;
  2203. if(sd) {
  2204. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2205. i+= sd->ignore_mdef[tstatus->race];
  2206. if (i)
  2207. {
  2208. if (i > 100) i = 100;
  2209. mdef -= mdef * i/100;
  2210. //mdef2-= mdef2* i/100;
  2211. }
  2212. }
  2213. if(battle_config.magic_defense_type)
  2214. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  2215. else
  2216. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  2217. }
  2218. if (skill_num == NPC_EARTHQUAKE)
  2219. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  2220. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  2221. if(mflag>0)
  2222. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  2223. else
  2224. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2225. }
  2226. if(ad.damage<1)
  2227. ad.damage=1;
  2228. if (!(nk&NK_NO_ELEFIX))
  2229. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2230. if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
  2231. { //Apply the physical part of the skill's damage. [Skotlex]
  2232. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2233. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  2234. if( src == target )
  2235. {
  2236. if( src->type == BL_PC )
  2237. ad.damage = ad.damage/2;
  2238. else
  2239. ad.damage = 0;
  2240. }
  2241. }
  2242. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2243. short t_class = status_get_class(target);
  2244. short cardfix=1000;
  2245. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2246. if (!(nk&NK_NO_ELEFIX))
  2247. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2248. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2249. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2250. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  2251. if(sd->add_mdmg[i].class_ == t_class) {
  2252. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2253. continue;
  2254. }
  2255. }
  2256. if (cardfix != 1000)
  2257. MATK_RATE(cardfix/10);
  2258. }
  2259. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2260. { // Target cards.
  2261. short s_race2 = status_get_race2(src);
  2262. short s_class= status_get_class(src);
  2263. int cardfix=1000;
  2264. if (!(nk&NK_NO_ELEFIX))
  2265. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2266. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2267. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2268. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2269. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2270. if( sstatus->race != RC_DEMIHUMAN )
  2271. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2272. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  2273. if(tsd->add_mdef[i].class_ == s_class) {
  2274. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2275. break;
  2276. }
  2277. }
  2278. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2279. if (ad.flag&BF_SHORT)
  2280. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2281. else
  2282. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2283. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2284. if( tsd->sc.data[SC_MDEF_RATE] )
  2285. cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;
  2286. if (cardfix != 1000)
  2287. MATK_RATE(cardfix/10);
  2288. }
  2289. }
  2290. damage_div_fix(ad.damage, ad.div_);
  2291. if (flag.infdef && ad.damage)
  2292. ad.damage = ad.damage>0?1:-1;
  2293. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  2294. if( map_flag_gvg2(target->m) )
  2295. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2296. else if( map[target->m].flag.battleground )
  2297. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2298. return ad;
  2299. }
  2300. /*==========================================
  2301. * その他ダ??[ジ計算
  2302. *------------------------------------------*/
  2303. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2304. {
  2305. int skill;
  2306. short i, nk;
  2307. short s_ele;
  2308. struct map_session_data *sd, *tsd;
  2309. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2310. struct status_data *sstatus = status_get_status_data(src);
  2311. struct status_data *tstatus = status_get_status_data(target);
  2312. memset(&md,0,sizeof(md));
  2313. if( src == NULL || target == NULL ){
  2314. nullpo_info(NLP_MARK);
  2315. return md;
  2316. }
  2317. //Some initial values
  2318. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2319. md.dmotion=tstatus->dmotion;
  2320. md.div_=skill_get_num( skill_num,skill_lv );
  2321. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2322. md.dmg_lv=ATK_DEF;
  2323. md.flag=BF_MISC|BF_SKILL;
  2324. nk = skill_get_nk(skill_num);
  2325. sd = BL_CAST(BL_PC, src);
  2326. tsd = BL_CAST(BL_PC, target);
  2327. if(sd) {
  2328. sd->state.arrow_atk = 0;
  2329. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  2330. }
  2331. s_ele = skill_get_ele(skill_num, skill_lv);
  2332. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2333. s_ele = ELE_NEUTRAL;
  2334. //Skill Range Criteria
  2335. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2336. switch( skill_num )
  2337. {
  2338. case HT_LANDMINE:
  2339. case MA_LANDMINE:
  2340. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2341. break;
  2342. case HT_BLASTMINE:
  2343. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2344. break;
  2345. case HT_CLAYMORETRAP:
  2346. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2347. break;
  2348. case HT_BLITZBEAT:
  2349. case SN_FALCONASSAULT:
  2350. //Blitz-beat Damage.
  2351. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2352. skill=0;
  2353. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2354. if(mflag > 1) //Autocasted Blitz.
  2355. nk|=NK_SPLASHSPLIT;
  2356. if (skill_num == SN_FALCONASSAULT)
  2357. {
  2358. //Div fix of Blitzbeat
  2359. skill = skill_get_num(HT_BLITZBEAT, 5);
  2360. damage_div_fix(md.damage, skill);
  2361. //Falcon Assault Modifier
  2362. md.damage=md.damage*(150+70*skill_lv)/100;
  2363. }
  2364. break;
  2365. case TF_THROWSTONE:
  2366. md.damage=50;
  2367. break;
  2368. case BA_DISSONANCE:
  2369. md.damage=30+skill_lv*10;
  2370. if (sd)
  2371. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2372. break;
  2373. case NPC_SELFDESTRUCTION:
  2374. md.damage = sstatus->hp;
  2375. break;
  2376. case NPC_SMOKING:
  2377. md.damage=3;
  2378. break;
  2379. case NPC_DARKBREATH:
  2380. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2381. if(md.damage > 9999) md.damage = 9999;
  2382. break;
  2383. case PA_PRESSURE:
  2384. md.damage=500+300*skill_lv;
  2385. break;
  2386. case PA_GOSPEL:
  2387. md.damage = 1+rand()%9999;
  2388. break;
  2389. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2390. if(tstatus->vit+sstatus->int_) //crash fix
  2391. md.damage = (int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2392. else
  2393. md.damage = 0;
  2394. if (tsd) md.damage>>=1;
  2395. if (md.damage < 0 || md.damage > INT_MAX>>1)
  2396. //Overflow prevention, will anyone whine if I cap it to a few billion?
  2397. //Not capped to INT_MAX to give some room for further damage increase.
  2398. md.damage = INT_MAX>>1;
  2399. break;
  2400. case NJ_ZENYNAGE:
  2401. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2402. if (!md.damage) md.damage = 2;
  2403. md.damage = md.damage + rand()%md.damage;
  2404. if (is_boss(target))
  2405. md.damage=md.damage/3;
  2406. else if (tsd)
  2407. md.damage=md.damage/2;
  2408. break;
  2409. case GS_FLING:
  2410. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2411. break;
  2412. case HVAN_EXPLOSION: //[orn]
  2413. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  2414. break ;
  2415. case ASC_BREAKER:
  2416. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  2417. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  2418. break;
  2419. case HW_GRAVITATION:
  2420. md.damage = 200+200*skill_lv;
  2421. md.dmotion = 0; //No flinch animation.
  2422. break;
  2423. case NPC_EVILLAND:
  2424. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  2425. break;
  2426. }
  2427. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2428. if(mflag>0)
  2429. md.damage/= mflag;
  2430. else
  2431. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2432. }
  2433. damage_div_fix(md.damage, md.div_);
  2434. if (!(nk&NK_IGNORE_FLEE))
  2435. {
  2436. struct status_change *sc = status_get_sc(target);
  2437. i = 0; //Temp for "hit or no hit"
  2438. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2439. i = 1;
  2440. else {
  2441. short
  2442. flee = tstatus->flee,
  2443. hitrate=80; //Default hitrate
  2444. if(battle_config.agi_penalty_type &&
  2445. battle_config.agi_penalty_target&target->type)
  2446. {
  2447. unsigned char attacker_count; //256 max targets should be a sane max
  2448. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2449. if(attacker_count >= battle_config.agi_penalty_count)
  2450. {
  2451. if (battle_config.agi_penalty_type == 1)
  2452. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2453. else //asume type 2: absolute reduction
  2454. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2455. if(flee < 1) flee = 1;
  2456. }
  2457. }
  2458. hitrate+= sstatus->hit - flee;
  2459. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2460. if(rand()%100 < hitrate)
  2461. i = 1;
  2462. }
  2463. if (!i) {
  2464. md.damage = 0;
  2465. md.dmg_lv=ATK_FLEE;
  2466. }
  2467. }
  2468. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2469. {// misc damage reduction from equipment
  2470. int cardfix = 10000;
  2471. int race2 = status_get_race2(src);
  2472. if (!(nk&NK_NO_ELEFIX))
  2473. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2474. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2475. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2476. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2477. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2478. if( sstatus->race != RC_DEMIHUMAN )
  2479. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2480. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2481. if(md.flag&BF_SHORT)
  2482. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2483. else // BF_LONG (there's no other choice)
  2484. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2485. if (cardfix != 10000)
  2486. md.damage=(int64)md.damage*cardfix/10000;
  2487. }
  2488. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  2489. md.damage += md.damage*i/100;
  2490. if(md.damage < 0)
  2491. md.damage = 0;
  2492. else if(md.damage && tstatus->mode&MD_PLANT)
  2493. md.damage = 1;
  2494. if(!(nk&NK_NO_ELEFIX))
  2495. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2496. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  2497. if( map_flag_gvg2(target->m) )
  2498. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2499. else if( map[target->m].flag.battleground )
  2500. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2501. if (skill_num == NJ_ZENYNAGE && sd)
  2502. { //Time to Pay Up.
  2503. if ( md.damage > sd->status.zeny )
  2504. md.damage=sd->status.zeny;
  2505. pc_payzeny(sd, md.damage);
  2506. }
  2507. return md;
  2508. }
  2509. /*==========================================
  2510. * ダ??[ジ計算一括?�?用
  2511. *------------------------------------------*/
  2512. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  2513. {
  2514. struct Damage d;
  2515. switch(attack_type) {
  2516. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  2517. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  2518. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  2519. default:
  2520. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2521. memset(&d,0,sizeof(d));
  2522. break;
  2523. }
  2524. if( d.damage + d.damage2 < 1 )
  2525. { //Miss/Absorbed
  2526. //Weapon attacks should go through to cause additional effects.
  2527. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  2528. d.dmg_lv = ATK_MISS;
  2529. d.dmotion = 0;
  2530. }
  2531. return d;
  2532. }
  2533. //Calculates BF_WEAPON returned damage.
  2534. int battle_calc_return_damage(struct block_list* bl, int damage, int flag)
  2535. {
  2536. struct map_session_data* sd = NULL;
  2537. int rdamage = 0;
  2538. sd = BL_CAST(BL_PC, bl);
  2539. //Bounces back part of the damage.
  2540. if (flag & BF_SHORT) {
  2541. struct status_change* sc;
  2542. if (sd && sd->short_weapon_damage_return)
  2543. {
  2544. rdamage += damage * sd->short_weapon_damage_return / 100;
  2545. if(rdamage < 1) rdamage = 1;
  2546. }
  2547. sc = status_get_sc(bl);
  2548. if (sc && sc->data[SC_REFLECTSHIELD])
  2549. {
  2550. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  2551. if (rdamage < 1) rdamage = 1;
  2552. }
  2553. } else {
  2554. if (sd && sd->long_weapon_damage_return)
  2555. {
  2556. rdamage += damage * sd->long_weapon_damage_return / 100;
  2557. if (rdamage < 1) rdamage = 1;
  2558. }
  2559. }
  2560. return rdamage;
  2561. }
  2562. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  2563. {
  2564. struct weapon_data *wd;
  2565. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2566. for (i = 0; i < 4; i++) {
  2567. //First two iterations: Right hand
  2568. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2569. else { wd = &sd->left_weapon; damage = &ldamage; }
  2570. if (*damage <= 0) continue;
  2571. //First and Third iterations: race, other two boss/nonboss state
  2572. if (i == 0 || i == 2)
  2573. type = race;
  2574. else
  2575. type = boss?RC_BOSS:RC_NONBOSS;
  2576. hp = wd->hp_drain[type].value;
  2577. if (wd->hp_drain[type].rate)
  2578. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  2579. sp = wd->sp_drain[type].value;
  2580. if (wd->sp_drain[type].rate)
  2581. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  2582. if (hp) {
  2583. if (wd->hp_drain[type].type)
  2584. rhp += hp;
  2585. thp += hp;
  2586. }
  2587. if (sp) {
  2588. if (wd->sp_drain[type].type)
  2589. rsp += sp;
  2590. tsp += sp;
  2591. }
  2592. }
  2593. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  2594. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  2595. if (!thp && !tsp) return;
  2596. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2597. if (rhp || rsp)
  2598. status_zap(tbl, rhp, rsp);
  2599. }
  2600. /*==========================================
  2601. * 通??U撃?�?まとめ
  2602. *------------------------------------------*/
  2603. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  2604. {
  2605. struct map_session_data *sd = NULL, *tsd = NULL;
  2606. struct status_data *sstatus, *tstatus;
  2607. struct status_change *sc, *tsc;
  2608. int damage,rdamage=0,rdelay=0;
  2609. int skillv;
  2610. struct Damage wd;
  2611. nullpo_retr(ATK_NONE, src);
  2612. nullpo_retr(ATK_NONE, target);
  2613. if (src->prev == NULL || target->prev == NULL)
  2614. return ATK_NONE;
  2615. sd = BL_CAST(BL_PC, src);
  2616. tsd = BL_CAST(BL_PC, target);
  2617. sstatus = status_get_status_data(src);
  2618. tstatus = status_get_status_data(target);
  2619. sc = status_get_sc(src);
  2620. tsc = status_get_sc(target);
  2621. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2622. sc = NULL;
  2623. if (tsc && !tsc->count)
  2624. tsc = NULL;
  2625. if (sd)
  2626. {
  2627. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2628. if (sd->state.arrow_atk)
  2629. {
  2630. int index = sd->equip_index[EQI_AMMO];
  2631. if (index<0) {
  2632. clif_arrow_fail(sd,0);
  2633. return ATK_NONE;
  2634. }
  2635. //Ammo check by Ishizu-chan
  2636. if (sd->inventory_data[index])
  2637. switch (sd->status.weapon) {
  2638. case W_BOW:
  2639. if (sd->inventory_data[index]->look != A_ARROW) {
  2640. clif_arrow_fail(sd,0);
  2641. return ATK_NONE;
  2642. }
  2643. break;
  2644. case W_REVOLVER:
  2645. case W_RIFLE:
  2646. case W_GATLING:
  2647. case W_SHOTGUN:
  2648. if (sd->inventory_data[index]->look != A_BULLET) {
  2649. clif_arrow_fail(sd,0);
  2650. return ATK_NONE;
  2651. }
  2652. break;
  2653. case W_GRENADE:
  2654. if (sd->inventory_data[index]->look != A_GRENADE) {
  2655. clif_arrow_fail(sd,0);
  2656. return ATK_NONE;
  2657. }
  2658. break;
  2659. }
  2660. }
  2661. }
  2662. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  2663. status_change_end(src,SC_CLOAKING,-1);
  2664. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  2665. {
  2666. int dir = map_calc_dir(target,src->x,src->y);
  2667. int t_dir = unit_getdir(target);
  2668. int dist = distance_bl(src, target);
  2669. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2670. {
  2671. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  2672. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2673. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2674. status_change_end(target,SC_AUTOCOUNTER,-1);
  2675. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2676. return ATK_NONE;
  2677. }
  2678. }
  2679. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  2680. {
  2681. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  2682. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2683. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2684. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  2685. { //Target locked.
  2686. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2687. clif_bladestop(target, src->id, 1);
  2688. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  2689. return ATK_NONE;
  2690. }
  2691. }
  2692. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2693. {
  2694. int triple_rate= 30 - skillv; //Base Rate
  2695. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
  2696. {
  2697. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  2698. status_change_end(src,SC_SKILLRATE_UP,-1);
  2699. }
  2700. if (rand()%100 < triple_rate)
  2701. //FIXME: invalid return type!
  2702. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  2703. }
  2704. if (sc)
  2705. {
  2706. if (sc->data[SC_SACRIFICE])
  2707. //FIXME: invalid return type!
  2708. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE]->val1,tick,0);
  2709. if (sc->data[SC_MAGICALATTACK])
  2710. //FIXME: invalid return type!
  2711. return (damage_lv)skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
  2712. }
  2713. wd = battle_calc_weapon_attack(src, target, 0, 0, flag);
  2714. if (sd && sd->state.arrow_atk) //Consume arrow.
  2715. battle_consume_ammo(sd, 0, 0);
  2716. damage = wd.damage + wd.damage2;
  2717. if( damage > 0 && src != target )
  2718. {
  2719. rdamage = battle_calc_return_damage(target, damage, wd.flag);
  2720. if( rdamage > 0 )
  2721. {
  2722. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2723. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2724. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2725. }
  2726. }
  2727. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2728. if (sd && sd->splash_range > 0 && damage > 0)
  2729. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  2730. map_freeblock_lock();
  2731. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2732. if (sc && sc->data[SC_AUTOSPELL] && rand()%100 < sc->data[SC_AUTOSPELL]->val4) {
  2733. int sp = 0;
  2734. int skillid = sc->data[SC_AUTOSPELL]->val2;
  2735. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  2736. int i = rand()%100;
  2737. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  2738. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2739. if (i >= 50) skilllv -= 2;
  2740. else if (i >= 15) skilllv--;
  2741. if (skilllv < 1) skilllv = 1;
  2742. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2743. if (status_charge(src, 0, sp)) {
  2744. switch (skill_get_casttype(skillid)) {
  2745. case CAST_GROUND:
  2746. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2747. break;
  2748. case CAST_NODAMAGE:
  2749. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2750. break;
  2751. case CAST_DAMAGE:
  2752. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2753. break;
  2754. }
  2755. }
  2756. }
  2757. if (sd) {
  2758. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2759. if (battle_config.left_cardfix_to_right)
  2760. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2761. else
  2762. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2763. }
  2764. }
  2765. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2766. if(tsd && src != target)
  2767. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2768. battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2769. }
  2770. if (tsc) {
  2771. if (tsc->data[SC_POISONREACT] &&
  2772. (rand()%100 < tsc->data[SC_POISONREACT]->val3
  2773. || sstatus->def_ele == ELE_POISON) &&
  2774. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  2775. status_check_skilluse(target, src, TF_POISON, 0)
  2776. ) { //Poison React
  2777. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  2778. if (sstatus->def_ele == ELE_POISON) {
  2779. sce->val2 = 0;
  2780. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  2781. } else {
  2782. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  2783. --sce->val2;
  2784. }
  2785. if (sce->val2 <= 0)
  2786. status_change_end(target, SC_POISONREACT, -1);
  2787. }
  2788. }
  2789. map_freeblock_unlock();
  2790. return wd.dmg_lv;
  2791. }
  2792. int battle_check_undead(int race,int element)
  2793. {
  2794. if(battle_config.undead_detect_type == 0) {
  2795. if(element == ELE_UNDEAD)
  2796. return 1;
  2797. }
  2798. else if(battle_config.undead_detect_type == 1) {
  2799. if(race == RC_UNDEAD)
  2800. return 1;
  2801. }
  2802. else {
  2803. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2804. return 1;
  2805. }
  2806. return 0;
  2807. }
  2808. //Returns the upmost level master starting with the given object
  2809. struct block_list* battle_get_master(struct block_list *src)
  2810. {
  2811. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  2812. do {
  2813. prev = src;
  2814. switch (src->type) {
  2815. case BL_PET:
  2816. if (((TBL_PET*)src)->msd)
  2817. src = (struct block_list*)((TBL_PET*)src)->msd;
  2818. break;
  2819. case BL_MOB:
  2820. if (((TBL_MOB*)src)->master_id)
  2821. src = map_id2bl(((TBL_MOB*)src)->master_id);
  2822. break;
  2823. case BL_HOM:
  2824. if (((TBL_HOM*)src)->master)
  2825. src = (struct block_list*)((TBL_HOM*)src)->master;
  2826. break;
  2827. case BL_MER:
  2828. if (((TBL_MER*)src)->master)
  2829. src = (struct block_list*)((TBL_MER*)src)->master;
  2830. break;
  2831. case BL_SKILL:
  2832. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  2833. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  2834. break;
  2835. }
  2836. } while (src && src != prev);
  2837. return prev;
  2838. }
  2839. /*==========================================
  2840. * Checks the state between two targets (rewritten by Skotlex)
  2841. * (enemy, friend, party, guild, etc)
  2842. * See battle.h for possible values/combinations
  2843. * to be used here (BCT_* constants)
  2844. * Return value is:
  2845. * 1: flag holds true (is enemy, party, etc)
  2846. * -1: flag fails
  2847. * 0: Invalid target (non-targetable ever)
  2848. *------------------------------------------*/
  2849. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2850. {
  2851. int m,state = 0; //Initial state none
  2852. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2853. struct block_list *s_bl = src, *t_bl = target;
  2854. nullpo_retr(0, src);
  2855. nullpo_retr(0, target);
  2856. m = target->m;
  2857. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  2858. //objects involved.
  2859. if( (t_bl = battle_get_master(target)) == NULL )
  2860. t_bl = target;
  2861. if( (s_bl = battle_get_master(src)) == NULL )
  2862. s_bl = src;
  2863. switch( target->type )
  2864. { // Checks on actual target
  2865. case BL_PC:
  2866. if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
  2867. return -1; //Cannot be targeted yet.
  2868. break;
  2869. case BL_MOB:
  2870. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  2871. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  2872. s_bl->type == BL_PC && src->type != BL_MOB)
  2873. { //Targettable by players
  2874. state |= BCT_ENEMY;
  2875. strip_enemy = 0;
  2876. }
  2877. break;
  2878. case BL_SKILL:
  2879. {
  2880. TBL_SKILL *su = (TBL_SKILL*)target;
  2881. if( !su->group )
  2882. return 0;
  2883. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP )
  2884. { //Only a few skills can target traps...
  2885. switch( battle_getcurrentskill(src) )
  2886. {
  2887. case MA_REMOVETRAP:
  2888. case HT_REMOVETRAP:
  2889. case AC_SHOWER:
  2890. case MA_SHOWER:
  2891. case WZ_SIGHTRASHER:
  2892. case WZ_SIGHTBLASTER:
  2893. case SM_MAGNUM:
  2894. case MS_MAGNUM:
  2895. state |= BCT_ENEMY;
  2896. strip_enemy = 0;
  2897. break;
  2898. default:
  2899. return 0;
  2900. }
  2901. } else if (su->group->skill_id==WZ_ICEWALL)
  2902. {
  2903. state |= BCT_ENEMY;
  2904. strip_enemy = 0;
  2905. } else //Excepting traps and icewall, you should not be able to target skills.
  2906. return 0;
  2907. }
  2908. break;
  2909. //Valid targets with no special checks here.
  2910. case BL_MER:
  2911. case BL_HOM:
  2912. break;
  2913. //All else not specified is an invalid target.
  2914. default:
  2915. return 0;
  2916. }
  2917. switch( t_bl->type )
  2918. { //Checks on target master
  2919. case BL_PC:
  2920. {
  2921. struct map_session_data *sd;
  2922. if( t_bl == s_bl ) break;
  2923. sd = BL_CAST(BL_PC, t_bl);
  2924. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  2925. return 0; // Global inminuty only to Attacks
  2926. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  2927. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  2928. if( sd->state.killable ) {
  2929. state |= BCT_ENEMY; // Everything can kill it
  2930. strip_enemy = 0;
  2931. }
  2932. break;
  2933. }
  2934. case BL_MOB:
  2935. {
  2936. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  2937. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  2938. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  2939. break;
  2940. }
  2941. }
  2942. switch( src->type )
  2943. { //Checks on actual src type
  2944. case BL_PET:
  2945. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2946. return 0; //Pet may not attack non-mobs.
  2947. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2948. return 0; //pet may not attack Guardians/Emperium
  2949. break;
  2950. case BL_SKILL:
  2951. {
  2952. struct skill_unit *su = (struct skill_unit *)src;
  2953. if (!su->group)
  2954. return 0;
  2955. if (su->group->src_id == target->id)
  2956. {
  2957. int inf2;
  2958. inf2 = skill_get_inf2(su->group->skill_id);
  2959. if (inf2&INF2_NO_TARGET_SELF)
  2960. return -1;
  2961. if (inf2&INF2_TARGET_SELF)
  2962. return 1;
  2963. }
  2964. break;
  2965. }
  2966. }
  2967. switch( s_bl->type )
  2968. { //Checks on source master
  2969. case BL_PC:
  2970. {
  2971. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  2972. if( s_bl != t_bl )
  2973. {
  2974. if( sd->state.killer )
  2975. {
  2976. state |= BCT_ENEMY; // Can kill anything
  2977. strip_enemy = 0;
  2978. }
  2979. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  2980. {
  2981. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  2982. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  2983. else
  2984. return 0; // You can't target anything out of your duel
  2985. }
  2986. }
  2987. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data )
  2988. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  2989. if( t_bl->type != BL_PC )
  2990. state |= BCT_ENEMY; //Natural enemy.
  2991. break;
  2992. }
  2993. case BL_MOB:
  2994. {
  2995. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  2996. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  2997. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  2998. if( !md->special_state.ai )
  2999. { //Normal mobs.
  3000. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3001. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3002. else
  3003. state |= BCT_ENEMY; //However, all else are enemies.
  3004. }
  3005. else
  3006. {
  3007. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3008. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  3009. }
  3010. break;
  3011. }
  3012. default:
  3013. //Need some sort of default behaviour for unhandled types.
  3014. if (t_bl->type != s_bl->type)
  3015. state |= BCT_ENEMY;
  3016. break;
  3017. }
  3018. if( (flag&BCT_ALL) == BCT_ALL )
  3019. { //All actually stands for all attackable chars
  3020. if( target->type&BL_CHAR )
  3021. return 1;
  3022. else
  3023. return -1;
  3024. }
  3025. else if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  3026. return -1;
  3027. if( t_bl == s_bl )
  3028. { //No need for further testing.
  3029. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3030. if( state&BCT_ENEMY && strip_enemy )
  3031. state&=~BCT_ENEMY;
  3032. return (flag&state)?1:-1;
  3033. }
  3034. if( map_flag_vs(m) )
  3035. { //Check rivalry settings.
  3036. int sbg_id = 0, tbg_id = 0;
  3037. if( map[m].flag.battleground )
  3038. {
  3039. sbg_id = bg_team_get_id(s_bl);
  3040. tbg_id = bg_team_get_id(t_bl);
  3041. }
  3042. if( flag&(BCT_PARTY|BCT_ENEMY) )
  3043. {
  3044. int s_party = status_get_party_id(s_bl);
  3045. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  3046. state |= BCT_PARTY;
  3047. else
  3048. state |= BCT_ENEMY;
  3049. }
  3050. if( flag&(BCT_GUILD|BCT_ENEMY) )
  3051. {
  3052. int s_guild = status_get_guild_id(s_bl);
  3053. int t_guild = status_get_guild_id(t_bl);
  3054. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  3055. state |= BCT_GUILD;
  3056. else
  3057. state |= BCT_ENEMY;
  3058. }
  3059. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  3060. state &= ~BCT_ENEMY;
  3061. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  3062. { // Prevent novice engagement on pk_mode (feature by Valaris)
  3063. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  3064. if (
  3065. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3066. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3067. (int)sd->status.base_level < battle_config.pk_min_level ||
  3068. (int)sd2->status.base_level < battle_config.pk_min_level ||
  3069. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  3070. )
  3071. state &= ~BCT_ENEMY;
  3072. }
  3073. }
  3074. else
  3075. { //Non pvp/gvg, check party/guild settings.
  3076. if( flag&BCT_PARTY || state&BCT_ENEMY )
  3077. {
  3078. int s_party = status_get_party_id(s_bl);
  3079. if(s_party && s_party == status_get_party_id(t_bl))
  3080. state |= BCT_PARTY;
  3081. }
  3082. if( flag&BCT_GUILD || state&BCT_ENEMY )
  3083. {
  3084. int s_guild = status_get_guild_id(s_bl);
  3085. int t_guild = status_get_guild_id(t_bl);
  3086. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  3087. state |= BCT_GUILD;
  3088. }
  3089. }
  3090. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3091. state = BCT_NEUTRAL;
  3092. //Alliance state takes precedence over enemy one.
  3093. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  3094. state&=~BCT_ENEMY;
  3095. return (flag&state)?1:-1;
  3096. }
  3097. /*==========================================
  3098. * 射程判定
  3099. *------------------------------------------*/
  3100. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  3101. {
  3102. int d;
  3103. nullpo_retr(false, src);
  3104. nullpo_retr(false, bl);
  3105. if( src->m != bl->m )
  3106. return false;
  3107. if( !check_distance_bl(src, bl, range) )
  3108. return false;
  3109. if( (d = distance_bl(src, bl)) < 2 )
  3110. return true; // No need for path checking.
  3111. if( d > AREA_SIZE )
  3112. return false; // Avoid targetting objects beyond your range of sight.
  3113. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  3114. }
  3115. static const struct _battle_data {
  3116. const char* str;
  3117. int* val;
  3118. int defval;
  3119. int min;
  3120. int max;
  3121. } battle_data[] = {
  3122. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  3123. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  3124. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  3125. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  3126. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  3127. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  3128. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  3129. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  3130. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  3131. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  3132. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  3133. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  3134. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  3135. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  3136. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  3137. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  3138. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  3139. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  3140. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  3141. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  3142. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  3143. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  3144. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  3145. { "random_monster_checklv", &battle_config.random_monster_checklv, 1, 0, 1, },
  3146. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  3147. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  3148. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  3149. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  3150. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  3151. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  3152. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  3153. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  3154. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  3155. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  3156. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  3157. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  3158. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  3159. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  3160. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  3161. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  3162. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  3163. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  3164. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  3165. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  3166. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  3167. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  3168. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  3169. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  3170. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  3171. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  3172. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  3173. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  3174. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  3175. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  3176. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  3177. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  3178. { "lowest_gm_level", &battle_config.lowest_gm_level, 1, 0, 99, },
  3179. { "atcommand_gm_only", &battle_config.atc_gmonly, 0, 0, 1, },
  3180. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  3181. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  3182. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  3183. { "gm_all_skill", &battle_config.gm_allskill, 0, 0, 100, },
  3184. { "gm_all_equipment", &battle_config.gm_allequip, 0, 0, 100, },
  3185. { "gm_skill_unconditional", &battle_config.gm_skilluncond, 0, 0, 100, },
  3186. { "gm_join_chat", &battle_config.gm_join_chat, 0, 0, 100, },
  3187. { "gm_kick_chat", &battle_config.gm_kick_chat, 0, 0, 100, },
  3188. { "gm_can_party", &battle_config.gm_can_party, 0, 0, 1, },
  3189. { "gm_cant_party_min_lv", &battle_config.gm_cant_party_min_lv, 20, 0, 100, },
  3190. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  3191. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  3192. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  3193. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  3194. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  3195. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  3196. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  3197. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  3198. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  3199. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  3200. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  3201. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  3202. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  3203. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  3204. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  3205. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  3206. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  3207. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  3208. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  3209. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  3210. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  3211. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  3212. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  3213. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  3214. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  3215. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  3216. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  3217. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  3218. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  3219. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  3220. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  3221. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  3222. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  3223. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  3224. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  3225. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  3226. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  3227. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  3228. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  3229. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  3230. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  3231. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  3232. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  3233. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  3234. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  3235. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  3236. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  3237. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  3238. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  3239. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  3240. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  3241. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  3242. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  3243. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  3244. { "item_check", &battle_config.item_check, 0, 0, 1, },
  3245. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  3246. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  3247. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  3248. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  3249. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  3250. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3251. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3252. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3253. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  3254. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  3255. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  3256. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  3257. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  3258. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  3259. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  3260. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  3261. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  3262. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  3263. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  3264. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  3265. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  3266. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  3267. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  3268. { "save_log", &battle_config.save_log, 0, 0, 1, },
  3269. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  3270. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  3271. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  3272. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  3273. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  3274. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  3275. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3276. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  3277. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  3278. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  3279. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  3280. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3281. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  3282. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  3283. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  3284. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, },
  3285. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  3286. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  3287. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  3288. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  3289. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  3290. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  3291. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  3292. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time, 7000, 0, INT_MAX, },
  3293. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  3294. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  3295. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  3296. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  3297. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  3298. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  3299. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  3300. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  3301. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  3302. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  3303. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  3304. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  3305. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  3306. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  3307. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  3308. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  3309. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  3310. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  3311. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  3312. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  3313. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  3314. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  3315. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  3316. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  3317. { "show_party_share_picker", &battle_config.party_show_share_picker, 0, 0, 1, },
  3318. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  3319. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  3320. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  3321. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  3322. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  3323. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  3324. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  3325. { "hide_GM_session", &battle_config.hide_GM_session, 0, 0, 1, },
  3326. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  3327. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  3328. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  3329. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  3330. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  3331. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv, 1, 0, 100, },
  3332. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv, 0, 0, 100, },
  3333. { "disp_hpmeter", &battle_config.disp_hpmeter, 0, 0, 100, },
  3334. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  3335. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  3336. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  3337. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  3338. // eAthena additions
  3339. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  3340. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  3341. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  3342. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  3343. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  3344. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  3345. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  3346. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  3347. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  3348. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  3349. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  3350. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  3351. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  3352. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  3353. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  3354. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  3355. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  3356. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  3357. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  3358. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  3359. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  3360. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  3361. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  3362. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  3363. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  3364. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  3365. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  3366. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  3367. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  3368. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  3369. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  3370. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  3371. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  3372. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  3373. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  3374. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  3375. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  3376. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  3377. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  3378. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  3379. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  3380. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  3381. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  3382. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  3383. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  3384. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  3385. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  3386. { "hack_info_GM_level", &battle_config.hack_info_GM_level, 60, 0, 100, },
  3387. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level, 20, 0, 100, },
  3388. { "who_display_aid", &battle_config.who_display_aid, 40, 0, 100, },
  3389. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFF, 0x0000, 0xFFFF, },
  3390. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  3391. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  3392. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  3393. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  3394. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  3395. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  3396. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  3397. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  3398. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  3399. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  3400. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  3401. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  3402. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  3403. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  3404. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  3405. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  3406. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  3407. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  3408. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  3409. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  3410. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  3411. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  3412. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  3413. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  3414. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  3415. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  3416. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  3417. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  3418. { "display_version", &battle_config.display_version, 1, 0, 1, },
  3419. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  3420. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  3421. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  3422. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  3423. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  3424. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  3425. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  3426. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  3427. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  3428. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  3429. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  3430. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  3431. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  3432. { "mob_clear_delay", &battle_config.mob_clear_delay, 0, 0, INT_MAX, },
  3433. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  3434. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  3435. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  3436. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  3437. { "title_lvl1", &battle_config.title_lvl1, 1, 0, 100, },
  3438. { "title_lvl2", &battle_config.title_lvl2, 10, 0, 100, },
  3439. { "title_lvl3", &battle_config.title_lvl3, 20, 0, 100, },
  3440. { "title_lvl4", &battle_config.title_lvl4, 40, 0, 100, },
  3441. { "title_lvl5", &battle_config.title_lvl5, 50, 0, 100, },
  3442. { "title_lvl6", &battle_config.title_lvl6, 60, 0, 100, },
  3443. { "title_lvl7", &battle_config.title_lvl7, 80, 0, 100, },
  3444. { "title_lvl8", &battle_config.title_lvl8, 99, 0, 100, },
  3445. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  3446. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  3447. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  3448. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  3449. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  3450. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  3451. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  3452. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  3453. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  3454. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  3455. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  3456. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  3457. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  3458. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  3459. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  3460. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  3461. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  3462. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  3463. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  3464. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  3465. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  3466. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  3467. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  3468. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  3469. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  3470. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  3471. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  3472. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  3473. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  3474. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  3475. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  3476. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  3477. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  3478. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  3479. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  3480. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  3481. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  3482. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  3483. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  3484. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 1, 3, },
  3485. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  3486. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  3487. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  3488. { "gm_viewequip_min_lv", &battle_config.gm_viewequip_min_lv, 0, 0, 99, },
  3489. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 0, 0, 1, },
  3490. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  3491. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  3492. // BattleGround Settings
  3493. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  3494. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  3495. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  3496. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  3497. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  3498. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  3499. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  3500. };
  3501. int battle_set_value(const char* w1, const char* w2)
  3502. {
  3503. int val = config_switch(w2);
  3504. int i;
  3505. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3506. if (i == ARRAYLENGTH(battle_data))
  3507. return 0; // not found
  3508. if (val < battle_data[i].min || val > battle_data[i].max)
  3509. {
  3510. 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);
  3511. val = battle_data[i].defval;
  3512. }
  3513. *battle_data[i].val = val;
  3514. return 1;
  3515. }
  3516. int battle_get_value(const char* w1)
  3517. {
  3518. int i;
  3519. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3520. if (i == ARRAYLENGTH(battle_data))
  3521. return 0; // not found
  3522. else
  3523. return *battle_data[i].val;
  3524. }
  3525. void battle_set_defaults()
  3526. {
  3527. int i;
  3528. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  3529. *battle_data[i].val = battle_data[i].defval;
  3530. }
  3531. void battle_adjust_conf()
  3532. {
  3533. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3534. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3535. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3536. battle_config.max_cart_weight *= 10;
  3537. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3538. battle_config.max_def = 100;
  3539. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3540. battle_config.min_hitrate = battle_config.max_hitrate;
  3541. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3542. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3543. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  3544. battle_config.day_duration = 60000;
  3545. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  3546. battle_config.night_duration = 60000;
  3547. #ifndef CELL_NOSTACK
  3548. if (battle_config.cell_stack_limit != 1)
  3549. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3550. #endif
  3551. }
  3552. int battle_config_read(const char* cfgName)
  3553. {
  3554. char line[1024], w1[1024], w2[1024];
  3555. FILE* fp;
  3556. static int count = 0;
  3557. if (count == 0)
  3558. battle_set_defaults();
  3559. count++;
  3560. fp = fopen(cfgName,"r");
  3561. if (fp == NULL)
  3562. ShowError("File not found: %s\n", cfgName);
  3563. else
  3564. {
  3565. while(fgets(line, sizeof(line), fp))
  3566. {
  3567. if (line[0] == '/' && line[1] == '/')
  3568. continue;
  3569. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  3570. continue;
  3571. if (strcmpi(w1, "import") == 0)
  3572. battle_config_read(w2);
  3573. else
  3574. if (battle_set_value(w1, w2) == 0)
  3575. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  3576. }
  3577. fclose(fp);
  3578. }
  3579. count--;
  3580. if (count == 0)
  3581. battle_adjust_conf();
  3582. return 0;
  3583. }
  3584. void do_init_battle(void)
  3585. {
  3586. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  3587. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3588. }
  3589. void do_final_battle(void)
  3590. {
  3591. ers_destroy(delay_damage_ers);
  3592. }