battle.cpp 358 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694769576967697769876997700770177027703770477057706770777087709771077117712771377147715771677177718771977207721772277237724772577267727772877297730773177327733773477357736773777387739774077417742774377447745774677477748774977507751775277537754775577567757775877597760776177627763776477657766776777687769777077717772777377747775777677777778777977807781778277837784778577867787778877897790779177927793779477957796779777987799780078017802780378047805780678077808780978107811781278137814781578167817781878197820782178227823782478257826782778287829783078317832783378347835783678377838783978407841784278437844784578467847784878497850785178527853785478557856785778587859786078617862786378647865786678677868786978707871787278737874787578767877787878797880788178827883788478857886788778887889789078917892789378947895789678977898789979007901790279037904790579067907790879097910791179127913791479157916791779187919792079217922792379247925792679277928792979307931793279337934793579367937793879397940794179427943794479457946794779487949795079517952795379547955795679577958795979607961796279637964796579667967796879697970797179727973797479757976797779787979798079817982798379847985798679877988798979907991799279937994799579967997799879998000800180028003800480058006800780088009801080118012801380148015801680178018801980208021802280238024802580268027802880298030803180328033803480358036803780388039804080418042804380448045804680478048804980508051805280538054805580568057805880598060806180628063806480658066806780688069807080718072807380748075807680778078807980808081808280838084808580868087808880898090809180928093809480958096809780988099810081018102810381048105810681078108810981108111811281138114811581168117811881198120812181228123812481258126812781288129813081318132813381348135813681378138813981408141814281438144814581468147814881498150815181528153815481558156815781588159816081618162816381648165816681678168816981708171817281738174817581768177817881798180818181828183818481858186818781888189819081918192819381948195819681978198819982008201820282038204820582068207820882098210821182128213821482158216821782188219822082218222822382248225822682278228822982308231823282338234823582368237823882398240824182428243824482458246824782488249825082518252825382548255825682578258825982608261826282638264826582668267826882698270827182728273827482758276827782788279828082818282828382848285828682878288828982908291829282938294829582968297829882998300830183028303830483058306830783088309831083118312831383148315831683178318831983208321832283238324832583268327832883298330833183328333833483358336833783388339834083418342834383448345834683478348834983508351835283538354835583568357835883598360836183628363836483658366836783688369837083718372837383748375837683778378837983808381838283838384838583868387838883898390839183928393839483958396839783988399840084018402840384048405840684078408840984108411841284138414841584168417841884198420842184228423842484258426842784288429843084318432843384348435843684378438843984408441844284438444844584468447844884498450845184528453845484558456845784588459846084618462846384648465846684678468846984708471847284738474847584768477847884798480848184828483848484858486848784888489849084918492849384948495849684978498849985008501850285038504850585068507850885098510851185128513851485158516851785188519852085218522852385248525852685278528852985308531853285338534853585368537853885398540854185428543854485458546854785488549855085518552855385548555855685578558855985608561856285638564856585668567856885698570857185728573857485758576857785788579858085818582858385848585858685878588858985908591859285938594859585968597859885998600860186028603860486058606860786088609861086118612861386148615861686178618861986208621862286238624862586268627862886298630863186328633863486358636863786388639864086418642864386448645864686478648864986508651865286538654865586568657865886598660866186628663866486658666866786688669867086718672867386748675867686778678867986808681868286838684868586868687868886898690869186928693869486958696869786988699870087018702870387048705870687078708870987108711871287138714871587168717871887198720872187228723872487258726872787288729873087318732873387348735873687378738873987408741874287438744874587468747874887498750875187528753875487558756875787588759876087618762876387648765876687678768876987708771877287738774877587768777877887798780878187828783878487858786878787888789879087918792879387948795879687978798879988008801880288038804880588068807880888098810881188128813881488158816881788188819882088218822882388248825882688278828882988308831883288338834883588368837883888398840884188428843884488458846884788488849885088518852885388548855885688578858885988608861886288638864886588668867886888698870887188728873887488758876887788788879888088818882888388848885888688878888888988908891889288938894889588968897889888998900890189028903890489058906890789088909891089118912891389148915891689178918891989208921892289238924892589268927892889298930893189328933893489358936893789388939894089418942894389448945894689478948894989508951895289538954895589568957895889598960896189628963896489658966896789688969897089718972897389748975897689778978897989808981898289838984898589868987898889898990899189928993899489958996899789988999900090019002900390049005900690079008900990109011901290139014901590169017901890199020902190229023902490259026902790289029903090319032903390349035903690379038903990409041904290439044904590469047904890499050905190529053905490559056905790589059906090619062906390649065906690679068906990709071907290739074907590769077907890799080908190829083908490859086908790889089909090919092909390949095909690979098909991009101910291039104910591069107910891099110911191129113911491159116911791189119912091219122912391249125912691279128912991309131913291339134913591369137913891399140914191429143914491459146914791489149915091519152915391549155915691579158915991609161916291639164916591669167916891699170917191729173917491759176917791789179918091819182918391849185918691879188918991909191919291939194919591969197919891999200920192029203920492059206920792089209921092119212921392149215921692179218921992209221922292239224922592269227922892299230923192329233923492359236923792389239924092419242924392449245924692479248924992509251925292539254925592569257925892599260926192629263926492659266926792689269927092719272927392749275927692779278927992809281928292839284928592869287928892899290929192929293929492959296929792989299930093019302930393049305930693079308930993109311931293139314931593169317931893199320932193229323932493259326932793289329933093319332933393349335933693379338933993409341934293439344934593469347934893499350935193529353935493559356935793589359936093619362936393649365936693679368936993709371937293739374937593769377937893799380938193829383938493859386938793889389
  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. /**
  36. * Returns the current/list skill used by the bl
  37. * @param bl
  38. * @return skill_id
  39. */
  40. uint16 battle_getcurrentskill(struct block_list *bl)
  41. {
  42. struct unit_data *ud;
  43. if( bl->type == BL_SKILL ) {
  44. struct skill_unit *su = (struct skill_unit*)bl;
  45. return (su && su->group?su->group->skill_id:0);
  46. }
  47. ud = unit_bl2ud(bl);
  48. return (ud?ud->skill_id:0);
  49. }
  50. /**
  51. * Get random targeting enemy
  52. * @param bl
  53. * @param ap
  54. * @return Found target (1) or not found (0)
  55. */
  56. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  57. {
  58. struct block_list **bl_list;
  59. struct unit_data *ud;
  60. int target_id;
  61. int *c;
  62. bl_list = va_arg(ap, struct block_list **);
  63. c = va_arg(ap, int *);
  64. target_id = va_arg(ap, int);
  65. if (bl->id == target_id)
  66. return 0;
  67. if (*c >= 24)
  68. return 0;
  69. if ( !(ud = unit_bl2ud(bl)) )
  70. return 0;
  71. if (ud->target == target_id || ud->skilltarget == target_id) {
  72. bl_list[(*c)++] = bl;
  73. return 1;
  74. }
  75. return 0;
  76. }
  77. /**
  78. * Returns list of targets
  79. * @param target
  80. * @return Target list
  81. */
  82. struct block_list* battle_gettargeted(struct block_list *target)
  83. {
  84. struct block_list *bl_list[24];
  85. int c = 0;
  86. nullpo_retr(NULL, target);
  87. memset(bl_list, 0, sizeof(bl_list));
  88. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  89. if ( c == 0 )
  90. return NULL;
  91. if( c > 24 )
  92. c = 24;
  93. return bl_list[rnd()%c];
  94. }
  95. /**
  96. * Returns the ID of the current targeted character of the passed bl
  97. * @param bl
  98. * @return Target Unit ID
  99. * @author [Skotlex]
  100. */
  101. int battle_gettarget(struct block_list* bl)
  102. {
  103. switch (bl->type) {
  104. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  105. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  106. case BL_PET: return ((struct pet_data*)bl)->target_id;
  107. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  108. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  109. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  110. }
  111. return 0;
  112. }
  113. /**
  114. * Get random enemy
  115. * @param bl
  116. * @param ap
  117. * @return Found target (1) or not found (0)
  118. */
  119. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  120. {
  121. struct block_list **bl_list;
  122. struct block_list *target;
  123. int *c;
  124. bl_list = va_arg(ap, struct block_list **);
  125. c = va_arg(ap, int *);
  126. target = va_arg(ap, struct block_list *);
  127. if (bl->id == target->id)
  128. return 0;
  129. if (*c >= 24)
  130. return 0;
  131. if (status_isdead(bl))
  132. return 0;
  133. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  134. bl_list[(*c)++] = bl;
  135. return 1;
  136. }
  137. return 0;
  138. }
  139. /**
  140. * Returns list of enemies within given range
  141. * @param target
  142. * @param type
  143. * @param range
  144. * @return Target list
  145. * @author [Skotlex]
  146. */
  147. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  153. if ( c == 0 )
  154. return NULL;
  155. if( c > 24 )
  156. c = 24;
  157. return bl_list[rnd()%c];
  158. }
  159. /**
  160. * Get random enemy within area
  161. * @param bl
  162. * @param ap
  163. * @return Found target (1) or not found (0)
  164. */
  165. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  166. {
  167. struct block_list **bl_list, *src;
  168. int *c, ignore_id;
  169. bl_list = va_arg(ap, struct block_list **);
  170. c = va_arg(ap, int *);
  171. src = va_arg(ap, struct block_list *);
  172. ignore_id = va_arg(ap, int);
  173. if( bl->id == src->id || bl->id == ignore_id )
  174. return 0; // Ignores Caster and a possible pre-target
  175. if( *c >= 23 )
  176. return 0;
  177. if( status_isdead(bl) )
  178. return 0;
  179. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  180. bl_list[(*c)++] = bl;
  181. return 1;
  182. }
  183. return 0;
  184. }
  185. /**
  186. * Returns list of enemies within an area
  187. * @param src
  188. * @param x
  189. * @param y
  190. * @param range
  191. * @param type
  192. * @param ignore_id
  193. * @return Target list
  194. */
  195. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  196. {
  197. struct block_list *bl_list[24];
  198. int c = 0;
  199. memset(bl_list, 0, sizeof(bl_list));
  200. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  201. if( c == 0 )
  202. return NULL;
  203. if( c >= 24 )
  204. c = 23;
  205. return bl_list[rnd()%c];
  206. }
  207. /*========================================== [Playtester]
  208. * Deals damage without delay, applies additional effects and triggers monster events
  209. * This function is called from battle_delay_damage or battle_delay_damage_sub
  210. * @param src: Source of damage
  211. * @param target: Target of damage
  212. * @param damage: Damage to be dealt
  213. * @param delay: Damage delay
  214. * @param skill_lv: Level of skill used
  215. * @param skill_id: ID o skill used
  216. * @param dmg_lv: State of the attack (miss, etc.)
  217. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  218. * @param additional_effects: Whether additional effect should be applied
  219. * @param isspdamage: If the damage is done to SP
  220. * @param tick: Current tick
  221. *------------------------------------------*/
  222. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  223. map_freeblock_lock();
  224. if (isspdamage)
  225. status_fix_spdamage(src, target, damage, delay, skill_id);
  226. else
  227. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  228. if (attack_type && !status_isdead(target) && additional_effects)
  229. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  230. if (dmg_lv > ATK_BLOCK && attack_type)
  231. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  232. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  233. if (target->type == BL_MOB) {
  234. struct mob_data* md = BL_CAST(BL_MOB, target);
  235. if (!status_isdead(target) && src != target) {
  236. if (damage > 0 )
  237. mobskill_event(md, src, tick, attack_type);
  238. if (skill_id)
  239. mobskill_event(md, src, tick, MSC_SKILLUSED|(skill_id<<16));
  240. }
  241. if (damage && (attack_type&BF_NORMAL)) // Monsters differentiate whether they have been attacked by a skill or a normal attack
  242. md->norm_attacked_id = md->attacked_id;
  243. }
  244. map_freeblock_unlock();
  245. }
  246. /// Damage Delayed Structure
  247. struct delay_damage {
  248. int src_id;
  249. int target_id;
  250. int64 damage;
  251. t_tick delay;
  252. unsigned short distance;
  253. uint16 skill_lv;
  254. uint16 skill_id;
  255. enum damage_lv dmg_lv;
  256. unsigned short attack_type;
  257. bool additional_effects;
  258. enum bl_type src_type;
  259. bool isspdamage;
  260. };
  261. TIMER_FUNC(battle_delay_damage_sub){
  262. struct delay_damage *dat = (struct delay_damage *)data;
  263. if ( dat ) {
  264. struct block_list* src = map_id2bl(dat->src_id);
  265. struct block_list* target = map_id2bl(dat->target_id);
  266. if (target && !status_isdead(target)) {
  267. if( src && target->m == src->m &&
  268. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  269. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  270. {
  271. //Deal damage
  272. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  273. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  274. map_freeblock_lock();
  275. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  276. map_freeblock_unlock();
  277. }
  278. }
  279. struct map_session_data *sd = BL_CAST(BL_PC, src);
  280. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  281. sd->state.hold_recalc = false;
  282. status_calc_pc(sd, SCO_FORCE);
  283. }
  284. }
  285. ers_free(delay_damage_ers, dat);
  286. return 0;
  287. }
  288. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  289. {
  290. struct delay_damage *dat;
  291. struct status_change *sc;
  292. struct block_list *d_tbl = NULL;
  293. struct block_list *e_tbl = NULL;
  294. nullpo_ret(src);
  295. nullpo_ret(target);
  296. sc = status_get_sc(target);
  297. if (sc) {
  298. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  299. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  300. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  301. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  302. }
  303. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  304. damage > 0 && skill_id != CR_REFLECTSHIELD
  305. #ifndef RENEWAL
  306. && skill_id != PA_PRESSURE
  307. #endif
  308. ) {
  309. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  310. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  311. pc_setstand( tsd, true );
  312. skill_sit( tsd, 0 );
  313. }
  314. damage = 0;
  315. }
  316. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  317. //Deal damage
  318. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  319. return 0;
  320. }
  321. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  322. dat->src_id = src->id;
  323. dat->target_id = target->id;
  324. dat->skill_id = skill_id;
  325. dat->skill_lv = skill_lv;
  326. dat->attack_type = attack_type;
  327. dat->damage = damage;
  328. dat->dmg_lv = dmg_lv;
  329. dat->delay = ddelay;
  330. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  331. dat->additional_effects = additional_effects;
  332. dat->src_type = src->type;
  333. dat->isspdamage = isspdamage;
  334. if (src->type != BL_PC && amotion > 1000)
  335. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  336. if( src->type == BL_PC )
  337. ((TBL_PC*)src)->delayed_damage++;
  338. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  339. return 0;
  340. }
  341. /**
  342. * Get attribute ratio
  343. * @param atk_elem Attack element enum e_element
  344. * @param def_type Defense element enum e_element
  345. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  346. */
  347. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  348. {
  349. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  350. return 100;
  351. return attr_fix_table[def_lv-1][atk_elem][def_type];
  352. }
  353. /**
  354. * Does attribute fix modifiers.
  355. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  356. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  357. * @param src
  358. * @param target
  359. * @param damage
  360. * @param atk_elem
  361. * @param def_type
  362. * @param def_lv
  363. * @param flag
  364. * @return damage
  365. */
  366. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  367. {
  368. struct status_change *sc = NULL, *tsc = NULL;
  369. int ratio;
  370. if (src) sc = status_get_sc(src);
  371. if (target) tsc = status_get_sc(target);
  372. if (!CHK_ELEMENT(atk_elem))
  373. atk_elem = rnd()%ELE_ALL;
  374. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  375. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  376. return damage;
  377. }
  378. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  379. if (sc && sc->count) { //increase dmg by src status
  380. switch(atk_elem){
  381. case ELE_FIRE:
  382. if (sc->data[SC_VOLCANO])
  383. #ifdef RENEWAL
  384. ratio += sc->data[SC_VOLCANO]->val3;
  385. #else
  386. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  387. #endif
  388. break;
  389. case ELE_WIND:
  390. if (sc->data[SC_VIOLENTGALE])
  391. #ifdef RENEWAL
  392. ratio += sc->data[SC_VIOLENTGALE]->val3;
  393. #else
  394. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  395. #endif
  396. break;
  397. case ELE_WATER:
  398. if (sc->data[SC_DELUGE])
  399. #ifdef RENEWAL
  400. ratio += sc->data[SC_DELUGE]->val3;
  401. #else
  402. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  403. #endif
  404. break;
  405. case ELE_GHOST:
  406. if (sc->data[SC_TELEKINESIS_INTENSE])
  407. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  408. break;
  409. }
  410. }
  411. if( target && target->type == BL_SKILL ) {
  412. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  413. struct skill_unit *su = (struct skill_unit*)target;
  414. struct skill_unit_group *sg;
  415. struct block_list *src2;
  416. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  417. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  418. return 0;
  419. if( sg->unit_id != UNT_FIREWALL ) {
  420. int x,y;
  421. x = sg->val3 >> 16;
  422. y = sg->val3 & 0xffff;
  423. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  424. sg->val3 = -1;
  425. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  426. }
  427. }
  428. }
  429. if (tsc && tsc->count) { //increase dmg by target status
  430. switch(atk_elem) {
  431. case ELE_FIRE:
  432. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  433. #ifdef RENEWAL
  434. ratio += 100;
  435. #else
  436. damage *= 2;
  437. #endif
  438. //Remove a unit group or end whole status change
  439. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  440. }
  441. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  442. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  443. if (tsc->data[SC_CRYSTALIZE])
  444. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  445. if (tsc->data[SC_EARTH_INSIGNIA])
  446. #ifdef RENEWAL
  447. ratio += 50;
  448. #else
  449. damage += (int64)(damage * 50 / 100);
  450. #endif
  451. break;
  452. case ELE_HOLY:
  453. if (tsc->data[SC_ORATIO])
  454. #ifdef RENEWAL
  455. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  456. #else
  457. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  458. #endif
  459. break;
  460. case ELE_POISON:
  461. if (tsc->data[SC_VENOMIMPRESS])
  462. #ifdef RENEWAL
  463. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  464. #else
  465. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  466. #endif
  467. if (tsc->data[SC_CLOUD_POISON]) {
  468. #ifdef RENEWAL
  469. ratio += 5 * tsc->data[SC_CLOUD_POISON]->val1;
  470. #else
  471. damage += (int64)(damage * 5 * tsc->data[SC_CLOUD_POISON]->val1 / 100);
  472. #endif
  473. }
  474. break;
  475. case ELE_WIND:
  476. if (tsc->data[SC_WATER_INSIGNIA])
  477. #ifdef RENEWAL
  478. ratio += 50;
  479. #else
  480. damage += (int64)(damage * 50 / 100);
  481. #endif
  482. if (tsc->data[SC_CRYSTALIZE]) {
  483. uint16 skill_id = battle_getcurrentskill(src);
  484. if (skill_get_type(skill_id)&BF_MAGIC)
  485. #ifdef RENEWAL
  486. ratio += 50;
  487. #else
  488. damage += (int64)(damage * 50 / 100);
  489. #endif
  490. }
  491. break;
  492. case ELE_WATER:
  493. if (tsc->data[SC_FIRE_INSIGNIA])
  494. #ifdef RENEWAL
  495. ratio += 50;
  496. #else
  497. damage += (int64)(damage * 50 / 100);
  498. #endif
  499. break;
  500. case ELE_EARTH:
  501. if (tsc->data[SC_WIND_INSIGNIA])
  502. #ifdef RENEWAL
  503. ratio += 50;
  504. #else
  505. damage += (int64)(damage * 50 / 100);
  506. #endif
  507. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  508. break;
  509. case ELE_NEUTRAL:
  510. if (tsc->data[SC_ANTI_M_BLAST])
  511. #ifdef RENEWAL
  512. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  513. #else
  514. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  515. #endif
  516. break;
  517. case ELE_DARK:
  518. if (tsc->data[SC_SOULCURSE]) {
  519. if (status_get_class_(target) == CLASS_BOSS)
  520. #ifdef RENEWAL
  521. ratio += 20;
  522. #else
  523. damage += (int64)(damage * 20 / 100);
  524. #endif
  525. else
  526. #ifdef RENEWAL
  527. ratio += 100;
  528. #else
  529. damage *= 2;
  530. #endif
  531. }
  532. break;
  533. }
  534. if (tsc->data[SC_MAGIC_POISON])
  535. #ifdef RENEWAL
  536. ratio += 50;
  537. #else
  538. damage += (int64)(damage * 50 / 100);
  539. #endif
  540. }
  541. if (battle_config.attr_recover == 0 && ratio < 0)
  542. ratio = 0;
  543. #ifdef RENEWAL
  544. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  545. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  546. #else
  547. damage = (int64)((damage*ratio)/100);
  548. #endif
  549. //Damage can be negative, see battle_config.attr_recover
  550. return damage;
  551. }
  552. /**
  553. * Calculates card bonuses damage adjustments.
  554. * @param attack_type @see enum e_battle_flag
  555. * @param src Attacker
  556. * @param target Target
  557. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  558. * @param rh_ele Right-hand weapon element
  559. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  560. * @param damage Original damage
  561. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  562. * 3: Calculates attacker bonuses in both hands.
  563. * 2: Calculates attacker bonuses in right-hand only.
  564. * 0 or 1: Only calculates target bonuses.
  565. * @param flag Misc value of skill & damage flags
  566. * @return damage Damage diff between original damage and after calculation
  567. */
  568. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  569. struct map_session_data *sd, ///< Attacker session data if BL_PC
  570. *tsd; ///< Target session data if BL_PC
  571. short cardfix = 1000;
  572. int s_class, ///< Attacker class
  573. t_class; ///< Target class
  574. std::vector<e_race2> s_race2, /// Attacker Race2
  575. t_race2; ///< Target Race2
  576. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  577. struct status_data *sstatus, ///< Attacker status data
  578. *tstatus; ///< Target status data
  579. int64 original_damage;
  580. if( !damage )
  581. return 0;
  582. original_damage = damage;
  583. sd = BL_CAST(BL_PC, src);
  584. tsd = BL_CAST(BL_PC, target);
  585. t_class = status_get_class(target);
  586. s_class = status_get_class(src);
  587. sstatus = status_get_status_data(src);
  588. tstatus = status_get_status_data(target);
  589. s_race2 = status_get_race2(src);
  590. t_race2 = status_get_race2(target);
  591. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  592. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  593. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  594. switch( attack_type ) {
  595. case BF_MAGIC:
  596. // Affected by attacker ATK bonuses
  597. if( sd && !nk[NK_IGNOREATKCARD] ) {
  598. int32 race2_val = 0;
  599. for (const auto &raceit : t_race2)
  600. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  601. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  602. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  603. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  604. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  605. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  606. }
  607. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  608. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  609. for (const auto &it : sd->add_mdmg) {
  610. if (it.id == t_class) {
  611. cardfix = cardfix * (100 + it.val) / 100;
  612. break;
  613. }
  614. }
  615. APPLY_CARDFIX(damage, cardfix);
  616. }
  617. // Affected by target DEF bonuses
  618. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  619. cardfix = 1000; // reset var for target
  620. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  621. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  622. for (const auto &it : tsd->subele2) {
  623. if (it.ele != rh_ele)
  624. continue;
  625. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  626. ((it.flag)&flag)&BF_RANGEMASK &&
  627. ((it.flag)&flag)&BF_SKILLMASK))
  628. continue;
  629. ele_fix += it.rate;
  630. }
  631. if (s_defele != ELE_NONE)
  632. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  633. cardfix = cardfix * (100 - ele_fix) / 100;
  634. }
  635. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  636. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  637. int32 race_fix = 0;
  638. for (const auto &raceit : s_race2)
  639. race_fix += tsd->indexed_bonus.subrace2[raceit];
  640. cardfix = cardfix * (100 - race_fix) / 100;
  641. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  642. for (const auto &it : tsd->subrace3) {
  643. if (it.race != sstatus->race)
  644. continue;
  645. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  646. ((it.flag)&flag)&BF_RANGEMASK &&
  647. ((it.flag)&flag)&BF_SKILLMASK))
  648. continue;
  649. race_fix += it.rate;
  650. }
  651. cardfix = cardfix * (100 - race_fix) / 100;
  652. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  653. for (const auto &it : tsd->add_mdef) {
  654. if (it.id == s_class) {
  655. cardfix = cardfix * (100 - it.val) / 100;
  656. break;
  657. }
  658. }
  659. #ifndef RENEWAL
  660. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  661. if( flag&BF_SHORT )
  662. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  663. else if (!nk[NK_IGNORELONGCARD])
  664. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  665. #endif
  666. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  667. if( tsd->sc.data[SC_MDEF_RATE] )
  668. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  669. APPLY_CARDFIX(damage, cardfix);
  670. }
  671. break;
  672. case BF_WEAPON:
  673. // Affected by attacker ATK bonuses
  674. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  675. short cardfix_ = 1000;
  676. if( sd->state.arrow_atk ) { // Ranged attack
  677. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  678. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  679. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  680. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  681. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  682. for (const auto &it : sd->right_weapon.addele2) {
  683. if (it.ele != tstatus->def_ele)
  684. continue;
  685. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  686. ((it.flag)&flag)&BF_RANGEMASK &&
  687. ((it.flag)&flag)&BF_SKILLMASK))
  688. continue;
  689. ele_fix += it.rate;
  690. }
  691. cardfix = cardfix * (100 + ele_fix) / 100;
  692. }
  693. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  694. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  695. int32 race_fix = 0;
  696. for (const auto &raceit : t_race2)
  697. race_fix += sd->right_weapon.addrace2[raceit];
  698. cardfix = cardfix * (100 + race_fix) / 100;
  699. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  700. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  701. } else { // Melee attack
  702. int skill = 0;
  703. // Calculates each right & left hand weapon bonuses separatedly
  704. if( !battle_config.left_cardfix_to_right ) {
  705. // Right-handed weapon
  706. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  707. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  708. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  709. for (const auto &it : sd->right_weapon.addele2) {
  710. if (it.ele != tstatus->def_ele)
  711. continue;
  712. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  713. ((it.flag)&flag)&BF_RANGEMASK &&
  714. ((it.flag)&flag)&BF_SKILLMASK))
  715. continue;
  716. ele_fix += it.rate;
  717. }
  718. cardfix = cardfix * (100 + ele_fix) / 100;
  719. }
  720. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  721. for (const auto &raceit : t_race2)
  722. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  723. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  724. if( left&1 ) { // Left-handed weapon
  725. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  726. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  727. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  728. for (const auto &it : sd->left_weapon.addele2) {
  729. if (it.ele != tstatus->def_ele)
  730. continue;
  731. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  732. ((it.flag)&flag)&BF_RANGEMASK &&
  733. ((it.flag)&flag)&BF_SKILLMASK))
  734. continue;
  735. ele_fix_lh += it.rate;
  736. }
  737. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  738. }
  739. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  740. for (const auto &raceit : t_race2)
  741. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  742. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  743. }
  744. }
  745. // Calculates right & left hand weapon as unity
  746. else {
  747. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  748. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  749. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  750. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  751. for (const auto &it : sd->right_weapon.addele2) {
  752. if (it.ele != tstatus->def_ele)
  753. continue;
  754. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  755. ((it.flag)&flag)&BF_RANGEMASK &&
  756. ((it.flag)&flag)&BF_SKILLMASK))
  757. continue;
  758. ele_fix += it.rate;
  759. }
  760. for (const auto &it : sd->left_weapon.addele2) {
  761. if (it.ele != tstatus->def_ele)
  762. continue;
  763. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  764. ((it.flag)&flag)&BF_RANGEMASK &&
  765. ((it.flag)&flag)&BF_SKILLMASK))
  766. continue;
  767. ele_fix += it.rate;
  768. }
  769. cardfix = cardfix * (100 + ele_fix) / 100;
  770. //}
  771. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  772. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  773. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  774. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  775. for (const auto &raceit : t_race2)
  776. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  777. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  778. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  779. }
  780. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  781. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  782. }
  783. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  784. for (const auto &it : sd->right_weapon.add_dmg) {
  785. if (it.id == t_class) {
  786. cardfix = cardfix * (100 + it.val) / 100;
  787. break;
  788. }
  789. }
  790. if( left&1 ) {
  791. for (const auto &it : sd->left_weapon.add_dmg) {
  792. if (it.id == t_class) {
  793. cardfix_ = cardfix_ * (100 + it.val) / 100;
  794. break;
  795. }
  796. }
  797. }
  798. #ifndef RENEWAL
  799. if (flag & BF_SHORT)
  800. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  801. if( flag&BF_LONG )
  802. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  803. #endif
  804. if (left&1) {
  805. APPLY_CARDFIX(damage, cardfix_);
  806. } else {
  807. APPLY_CARDFIX(damage, cardfix);
  808. }
  809. }
  810. // Affected by target DEF bonuses
  811. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  812. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  813. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  814. for (const auto &it : tsd->subele2) {
  815. if (it.ele != rh_ele)
  816. continue;
  817. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  818. ((it.flag)&flag)&BF_RANGEMASK &&
  819. ((it.flag)&flag)&BF_SKILLMASK))
  820. continue;
  821. ele_fix += it.rate;
  822. }
  823. cardfix = cardfix * (100 - ele_fix) / 100;
  824. if( left&1 && lh_ele != rh_ele ) {
  825. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  826. for (const auto &it : tsd->subele2) {
  827. if (it.ele != lh_ele)
  828. continue;
  829. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  830. ((it.flag)&flag)&BF_RANGEMASK &&
  831. ((it.flag)&flag)&BF_SKILLMASK))
  832. continue;
  833. ele_fix_lh += it.rate;
  834. }
  835. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  836. }
  837. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  838. }
  839. int32 race_fix = 0;
  840. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  841. for (const auto &raceit : s_race2)
  842. race_fix += tsd->indexed_bonus.subrace2[raceit];
  843. cardfix = cardfix * (100 - race_fix) / 100;
  844. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  845. for (const auto &it : tsd->subrace3) {
  846. if (it.race != sstatus->race)
  847. continue;
  848. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  849. ((it.flag)&flag)&BF_RANGEMASK &&
  850. ((it.flag)&flag)&BF_SKILLMASK))
  851. continue;
  852. race_fix += it.rate;
  853. }
  854. cardfix = cardfix * (100 - race_fix) / 100;
  855. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  856. for (const auto &it : tsd->add_def) {
  857. if (it.id == s_class) {
  858. cardfix = cardfix * (100 - it.val) / 100;
  859. break;
  860. }
  861. }
  862. if( flag&BF_SHORT )
  863. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  864. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  865. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  866. if( tsd->sc.data[SC_DEF_RATE] )
  867. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  868. APPLY_CARDFIX(damage, cardfix);
  869. }
  870. break;
  871. case BF_MISC:
  872. // Affected by target DEF bonuses
  873. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  874. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  875. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  876. for (const auto &it : tsd->subele2) {
  877. if (it.ele != rh_ele)
  878. continue;
  879. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  880. ((it.flag)&flag)&BF_RANGEMASK &&
  881. ((it.flag)&flag)&BF_SKILLMASK))
  882. continue;
  883. ele_fix += it.rate;
  884. }
  885. if (s_defele != ELE_NONE)
  886. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  887. cardfix = cardfix * (100 - ele_fix) / 100;
  888. }
  889. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  890. for (const auto &it : tsd->subrace3) {
  891. if (it.race != sstatus->race)
  892. continue;
  893. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  894. ((it.flag)&flag)&BF_RANGEMASK &&
  895. ((it.flag)&flag)&BF_SKILLMASK))
  896. continue;
  897. race_fix += it.rate;
  898. }
  899. cardfix = cardfix * (100 - race_fix) / 100;
  900. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  901. race_fix = 0;
  902. for (const auto &raceit : s_race2)
  903. race_fix += tsd->indexed_bonus.subrace2[raceit];
  904. cardfix = cardfix * (100 - race_fix) / 100;
  905. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  906. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  907. if( flag&BF_SHORT )
  908. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  909. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  910. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  911. APPLY_CARDFIX(damage, cardfix);
  912. }
  913. break;
  914. }
  915. #undef APPLY_CARDFIX
  916. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  917. }
  918. /**
  919. * Absorb damage based on criteria
  920. * @param bl
  921. * @param d Damage
  922. **/
  923. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  924. int64 dmg_ori = 0, dmg_new = 0;
  925. nullpo_retv(bl);
  926. nullpo_retv(d);
  927. if (!d->damage && !d->damage2)
  928. return;
  929. switch (bl->type) {
  930. case BL_PC:
  931. {
  932. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  933. if (!sd)
  934. return;
  935. if (sd->bonus.absorb_dmg_maxhp) {
  936. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  937. dmg_ori = dmg_new = d->damage + d->damage2;
  938. if (dmg_ori > hp)
  939. dmg_new = dmg_ori - hp;
  940. }
  941. }
  942. break;
  943. }
  944. if (dmg_ori == dmg_new)
  945. return;
  946. if (!d->damage2)
  947. d->damage = dmg_new;
  948. else if (!d->damage)
  949. d->damage2 = dmg_new;
  950. else {
  951. d->damage = dmg_new;
  952. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  953. if (d->damage2 < 1)
  954. d->damage2 = 1;
  955. d->damage = d->damage - d->damage2;
  956. }
  957. }
  958. /**
  959. * Check for active statuses that block damage
  960. * @param src: Attacker
  961. * @param target: Target of attack
  962. * @param sc: Status Change data
  963. * @param d: Damage data
  964. * @param damage: Damage received as a reference
  965. * @param skill_id: Skill ID
  966. * @param skill_lv: Skill level
  967. * @return True: Damage inflicted, False: Missed
  968. **/
  969. bool battle_status_block_damage(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  970. if (!src || !target || !sc || !d)
  971. return true;
  972. status_change_entry *sce;
  973. int flag = d->flag;
  974. // SC Types that must be first because they may or may not block damage
  975. if ((sce = sc->data[SC_KYRIE]) && damage > 0) {
  976. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  977. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  978. if (sce->val2 >= 0)
  979. damage = 0;
  980. else
  981. damage = -sce->val2;
  982. }
  983. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  984. status_change_end(target, SC_KYRIE, INVALID_TIMER);
  985. }
  986. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  987. clif_specialeffect(target, EF_GUARD, AREA);
  988. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  989. if (sce->val3 >= 0)
  990. damage = 0;
  991. else
  992. damage = -sce->val3;
  993. if (sce->val3 <= 0)
  994. status_change_end(target, SC_P_ALTER, INVALID_TIMER);
  995. }
  996. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  997. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  998. if (sce->val2 >= 0)
  999. damage = 0;
  1000. else
  1001. damage = -sce->val2;
  1002. if (sce->val2 <= 0)
  1003. status_change_end(target, SC_TUNAPARTY, INVALID_TIMER);
  1004. }
  1005. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  1006. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1007. if (sce->val2 <= 0)
  1008. status_change_end(target, SC_DIMENSION1, INVALID_TIMER);
  1009. return false;
  1010. }
  1011. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  1012. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1013. if (sce->val2 <= 0)
  1014. status_change_end(target, SC_DIMENSION2, INVALID_TIMER);
  1015. return false;
  1016. }
  1017. if (damage == 0)
  1018. return false;
  1019. // ATK_BLOCK Type
  1020. if ((sce = sc->data[SC_SAFETYWALL]) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1021. skill_unit_group *group = skill_id2group(sce->val3);
  1022. if (group) {
  1023. d->dmg_lv = ATK_BLOCK;
  1024. switch (sce->val2) {
  1025. case MG_SAFETYWALL:
  1026. if (--group->val2 <= 0) {
  1027. skill_delunitgroup(group);
  1028. break;
  1029. }
  1030. #ifdef RENEWAL
  1031. if (group->val3 - damage > 0)
  1032. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1033. else
  1034. skill_delunitgroup(group);
  1035. #endif
  1036. break;
  1037. case MH_STEINWAND:
  1038. if (--group->val2 <= 0) {
  1039. skill_delunitgroup(group);
  1040. break;
  1041. }
  1042. if (group->val3 - damage > 0)
  1043. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1044. else
  1045. skill_delunitgroup(group);
  1046. break;
  1047. }
  1048. return false;
  1049. }
  1050. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  1051. }
  1052. if ((sc->data[SC_PNEUMA] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1053. #ifdef RENEWAL
  1054. (sc->data[SC_BASILICA_CELL]
  1055. #else
  1056. (sc->data[SC_BASILICA]
  1057. #endif
  1058. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1059. (sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1060. sc->data[SC__MANHOLE] ||
  1061. sc->data[SC_KINGS_GRACE] ||
  1062. sc->data[SC_GRAVITYCONTROL]
  1063. )
  1064. {
  1065. d->dmg_lv = ATK_BLOCK;
  1066. return false;
  1067. }
  1068. if (sc->data[SC_WHITEIMPRISON]) { // Gravitation and Pressure do damage without removing the effect
  1069. if (skill_id == MG_NAPALMBEAT ||
  1070. skill_id == MG_SOULSTRIKE ||
  1071. skill_id == WL_SOULEXPANSION ||
  1072. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1073. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1074. {
  1075. if (skill_id == WL_SOULEXPANSION)
  1076. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1077. status_change_end(target, SC_WHITEIMPRISON, INVALID_TIMER); // Those skills do damage and removes effect
  1078. } else {
  1079. d->dmg_lv = ATK_BLOCK;
  1080. return false;
  1081. }
  1082. }
  1083. if ((sce = sc->data[SC_WEAPONBLOCKING]) && flag&(BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1084. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1085. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1086. d->dmg_lv = ATK_BLOCK;
  1087. return false;
  1088. }
  1089. if ((sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0) {
  1090. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1091. d->dmg_lv = ATK_BLOCK;
  1092. if (sce->val3 <= 0) { // Shield Down
  1093. sce->val2--;
  1094. if (sce->val2 > 0) {
  1095. clif_millenniumshield(target, sce->val2);
  1096. sce->val3 = 1000; // Next shield
  1097. } else
  1098. status_change_end(target, SC_MILLENNIUMSHIELD, INVALID_TIMER); // All shields down
  1099. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1100. }
  1101. return false;
  1102. }
  1103. // ATK_MISS Type
  1104. if ((sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1105. status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1106. block_list *d_bl;
  1107. int delay;
  1108. // different delay depending on skill level [celest]
  1109. if (sce->val1 <= 5)
  1110. delay = 300;
  1111. else if (sce->val1 > 5 && sce->val1 <= 9)
  1112. delay = 200;
  1113. else
  1114. delay = 100;
  1115. map_session_data *sd = map_id2sd(target->id);
  1116. if (sd && pc_issit(sd))
  1117. pc_setstand(sd, true);
  1118. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1119. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1120. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1121. check_distance_bl(target, d_bl, sce_d->val3))
  1122. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1123. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1124. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1125. d->dmg_lv = ATK_MISS;
  1126. return false;
  1127. } else {
  1128. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1129. unit_set_walkdelay(target, gettick(), delay, 1);
  1130. if (sc->data[SC_SHRINK] && rnd() % 100 < 5 * sce->val1)
  1131. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1132. d->dmg_lv = ATK_MISS;
  1133. return false;
  1134. }
  1135. }
  1136. if (sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1137. #ifndef RENEWAL
  1138. || skill_id == CR_ACIDDEMONSTRATION
  1139. #endif
  1140. )) {
  1141. d->dmg_lv = ATK_MISS;
  1142. return false;
  1143. }
  1144. // ATK_DEF Type
  1145. if ((sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1146. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1147. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1148. uint8 dir = map_calc_dir(target, src->x, src->y);
  1149. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1150. clif_blown(target);
  1151. unit_setdir(target, dir);
  1152. }
  1153. d->dmg_lv = ATK_DEF;
  1154. status_change_end(target, SC_LIGHTNINGWALK, INVALID_TIMER);
  1155. return false;
  1156. }
  1157. // Other
  1158. if ((sc->data[SC_HERMODE] && flag&BF_MAGIC) ||
  1159. (sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1160. (sc->data[SC_MEIKYOUSISUI] && rnd() % 100 < 40)) // custom value
  1161. return false;
  1162. if ((sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1163. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1164. if (skill_id == LK_PARRYING) {
  1165. unit_data *ud = unit_bl2ud(target);
  1166. if (ud != nullptr) // Delay the next attack
  1167. ud->attackabletime = gettick() + status_get_adelay(target);
  1168. }
  1169. return false;
  1170. }
  1171. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1172. map_session_data *sd = map_id2sd(target->id);
  1173. if (sd && pc_issit(sd))
  1174. pc_setstand(sd, true); //Stand it to dodge.
  1175. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1176. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1177. return false;
  1178. }
  1179. if ((sce = sc->data[SC_KAUPE]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1180. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1181. //Shouldn't end until Breaker's non-weapon part connects.
  1182. #ifndef RENEWAL
  1183. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1184. #endif
  1185. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1186. status_change_end(target, SC_KAUPE, INVALID_TIMER);
  1187. return false;
  1188. }
  1189. if (flag&BF_MAGIC && (sce = sc->data[SC_PRESTIGE]) && rnd() % 100 < sce->val2) {
  1190. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1191. return false;
  1192. }
  1193. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1194. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1195. if (!status_isdead(src))
  1196. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1197. if (sce) {
  1198. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1199. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1200. }
  1201. //Both need to be consumed if they are active.
  1202. if (sce && --sce->val2 <= 0)
  1203. status_change_end(target, SC_UTSUSEMI, INVALID_TIMER);
  1204. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --sce->val2 <= 0)
  1205. status_change_end(target, SC_BUNSINJYUTSU, INVALID_TIMER);
  1206. return false;
  1207. }
  1208. return true;
  1209. }
  1210. /**
  1211. * Check damage through status.
  1212. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1213. * After this we apply bg/gvg reduction
  1214. * @param src
  1215. * @param bl
  1216. * @param d
  1217. * @param damage
  1218. * @param skill_id
  1219. * @param skill_lv
  1220. * @return damage
  1221. */
  1222. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1223. {
  1224. struct map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1225. struct status_change *sc;
  1226. struct status_change_entry *sce;
  1227. int div_ = d->div_, flag = d->flag;
  1228. nullpo_ret(bl);
  1229. if( !damage )
  1230. return 0;
  1231. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1232. return 0;
  1233. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1234. && skill_get_casttype(skill_id) == CAST_GROUND )
  1235. return 0;
  1236. if (bl->type == BL_PC) {
  1237. sd=(struct map_session_data *)bl;
  1238. //Special no damage states
  1239. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1240. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1241. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1242. damage -= damage * sd->special_state.no_magic_damage / 100;
  1243. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1244. damage -= damage * sd->special_state.no_misc_damage / 100;
  1245. if(!damage)
  1246. return 0;
  1247. }
  1248. sc = status_get_sc(bl); //check target status
  1249. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1250. return 1;
  1251. if (sc && sc->data[SC_MAXPAIN])
  1252. return 0;
  1253. switch (skill_id) {
  1254. #ifndef RENEWAL
  1255. case PA_PRESSURE:
  1256. case HW_GRAVITATION:
  1257. #endif
  1258. case SP_SOULEXPLOSION:
  1259. return damage; //These skills bypass everything else.
  1260. }
  1261. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1262. // So can defense sphere's but what the heck is that??? [Rytech]
  1263. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1264. return damage;
  1265. if( sc && sc->count ) {
  1266. if (!battle_status_block_damage(src, bl, sc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1267. return 0;
  1268. // Damage increasing effects
  1269. #ifdef RENEWAL // Flat +400% damage from melee
  1270. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1271. damage <<= 2;
  1272. #endif
  1273. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1274. if (src->type != BL_MER || !skill_id)
  1275. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1276. #ifndef RENEWAL
  1277. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1278. #endif
  1279. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1280. }
  1281. #ifdef RENEWAL
  1282. if( sc->data[SC_RAID] ) {
  1283. if (status_get_class_(bl) == CLASS_BOSS)
  1284. damage += damage * 15 / 100;
  1285. else
  1286. damage += damage * 30 / 100;
  1287. }
  1288. #endif
  1289. if( damage ) {
  1290. if( sc->data[SC_DEEPSLEEP] ) {
  1291. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1292. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1293. }
  1294. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1295. switch(tsd->status.weapon) {
  1296. case W_MACE:
  1297. case W_2HMACE:
  1298. case W_1HAXE:
  1299. case W_2HAXE:
  1300. damage += damage / 2;
  1301. break;
  1302. case W_MUSICAL:
  1303. case W_WHIP:
  1304. if(!tsd->state.arrow_atk)
  1305. break;
  1306. case W_BOW:
  1307. case W_REVOLVER:
  1308. case W_RIFLE:
  1309. case W_GATLING:
  1310. case W_SHOTGUN:
  1311. case W_GRENADE:
  1312. case W_DAGGER:
  1313. case W_1HSWORD:
  1314. case W_2HSWORD:
  1315. damage -= damage / 2;
  1316. break;
  1317. }
  1318. }
  1319. if( sc->data[SC_VOICEOFSIREN] )
  1320. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1321. }
  1322. if (sc->data[SC_SOUNDOFDESTRUCTION])
  1323. damage <<= 1;
  1324. if (sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1325. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1326. if (status_get_class_(bl) == CLASS_BOSS)
  1327. damage /= 2;
  1328. }
  1329. // Damage reductions
  1330. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1331. #ifndef RENEWAL
  1332. if( sc->data[SC_ASSUMPTIO] ) {
  1333. if( map_flag_vs(bl->m) )
  1334. damage = (int64)damage*2/3; //Receive 66% damage
  1335. else
  1336. damage >>= 1; //Receive 50% damage
  1337. }
  1338. #endif
  1339. if (sc->data[SC_DEFENDER] && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1340. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1341. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1342. damage -= damage * 20 / 100;
  1343. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1344. if(flag&BF_SKILL) //25% reduction
  1345. damage -= damage * 25 / 100;
  1346. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1347. damage >>= 2; //75% reduction
  1348. }
  1349. if (sc->data[SC_SPORE_EXPLOSION] && (flag & BF_LONG) == BF_LONG)
  1350. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1351. if(sc->data[SC_ARMORCHANGE]) {
  1352. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1353. if(flag&BF_WEAPON)
  1354. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1355. else if(flag&BF_MAGIC)
  1356. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1357. }
  1358. if(sc->data[SC_SMOKEPOWDER]) {
  1359. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1360. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1361. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1362. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1363. }
  1364. if (sc->data[SC_WATER_BARRIER])
  1365. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1366. if (sc->data[SC_SU_STOOP])
  1367. damage -= damage * 90 / 100;
  1368. // Compressed code, fixed by map.hpp [Epoque]
  1369. if (src->type == BL_MOB) {
  1370. std::vector<e_race2> race2 = status_get_race2(src);
  1371. for (const auto &raceit : race2) {
  1372. switch (raceit) {
  1373. case RC2_MANUK:
  1374. if (sce = sc->data[SC_MANU_DEF])
  1375. damage -= damage * sce->val1 / 100;
  1376. break;
  1377. case RC2_SPLENDIDE:
  1378. if (sce = sc->data[SC_SPL_DEF])
  1379. damage -= damage * sce->val1 / 100;
  1380. break;
  1381. case RC2_OGH_ATK_DEF:
  1382. if (sc->data[SC_GLASTHEIM_DEF])
  1383. return 0;
  1384. break;
  1385. case RC2_OGH_HIDDEN:
  1386. if (sce = sc->data[SC_GLASTHEIM_HIDDEN])
  1387. damage -= damage * sce->val1 / 100;
  1388. break;
  1389. case RC2_BIO5_ACOLYTE_MERCHANT:
  1390. if (sce = sc->data[SC_LHZ_DUN_N1])
  1391. damage -= damage * sce->val2 / 100;
  1392. break;
  1393. case RC2_BIO5_MAGE_ARCHER:
  1394. if (sce = sc->data[SC_LHZ_DUN_N2])
  1395. damage -= damage * sce->val2 / 100;
  1396. break;
  1397. case RC2_BIO5_SWORDMAN_THIEF:
  1398. if (sce = sc->data[SC_LHZ_DUN_N3])
  1399. damage -= damage * sce->val2 / 100;
  1400. break;
  1401. case RC2_BIO5_MVP:
  1402. if (sce = sc->data[SC_LHZ_DUN_N4])
  1403. damage -= damage * sce->val2 / 100;
  1404. break;
  1405. }
  1406. }
  1407. }
  1408. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1409. sce->val3&flag && sce->val4&flag)
  1410. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1411. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1412. #ifdef RENEWAL
  1413. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1414. #else
  1415. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1416. #endif
  1417. ) )
  1418. {
  1419. struct status_data *status = status_get_status_data(bl);
  1420. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1421. per /=20; //Uses 20% SP intervals.
  1422. //SP Cost: 1% + 0.5% per every 20% SP
  1423. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1424. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1425. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1426. }
  1427. if(sc->data[SC_GRANITIC_ARMOR])
  1428. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1429. if(sc->data[SC_PAIN_KILLER]) {
  1430. damage -= sc->data[SC_PAIN_KILLER]->val2;
  1431. damage = i64max(damage, 1);
  1432. }
  1433. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1434. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1435. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1436. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1437. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1438. else if (flag&(BF_WEAPON|BF_SHORT))
  1439. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1440. }
  1441. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1442. if (flag&BF_WEAPON)
  1443. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1444. if (flag&BF_MAGIC)
  1445. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1446. }
  1447. #ifdef RENEWAL
  1448. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1449. if( sc->data[SC_STEELBODY] )
  1450. damage = damage > 10 ? damage / 10 : 1;
  1451. #endif
  1452. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1453. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1454. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1455. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1456. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1457. }
  1458. if (!damage)
  1459. return 0;
  1460. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1461. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1462. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1463. int spheres = 5;
  1464. if( sc->data[SC_RAISINGDRAGON] )
  1465. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1466. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1467. }
  1468. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1469. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1470. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1471. hom_addspiritball(hd, 10);
  1472. }
  1473. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1474. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1475. } //End of target SC_ check
  1476. //SC effects from caster side.
  1477. sc = status_get_sc(src);
  1478. if (sc && sc->count) {
  1479. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1480. damage += damage * 75 / 100;
  1481. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1482. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1483. if ((sce = sc->data[SC_BLOODSUCKER]) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1484. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1485. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1486. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1487. // [Epoque]
  1488. if (bl->type == BL_MOB) {
  1489. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1490. std::vector<e_race2> race2 = status_get_race2(bl);
  1491. for (const auto &raceit : race2) {
  1492. switch (raceit) {
  1493. case RC2_MANUK:
  1494. if (sce = sc->data[SC_MANU_ATK])
  1495. damage += damage * sce->val1 / 100;
  1496. break;
  1497. case RC2_SPLENDIDE:
  1498. if (sce = sc->data[SC_SPL_ATK])
  1499. damage += damage * sce->val1 / 100;
  1500. break;
  1501. case RC2_OGH_ATK_DEF:
  1502. if (sc->data[SC_GLASTHEIM_ATK])
  1503. damage <<= 1;
  1504. break;
  1505. case RC2_BIO5_SWORDMAN_THIEF:
  1506. if (sce = sc->data[SC_LHZ_DUN_N1])
  1507. damage += damage * sce->val1 / 100;
  1508. break;
  1509. case RC2_BIO5_ACOLYTE_MERCHANT:
  1510. if (sce = sc->data[SC_LHZ_DUN_N2])
  1511. damage += damage * sce->val1 / 100;
  1512. break;
  1513. case RC2_BIO5_MAGE_ARCHER:
  1514. if (sce = sc->data[SC_LHZ_DUN_N3])
  1515. damage += damage * sce->val1 / 100;
  1516. break;
  1517. case RC2_BIO5_MVP:
  1518. if (sce = sc->data[SC_LHZ_DUN_N4])
  1519. damage += damage * sce->val1 / 100;
  1520. break;
  1521. }
  1522. }
  1523. }
  1524. }
  1525. if (sc->data[SC_POISONINGWEAPON] && flag&BF_SHORT && (skill_id == 0 || skill_id == GC_VENOMPRESSURE) && damage > 0) {
  1526. damage += damage * 10 / 100;
  1527. if (rnd() % 100 < sc->data[SC_POISONINGWEAPON]->val3)
  1528. sc_start4(src, bl, (sc_type)sc->data[SC_POISONINGWEAPON]->val2, 100, sc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  1529. }
  1530. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1531. status_change_spread(src, bl, 0);
  1532. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1533. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1534. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1535. }
  1536. if (flag & BF_WEAPON && (sce = sc->data[SC_ADD_ATK_DAMAGE]))
  1537. damage += damage * sce->val1 / 100;
  1538. if (flag & BF_MAGIC && (sce = sc->data[SC_ADD_MATK_DAMAGE]))
  1539. damage += damage * sce->val1 / 100;
  1540. if (sc->data[SC_DANCEWITHWUG] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1541. damage += damage * sc->data[SC_DANCEWITHWUG]->val1 / 100;
  1542. if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
  1543. damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  1544. if (tsd && (sce = sc->data[SC_SOULREAPER])) {
  1545. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1546. clif_specialeffect(src, 1208, AREA);
  1547. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1548. }
  1549. }
  1550. } //End of caster SC_ check
  1551. //PK damage rates
  1552. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1553. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1554. if (flag&BF_WEAPON)
  1555. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1556. if (flag&BF_MAGIC)
  1557. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1558. if (flag&BF_MISC)
  1559. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1560. } else { //Normal attacks get reductions based on range.
  1561. if (flag & BF_SHORT)
  1562. damage = damage * battle_config.pk_short_damage_rate / 100;
  1563. if (flag & BF_LONG)
  1564. damage = damage * battle_config.pk_long_damage_rate / 100;
  1565. }
  1566. damage = i64max(damage,1);
  1567. }
  1568. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1569. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1570. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1571. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1572. )
  1573. damage = div_;
  1574. }
  1575. if (tsd && pc_ismadogear(tsd)) {
  1576. short element = skill_get_ele(skill_id, skill_lv);
  1577. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1578. struct status_data *sstatus = NULL;
  1579. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1580. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1581. else if( (sstatus = status_get_status_data(src)) ) {
  1582. element = sstatus->rhw.ele;
  1583. }
  1584. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1585. element = status_get_attack_sc_element(src,status_get_sc(src));
  1586. else if( element == ELE_RANDOM ) //Use random element
  1587. element = rnd()%ELE_ALL;
  1588. pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
  1589. }
  1590. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1591. mob_data *md = BL_CAST(BL_MOB, bl);
  1592. if (md && md->db->damagetaken != 100)
  1593. damage = i64max(damage * md->db->damagetaken / 100, 1);
  1594. }
  1595. return damage;
  1596. }
  1597. /**
  1598. * Determines whether battleground target can be hit
  1599. * @param src: Source of attack
  1600. * @param bl: Target of attack
  1601. * @param skill_id: Skill ID used
  1602. * @param flag: Special flags
  1603. * @return Can be hit (true) or can't be hit (false)
  1604. */
  1605. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1606. {
  1607. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1608. struct unit_data *ud = unit_bl2ud(bl);
  1609. if (ud && ud->immune_attack)
  1610. return false;
  1611. if (md && md->bg_id) {
  1612. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1613. return false;
  1614. if (src->type == BL_PC) {
  1615. struct map_session_data *sd = map_id2sd(src->id);
  1616. if (sd && sd->bg_id == md->bg_id)
  1617. return false;
  1618. }
  1619. }
  1620. return true;
  1621. }
  1622. /**
  1623. * Calculates BG related damage adjustments.
  1624. * @param src
  1625. * @param bl
  1626. * @param damage
  1627. * @param skill_id
  1628. * @param flag
  1629. * @return damage
  1630. * Credits:
  1631. * Original coder Skotlex
  1632. * Initial refactoring by Baalberith
  1633. * Refined and optimized by helvetica
  1634. */
  1635. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1636. {
  1637. if( !damage )
  1638. return 0;
  1639. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1640. return 0;
  1641. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1642. return damage; //skill that ignore bg map reduction
  1643. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1644. if( flag&BF_WEAPON )
  1645. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1646. if( flag&BF_MAGIC )
  1647. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1648. if( flag&BF_MISC )
  1649. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1650. } else { //Normal attacks get reductions based on range.
  1651. if( flag&BF_SHORT )
  1652. damage = damage * battle_config.bg_short_damage_rate / 100;
  1653. if( flag&BF_LONG )
  1654. damage = damage * battle_config.bg_long_damage_rate / 100;
  1655. }
  1656. damage = i64max(damage,1); //min 1 damage
  1657. return damage;
  1658. }
  1659. /**
  1660. * Determines whether target can be hit
  1661. * @param src
  1662. * @param bl
  1663. * @param skill_id
  1664. * @param flag
  1665. * @return Can be hit (true) or can't be hit (false)
  1666. */
  1667. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1668. {
  1669. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1670. struct unit_data *ud = unit_bl2ud(bl);
  1671. int class_ = status_get_class(bl);
  1672. if (ud && ud->immune_attack)
  1673. return false;
  1674. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1675. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1676. return false;
  1677. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1678. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1679. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1680. return false;
  1681. if (g != nullptr) {
  1682. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1683. return false; // [MouseJstr]
  1684. if (md->special_state.ai == AI_GUILD && g->guild_id == md->master_id)
  1685. return false;
  1686. }
  1687. }
  1688. }
  1689. return true;
  1690. }
  1691. /**
  1692. * Calculates GVG related damage adjustments.
  1693. * @param src
  1694. * @param bl
  1695. * @param damage
  1696. * @param skill_id
  1697. * @param flag
  1698. * @return damage
  1699. */
  1700. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1701. {
  1702. if (!damage) //No reductions to make.
  1703. return 0;
  1704. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1705. return 0;
  1706. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1707. return damage;
  1708. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1709. if (flag&BF_WEAPON)
  1710. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1711. if (flag&BF_MAGIC)
  1712. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1713. if (flag&BF_MISC)
  1714. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1715. } else { //Normal attacks get reductions based on range.
  1716. if (flag & BF_SHORT)
  1717. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1718. if (flag & BF_LONG)
  1719. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1720. }
  1721. damage = i64max(damage,1);
  1722. return damage;
  1723. }
  1724. /**
  1725. * HP/SP drain calculation
  1726. * @param damage Damage inflicted to the enemy
  1727. * @param rate Success chance 1000 = 100%
  1728. * @param per HP/SP drained
  1729. * @return diff
  1730. */
  1731. static int battle_calc_drain(int64 damage, int rate, int per)
  1732. {
  1733. int64 diff = 0;
  1734. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1735. diff = (damage * per) / 100;
  1736. if (diff == 0) {
  1737. if (per > 0)
  1738. diff = 1;
  1739. else
  1740. diff = -1;
  1741. }
  1742. }
  1743. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1744. }
  1745. /**
  1746. * Passive skill damage increases
  1747. * @param sd
  1748. * @param target
  1749. * @param dmg
  1750. * @param type
  1751. * @return damage
  1752. */
  1753. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1754. {
  1755. int64 damage;
  1756. struct status_data *status = status_get_status_data(target);
  1757. int weapon, skill;
  1758. #ifdef RENEWAL
  1759. damage = 0;
  1760. #else
  1761. damage = dmg;
  1762. #endif
  1763. nullpo_ret(sd);
  1764. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1765. target->type == BL_MOB && //This bonus doesn't work against players.
  1766. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1767. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1768. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1769. damage += (skill * 5);
  1770. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1771. damage += (skill * 10);
  1772. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1773. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1774. damage += (skill * 4);
  1775. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1776. damage += sd->status.str;
  1777. }
  1778. #ifdef RENEWAL
  1779. //Weapon Research bonus applies to all weapons
  1780. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1781. damage += (skill * 2);
  1782. #endif
  1783. // Kagerou/Oboro Spirit Charm bonus
  1784. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1785. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1786. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1787. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1788. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1789. damage += damage * 30 / 100;
  1790. }
  1791. if(type == 0)
  1792. weapon = sd->weapontype1;
  1793. else
  1794. weapon = sd->weapontype2;
  1795. switch(weapon) {
  1796. case W_1HSWORD:
  1797. #ifdef RENEWAL
  1798. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1799. damage += (skill * 3);
  1800. #endif
  1801. case W_DAGGER:
  1802. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1803. damage += (skill * 4);
  1804. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1805. damage += skill * 10;
  1806. break;
  1807. case W_2HSWORD:
  1808. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1809. damage += (skill * 4);
  1810. break;
  1811. case W_1HSPEAR:
  1812. case W_2HSPEAR:
  1813. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1814. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1815. damage += (skill * 4);
  1816. else
  1817. damage += (skill * 5);
  1818. // Increase damage by level of KN_SPEARMASTERY * 10
  1819. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1820. damage += (skill * 10);
  1821. }
  1822. break;
  1823. case W_1HAXE:
  1824. case W_2HAXE:
  1825. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1826. damage += (skill * 3);
  1827. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1828. damage += (skill * 5);
  1829. break;
  1830. case W_MACE:
  1831. case W_2HMACE:
  1832. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1833. damage += (skill * 3);
  1834. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1835. damage += (skill * 4);
  1836. break;
  1837. case W_FIST:
  1838. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1839. damage += (skill * 10);
  1840. // No break, fallthrough to Knuckles
  1841. case W_KNUCKLE:
  1842. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1843. damage += (skill * 3);
  1844. break;
  1845. case W_MUSICAL:
  1846. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1847. damage += (skill * 3);
  1848. break;
  1849. case W_WHIP:
  1850. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1851. damage += (skill * 3);
  1852. break;
  1853. case W_BOOK:
  1854. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1855. damage += (skill * 3);
  1856. break;
  1857. case W_KATAR:
  1858. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1859. damage += (skill * 3);
  1860. break;
  1861. }
  1862. return damage;
  1863. }
  1864. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1865. * @param sd Player
  1866. * @param damage Current damage
  1867. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1868. */
  1869. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1870. if (!sd)
  1871. return;
  1872. //rodatazone says that Overrefine bonuses are part of baseatk
  1873. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1874. if (lr_type == EQI_HAND_L) {
  1875. if (sd->left_weapon.overrefine)
  1876. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1877. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  1878. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  1879. }
  1880. else if (lr_type == EQI_HAND_R) {
  1881. if (sd->right_weapon.overrefine)
  1882. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1883. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  1884. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  1885. }
  1886. }
  1887. #ifdef RENEWAL
  1888. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1889. {
  1890. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1891. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1892. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1893. }
  1894. static int battle_calc_status_attack(struct status_data *status, short hand)
  1895. {
  1896. //left-hand penalty on sATK is always 50% [Baalberith]
  1897. if (hand == EQI_HAND_L)
  1898. return status->batk;
  1899. else
  1900. return 2 * status->batk;
  1901. }
  1902. /**
  1903. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1904. * @param src Block list of attacker
  1905. * @param tstatus Target's status data
  1906. * @param wa Weapon attack data
  1907. * @param sd Player
  1908. * @return Base weapon damage
  1909. */
  1910. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1911. {
  1912. struct status_data *status = status_get_status_data(src);
  1913. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1914. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1915. uint16 atkmax = atkmin;
  1916. int64 damage = atkmin;
  1917. bool weapon_perfection = false;
  1918. struct status_change *sc = status_get_sc(src);
  1919. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1920. short base_stat;
  1921. switch (sd->status.weapon) {
  1922. case W_BOW:
  1923. case W_MUSICAL:
  1924. case W_WHIP:
  1925. case W_REVOLVER:
  1926. case W_RIFLE:
  1927. case W_GATLING:
  1928. case W_SHOTGUN:
  1929. case W_GRENADE:
  1930. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  1931. base_stat = status->str;
  1932. else
  1933. base_stat = status->dex;
  1934. break;
  1935. default:
  1936. base_stat = status->str;
  1937. break;
  1938. }
  1939. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  1940. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  1941. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  1942. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  1943. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1944. damage = atkmax;
  1945. else
  1946. damage = rnd_value(atkmin, atkmax);
  1947. }
  1948. if (sc && sc->data[SC_WEAPONPERFECTION])
  1949. weapon_perfection = true;
  1950. battle_add_weapon_damage(sd, &damage, type);
  1951. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1952. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1953. }
  1954. #endif
  1955. /*==========================================
  1956. * Calculates the standard damage of a normal attack assuming it hits,
  1957. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1958. * This applies to pre-renewal and non-sd in renewal
  1959. *------------------------------------------
  1960. * Pass damage2 as NULL to not calc it.
  1961. * Flag values:
  1962. * &1 : Critical hit
  1963. * &2 : Arrow attack
  1964. * &4 : Skill is Magic Crasher
  1965. * &8 : Skip target size adjustment (Extremity Fist?)
  1966. * &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)
  1967. *
  1968. * Credits:
  1969. * Original coder Skotlex
  1970. * Initial refactoring by Baalberith
  1971. * Refined and optimized by helvetica
  1972. */
  1973. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1974. {
  1975. unsigned int atkmin = 0, atkmax = 0;
  1976. short type = 0;
  1977. int64 damage = 0;
  1978. struct map_session_data *sd = NULL;
  1979. nullpo_retr(damage, src);
  1980. sd = BL_CAST(BL_PC, src);
  1981. if (!sd) { //Mobs/Pets
  1982. if(flag&4) {
  1983. atkmin = status->matk_min;
  1984. atkmax = status->matk_max;
  1985. } else {
  1986. atkmin = wa->atk;
  1987. atkmax = wa->atk2;
  1988. }
  1989. if (atkmin > atkmax)
  1990. atkmin = atkmax;
  1991. } else { //PCs
  1992. atkmax = wa->atk;
  1993. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1994. if (!(flag&1) || (flag&2)) { //Normal attacks
  1995. atkmin = status->dex;
  1996. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1997. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1998. if (atkmin > atkmax)
  1999. atkmin = atkmax;
  2000. if(flag&2 && !(flag&16)) { //Bows
  2001. atkmin = atkmin*atkmax/100;
  2002. if (atkmin > atkmax)
  2003. atkmax = atkmin;
  2004. }
  2005. }
  2006. }
  2007. if (sc && sc->data[SC_MAXIMIZEPOWER])
  2008. atkmin = atkmax;
  2009. //Weapon Damage calculation
  2010. if (!(flag&1))
  2011. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2012. else
  2013. damage = atkmax;
  2014. if (sd) {
  2015. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2016. if (flag&2 && sd->bonus.arrow_atk)
  2017. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2018. // Size fix only for players
  2019. if (!(sd->special_state.no_sizefix || (flag&8)))
  2020. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2021. } else if (src->type == BL_ELEM) {
  2022. struct status_change *ele_sc = status_get_sc(src);
  2023. int ele_class = status_get_class(src);
  2024. if (ele_sc) {
  2025. switch (ele_class) {
  2026. case ELEMENTALID_AGNI_S:
  2027. case ELEMENTALID_AGNI_M:
  2028. case ELEMENTALID_AGNI_L:
  2029. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  2030. damage += damage * 20 / 100;
  2031. break;
  2032. case ELEMENTALID_AQUA_S:
  2033. case ELEMENTALID_AQUA_M:
  2034. case ELEMENTALID_AQUA_L:
  2035. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  2036. damage += damage * 20 / 100;
  2037. break;
  2038. case ELEMENTALID_VENTUS_S:
  2039. case ELEMENTALID_VENTUS_M:
  2040. case ELEMENTALID_VENTUS_L:
  2041. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  2042. damage += damage * 20 / 100;
  2043. break;
  2044. case ELEMENTALID_TERA_S:
  2045. case ELEMENTALID_TERA_M:
  2046. case ELEMENTALID_TERA_L:
  2047. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  2048. damage += damage * 20 / 100;
  2049. break;
  2050. }
  2051. }
  2052. }
  2053. //Finally, add baseatk
  2054. if(flag&4)
  2055. damage += status->matk_min;
  2056. else
  2057. damage += status->batk;
  2058. if (sd)
  2059. battle_add_weapon_damage(sd, &damage, type);
  2060. #ifdef RENEWAL
  2061. if (flag&1)
  2062. damage = (damage * 14) / 10;
  2063. #endif
  2064. return damage;
  2065. }
  2066. /*==========================================
  2067. * Consumes ammo for the given skill.
  2068. *------------------------------------------
  2069. * Credits:
  2070. * Original coder Skotlex
  2071. * Initial refactoring by Baalberith
  2072. * Refined and optimized by helvetica
  2073. */
  2074. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  2075. {
  2076. int qty = 1;
  2077. if (!battle_config.arrow_decrement)
  2078. return;
  2079. if (skill) {
  2080. qty = skill_get_ammo_qty(skill, lv);
  2081. if (!qty) qty = 1;
  2082. }
  2083. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2084. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2085. sd->state.arrow_atk = 0;
  2086. }
  2087. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2088. {
  2089. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2090. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2091. return BF_SHORT;
  2092. switch (skill_id) {
  2093. case AC_SHOWER:
  2094. case AM_DEMONSTRATION:
  2095. // When monsters use Arrow Shower or Bomb, it is always short range
  2096. if (src->type == BL_MOB)
  2097. return BF_SHORT;
  2098. break;
  2099. #ifdef RENEWAL
  2100. case KN_BRANDISHSPEAR:
  2101. // Renewal changes to ranged physical damage
  2102. return BF_LONG;
  2103. #endif
  2104. case NJ_KIRIKAGE:
  2105. // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2106. case GC_CROSSIMPACT:
  2107. // Cast range is 7 cells and player jumps to target but skill is considered melee
  2108. return BF_SHORT;
  2109. }
  2110. //Skill Range Criteria
  2111. if (battle_config.skillrange_by_distance &&
  2112. (src->type&battle_config.skillrange_by_distance)
  2113. ) { //based on distance between src/target [Skotlex]
  2114. if (check_distance_bl(src, target, 3))
  2115. return BF_SHORT;
  2116. return BF_LONG;
  2117. }
  2118. //based on used skill's range
  2119. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2120. return BF_SHORT;
  2121. return BF_LONG;
  2122. }
  2123. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  2124. {
  2125. if (sd->skillblown.empty())
  2126. return 0;
  2127. //Apply the bonus blewcount. [Skotlex]
  2128. for (const auto &it : sd->skillblown) {
  2129. if (it.id == skill_id)
  2130. return it.val;
  2131. }
  2132. return 0;
  2133. }
  2134. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2135. switch( bl->type ){
  2136. case BL_PC:
  2137. return SKILLDMG_PC;
  2138. case BL_MOB:
  2139. if( status_get_class_(bl) == CLASS_BOSS ){
  2140. return SKILLDMG_BOSS;
  2141. }else{
  2142. return SKILLDMG_MOB;
  2143. }
  2144. default:
  2145. return SKILLDMG_OTHER;
  2146. }
  2147. }
  2148. /**
  2149. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2150. * @param src
  2151. * @param target
  2152. * @param skill_id
  2153. * @return Skill damage rate
  2154. */
  2155. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2156. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2157. if (!skill || !skill->damage.map)
  2158. return 0;
  2159. s_skill_damage *damage = &skill->damage;
  2160. //check the adjustment works for specified type
  2161. if (!(damage->caster&src->type))
  2162. return 0;
  2163. map_data *mapdata = map_getmapdata(src->m);
  2164. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2165. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2166. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2167. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2168. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2169. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2170. {
  2171. return damage->rate[battle_skill_damage_type(target)];
  2172. }
  2173. return 0;
  2174. }
  2175. /**
  2176. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2177. * @param src
  2178. * @param target
  2179. * @param skill_id
  2180. * @return Skill damage rate
  2181. */
  2182. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2183. map_data *mapdata = map_getmapdata(src->m);
  2184. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2185. return 0;
  2186. int rate = 0;
  2187. // Damage rate for all skills at this map
  2188. if (mapdata->damage_adjust.caster&src->type)
  2189. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2190. if (mapdata->skill_damage.empty())
  2191. return rate;
  2192. // Damage rate for specified skill at this map
  2193. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2194. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2195. }
  2196. return rate;
  2197. }
  2198. /**
  2199. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2200. * @param src
  2201. * @param target
  2202. * @param skill_id
  2203. * @return Total damage rate
  2204. */
  2205. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2206. nullpo_ret(src);
  2207. if (!target || !skill_id)
  2208. return 0;
  2209. skill_id = skill_dummy2skill_id(skill_id);
  2210. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2211. }
  2212. /**
  2213. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2214. * @param sd: Player who has Chorus skill active
  2215. * @return Bonus value based on party count
  2216. */
  2217. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2218. #ifdef RENEWAL // No bonus in renewal
  2219. return 0;
  2220. #endif
  2221. int members = 0;
  2222. if (!sd || !sd->status.party_id)
  2223. return 0;
  2224. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2225. if (members < 3)
  2226. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2227. if (members > 7)
  2228. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2229. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2230. }
  2231. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2232. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2233. /*=======================================================
  2234. * Should infinite defense be applied on target? (plant)
  2235. *-------------------------------------------------------
  2236. * Credits:
  2237. * Original coder Skotlex
  2238. * Initial refactoring by Baalberith
  2239. * Refined and optimized by helvetica
  2240. * flag - see e_battle_flag
  2241. */
  2242. bool is_infinite_defense(struct block_list *target, int flag)
  2243. {
  2244. struct status_data *tstatus = status_get_status_data(target);
  2245. if(target->type == BL_SKILL) {
  2246. TBL_SKILL *su = ((TBL_SKILL*)target);
  2247. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2248. return true;
  2249. }
  2250. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2251. return true;
  2252. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2253. return true;
  2254. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2255. return true;
  2256. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2257. return true;
  2258. return false;
  2259. }
  2260. /*========================
  2261. * Is attack arrow based?
  2262. *------------------------
  2263. * Credits:
  2264. * Original coder Skotlex
  2265. * Initial refactoring by Baalberith
  2266. * Refined and optimized by helvetica
  2267. */
  2268. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2269. {
  2270. if(src != NULL) {
  2271. struct status_data *sstatus = status_get_status_data(src);
  2272. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2273. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2274. } else
  2275. return false;
  2276. }
  2277. /*=========================================
  2278. * Is attack right handed? By default yes.
  2279. *-----------------------------------------
  2280. * Credits:
  2281. * Original coder Skotlex
  2282. * Initial refactoring by Baalberith
  2283. * Refined and optimized by helvetica
  2284. */
  2285. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2286. {
  2287. if(src != NULL) {
  2288. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2289. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2290. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2291. return false;
  2292. }
  2293. return true;
  2294. }
  2295. /*=======================================
  2296. * Is attack left handed? By default no.
  2297. *---------------------------------------
  2298. * Credits:
  2299. * Original coder Skotlex
  2300. * Initial refactoring by Baalberith
  2301. * Refined and optimized by helvetica
  2302. */
  2303. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2304. {
  2305. if(src != NULL) {
  2306. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2307. if(!skill_id) {
  2308. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2309. if (sd) {
  2310. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2311. return true;
  2312. if (sd->status.weapon == W_KATAR)
  2313. return true;
  2314. }
  2315. struct status_data *sstatus = status_get_status_data(src);
  2316. if (sstatus->lhw.atk)
  2317. return true;
  2318. }
  2319. }
  2320. return false;
  2321. }
  2322. /*=============================
  2323. * Do we score a critical hit?
  2324. *-----------------------------
  2325. * Credits:
  2326. * Original coder Skotlex
  2327. * Initial refactoring by Baalberith
  2328. * Refined and optimized by helvetica
  2329. */
  2330. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2331. {
  2332. if (!first_call)
  2333. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2334. #ifdef RENEWAL
  2335. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2336. return true;
  2337. #endif
  2338. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2339. return false;
  2340. struct status_data *sstatus = status_get_status_data(src);
  2341. if( sstatus->cri )
  2342. {
  2343. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2344. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2345. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2346. return false;
  2347. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2348. return false;
  2349. }
  2350. struct status_data *tstatus = status_get_status_data(target);
  2351. struct status_change *sc = status_get_sc(src);
  2352. struct status_change *tsc = status_get_sc(target);
  2353. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2354. short cri = sstatus->cri;
  2355. if (sd) {
  2356. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2357. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2358. cri += sd->bonus.arrow_cri;
  2359. cri += sd->bonus.critical_rangeatk;
  2360. }
  2361. }
  2362. if(sc && sc->data[SC_CAMOUFLAGE])
  2363. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2364. //The official equation is *2, but that only applies when sd's do critical.
  2365. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2366. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2367. if( tsc && tsc->data[SC_SLEEP] )
  2368. cri <<= 1;
  2369. switch(skill_id) {
  2370. case 0:
  2371. if(sc && !sc->data[SC_AUTOCOUNTER])
  2372. break;
  2373. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2374. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2375. case KN_AUTOCOUNTER:
  2376. if(battle_config.auto_counter_type &&
  2377. (battle_config.auto_counter_type&src->type))
  2378. return true;
  2379. else
  2380. cri <<= 1;
  2381. break;
  2382. case SN_SHARPSHOOTING:
  2383. case MA_SHARPSHOOTING:
  2384. #ifdef RENEWAL
  2385. cri += 300; // !TODO: Confirm new bonus
  2386. #else
  2387. cri += 200;
  2388. #endif
  2389. break;
  2390. case NJ_KIRIKAGE:
  2391. cri += 250 + 50*skill_lv;
  2392. break;
  2393. #ifdef RENEWAL
  2394. case ASC_BREAKER:
  2395. #endif
  2396. case LG_CANNONSPEAR:
  2397. case GC_CROSSIMPACT:
  2398. cri /= 2;
  2399. break;
  2400. }
  2401. if(tsd && tsd->bonus.critical_def)
  2402. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2403. return (rnd()%1000 < cri);
  2404. }
  2405. return false;
  2406. }
  2407. /*==========================================================
  2408. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2409. *----------------------------------------------------------
  2410. * Credits:
  2411. * Original coder Skotlex
  2412. * Initial refactoring by Baalberith
  2413. * Refined and optimized by helvetica
  2414. */
  2415. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2416. {
  2417. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2418. return 2;
  2419. if(src != NULL) {
  2420. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2421. struct status_data *tstatus = status_get_status_data(target);
  2422. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2423. #ifndef RENEWAL
  2424. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2425. #endif
  2426. )
  2427. { //Elemental/Racial adjustments
  2428. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2429. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2430. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2431. )
  2432. if (weapon_position == EQI_HAND_R)
  2433. return 1;
  2434. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2435. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2436. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2437. )
  2438. { //Pass effect onto right hand if configured so. [Skotlex]
  2439. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2440. if (weapon_position == EQI_HAND_R)
  2441. return 1;
  2442. }
  2443. else if (weapon_position == EQI_HAND_L)
  2444. return 1;
  2445. }
  2446. }
  2447. }
  2448. return 0;
  2449. }
  2450. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2451. {
  2452. if (skill_id == 0) {
  2453. if (is_splash) {
  2454. std::bitset<NK_MAX> tmp_nk;
  2455. tmp_nk.set(NK_IGNOREATKCARD);
  2456. tmp_nk.set(NK_IGNOREFLEE);
  2457. return tmp_nk;
  2458. } else
  2459. return 0;
  2460. } else
  2461. return skill_db.find(skill_id)->nk;
  2462. }
  2463. /*=============================
  2464. * Checks if attack is hitting
  2465. *-----------------------------
  2466. * Credits:
  2467. * Original coder Skotlex
  2468. * Initial refactoring by Baalberith
  2469. * Refined and optimized by helvetica
  2470. */
  2471. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2472. {
  2473. struct status_data *sstatus = status_get_status_data(src);
  2474. struct status_data *tstatus = status_get_status_data(target);
  2475. struct status_change *sc = status_get_sc(src);
  2476. struct status_change *tsc = status_get_sc(target);
  2477. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2478. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2479. short flee, hitrate;
  2480. if (!first_call)
  2481. return (wd->dmg_lv != ATK_FLEE);
  2482. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2483. return true;
  2484. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2485. return true;
  2486. else if (sc && sc->data[SC_FUSION])
  2487. return true;
  2488. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2489. return true;
  2490. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2491. return true;
  2492. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2493. return true;
  2494. else if (nk[NK_IGNOREFLEE])
  2495. return true;
  2496. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2497. return false;
  2498. flee = tstatus->flee;
  2499. #ifdef RENEWAL
  2500. hitrate = 0; //Default hitrate
  2501. #else
  2502. hitrate = 80; //Default hitrate
  2503. #endif
  2504. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2505. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2506. if(attacker_count >= battle_config.agi_penalty_count) {
  2507. if (battle_config.agi_penalty_type == 1)
  2508. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2509. else //assume type 2: absolute reduction
  2510. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2511. if(flee < 1)
  2512. flee = 1;
  2513. }
  2514. }
  2515. hitrate += sstatus->hit - flee;
  2516. //Fogwall's hit penalty is only for normal ranged attacks.
  2517. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2518. hitrate -= 50;
  2519. if(sd && is_skill_using_arrow(src, skill_id))
  2520. hitrate += sd->bonus.arrow_hit;
  2521. #ifdef RENEWAL
  2522. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2523. hitrate += pc_checkskill(sd,AC_VULTURE);
  2524. #endif
  2525. if(skill_id) {
  2526. switch(skill_id) { //Hit skill modifiers
  2527. //It is proven that bonus is applied on final hitrate, not hit.
  2528. case SM_BASH:
  2529. case MS_BASH:
  2530. hitrate += hitrate * 5 * skill_lv / 100;
  2531. break;
  2532. case MS_MAGNUM:
  2533. case SM_MAGNUM:
  2534. hitrate += hitrate * 10 * skill_lv / 100;
  2535. break;
  2536. case KN_AUTOCOUNTER:
  2537. case PA_SHIELDCHAIN:
  2538. case NPC_WATERATTACK:
  2539. case NPC_GROUNDATTACK:
  2540. case NPC_FIREATTACK:
  2541. case NPC_WINDATTACK:
  2542. case NPC_POISONATTACK:
  2543. case NPC_HOLYATTACK:
  2544. case NPC_DARKNESSATTACK:
  2545. case NPC_UNDEADATTACK:
  2546. case NPC_TELEKINESISATTACK:
  2547. case NPC_EARTHQUAKE:
  2548. case NPC_BLEEDING:
  2549. hitrate += hitrate * 20 / 100;
  2550. break;
  2551. case NPC_FIREBREATH:
  2552. case NPC_ICEBREATH:
  2553. case NPC_THUNDERBREATH:
  2554. case NPC_ACIDBREATH:
  2555. case NPC_DARKNESSBREATH:
  2556. hitrate *= 2;
  2557. break;
  2558. case KN_PIERCE:
  2559. case ML_PIERCE:
  2560. hitrate += hitrate * 5 * skill_lv / 100;
  2561. break;
  2562. case AS_SONICBLOW:
  2563. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2564. hitrate += hitrate * 50 / 100;
  2565. break;
  2566. #ifdef RENEWAL
  2567. case RG_BACKSTAP:
  2568. hitrate += skill_lv; // !TODO: What's the rate increase?
  2569. break;
  2570. #endif
  2571. case RK_SONICWAVE:
  2572. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2573. break;
  2574. case MC_CARTREVOLUTION:
  2575. case GN_CART_TORNADO:
  2576. case GN_CARTCANNON:
  2577. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2578. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2579. break;
  2580. case LG_BANISHINGPOINT:
  2581. hitrate += 3 * skill_lv;
  2582. break;
  2583. case GC_VENOMPRESSURE:
  2584. hitrate += 10 + 4 * skill_lv;
  2585. break;
  2586. case SC_FATALMENACE:
  2587. if (skill_lv < 6)
  2588. hitrate -= 35 - 5 * skill_lv;
  2589. else if (skill_lv > 6)
  2590. hitrate += 5 * skill_lv - 30;
  2591. break;
  2592. case RL_SLUGSHOT:
  2593. {
  2594. int8 dist = distance_bl(src, target);
  2595. if (dist > 3) {
  2596. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2597. // -10:-9:-8:-7:-6
  2598. dist -= 3;
  2599. hitrate -= ((11 - skill_lv) * dist);
  2600. }
  2601. }
  2602. break;
  2603. }
  2604. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2605. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2606. if (sd) {
  2607. int skill = 0;
  2608. // Weaponry Research hidden bonus
  2609. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2610. hitrate += hitrate * ( 2 * skill ) / 100;
  2611. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2612. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2613. hitrate += 3 * skill;
  2614. }
  2615. if (sc) {
  2616. if (sc->data[SC_MTF_ASPD])
  2617. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2618. if (sc->data[SC_MTF_ASPD2])
  2619. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2620. }
  2621. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2622. return (rnd()%100 < hitrate);
  2623. }
  2624. /*==========================================
  2625. * If attack ignores def.
  2626. *------------------------------------------
  2627. * Credits:
  2628. * Original coder Skotlex
  2629. * Initial refactoring by Baalberith
  2630. * Refined and optimized by helvetica
  2631. */
  2632. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2633. {
  2634. struct status_data *tstatus = status_get_status_data(target);
  2635. struct status_change *sc = status_get_sc(src);
  2636. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2637. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2638. #ifndef RENEWAL
  2639. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2640. return true;
  2641. else
  2642. #endif
  2643. if (sc && sc->data[SC_FUSION])
  2644. return true;
  2645. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2646. { //Ignore Defense?
  2647. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2648. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2649. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2650. if (weapon_position == EQI_HAND_R)
  2651. return true;
  2652. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2653. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2654. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2655. {
  2656. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2657. if (weapon_position == EQI_HAND_R)
  2658. return true;
  2659. } else if (weapon_position == EQI_HAND_L)
  2660. return true;
  2661. }
  2662. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2663. return true;
  2664. return nk[NK_IGNOREDEFENSE] != 0;
  2665. }
  2666. /*================================================
  2667. * Should skill attack consider VVS and masteries?
  2668. *------------------------------------------------
  2669. * Credits:
  2670. * Original coder Skotlex
  2671. * Initial refactoring by Baalberith
  2672. * Refined and optimized by helvetica
  2673. */
  2674. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2675. {
  2676. if (
  2677. #ifndef RENEWAL
  2678. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2679. #endif
  2680. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2681. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2682. return false;
  2683. return true;
  2684. }
  2685. #ifdef RENEWAL
  2686. /*========================================
  2687. * Calculate equipment ATK for renewal ATK
  2688. *----------------------------------------
  2689. * Credits:
  2690. * Original coder Skotlex
  2691. * Initial refactoring by Baalberith
  2692. * Refined and optimized by helvetica
  2693. */
  2694. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2695. {
  2696. if(src != NULL) {
  2697. int eatk = 0;
  2698. struct status_data *status = status_get_status_data(src);
  2699. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2700. if (sd) // add arrow atk if using an applicable skill
  2701. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2702. return eatk + status->eatk;
  2703. }
  2704. return 0; // shouldn't happen but just in case
  2705. }
  2706. #endif
  2707. /*========================================
  2708. * Returns the element type of attack
  2709. *----------------------------------------
  2710. * Credits:
  2711. * Original coder Skotlex
  2712. * Initial refactoring by Baalberith
  2713. * Refined and optimized by helvetica
  2714. */
  2715. static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2716. {
  2717. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2718. struct status_change *sc = status_get_sc(src);
  2719. struct status_data *sstatus = status_get_status_data(src);
  2720. int element = skill_get_ele(skill_id, skill_lv);
  2721. //Take weapon's element
  2722. if( !skill_id || element == ELE_WEAPON ) {
  2723. if (weapon_position == EQI_HAND_R)
  2724. element = sstatus->rhw.ele;
  2725. else
  2726. element = sstatus->lhw.ele;
  2727. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2728. element = sd->bonus.arrow_ele;
  2729. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2730. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2731. // on official endows override all other elements [helvetica]
  2732. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2733. element = sc->data[SC_ENCHANTARMS]->val1;
  2734. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2735. element = status_get_attack_sc_element(src,sc);
  2736. else if( element == ELE_RANDOM ) //Use random element
  2737. element = rnd()%ELE_ALL;
  2738. switch( skill_id ) {
  2739. case GS_GROUNDDRIFT:
  2740. element = wd->miscflag; //element comes in flag.
  2741. break;
  2742. case LK_SPIRALPIERCE:
  2743. if (!sd)
  2744. element = ELE_NEUTRAL; //forced neutral for monsters
  2745. break;
  2746. case RK_DRAGONBREATH:
  2747. if (sc) {
  2748. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Giant Growth
  2749. element = ELE_DARK;
  2750. else if (sc->data[SC_GIANTGROWTH])
  2751. element = ELE_HOLY;
  2752. }
  2753. break;
  2754. case RK_DRAGONBREATH_WATER:
  2755. if (sc) {
  2756. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Fighting Spirit
  2757. element = ELE_NEUTRAL;
  2758. else if (sc->data[SC_FIGHTINGSPIRIT])
  2759. element = ELE_GHOST;
  2760. }
  2761. break;
  2762. case LG_HESPERUSLIT:
  2763. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2764. element = ELE_HOLY;
  2765. break;
  2766. case GN_CARTCANNON:
  2767. case NC_ARMSCANNON:
  2768. if (sd && sd->state.arrow_atk > 0)
  2769. element = sd->bonus.arrow_ele;
  2770. break;
  2771. case SJ_PROMINENCEKICK:
  2772. element = ELE_FIRE;
  2773. break;
  2774. case RL_H_MINE:
  2775. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2776. element = ELE_FIRE;
  2777. break;
  2778. }
  2779. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2780. element = ELE_HOLY;
  2781. // calc_flag means the element should be calculated for damage only
  2782. if (calc_for_damage_only)
  2783. return element;
  2784. #ifdef RENEWAL
  2785. if (skill_id == CR_SHIELDBOOMERANG)
  2786. element = ELE_NEUTRAL;
  2787. #endif
  2788. return element;
  2789. }
  2790. /*========================================
  2791. * Do element damage modifier calculation
  2792. *----------------------------------------
  2793. * Credits:
  2794. * Original coder Skotlex
  2795. * Initial refactoring by Baalberith
  2796. * Refined and optimized by helvetica
  2797. */
  2798. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2799. {
  2800. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2801. // Elemental attribute fix
  2802. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  2803. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2804. struct status_change *sc = status_get_sc(src);
  2805. struct status_data *sstatus = status_get_status_data(src);
  2806. struct status_data *tstatus = status_get_status_data(target);
  2807. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2808. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2809. switch (skill_id) {
  2810. case PA_SACRIFICE:
  2811. case RK_DRAGONBREATH:
  2812. case RK_DRAGONBREATH_WATER:
  2813. case NC_SELFDESTRUCTION:
  2814. case HFLI_SBR44:
  2815. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2816. if (is_attack_left_handed(src, skill_id))
  2817. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2818. break;
  2819. default:
  2820. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  2821. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  2822. #ifdef RENEWAL
  2823. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  2824. #endif
  2825. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2826. if (is_attack_left_handed(src, skill_id))
  2827. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2828. #ifdef RENEWAL
  2829. }
  2830. #endif
  2831. break;
  2832. }
  2833. // Forced to neutral skills [helvetica]
  2834. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  2835. switch (skill_id) {
  2836. #ifdef RENEWAL
  2837. case MO_INVESTIGATE:
  2838. case CR_SHIELDBOOMERANG:
  2839. case PA_SHIELDCHAIN:
  2840. #endif
  2841. case MC_CARTREVOLUTION:
  2842. case HW_MAGICCRASHER:
  2843. case SR_FALLENEMPIRE:
  2844. case SR_CRESCENTELBOW_AUTOSPELL:
  2845. case SR_GATEOFHELL:
  2846. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2847. if (is_attack_left_handed(src, skill_id))
  2848. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2849. break;
  2850. }
  2851. #ifdef RENEWAL
  2852. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  2853. #endif
  2854. if (sc && sc->data[SC_WATK_ELEMENT]) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  2855. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2856. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2857. if (is_attack_left_handed(src, skill_id)) {
  2858. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2859. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2860. }
  2861. }
  2862. #ifdef RENEWAL
  2863. }
  2864. #endif
  2865. }
  2866. }
  2867. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2868. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2869. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2870. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2871. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2872. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2873. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2874. //Adds an absolute value to damage. 100 = +100 damage
  2875. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2876. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2877. #ifdef RENEWAL
  2878. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2879. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2880. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2881. #else
  2882. #define RE_ALLATK_ADD(wd, a) {;}
  2883. #define RE_ALLATK_RATE(wd, a) {;}
  2884. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2885. #endif
  2886. /*==================================
  2887. * Calculate weapon mastery damages
  2888. *----------------------------------
  2889. * Credits:
  2890. * Original coder Skotlex
  2891. * Initial refactoring by Baalberith
  2892. * Refined and optimized by helvetica
  2893. */
  2894. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2895. {
  2896. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2897. struct status_change *sc = status_get_sc(src);
  2898. struct status_data *sstatus = status_get_status_data(src);
  2899. int t_class = status_get_class(target);
  2900. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2901. skill_id != MO_INVESTIGATE &&
  2902. skill_id != MO_EXTREMITYFIST &&
  2903. skill_id != CR_GRANDCROSS)
  2904. { //Add mastery damage
  2905. uint16 skill;
  2906. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2907. #ifdef RENEWAL
  2908. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2909. #endif
  2910. if (is_attack_left_handed(src, skill_id)) {
  2911. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2912. #ifdef RENEWAL
  2913. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2914. #endif
  2915. }
  2916. #ifdef RENEWAL
  2917. //General skill masteries
  2918. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2919. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2920. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2921. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2922. if (skill_id != CR_SHIELDBOOMERANG)
  2923. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  2924. if (skill_id == MO_FINGEROFFENSIVE) {
  2925. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2926. } else
  2927. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2928. #endif
  2929. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2930. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2931. #ifdef RENEWAL
  2932. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2933. #endif
  2934. }
  2935. if (skill_id == NV_BREAKTHROUGH) {
  2936. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2937. #ifdef RENEWAL
  2938. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2939. #endif
  2940. }
  2941. switch(skill_id) {
  2942. case RA_WUGDASH:
  2943. case RA_WUGSTRIKE:
  2944. case RA_WUGBITE:
  2945. if (sd) {
  2946. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2947. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2948. #ifdef RENEWAL
  2949. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2950. #endif
  2951. }
  2952. break;
  2953. }
  2954. if (sc) { // Status change considered as masteries
  2955. #ifdef RENEWAL
  2956. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2957. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2958. #endif
  2959. if(sc->data[SC_CAMOUFLAGE]) {
  2960. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2961. #ifdef RENEWAL
  2962. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2963. #endif
  2964. }
  2965. if(sc->data[SC_GN_CARTBOOST]) {
  2966. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2967. #ifdef RENEWAL
  2968. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2969. #endif
  2970. }
  2971. if (sc->data[SC_P_ALTER]) {
  2972. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2973. #ifdef RENEWAL
  2974. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2975. #endif
  2976. }
  2977. }
  2978. }
  2979. }
  2980. #ifdef RENEWAL
  2981. /*=========================================
  2982. * Calculate the various Renewal ATK parts
  2983. *-----------------------------------------
  2984. * Credits:
  2985. * Original coder Skotlex
  2986. * Initial refactoring by Baalberith
  2987. * Refined and optimized by helvetica
  2988. */
  2989. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2990. {
  2991. struct status_data *sstatus = status_get_status_data(src);
  2992. struct status_data *tstatus = status_get_status_data(target);
  2993. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2994. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2995. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2996. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2997. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2998. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2999. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3000. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3001. } else { // status atk is considered neutral on normal attacks [helvetica]
  3002. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3003. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3004. }
  3005. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  3006. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3007. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  3008. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3009. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3010. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3011. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3012. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3013. //Mastery ATK is a special kind of ATK that has no elemental properties
  3014. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3015. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3016. wd->damage = 0;
  3017. wd->damage2 = 0;
  3018. }
  3019. #endif
  3020. /*==========================================================
  3021. * Calculate basic ATK that goes into the skill ATK formula
  3022. *----------------------------------------------------------
  3023. * Credits:
  3024. * Original coder Skotlex
  3025. * Initial refactoring by Baalberith
  3026. * Refined and optimized by helvetica
  3027. */
  3028. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3029. {
  3030. struct status_change *sc = status_get_sc(src);
  3031. struct status_data *sstatus = status_get_status_data(src);
  3032. struct status_data *tstatus = status_get_status_data(target);
  3033. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3034. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3035. uint16 i;
  3036. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3037. switch (skill_id) { //Calc base damage according to skill
  3038. case PA_SACRIFICE:
  3039. wd->damage = sstatus->max_hp* 9/100;
  3040. wd->damage2 = 0;
  3041. #ifdef RENEWAL
  3042. wd->weaponAtk = wd->damage;
  3043. wd->weaponAtk2 = wd->damage2;
  3044. #endif
  3045. break;
  3046. #ifdef RENEWAL
  3047. case LK_SPIRALPIERCE:
  3048. case ML_SPIRALPIERCE:
  3049. if (sd) {
  3050. short index = sd->equip_index[EQI_HAND_R];
  3051. if (index >= 0 &&
  3052. sd->inventory_data[index] &&
  3053. sd->inventory_data[index]->type == IT_WEAPON)
  3054. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3055. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3056. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3057. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3058. case SZ_SMALL: //Small: 115%
  3059. ATK_RATE(wd->damage, wd->damage2, 115);
  3060. RE_ALLATK_RATE(wd, 115);
  3061. break;
  3062. //case SZ_MEDIUM: //Medium: 100%
  3063. case SZ_BIG: //Large: 85%
  3064. ATK_RATE(wd->damage, wd->damage2, 85);
  3065. RE_ALLATK_RATE(wd, 85);
  3066. break;
  3067. }
  3068. } else {
  3069. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3070. }
  3071. #else
  3072. case NJ_ISSEN:
  3073. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3074. wd->damage2 = 0;
  3075. break;
  3076. case LK_SPIRALPIERCE:
  3077. case ML_SPIRALPIERCE:
  3078. if (sd) {
  3079. short index = sd->equip_index[EQI_HAND_R];
  3080. if (index >= 0 &&
  3081. sd->inventory_data[index] &&
  3082. sd->inventory_data[index]->type == IT_WEAPON)
  3083. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3084. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3085. } else {
  3086. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3087. }
  3088. i = sstatus->str/10;
  3089. i*=i;
  3090. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3091. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3092. case SZ_SMALL: //Small: 125%
  3093. ATK_RATE(wd->damage, wd->damage2, 125);
  3094. break;
  3095. //case SZ_MEDIUM: //Medium: 100%
  3096. case SZ_BIG: //Large: 75%
  3097. ATK_RATE(wd->damage, wd->damage2, 75);
  3098. break;
  3099. }
  3100. #endif
  3101. break;
  3102. case CR_SHIELDBOOMERANG:
  3103. case PA_SHIELDCHAIN:
  3104. wd->damage = sstatus->batk;
  3105. if (sd) {
  3106. short index = sd->equip_index[EQI_HAND_L];
  3107. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3108. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3109. #ifdef RENEWAL
  3110. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3111. #endif
  3112. }
  3113. } else
  3114. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3115. break;
  3116. case RK_DRAGONBREATH:
  3117. case RK_DRAGONBREATH_WATER:
  3118. {
  3119. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3120. if(status_get_lv(src) > 100)
  3121. damagevalue = damagevalue * status_get_lv(src) / 100;
  3122. if(sd)
  3123. damagevalue = damagevalue * (90 + 10 * pc_checkskill(sd, RK_DRAGONTRAINING)) / 100;
  3124. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3125. #ifdef RENEWAL
  3126. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3127. #endif
  3128. wd->flag |= BF_LONG;
  3129. }
  3130. break;
  3131. case NC_SELFDESTRUCTION: {
  3132. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3133. if(status_get_lv(src) > 100)
  3134. damagevalue = damagevalue * status_get_lv(src) / 100;
  3135. damagevalue = damagevalue + sstatus->hp;
  3136. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3137. #ifdef RENEWAL
  3138. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3139. #endif
  3140. }
  3141. break;
  3142. case KO_HAPPOKUNAI:
  3143. if(sd) {
  3144. short index = sd->equip_index[EQI_AMMO];
  3145. int damagevalue = 3 * (
  3146. #ifdef RENEWAL
  3147. 2 *
  3148. #endif
  3149. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3150. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3151. if (sc && sc->data[SC_KAGEMUSYA])
  3152. damagevalue += damagevalue * sc->data[SC_KAGEMUSYA]->val2 / 100;
  3153. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3154. #ifdef RENEWAL
  3155. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3156. #endif
  3157. } else
  3158. ATK_ADD(wd->damage, wd->damage2, 5000);
  3159. break;
  3160. case HFLI_SBR44: //[orn]
  3161. if(src->type == BL_HOM)
  3162. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3163. break;
  3164. default:
  3165. #ifdef RENEWAL
  3166. if (sd)
  3167. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3168. else {
  3169. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3170. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  3171. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3172. if (is_attack_left_handed(src, skill_id))
  3173. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3174. }
  3175. #else
  3176. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3177. (is_skill_using_arrow(src, skill_id)?2:0)|
  3178. (skill_id == HW_MAGICCRASHER?4:0)|
  3179. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  3180. (skill_id == MO_EXTREMITYFIST?8:0)|
  3181. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  3182. if (is_skill_using_arrow(src, skill_id) && sd) {
  3183. switch(sd->status.weapon) {
  3184. case W_BOW:
  3185. case W_REVOLVER:
  3186. case W_GATLING:
  3187. case W_SHOTGUN:
  3188. case W_GRENADE:
  3189. break;
  3190. default:
  3191. i |= 16; // for ex. shuriken must not be influenced by DEX
  3192. break;
  3193. }
  3194. }
  3195. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3196. if (is_attack_left_handed(src, skill_id))
  3197. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3198. #endif
  3199. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3200. if(wd->miscflag > 0) {
  3201. wd->damage /= wd->miscflag;
  3202. #ifdef RENEWAL
  3203. wd->statusAtk /= wd->miscflag;
  3204. wd->weaponAtk /= wd->miscflag;
  3205. wd->equipAtk /= wd->miscflag;
  3206. wd->masteryAtk /= wd->miscflag;
  3207. #endif
  3208. } else
  3209. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3210. }
  3211. //Add any bonuses that modify the base atk (pre-skills)
  3212. if(sd) {
  3213. int skill;
  3214. if (sd->bonus.atk_rate) {
  3215. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3216. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3217. }
  3218. #ifndef RENEWAL
  3219. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3220. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3221. }
  3222. #endif
  3223. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3224. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3225. // Reduce count by one (self) [Tydus1]
  3226. i -= 1;
  3227. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3228. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3229. }
  3230. }
  3231. }
  3232. #ifndef RENEWAL
  3233. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3234. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3235. }
  3236. #endif
  3237. break;
  3238. } //End switch(skill_id)
  3239. }
  3240. //For quick div adjustment.
  3241. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3242. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3243. /*================================================= [Playtester]
  3244. * Applies DAMAGE_DIV_FIX and checks for min damage
  3245. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3246. * @param skill_id: ID of the skill that deals damage
  3247. * @return Modified damage struct
  3248. *------------------------------------------------*/
  3249. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3250. {
  3251. if(d->damage) {
  3252. DAMAGE_DIV_FIX(d->damage, d->div_);
  3253. //Min damage
  3254. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3255. d->damage = d->div_;
  3256. } else if (d->div_ < 0) {
  3257. d->div_ *= -1;
  3258. }
  3259. }
  3260. /*=======================================
  3261. * Check for and calculate multi attacks
  3262. *---------------------------------------
  3263. * Credits:
  3264. * Original coder Skotlex
  3265. * Initial refactoring by Baalberith
  3266. * Refined and optimized by helvetica
  3267. */
  3268. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3269. {
  3270. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3271. struct status_change *sc = status_get_sc(src);
  3272. struct status_change *tsc = status_get_sc(target);
  3273. struct status_data *tstatus = status_get_status_data(target);
  3274. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3275. short i;
  3276. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3277. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3278. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3279. { //Success chance is not added, the higher one is used [Skotlex]
  3280. int max_rate = 0;
  3281. if (sc && sc->data[SC_KAGEMUSYA])
  3282. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3283. else
  3284. #ifdef RENEWAL
  3285. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3286. #else
  3287. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3288. #endif
  3289. if( rnd()%100 < max_rate ) {
  3290. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3291. wd->type = DMG_MULTI_HIT;
  3292. }
  3293. }
  3294. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3295. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3296. && rnd()%100 < 5*skill_lv ) //Success rate
  3297. {
  3298. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3299. wd->type = DMG_MULTI_HIT;
  3300. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3301. }
  3302. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3303. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3304. {
  3305. int chance = rnd()%100;
  3306. switch(sc->data[SC_FEARBREEZE]->val1) {
  3307. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3308. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3309. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3310. case 2:
  3311. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3312. }
  3313. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3314. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3315. if (wd->div_ > 1)
  3316. wd->type = DMG_MULTI_HIT;
  3317. }
  3318. }
  3319. switch (skill_id) {
  3320. case RK_WINDCUTTER:
  3321. if (sd && sd->weapontype1 == W_2HSWORD)
  3322. wd->div_ = 2;
  3323. break;
  3324. case SC_FATALMENACE:
  3325. if (sd && sd->weapontype1 == W_DAGGER)
  3326. wd->div_++;
  3327. break;
  3328. case SR_RIDEINLIGHTNING:
  3329. wd->div_ = (sd ? max(1, sd->spiritball_old) : 1);
  3330. break;
  3331. case RL_QD_SHOT:
  3332. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3333. break;
  3334. case KO_JYUMONJIKIRI:
  3335. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3336. wd->div_ = wd->div_ * -1;// needs more info
  3337. break;
  3338. #ifdef RENEWAL
  3339. case AS_POISONREACT:
  3340. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3341. if (skill_lv > 0) {
  3342. if(rnd()%100 < (7 * skill_lv)) {
  3343. wd->div_++;
  3344. }
  3345. }
  3346. break;
  3347. #endif
  3348. }
  3349. }
  3350. /*======================================================
  3351. * Calculate skill level ratios for weapon-based skills
  3352. *------------------------------------------------------
  3353. * Credits:
  3354. * Original coder Skotlex
  3355. * Initial refactoring by Baalberith
  3356. * Refined and optimized by helvetica
  3357. */
  3358. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3359. {
  3360. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3361. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3362. struct status_change *sc = status_get_sc(src);
  3363. struct status_change *tsc = status_get_sc(target);
  3364. struct status_data *sstatus = status_get_status_data(src);
  3365. struct status_data *tstatus = status_get_status_data(target);
  3366. int skillratio = 100;
  3367. int i;
  3368. //Skill damage modifiers that stack linearly
  3369. if(sc && skill_id != PA_SACRIFICE) {
  3370. if(sc->data[SC_OVERTHRUST])
  3371. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3372. if(sc->data[SC_MAXOVERTHRUST])
  3373. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3374. if(sc->data[SC_BERSERK])
  3375. #ifndef RENEWAL
  3376. skillratio += 100;
  3377. #else
  3378. skillratio += 200;
  3379. if (sc && sc->data[SC_TRUESIGHT])
  3380. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3381. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3382. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3383. #endif
  3384. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3385. if (sc->data[SC_CRUSHSTRIKE]) {
  3386. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3387. short index = sd->equip_index[EQI_HAND_R];
  3388. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3389. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3390. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3391. }
  3392. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3393. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3394. } else {
  3395. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3396. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3397. skillratio += 125;
  3398. else
  3399. skillratio += 250;
  3400. }
  3401. }
  3402. }
  3403. }
  3404. switch(skill_id) {
  3405. case SM_BASH:
  3406. case MS_BASH:
  3407. skillratio += 30 * skill_lv;
  3408. break;
  3409. case SM_MAGNUM:
  3410. case MS_MAGNUM:
  3411. if(wd->miscflag == 1)
  3412. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3413. else
  3414. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3415. break;
  3416. case MC_MAMMONITE:
  3417. skillratio += 50 * skill_lv;
  3418. break;
  3419. case HT_POWER:
  3420. skillratio += -50 + 8 * sstatus->str;
  3421. break;
  3422. case AC_DOUBLE:
  3423. case MA_DOUBLE:
  3424. skillratio += 10 * (skill_lv - 1);
  3425. break;
  3426. case AC_SHOWER:
  3427. case MA_SHOWER:
  3428. #ifdef RENEWAL
  3429. skillratio += 50 + 10 * skill_lv;
  3430. #else
  3431. skillratio += -25 + 5 * skill_lv;
  3432. #endif
  3433. break;
  3434. case AC_CHARGEARROW:
  3435. case MA_CHARGEARROW:
  3436. skillratio += 50;
  3437. break;
  3438. #ifndef RENEWAL
  3439. case HT_FREEZINGTRAP:
  3440. case MA_FREEZINGTRAP:
  3441. skillratio += -50 + 10 * skill_lv;
  3442. break;
  3443. #endif
  3444. case KN_PIERCE:
  3445. case ML_PIERCE:
  3446. skillratio += 10 * skill_lv;
  3447. break;
  3448. case MER_CRASH:
  3449. skillratio += 10 * skill_lv;
  3450. break;
  3451. case KN_SPEARSTAB:
  3452. skillratio += 20 * skill_lv;
  3453. break;
  3454. case KN_SPEARBOOMERANG:
  3455. skillratio += 50 * skill_lv;
  3456. break;
  3457. #ifdef RENEWAL
  3458. case KN_BRANDISHSPEAR:
  3459. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3460. break;
  3461. #else
  3462. case KN_BRANDISHSPEAR:
  3463. #endif
  3464. case ML_BRANDISH:
  3465. {
  3466. int ratio = 100 + 20 * skill_lv;
  3467. skillratio += -100 + ratio;
  3468. if(skill_lv > 3 && wd->miscflag == 0)
  3469. skillratio += ratio / 2;
  3470. if(skill_lv > 6 && wd->miscflag == 0)
  3471. skillratio += ratio / 4;
  3472. if(skill_lv > 9 && wd->miscflag == 0)
  3473. skillratio += ratio / 8;
  3474. if(skill_lv > 6 && wd->miscflag == 1)
  3475. skillratio += ratio / 2;
  3476. if(skill_lv > 9 && wd->miscflag == 1)
  3477. skillratio += ratio / 4;
  3478. if(skill_lv > 9 && wd->miscflag == 2)
  3479. skillratio += ratio / 2;
  3480. }
  3481. break;
  3482. case KN_BOWLINGBASH:
  3483. case MS_BOWLINGBASH:
  3484. skillratio += 40 * skill_lv;
  3485. break;
  3486. case AS_GRIMTOOTH:
  3487. skillratio += 20 * skill_lv;
  3488. break;
  3489. case AS_POISONREACT:
  3490. skillratio += 30 * skill_lv;
  3491. break;
  3492. case AS_SONICBLOW:
  3493. #ifdef RENEWAL
  3494. skillratio += 100 + 100 * skill_lv;
  3495. if (tstatus->hp < tstatus->max_hp >> 1)
  3496. skillratio += skillratio / 2;
  3497. #else
  3498. skillratio += 300 + 40 * skill_lv;
  3499. #endif
  3500. break;
  3501. case TF_SPRINKLESAND:
  3502. skillratio += 30;
  3503. break;
  3504. case MC_CARTREVOLUTION:
  3505. skillratio += 50;
  3506. if(sd && sd->cart_weight)
  3507. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3508. else if (!sd)
  3509. skillratio += 100; //Max damage for non players.
  3510. break;
  3511. case NPC_PIERCINGATT:
  3512. skillratio += -25; //75% base damage
  3513. break;
  3514. case NPC_COMBOATTACK:
  3515. skillratio += 25 * skill_lv;
  3516. break;
  3517. case NPC_RANDOMATTACK:
  3518. case NPC_WATERATTACK:
  3519. case NPC_GROUNDATTACK:
  3520. case NPC_FIREATTACK:
  3521. case NPC_WINDATTACK:
  3522. case NPC_POISONATTACK:
  3523. case NPC_HOLYATTACK:
  3524. case NPC_DARKNESSATTACK:
  3525. case NPC_UNDEADATTACK:
  3526. case NPC_TELEKINESISATTACK:
  3527. case NPC_BLOODDRAIN:
  3528. case NPC_ACIDBREATH:
  3529. case NPC_DARKNESSBREATH:
  3530. case NPC_FIREBREATH:
  3531. case NPC_ICEBREATH:
  3532. case NPC_THUNDERBREATH:
  3533. case NPC_HELLJUDGEMENT:
  3534. case NPC_PULSESTRIKE:
  3535. skillratio += 100 * (skill_lv - 1);
  3536. break;
  3537. case NPC_REVERBERATION_ATK:
  3538. skillratio += 400 + 200 * skill_lv;
  3539. break;
  3540. case RG_BACKSTAP:
  3541. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3542. skillratio += (200 + 40 * skill_lv) / 2;
  3543. else
  3544. skillratio += 200 + 40 * skill_lv;
  3545. break;
  3546. case RG_RAID:
  3547. #ifdef RENEWAL
  3548. skillratio += -100 + 50 + skill_lv * 150;
  3549. #else
  3550. skillratio += 40 * skill_lv;
  3551. #endif
  3552. break;
  3553. case RG_INTIMIDATE:
  3554. skillratio += 30 * skill_lv;
  3555. break;
  3556. case CR_SHIELDCHARGE:
  3557. skillratio += 20 * skill_lv;
  3558. break;
  3559. case CR_SHIELDBOOMERANG:
  3560. #ifdef RENEWAL
  3561. skillratio += -100 + skill_lv * 80;
  3562. #else
  3563. skillratio += 30 * skill_lv;
  3564. #endif
  3565. break;
  3566. case NPC_DARKCROSS:
  3567. case CR_HOLYCROSS:
  3568. #ifdef RENEWAL
  3569. if(sd && sd->status.weapon == W_2HSPEAR)
  3570. skillratio += 70 * skill_lv;
  3571. else
  3572. #endif
  3573. skillratio += 35 * skill_lv;
  3574. break;
  3575. case AM_DEMONSTRATION:
  3576. skillratio += 20 * skill_lv;
  3577. break;
  3578. case AM_ACIDTERROR:
  3579. #ifdef RENEWAL
  3580. skillratio += -100 + 200 * skill_lv;
  3581. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3582. skillratio += 100; // !TODO: What's this bonus increase?
  3583. #else
  3584. skillratio += 40 * skill_lv;
  3585. #endif
  3586. break;
  3587. case MO_FINGEROFFENSIVE:
  3588. #ifdef RENEWAL
  3589. skillratio += 500 + skill_lv * 200;
  3590. if (tsc && tsc->data[SC_BLADESTOP])
  3591. skillratio += skillratio / 2;
  3592. #else
  3593. skillratio += 50 * skill_lv;
  3594. #endif
  3595. break;
  3596. case MO_INVESTIGATE:
  3597. #ifdef RENEWAL
  3598. skillratio += -100 + 100 * skill_lv;
  3599. if (tsc && tsc->data[SC_BLADESTOP])
  3600. skillratio += skillratio / 2;
  3601. #else
  3602. skillratio += 75 * skill_lv;
  3603. #endif
  3604. break;
  3605. case MO_EXTREMITYFIST:
  3606. skillratio += 100 * (7 + sstatus->sp / 10);
  3607. #ifdef RENEWAL
  3608. if (wd->miscflag&1)
  3609. skillratio *= 2; // More than 5 spirit balls active
  3610. #endif
  3611. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3612. break;
  3613. case MO_TRIPLEATTACK:
  3614. skillratio += 20 * skill_lv;
  3615. break;
  3616. case MO_CHAINCOMBO:
  3617. #ifdef RENEWAL
  3618. skillratio += 150 + 50 * skill_lv;
  3619. if (sd && sd->status.weapon == W_KNUCKLE)
  3620. skillratio *= 2;
  3621. #else
  3622. skillratio += 50 + 50 * skill_lv;
  3623. #endif
  3624. break;
  3625. case MO_COMBOFINISH:
  3626. #ifdef RENEWAL
  3627. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3628. #else
  3629. skillratio += 140 + 60 * skill_lv;
  3630. #endif
  3631. if (sc->data[SC_GT_ENERGYGAIN])
  3632. skillratio += skillratio * 50 / 100;
  3633. break;
  3634. case BA_MUSICALSTRIKE:
  3635. case DC_THROWARROW:
  3636. #ifdef RENEWAL
  3637. skillratio += 10 + 40 * skill_lv;
  3638. #else
  3639. skillratio += 25 + 25 * skill_lv;
  3640. #endif
  3641. break;
  3642. case CH_TIGERFIST:
  3643. #ifdef RENEWAL
  3644. skillratio += 400 + 150 * skill_lv;
  3645. RE_LVL_DMOD(100);
  3646. #else
  3647. skillratio += -60 + 100 * skill_lv;
  3648. #endif
  3649. if (sc->data[SC_GT_ENERGYGAIN])
  3650. skillratio += skillratio * 50 / 100;
  3651. break;
  3652. case CH_CHAINCRUSH:
  3653. #ifdef RENEWAL
  3654. skillratio += -100 + 200 * skill_lv;
  3655. RE_LVL_DMOD(100);
  3656. #else
  3657. skillratio += 300 + 100 * skill_lv;
  3658. #endif
  3659. if (sc->data[SC_GT_ENERGYGAIN])
  3660. skillratio += skillratio * 50 / 100;
  3661. break;
  3662. case CH_PALMSTRIKE:
  3663. #ifdef RENEWAL
  3664. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3665. RE_LVL_DMOD(100);
  3666. #else
  3667. skillratio += 100 + 100 * skill_lv;
  3668. #endif
  3669. break;
  3670. case LK_HEADCRUSH:
  3671. skillratio += 40 * skill_lv;
  3672. break;
  3673. case LK_JOINTBEAT:
  3674. skillratio += 10 * skill_lv - 50;
  3675. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3676. skillratio <<= 1;
  3677. break;
  3678. #ifdef RENEWAL
  3679. // Renewal: skill ratio applies to entire damage [helvetica]
  3680. case LK_SPIRALPIERCE:
  3681. case ML_SPIRALPIERCE:
  3682. skillratio += 50 + 50 * skill_lv;
  3683. RE_LVL_DMOD(100);
  3684. break;
  3685. #endif
  3686. case ASC_METEORASSAULT:
  3687. #ifdef RENEWAL
  3688. skillratio += 100 + 120 * skill_lv;
  3689. RE_LVL_DMOD(100);
  3690. #else
  3691. skillratio += -60 + 40 * skill_lv;
  3692. #endif
  3693. break;
  3694. case SN_SHARPSHOOTING:
  3695. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  3696. if (wd->miscflag & 2) // Splash damage bonus
  3697. skillratio += -100 + 140 * skill_lv;
  3698. else
  3699. skillratio += 100 + 50 * skill_lv;
  3700. break;
  3701. }
  3702. // Fall through
  3703. case MA_SHARPSHOOTING:
  3704. #ifdef RENEWAL
  3705. skillratio += -100 + 300 + 300 * skill_lv;
  3706. RE_LVL_DMOD(100);
  3707. #else
  3708. skillratio += 100 + 50 * skill_lv;
  3709. #endif
  3710. break;
  3711. case GN_FIRE_EXPANSION_ACID:
  3712. #ifdef RENEWAL
  3713. case CR_ACIDDEMONSTRATION:
  3714. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  3715. if (target->type == BL_PC)
  3716. skillratio /= 2;
  3717. break;
  3718. #endif
  3719. case CG_ARROWVULCAN:
  3720. #ifdef RENEWAL
  3721. skillratio += 400 + 100 * skill_lv;
  3722. RE_LVL_DMOD(100);
  3723. #else
  3724. skillratio += 100 + 100 * skill_lv;
  3725. #endif
  3726. break;
  3727. case AS_SPLASHER:
  3728. #ifdef RENEWAL
  3729. skillratio += -100 + 400 + 100 * skill_lv;
  3730. #else
  3731. skillratio += 400 + 50 * skill_lv;
  3732. #endif
  3733. if(sd)
  3734. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3735. break;
  3736. case ASC_BREAKER:
  3737. #ifdef RENEWAL
  3738. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  3739. RE_LVL_DMOD(100);
  3740. #else
  3741. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3742. skillratio += -100 + 100 * skill_lv;
  3743. #endif
  3744. break;
  3745. case PA_SACRIFICE:
  3746. skillratio += -10 + 10 * skill_lv;
  3747. break;
  3748. case PA_SHIELDCHAIN:
  3749. #ifdef RENEWAL
  3750. skillratio = 60 + 40 * skill_lv;
  3751. RE_LVL_DMOD(100);
  3752. #else
  3753. skillratio += 30 * skill_lv;
  3754. #endif
  3755. break;
  3756. case WS_CARTTERMINATION:
  3757. i = 10 * (16 - skill_lv);
  3758. if (i < 1) i = 1;
  3759. //Preserve damage ratio when max cart weight is changed.
  3760. if (sd && sd->cart_weight)
  3761. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3762. else if (!sd)
  3763. skillratio += 80000 / i - 100;
  3764. break;
  3765. case TK_DOWNKICK:
  3766. case TK_STORMKICK:
  3767. skillratio += 60 + 20 * skill_lv;
  3768. break;
  3769. case TK_TURNKICK:
  3770. case TK_COUNTER:
  3771. skillratio += 90 + 30 * skill_lv;
  3772. break;
  3773. case TK_JUMPKICK:
  3774. //Different damage formulas depending on damage trigger
  3775. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3776. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3777. else if (wd->miscflag) {
  3778. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3779. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3780. skillratio *= 2;
  3781. }
  3782. else
  3783. skillratio += -70 + 10 * skill_lv;
  3784. break;
  3785. case GS_TRIPLEACTION:
  3786. skillratio += 50 * skill_lv;
  3787. break;
  3788. case GS_BULLSEYE:
  3789. //Only works well against brute/demihumans non bosses.
  3790. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  3791. skillratio += 400;
  3792. break;
  3793. case GS_TRACKING:
  3794. skillratio += 100 * (skill_lv + 1);
  3795. break;
  3796. case GS_PIERCINGSHOT:
  3797. #ifdef RENEWAL
  3798. if (sd && sd->weapontype1 == W_RIFLE)
  3799. skillratio += 150 + 30 * skill_lv;
  3800. else
  3801. skillratio += 100 + 20 * skill_lv;
  3802. #else
  3803. skillratio += 20 * skill_lv;
  3804. #endif
  3805. break;
  3806. case GS_RAPIDSHOWER:
  3807. skillratio += 400 + 50 * skill_lv;
  3808. break;
  3809. case GS_DESPERADO:
  3810. skillratio += 50 * (skill_lv - 1);
  3811. if (sc && sc->data[SC_FALLEN_ANGEL])
  3812. skillratio *= 2;
  3813. break;
  3814. case GS_DUST:
  3815. skillratio += 50 * skill_lv;
  3816. break;
  3817. case GS_FULLBUSTER:
  3818. skillratio += 100 * (skill_lv + 2);
  3819. break;
  3820. case GS_SPREADATTACK:
  3821. #ifdef RENEWAL
  3822. skillratio += 30 * skill_lv;
  3823. #else
  3824. skillratio += 20 * (skill_lv - 1);
  3825. #endif
  3826. break;
  3827. #ifdef RENEWAL
  3828. case GS_GROUNDDRIFT:
  3829. skillratio += 100 + 20 * skill_lv;
  3830. break;
  3831. #endif
  3832. case NJ_HUUMA:
  3833. #ifdef RENEWAL
  3834. skillratio += -150 + 250 * skill_lv;
  3835. #else
  3836. skillratio += 50 + 150 * skill_lv;
  3837. #endif
  3838. break;
  3839. case NJ_TATAMIGAESHI:
  3840. skillratio += 10 * skill_lv;
  3841. #ifdef RENEWAL
  3842. skillratio *= 2;
  3843. #endif
  3844. break;
  3845. case NJ_KASUMIKIRI:
  3846. #ifdef RENEWAL
  3847. skillratio += 20 * skill_lv;
  3848. #else
  3849. skillratio += 10 * skill_lv;
  3850. #endif
  3851. break;
  3852. case NJ_KIRIKAGE:
  3853. #ifdef RENEWAL
  3854. skillratio += -50 + 150 * skill_lv;
  3855. #else
  3856. skillratio += 100 * (skill_lv - 1);
  3857. #endif
  3858. break;
  3859. #ifdef RENEWAL
  3860. case NJ_SYURIKEN:
  3861. skillratio += 5 * skill_lv;
  3862. break;
  3863. case NJ_KUNAI:
  3864. skillratio += -100 + 100 * skill_lv;
  3865. break;
  3866. #endif
  3867. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3868. int k = (wd->miscflag-1)/3;
  3869. if (k < 0)
  3870. k = 0;
  3871. else if (k > 4)
  3872. k = 4;
  3873. skillratio += 100 * k;
  3874. }
  3875. break;
  3876. case HT_PHANTASMIC:
  3877. skillratio += 50;
  3878. break;
  3879. case MO_BALKYOUNG:
  3880. skillratio += 200;
  3881. break;
  3882. case HFLI_MOON: //[orn]
  3883. skillratio += 10 + 110 * skill_lv;
  3884. break;
  3885. case HFLI_SBR44: //[orn]
  3886. skillratio += 100 * (skill_lv - 1);
  3887. break;
  3888. case NPC_VAMPIRE_GIFT:
  3889. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3890. break;
  3891. case RK_SONICWAVE:
  3892. skillratio += -100 + 1050 + 150 * skill_lv;
  3893. RE_LVL_DMOD(100);
  3894. break;
  3895. case RK_HUNDREDSPEAR:
  3896. skillratio += -100 + 600 + 200 * skill_lv;
  3897. if (sd)
  3898. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3899. RE_LVL_DMOD(100);
  3900. break;
  3901. case RK_WINDCUTTER:
  3902. if (sd) {
  3903. if (sd->weapontype1 == W_2HSWORD)
  3904. skillratio += -100 + 250 * skill_lv;
  3905. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  3906. skillratio += -100 + 400 * skill_lv;
  3907. else
  3908. skillratio += -100 + 300 * skill_lv;
  3909. } else
  3910. skillratio += -100 + 300 * skill_lv;
  3911. RE_LVL_DMOD(100);
  3912. break;
  3913. case RK_IGNITIONBREAK:
  3914. skillratio += -100 + 450 * skill_lv;
  3915. RE_LVL_DMOD(100);
  3916. break;
  3917. case NPC_IGNITIONBREAK:
  3918. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  3919. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  3920. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  3921. i = distance_bl(src,target);
  3922. if (i < 2)
  3923. skillratio += -100 + 500 * (skill_lv + 1);
  3924. else if (i < 4)
  3925. skillratio += -100 + 250 + 500 * skill_lv;
  3926. else
  3927. skillratio += -100 + 500 * skill_lv;
  3928. break;
  3929. case RK_STORMBLAST:
  3930. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  3931. RE_LVL_DMOD(100);
  3932. break;
  3933. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3934. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3935. RE_LVL_DMOD(150); // Base level bonus.
  3936. break;
  3937. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  3938. case GC_CROSSIMPACT:
  3939. skillratio += -100 + 1400 + 150 * skill_lv;
  3940. RE_LVL_DMOD(100);
  3941. break;
  3942. case GC_COUNTERSLASH:
  3943. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3944. skillratio += -100 + 300 + 150 * skill_lv;
  3945. RE_LVL_DMOD(120);
  3946. break;
  3947. case GC_VENOMPRESSURE:
  3948. skillratio += 900;
  3949. break;
  3950. case GC_PHANTOMMENACE:
  3951. skillratio += 200;
  3952. break;
  3953. case GC_ROLLINGCUTTER:
  3954. skillratio += -100 + 50 + 80 * skill_lv;
  3955. RE_LVL_DMOD(100);
  3956. break;
  3957. case GC_CROSSRIPPERSLASHER:
  3958. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  3959. RE_LVL_DMOD(100);
  3960. if (sc && sc->data[SC_ROLLINGCUTTER])
  3961. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * 200;
  3962. break;
  3963. case GC_DARKCROW:
  3964. skillratio += 100 * (skill_lv - 1);
  3965. break;
  3966. case AB_DUPLELIGHT_MELEE:
  3967. skillratio += 50 + 15 * skill_lv;
  3968. break;
  3969. case NPC_ARROWSTORM:
  3970. skillratio += 900 + 80 * skill_lv;
  3971. break;
  3972. case RA_ARROWSTORM:
  3973. if (sc && sc->data[SC_FEARBREEZE])
  3974. skillratio += -100 + 200 + 250 * skill_lv;
  3975. else
  3976. skillratio += -100 + 200 + 180 * skill_lv;
  3977. RE_LVL_DMOD(100);
  3978. break;
  3979. case RA_AIMEDBOLT:
  3980. if (sc && sc->data[SC_FEARBREEZE])
  3981. skillratio += -100 + 800 + 35 * skill_lv;
  3982. else
  3983. skillratio += -100 + 500 + 20 * skill_lv;
  3984. RE_LVL_DMOD(100);
  3985. break;
  3986. case RA_CLUSTERBOMB:
  3987. skillratio += 100 + 100 * skill_lv;
  3988. break;
  3989. case RA_WUGDASH:// ATK 300%
  3990. skillratio += 200;
  3991. break;
  3992. case RA_WUGSTRIKE:
  3993. skillratio += -100 + 200 * skill_lv;
  3994. break;
  3995. case RA_WUGBITE:
  3996. skillratio += 300 + 200 * skill_lv;
  3997. if (skill_lv == 5)
  3998. skillratio += 100;
  3999. break;
  4000. case RA_SENSITIVEKEEN:
  4001. skillratio += 50 * skill_lv;
  4002. break;
  4003. case NC_BOOSTKNUCKLE:
  4004. skillratio += 200 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4005. RE_LVL_DMOD(100);
  4006. break;
  4007. case NC_PILEBUNKER:
  4008. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4009. RE_LVL_DMOD(100);
  4010. break;
  4011. case NC_VULCANARM:
  4012. skillratio += -100 + 140 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4013. RE_LVL_DMOD(100);
  4014. break;
  4015. case NC_FLAMELAUNCHER:
  4016. case NC_COLDSLOWER:
  4017. skillratio += 200 + 300 * skill_lv;
  4018. RE_LVL_DMOD(150);
  4019. break;
  4020. case NC_ARMSCANNON:
  4021. skillratio += -100 + 400 + 300 * skill_lv;
  4022. RE_LVL_DMOD(100);
  4023. break;
  4024. case NC_AXEBOOMERANG:
  4025. skillratio += 150 + 50 * skill_lv;
  4026. if (sd) {
  4027. short index = sd->equip_index[EQI_HAND_R];
  4028. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4029. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4030. }
  4031. RE_LVL_DMOD(100);
  4032. break;
  4033. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4034. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4035. RE_LVL_DMOD(100);
  4036. break;
  4037. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4038. skillratio += 350 + 50 * skill_lv;
  4039. break;
  4040. case NC_AXETORNADO:
  4041. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4042. RE_LVL_DMOD(100);
  4043. break;
  4044. case SC_FATALMENACE:
  4045. skillratio += 120 * skill_lv + sstatus->agi / 6; // !TODO: What's the AGI bonus?
  4046. RE_LVL_DMOD(100);
  4047. break;
  4048. case SC_TRIANGLESHOT:
  4049. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4050. RE_LVL_DMOD(100);
  4051. break;
  4052. case SC_FEINTBOMB:
  4053. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4054. RE_LVL_DMOD(120);
  4055. break;
  4056. case LG_CANNONSPEAR:
  4057. skillratio += -100 + skill_lv * (50 + sstatus->str);
  4058. RE_LVL_DMOD(100);
  4059. break;
  4060. case LG_BANISHINGPOINT:
  4061. skillratio += -100 + (80 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  4062. RE_LVL_DMOD(100);
  4063. break;
  4064. case LG_SHIELDPRESS:
  4065. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4066. if (sd) {
  4067. short index = sd->equip_index[EQI_HAND_L];
  4068. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4069. skillratio += sd->inventory_data[index]->weight / 10;
  4070. }
  4071. RE_LVL_DMOD(100);
  4072. break;
  4073. case LG_PINPOINTATTACK:
  4074. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4075. RE_LVL_DMOD(120);
  4076. break;
  4077. case LG_RAGEBURST:
  4078. if (sd && sd->spiritball_old)
  4079. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4080. else
  4081. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4082. RE_LVL_DMOD(100);
  4083. break;
  4084. case LG_MOONSLASHER:
  4085. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4086. RE_LVL_DMOD(100);
  4087. break;
  4088. case LG_OVERBRAND:
  4089. if(sc && sc->data[SC_OVERBRANDREADY])
  4090. skillratio += -100 + 450 * skill_lv;
  4091. else
  4092. skillratio += -100 + 300 * skill_lv;
  4093. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4094. RE_LVL_DMOD(100);
  4095. break;
  4096. case LG_EARTHDRIVE:
  4097. skillratio += -100 + 380 * skill_lv + ((sstatus->str + sstatus->vit) / 6); // !TODO: What's the STR/VIT bonus?
  4098. RE_LVL_DMOD(100);
  4099. break;
  4100. case LG_HESPERUSLIT:
  4101. if (sc && sc->data[SC_INSPIRATION])
  4102. skillratio += -100 + 450 * skill_lv;
  4103. else
  4104. skillratio += -100 + 300 * skill_lv;
  4105. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4106. RE_LVL_DMOD(100);
  4107. break;
  4108. case SR_EARTHSHAKER:
  4109. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  4110. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4111. skillratio += -100 + 300 * skill_lv;
  4112. RE_LVL_DMOD(100);
  4113. skillratio += status_get_str(src) * 3;
  4114. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4115. skillratio += -100 + 400 * skill_lv;
  4116. RE_LVL_DMOD(100);
  4117. skillratio += status_get_str(src) * 2;
  4118. }
  4119. break;
  4120. case SR_DRAGONCOMBO:
  4121. skillratio += 100 + 80 * skill_lv;
  4122. RE_LVL_DMOD(100);
  4123. break;
  4124. case SR_FALLENEMPIRE:
  4125. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4126. skillratio += 300 * skill_lv;
  4127. RE_LVL_DMOD(150);
  4128. break;
  4129. case SR_TIGERCANNON:
  4130. {
  4131. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  4132. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4133. if (wd->miscflag&8)
  4134. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4135. skillratio += -100 + (hp + sp) / 2;
  4136. else
  4137. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4138. skillratio += -100 + (hp + sp) / 4;
  4139. RE_LVL_DMOD(100);
  4140. }
  4141. if (sc->data[SC_GT_REVITALIZE])
  4142. skillratio += skillratio * 30 / 100;
  4143. break;
  4144. case SR_SKYNETBLOW:
  4145. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4146. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4147. RE_LVL_DMOD(100);
  4148. break;
  4149. case SR_RAMPAGEBLASTER:
  4150. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  4151. skillratio += 1400 + 550 * skill_lv;
  4152. RE_LVL_DMOD(120);
  4153. } else {
  4154. skillratio += 900 + 350 * skill_lv;
  4155. RE_LVL_DMOD(150);
  4156. }
  4157. if (sc->data[SC_GT_CHANGE])
  4158. skillratio += skillratio * 30 / 100;
  4159. break;
  4160. case SR_KNUCKLEARROW:
  4161. if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  4162. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4163. if (tsd && tsd->weight)
  4164. skillratio += 100 * tsd->weight / tsd->max_weight;
  4165. RE_LVL_DMOD(150);
  4166. } else {
  4167. if (status_get_class_(target) == CLASS_BOSS)
  4168. skillratio += 400 + 200 * skill_lv;
  4169. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4170. skillratio += 400 + 100 * skill_lv;
  4171. RE_LVL_DMOD(100);
  4172. }
  4173. if (sc->data[SC_GT_CHANGE])
  4174. skillratio += skillratio * 30 / 100;
  4175. break;
  4176. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4177. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4178. RE_LVL_DMOD(100);
  4179. break;
  4180. case SR_GATEOFHELL:
  4181. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  4182. skillratio += -100 + 800 * skill_lv;
  4183. else
  4184. skillratio += -100 + 500 * skill_lv;
  4185. RE_LVL_DMOD(100);
  4186. if (sc->data[SC_GT_REVITALIZE])
  4187. skillratio += skillratio * 30 / 100;
  4188. break;
  4189. case SR_GENTLETOUCH_QUIET:
  4190. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4191. RE_LVL_DMOD(100);
  4192. break;
  4193. case SR_HOWLINGOFLION:
  4194. skillratio += -100 + 500 * skill_lv;
  4195. RE_LVL_DMOD(100);
  4196. break;
  4197. case SR_RIDEINLIGHTNING:
  4198. skillratio += -100 + 40 * skill_lv;
  4199. if (sd && sd->status.weapon == W_KNUCKLE)
  4200. skillratio += 50 * skill_lv;
  4201. RE_LVL_DMOD(100);
  4202. break;
  4203. case WM_SEVERE_RAINSTORM_MELEE:
  4204. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4205. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4206. if (wd->miscflag&4) // Whip/Instrument equipped
  4207. skillratio += 20 * skill_lv;
  4208. RE_LVL_DMOD(100);
  4209. break;
  4210. case WM_GREAT_ECHO:
  4211. skillratio += -100 + 250 + 500 * skill_lv;
  4212. if (sd) {
  4213. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4214. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4215. skillratio <<= 1;
  4216. }
  4217. RE_LVL_DMOD(100);
  4218. break;
  4219. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4220. skillratio += -100 + 200 * skill_lv;
  4221. if(sd && sd->cart_weight)
  4222. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4223. }
  4224. break;
  4225. case GN_CARTCANNON:
  4226. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4227. RE_LVL_DMOD(100);
  4228. break;
  4229. case GN_SPORE_EXPLOSION:
  4230. skillratio += -100 + 400 + 200 * skill_lv;
  4231. RE_LVL_DMOD(100);
  4232. break;
  4233. case GN_WALLOFTHORN:
  4234. skillratio += 10 * skill_lv;
  4235. break;
  4236. case GN_CRAZYWEED_ATK:
  4237. skillratio += -100 + 700 + 100 * skill_lv;
  4238. RE_LVL_DMOD(100);
  4239. break;
  4240. case GN_SLINGITEM_RANGEMELEEATK:
  4241. if( sd ) {
  4242. switch( sd->itemid ) {
  4243. case ITEMID_APPLE_BOMB:
  4244. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4245. break;
  4246. case ITEMID_COCONUT_BOMB:
  4247. case ITEMID_PINEAPPLE_BOMB:
  4248. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4249. break;
  4250. case ITEMID_MELON_BOMB:
  4251. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4252. break;
  4253. case ITEMID_BANANA_BOMB:
  4254. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4255. break;
  4256. case ITEMID_BLACK_LUMP:
  4257. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4258. break;
  4259. case ITEMID_BLACK_HARD_LUMP:
  4260. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4261. break;
  4262. case ITEMID_VERY_HARD_LUMP:
  4263. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4264. break;
  4265. }
  4266. RE_LVL_DMOD(100);
  4267. }
  4268. break;
  4269. case GN_HELLS_PLANT_ATK:
  4270. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4271. RE_LVL_DMOD(100);
  4272. break;
  4273. // Physical Elemantal Spirits Attack Skills
  4274. case EL_CIRCLE_OF_FIRE:
  4275. case EL_FIRE_BOMB_ATK:
  4276. case EL_STONE_RAIN:
  4277. skillratio += 200;
  4278. break;
  4279. case EL_FIRE_WAVE_ATK:
  4280. skillratio += 500;
  4281. break;
  4282. case EL_TIDAL_WEAPON:
  4283. skillratio += 1400;
  4284. break;
  4285. case EL_WIND_SLASH:
  4286. skillratio += 100;
  4287. break;
  4288. case EL_HURRICANE:
  4289. skillratio += 600;
  4290. break;
  4291. case EL_TYPOON_MIS:
  4292. case EL_WATER_SCREW_ATK:
  4293. skillratio += 900;
  4294. break;
  4295. case EL_STONE_HAMMER:
  4296. skillratio += 400;
  4297. break;
  4298. case EL_ROCK_CRUSHER:
  4299. skillratio += 700;
  4300. break;
  4301. case KO_JYUMONJIKIRI:
  4302. skillratio += -100 + 200 * skill_lv;
  4303. RE_LVL_DMOD(120);
  4304. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4305. skillratio += skill_lv * status_get_lv(src);
  4306. if (sc && sc->data[SC_KAGEMUSYA])
  4307. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4308. break;
  4309. case KO_HUUMARANKA:
  4310. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4311. RE_LVL_DMOD(100);
  4312. if (sc && sc->data[SC_KAGEMUSYA])
  4313. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4314. break;
  4315. case KO_SETSUDAN:
  4316. skillratio += 100 * (skill_lv - 1);
  4317. RE_LVL_DMOD(100);
  4318. if (tsc) {
  4319. struct status_change_entry *sce;
  4320. if ((sce = tsc->data[SC_SPIRIT]) || (sce = tsc->data[SC_SOULGOLEM]) || (sce = tsc->data[SC_SOULSHADOW]) || (sce = tsc->data[SC_SOULFALCON]) || (sce = tsc->data[SC_SOULFAIRY])) // Bonus damage added when target is soul linked.
  4321. skillratio += 200 * sce->val1;
  4322. }
  4323. break;
  4324. case KO_BAKURETSU:
  4325. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4326. RE_LVL_DMOD(120);
  4327. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4328. if (sc && sc->data[SC_KAGEMUSYA])
  4329. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4330. break;
  4331. case KO_MAKIBISHI:
  4332. skillratio += -100 + 20 * skill_lv;
  4333. break;
  4334. case MH_NEEDLE_OF_PARALYZE:
  4335. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // !TODO: Confirm Base Level and DEX bonus
  4336. break;
  4337. case MH_STAHL_HORN:
  4338. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  4339. break;
  4340. case MH_LAVA_SLIDE:
  4341. skillratio += -100 + 50 * skill_lv;
  4342. break;
  4343. case MH_SONIC_CRAW:
  4344. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4345. break;
  4346. case MH_SILVERVEIN_RUSH:
  4347. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4348. break;
  4349. case MH_MIDNIGHT_FRENZY:
  4350. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4351. break;
  4352. case MH_MAGMA_FLOW:
  4353. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4354. break;
  4355. case RL_MASS_SPIRAL:
  4356. skillratio += -100 + 200 * skill_lv;
  4357. break;
  4358. case RL_FIREDANCE:
  4359. skillratio += 100 + 100 * skill_lv;
  4360. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4361. RE_LVL_DMOD(100);
  4362. break;
  4363. case RL_BANISHING_BUSTER:
  4364. skillratio += -100 + 1000 + 200 * skill_lv;
  4365. RE_LVL_DMOD(100);
  4366. break;
  4367. case RL_S_STORM:
  4368. skillratio += -100 + 1700 + 200 * skill_lv;
  4369. break;
  4370. case RL_SLUGSHOT:
  4371. if (target->type == BL_MOB)
  4372. skillratio += -100 + 1200 * skill_lv;
  4373. else
  4374. skillratio += -100 + 2000 * skill_lv;
  4375. skillratio *= 2 + tstatus->size;
  4376. break;
  4377. case RL_D_TAIL:
  4378. skillratio += -100 + 500 + 200 * skill_lv;
  4379. if (sd && (wd->miscflag & 8))
  4380. skillratio *= 2;
  4381. RE_LVL_DMOD(100);
  4382. break;
  4383. case RL_R_TRIP:
  4384. skillratio += -100 + 350 * skill_lv;
  4385. RE_LVL_DMOD(100);
  4386. break;
  4387. case RL_R_TRIP_PLUSATK:
  4388. skillratio += -100 + 300 + 300 * skill_lv;
  4389. break;
  4390. case RL_H_MINE:
  4391. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4392. skillratio += -100 + 500 + 300 * skill_lv;
  4393. else // 200 + 200 * SkillLv
  4394. skillratio += -100 + 200 + 200 * skill_lv;
  4395. break;
  4396. case RL_HAMMER_OF_GOD:
  4397. skillratio += -100 + 100 * skill_lv;
  4398. if (sd) {
  4399. if (wd->miscflag & 8)
  4400. skillratio += 400 * sd->spiritball_old;
  4401. else
  4402. skillratio += 150 * sd->spiritball_old;
  4403. }
  4404. RE_LVL_DMOD(100);
  4405. break;
  4406. case RL_FIRE_RAIN:
  4407. case RL_AM_BLAST:
  4408. skillratio += -100 + 3500 + 300 * skill_lv;
  4409. break;
  4410. case SU_BITE:
  4411. skillratio += 100;
  4412. break;
  4413. case SU_SCRATCH:
  4414. skillratio += -50 + 50 * skill_lv;
  4415. break;
  4416. case SU_SCAROFTAROU:
  4417. skillratio += -100 + 100 * skill_lv;
  4418. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4419. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4420. break;
  4421. case SU_PICKYPECK:
  4422. case SU_PICKYPECK_DOUBLE_ATK:
  4423. skillratio += 100 + 100 * skill_lv;
  4424. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4425. skillratio *= 2;
  4426. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4427. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4428. break;
  4429. case SU_LUNATICCARROTBEAT:
  4430. case SU_LUNATICCARROTBEAT2:
  4431. skillratio += 100 + 100 * skill_lv;
  4432. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4433. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4434. break;
  4435. case SU_SVG_SPIRIT:
  4436. skillratio += 150 + 150 * skill_lv;
  4437. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4438. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4439. break;
  4440. case SJ_FULLMOONKICK:
  4441. skillratio += 1000 + 100 * skill_lv;
  4442. RE_LVL_DMOD(100);
  4443. if (sc && sc->data[SC_LIGHTOFMOON])
  4444. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4445. break;
  4446. case SJ_NEWMOONKICK:
  4447. skillratio += 600 + 100 * skill_lv;
  4448. break;
  4449. case SJ_STAREMPEROR:
  4450. skillratio += 700 + 200 * skill_lv;
  4451. break;
  4452. case SJ_SOLARBURST:
  4453. skillratio += 900 + 220 * skill_lv;
  4454. RE_LVL_DMOD(100);
  4455. if (sc && sc->data[SC_LIGHTOFSUN])
  4456. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4457. break;
  4458. case SJ_PROMINENCEKICK:
  4459. skillratio += 50 + 50 * skill_lv;
  4460. break;
  4461. case SJ_FALLINGSTAR_ATK:
  4462. case SJ_FALLINGSTAR_ATK2:
  4463. skillratio += 100 * skill_lv;
  4464. RE_LVL_DMOD(100);
  4465. if (sc && sc->data[SC_LIGHTOFSTAR])
  4466. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4467. break;
  4468. }
  4469. return skillratio;
  4470. }
  4471. /*==================================================================================================
  4472. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4473. *--------------------------------------------------------------------------------------------------*
  4474. * Credits:
  4475. * Original coder Skotlex
  4476. * Initial refactoring by Baalberith
  4477. * Refined and optimized by helvetica
  4478. */
  4479. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4480. {
  4481. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4482. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4483. struct status_data *sstatus = status_get_status_data(src);
  4484. struct status_data *tstatus = status_get_status_data(target);
  4485. int64 atk = 0;
  4486. //Constant/misc additions from skills
  4487. switch (skill_id) {
  4488. case MO_EXTREMITYFIST:
  4489. atk = 250 + 150 * skill_lv;
  4490. break;
  4491. #ifndef RENEWAL
  4492. case GS_MAGICALBULLET:
  4493. if (sstatus->matk_max > sstatus->matk_min)
  4494. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4495. else
  4496. atk = sstatus->matk_min;
  4497. break;
  4498. case NJ_SYURIKEN:
  4499. atk = 4 * skill_lv;
  4500. break;
  4501. #endif
  4502. #ifdef RENEWAL
  4503. case HT_FREEZINGTRAP:
  4504. if(sd)
  4505. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4506. break;
  4507. #endif
  4508. case GC_COUNTERSLASH:
  4509. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4510. break;
  4511. case LG_SHIELDPRESS:
  4512. if (sd) {
  4513. int damagevalue = 0;
  4514. short index = sd->equip_index[EQI_HAND_L];
  4515. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4516. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4517. atk = damagevalue;
  4518. }
  4519. break;
  4520. }
  4521. return atk;
  4522. }
  4523. /*==============================================================
  4524. * Stackable SC bonuses added on top of calculated skill damage
  4525. *--------------------------------------------------------------
  4526. * Credits:
  4527. * Original coder Skotlex
  4528. * Initial refactoring by Baalberith
  4529. * Refined and optimized by helvetica
  4530. */
  4531. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4532. {
  4533. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4534. struct status_change *sc = status_get_sc(src);
  4535. struct status_data *sstatus = status_get_status_data(src);
  4536. struct status_data *tstatus = status_get_status_data(target);
  4537. uint8 anger_id = 0; // SLS Anger
  4538. // Kagerou/Oboro Earth Charm effect +15% wATK
  4539. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4540. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4541. #ifdef RENEWAL
  4542. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4543. #endif
  4544. }
  4545. //The following are applied on top of current damage and are stackable.
  4546. if (sc) {
  4547. #ifdef RENEWAL
  4548. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4549. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4550. if (sc->data[SC_DRUMBATTLE])
  4551. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4552. if (sc->data[SC_MADNESSCANCEL])
  4553. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4554. if (sc->data[SC_MAGICALBULLET]) {
  4555. short tmdef = tstatus->mdef + tstatus->mdef2;
  4556. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4557. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4558. } else {
  4559. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4560. }
  4561. }
  4562. if (sc->data[SC_GATLINGFEVER])
  4563. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4564. #else
  4565. if (sc->data[SC_TRUESIGHT])
  4566. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4567. #endif
  4568. if (sc->data[SC_SPIRIT]) {
  4569. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4570. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4571. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4572. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4573. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4574. RE_ALLATK_ADDRATE(wd, 100);
  4575. }
  4576. }
  4577. if (sc->data[SC_GT_CHANGE])
  4578. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4579. if (sc->data[SC_EDP]) {
  4580. switch(skill_id) {
  4581. case AS_SPLASHER:
  4582. case ASC_METEORASSAULT:
  4583. // Pre-Renewal only: Soul Breaker ignores EDP
  4584. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4585. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4586. #ifndef RENEWAL
  4587. case ASC_BREAKER:
  4588. #else
  4589. case AS_GRIMTOOTH:
  4590. case AS_VENOMKNIFE:
  4591. #endif
  4592. break; // skills above have no effect with EDP
  4593. #ifdef RENEWAL
  4594. default: // fall through to apply EDP bonuses
  4595. // Renewal EDP formula [helvetica]
  4596. // weapon atk * (1 + (edp level * .8))
  4597. // equip atk * (1 + (edp level * .6))
  4598. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4599. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4600. break;
  4601. #else
  4602. default:
  4603. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4604. #endif
  4605. }
  4606. }
  4607. if (sc->data[SC_DANCEWITHWUG]) {
  4608. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  4609. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4610. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4611. }
  4612. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4613. #ifdef RENEWAL
  4614. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4615. #endif
  4616. }
  4617. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4618. ATK_ADD(wd->damage, wd->damage2, 200);
  4619. #ifdef RENEWAL
  4620. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4621. #endif
  4622. }
  4623. if (sc->data[SC_EQC]) {
  4624. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4625. #ifdef RENEWAL
  4626. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4627. #endif
  4628. }
  4629. if(sc->data[SC_STYLE_CHANGE]) {
  4630. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4631. if(hd) {
  4632. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4633. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4634. }
  4635. }
  4636. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4637. switch(skill_id) {
  4638. case RA_WUGDASH:
  4639. case RA_WUGSTRIKE:
  4640. case RA_WUGBITE:
  4641. break;
  4642. default:
  4643. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4644. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4645. break;
  4646. }
  4647. }
  4648. if (sc->data[SC_HEAT_BARREL]) {
  4649. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4650. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4651. }
  4652. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4653. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4654. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4655. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4656. }
  4657. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4658. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4659. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4660. }
  4661. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4662. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4663. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4664. }
  4665. }
  4666. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4667. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4668. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4669. }
  4670. if (skill_id == 0 && sc->data[SC_EXEEDBREAK]) {
  4671. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EXEEDBREAK]->val2);
  4672. RE_ALLATK_ADDRATE(wd, sc->data[SC_EXEEDBREAK]->val2);
  4673. }
  4674. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0) {
  4675. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_PYREXIA]->val2);
  4676. RE_ALLATK_ADDRATE(wd, sc->data[SC_PYREXIA]->val2);
  4677. }
  4678. if (sc->data[SC_MIRACLE])
  4679. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4680. }
  4681. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4682. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  4683. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4684. RE_ALLATK_ADDRATE(wd, 20);
  4685. }
  4686. }
  4687. if (sd != nullptr && !anger_id)
  4688. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4689. uint16 anger_level;
  4690. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4691. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4692. if (anger_id == 2)
  4693. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4694. if (anger_level < 4)
  4695. skillratio /= 12 - 3 * anger_level;
  4696. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4697. #ifdef RENEWAL
  4698. RE_ALLATK_ADDRATE(wd, skillratio);
  4699. #endif
  4700. }
  4701. }
  4702. /*====================================
  4703. * Calc defense damage reduction
  4704. *------------------------------------
  4705. * Credits:
  4706. * Original coder Skotlex
  4707. * Initial refactoring by Baalberith
  4708. * Refined and optimized by helvetica
  4709. */
  4710. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4711. {
  4712. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4713. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4714. struct status_change *sc = status_get_sc(src);
  4715. struct status_change *tsc = status_get_sc(target);
  4716. struct status_data *sstatus = status_get_status_data(src);
  4717. struct status_data *tstatus = status_get_status_data(target);
  4718. //Defense reduction
  4719. short vit_def;
  4720. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4721. short def2 = tstatus->def2;
  4722. if (sd) {
  4723. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  4724. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  4725. if (i) {
  4726. i = min(i,100); //cap it to 100 for 0 def min
  4727. def1 -= def1 * i / 100;
  4728. def2 -= def2 * i / 100;
  4729. }
  4730. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4731. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4732. short si = 10 * sd->spiritcharm;
  4733. def1 = (def1 * (100 + si)) / 100;
  4734. }
  4735. }
  4736. if (sc && sc->data[SC_EXPIATIO]) {
  4737. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4738. i = min(i,100); //cap it to 100 for 0 def min
  4739. def1 = (def1*(100-i))/100;
  4740. def2 = (def2*(100-i))/100;
  4741. }
  4742. if (tsc) {
  4743. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4744. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4745. def1 = (def1 * (100 + i)) / 100;
  4746. }
  4747. if( tsc->data[SC_CAMOUFLAGE] ){
  4748. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4749. i = min(i,100); //cap it to 100 for 0 def min
  4750. def1 = (def1*(100-i))/100;
  4751. def2 = (def2*(100-i))/100;
  4752. }
  4753. if (tsc->data[SC_GT_REVITALIZE])
  4754. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4755. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4756. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4757. }
  4758. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4759. unsigned char target_count; //256 max targets should be a sane max
  4760. //Official servers limit the count to 22 targets
  4761. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4762. if(target_count >= battle_config.vit_penalty_count) {
  4763. if(battle_config.vit_penalty_type == 1) {
  4764. if( !tsc || !tsc->data[SC_STEELBODY] )
  4765. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4766. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4767. } else { //Assume type 2
  4768. if( !tsc || !tsc->data[SC_STEELBODY] )
  4769. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4770. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4771. }
  4772. }
  4773. if (skill_id == AM_ACIDTERROR)
  4774. #ifdef RENEWAL
  4775. def2 = 0; //Ignore only status defense. [FatalEror]
  4776. #else
  4777. def1 = 0; //Ignores only armor defense. [Skotlex]
  4778. #endif
  4779. if(def2 < 1)
  4780. def2 = 1;
  4781. }
  4782. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4783. if (tsd) { //Sd vit-eq
  4784. int skill;
  4785. #ifndef RENEWAL
  4786. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4787. vit_def = def2*(def2-15)/150;
  4788. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4789. #else
  4790. vit_def = def2;
  4791. #endif
  4792. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4793. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4794. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4795. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4796. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4797. vit_def += skill*5;
  4798. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4799. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4800. vit_def += skill * 10;
  4801. } else { //Mob-Pet vit-eq
  4802. #ifndef RENEWAL
  4803. //VIT + rnd(0,[VIT/20]^2-1)
  4804. vit_def = (def2/20)*(def2/20);
  4805. if (tsc && tsc->data[SC_SKA])
  4806. vit_def += 100; //Eska increases the random part of the formula by 100
  4807. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4808. #else
  4809. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4810. vit_def = def2;
  4811. #endif
  4812. }
  4813. if (battle_config.weapon_defense_type) {
  4814. vit_def += def1*battle_config.weapon_defense_type;
  4815. def1 = 0;
  4816. }
  4817. #ifdef RENEWAL
  4818. /**
  4819. * RE DEF Reduction
  4820. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4821. * Pierce defence gains 1 atk per def/2
  4822. */
  4823. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4824. def1 = -399;
  4825. ATK_ADD2(wd->damage, wd->damage2,
  4826. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  4827. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  4828. );
  4829. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4830. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4831. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4832. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4833. #else
  4834. if (def1 > 100) def1 = 100;
  4835. ATK_RATE2(wd->damage, wd->damage2,
  4836. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4837. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4838. );
  4839. ATK_ADD2(wd->damage, wd->damage2,
  4840. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4841. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4842. );
  4843. #endif
  4844. }
  4845. /*====================================
  4846. * Modifiers ignoring DEF
  4847. *------------------------------------
  4848. * Credits:
  4849. * Original coder Skotlex
  4850. * Initial refactoring by Baalberith
  4851. * Refined and optimized by helvetica
  4852. */
  4853. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4854. {
  4855. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4856. struct status_change *sc = status_get_sc(src);
  4857. struct status_data *sstatus = status_get_status_data(src);
  4858. // Post skill/vit reduction damage increases
  4859. if( sc ) { // SC skill damages
  4860. if(sc->data[SC_AURABLADE]
  4861. #ifndef RENEWAL
  4862. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4863. #endif
  4864. ) {
  4865. #ifdef RENEWAL
  4866. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  4867. #else
  4868. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  4869. #endif
  4870. }
  4871. }
  4872. #ifndef RENEWAL
  4873. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4874. //Refine bonus
  4875. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4876. if (skill_id == MO_FINGEROFFENSIVE) {
  4877. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4878. } else {
  4879. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4880. }
  4881. }
  4882. #endif
  4883. //Set to min of 1
  4884. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4885. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4886. switch (skill_id) {
  4887. case AS_SONICBLOW:
  4888. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4889. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4890. break;
  4891. }
  4892. }
  4893. /*=================================================================================
  4894. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4895. *---------------------------------------------------------------------------------
  4896. * Credits:
  4897. * Original coder Skotlex
  4898. * Initial refactoring by Baalberith
  4899. * Refined and optimized by helvetica
  4900. */
  4901. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4902. {
  4903. struct status_data *tstatus = status_get_status_data(target);
  4904. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4905. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4906. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4907. //Plants receive 1 damage when hit
  4908. if( attack_hits || wd->damage > 0 )
  4909. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4910. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4911. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4912. if (sd && sd->status.weapon == W_KATAR)
  4913. wd->damage2 = 0; //No backhand damage against plants
  4914. else
  4915. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4916. }
  4917. if (attack_hits && target->type == BL_MOB) {
  4918. struct status_change *sc = status_get_sc(target);
  4919. int64 damage_dummy = 1;
  4920. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  4921. wd->damage = wd->damage2 = 0;
  4922. return;
  4923. }
  4924. }
  4925. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  4926. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4927. wd->damage = wd->damage2 = 0;
  4928. return;
  4929. }
  4930. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4931. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4932. if (wd->damage > 0) {
  4933. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4934. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4935. } else if (wd->damage2 > 0) {
  4936. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4937. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4938. }
  4939. return;
  4940. }
  4941. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4942. battle_apply_div_fix(wd, skill_id);
  4943. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4944. if(wd->damage > 1 && wd->damage2 > 0) {
  4945. wd->damage = 1;
  4946. wd->damage2 = 1;
  4947. }
  4948. }
  4949. /*========================================================================================
  4950. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4951. *----------------------------------------------------------------------------------------
  4952. * Credits:
  4953. * Original coder Skotlex
  4954. * Initial refactoring by Baalberith
  4955. * Refined and optimized by helvetica
  4956. */
  4957. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4958. {
  4959. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4960. if (sd) {
  4961. int skill;
  4962. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4963. wd->damage = wd->damage2;
  4964. wd->damage2 = 0;
  4965. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4966. skill = pc_checkskill(sd,TF_DOUBLE);
  4967. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4968. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4969. if (wd->damage) {
  4970. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4971. skill = pc_checkskill(sd,AS_RIGHT);
  4972. ATK_RATER(wd->damage, 50 + (skill * 10))
  4973. }
  4974. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4975. skill = pc_checkskill(sd,KO_RIGHT);
  4976. ATK_RATER(wd->damage, 70 + (skill * 10))
  4977. }
  4978. if(wd->damage < 1)
  4979. wd->damage = 1;
  4980. }
  4981. if (wd->damage2) {
  4982. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4983. skill = pc_checkskill(sd,AS_LEFT);
  4984. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4985. }
  4986. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4987. skill = pc_checkskill(sd,KO_LEFT);
  4988. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  4989. }
  4990. if(wd->damage2 < 1)
  4991. wd->damage2 = 1;
  4992. }
  4993. }
  4994. }
  4995. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  4996. wd->damage=0;
  4997. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  4998. wd->damage2=0;
  4999. }
  5000. /**
  5001. * Check if bl is devoted by someone
  5002. * @param bl
  5003. * @return 'd_bl' if devoted or NULL if not devoted
  5004. */
  5005. struct block_list *battle_check_devotion(struct block_list *bl) {
  5006. struct block_list *d_bl = NULL;
  5007. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  5008. struct status_change *sc = status_get_sc(bl);
  5009. if (sc && sc->data[SC_DEVOTION])
  5010. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  5011. }
  5012. return d_bl;
  5013. }
  5014. /*==========================================
  5015. * BG/GvG attack modifiers
  5016. *------------------------------------------
  5017. * Credits:
  5018. * Original coder Skotlex
  5019. * Initial refactoring by Baalberith
  5020. * Refined and optimized by helvetica
  5021. */
  5022. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5023. {
  5024. if( wd->damage + wd->damage2 ) { //There is a total damage value
  5025. if( src != target && //Don't reflect your own damage (Grand Cross)
  5026. (!skill_id || skill_id ||
  5027. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  5028. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5029. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5030. struct status_data *sstatus = status_get_status_data(src);
  5031. t_tick tick = gettick(), rdelay = 0;
  5032. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  5033. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  5034. struct block_list *d_bl = battle_check_devotion(src);
  5035. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5036. if( tsd )
  5037. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5038. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  5039. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  5040. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5041. }
  5042. }
  5043. struct map_data *mapdata = map_getmapdata(target->m);
  5044. if(!wd->damage2) {
  5045. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  5046. if( mapdata_flag_gvg2(mapdata) )
  5047. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5048. else if( mapdata->flag[MF_BATTLEGROUND] )
  5049. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5050. }
  5051. else if(!wd->damage) {
  5052. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  5053. if( mapdata_flag_gvg2(mapdata) )
  5054. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5055. else if( mapdata->flag[MF_BATTLEGROUND] )
  5056. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5057. }
  5058. else {
  5059. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  5060. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  5061. if( mapdata_flag_gvg2(mapdata) )
  5062. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5063. else if( mapdata->flag[MF_BATTLEGROUND] )
  5064. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5065. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  5066. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  5067. wd->damage-=wd->damage2;
  5068. }
  5069. }
  5070. }
  5071. /*==========================================
  5072. * final ATK modifiers - after BG/GvG calc
  5073. *------------------------------------------
  5074. * Credits:
  5075. * Original coder Skotlex
  5076. * Initial refactoring by Baalberith
  5077. * Refined and optimized by helvetica
  5078. */
  5079. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5080. {
  5081. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5082. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5083. struct status_change *sc = status_get_sc(src);
  5084. struct status_change *tsc = status_get_sc(target);
  5085. struct status_data *sstatus = status_get_status_data(src);
  5086. struct status_data *tstatus = status_get_status_data(target);
  5087. int skill_damage = 0;
  5088. //Reject Sword bugreport:4493 by Daegaladh
  5089. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  5090. (src->type!=BL_PC || (
  5091. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5092. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5093. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5094. )) &&
  5095. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  5096. )
  5097. {
  5098. ATK_RATER(wd->damage, 50)
  5099. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5100. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  5101. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  5102. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  5103. }
  5104. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  5105. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5106. int64 rdamage = 0;
  5107. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  5108. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5109. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5110. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  5111. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  5112. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5113. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  5114. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5115. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5116. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5117. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  5118. }
  5119. if( sc ) {
  5120. //SC_FUSION hp penalty [Komurka]
  5121. if (sc->data[SC_FUSION]) {
  5122. unsigned int hp = sstatus->max_hp;
  5123. if (sd && tsd) {
  5124. hp = hp / 13;
  5125. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5126. hp = sstatus->hp;
  5127. } else
  5128. hp = 2*hp/100; //2% hp loss per hit
  5129. status_zap(src, hp, 0);
  5130. }
  5131. // Only affecting non-skills
  5132. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5133. if (sc->data[SC_ENCHANTBLADE]) {
  5134. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5135. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  5136. if (sstatus->matk_max > sstatus->matk_min)
  5137. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5138. else
  5139. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5140. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5141. if (enchant_dmg > 0)
  5142. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5143. }
  5144. }
  5145. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5146. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5147. }
  5148. #ifndef RENEWAL
  5149. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5150. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5151. wd->damage += md.damage;
  5152. }
  5153. #endif
  5154. // Skill damage adjustment
  5155. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5156. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5157. }
  5158. /*====================================================
  5159. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5160. *----------------------------------------------------
  5161. * Credits:
  5162. * Original coder Skotlex
  5163. * Initial refactoring by Baalberith
  5164. * Refined and optimized by helvetica
  5165. */
  5166. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5167. {
  5168. struct status_data *sstatus = status_get_status_data(src);
  5169. struct status_data *tstatus = status_get_status_data(target);
  5170. struct status_change *sc = status_get_sc(src);
  5171. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5172. struct Damage wd;
  5173. wd.type = DMG_NORMAL; //Normal attack
  5174. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5175. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5176. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5177. /*if(skill_id == KN_AUTOCOUNTER)
  5178. wd.amotion >>= 1; */
  5179. wd.dmotion = tstatus->dmotion;
  5180. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5181. wd.miscflag = wflag;
  5182. wd.flag = BF_WEAPON; //Initial Flag
  5183. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5184. wd.isspdamage = false;
  5185. wd.damage = wd.damage2 =
  5186. #ifdef RENEWAL
  5187. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  5188. #endif
  5189. 0;
  5190. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  5191. if(sd)
  5192. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  5193. if (skill_id) {
  5194. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5195. switch(skill_id)
  5196. {
  5197. #ifdef RENEWAL
  5198. case RG_BACKSTAP:
  5199. if (sd && sd->status.weapon == W_DAGGER)
  5200. wd.div_ = 2;
  5201. break;
  5202. case MO_CHAINCOMBO:
  5203. if (sd && sd->status.weapon == W_KNUCKLE)
  5204. wd.div_ = -6;
  5205. break;
  5206. #endif
  5207. case MH_SONIC_CRAW:{
  5208. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5209. wd.div_ = hd->homunculus.spiritball;
  5210. }
  5211. break;
  5212. case MO_FINGEROFFENSIVE:
  5213. if (sd) {
  5214. if (battle_config.finger_offensive_type)
  5215. wd.div_ = 1;
  5216. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  5217. wd.div_ = sd->spiritball + sd->spiritball_old;
  5218. }
  5219. break;
  5220. case KN_PIERCE:
  5221. case ML_PIERCE:
  5222. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  5223. break;
  5224. case TF_DOUBLE: //For NPC used skill.
  5225. case GS_CHAINACTION:
  5226. wd.type = DMG_MULTI_HIT;
  5227. break;
  5228. case GS_GROUNDDRIFT:
  5229. wd.amotion = sstatus->amotion;
  5230. //Fall through
  5231. case KN_SPEARSTAB:
  5232. #ifndef RENEWAL
  5233. case KN_BOWLINGBASH:
  5234. #endif
  5235. case MS_BOWLINGBASH:
  5236. case MO_BALKYOUNG:
  5237. case TK_TURNKICK:
  5238. wd.blewcount = 0;
  5239. break;
  5240. #ifdef RENEWAL
  5241. case KN_BOWLINGBASH:
  5242. if (sd && sd->status.weapon == W_2HSWORD) {
  5243. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  5244. wd.div_ = 3;
  5245. else if (wd.miscflag >= 4)
  5246. wd.div_ = 4;
  5247. }
  5248. break;
  5249. #endif
  5250. case KN_AUTOCOUNTER:
  5251. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  5252. break;
  5253. case LK_SPIRALPIERCE:
  5254. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5255. break;
  5256. case RK_WINDCUTTER:
  5257. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  5258. wd.flag |= BF_LONG;
  5259. }
  5260. } else {
  5261. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  5262. }
  5263. return wd;
  5264. }
  5265. /**
  5266. * Check if we should reflect the damage and calculate it if so
  5267. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5268. * @param wd : weapon damage
  5269. * @param src : bl who did the attack
  5270. * @param target : target of the attack
  5271. * @param skill_id : id of casted skill, 0 = basic atk
  5272. * @param skill_lv : lvl of skill casted
  5273. */
  5274. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5275. {
  5276. // Don't reflect your own damage (Grand Cross)
  5277. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5278. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5279. {
  5280. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5281. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5282. struct status_change *tsc = status_get_sc(target);
  5283. struct status_data *sstatus = status_get_status_data(src);
  5284. struct unit_data *ud = unit_bl2ud(target);
  5285. t_tick tick = gettick(), rdelay = 0;
  5286. if (!tsc)
  5287. return;
  5288. // Calculate skill reflect damage separately
  5289. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  5290. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5291. if( rdamage > 0 ) {
  5292. struct block_list *d_bl = battle_check_devotion(src);
  5293. status_change *sc = status_get_sc(src);
  5294. if (sc && sc->data[SC_VITALITYACTIVATION])
  5295. rdamage /= 2;
  5296. if (tsc->data[SC_MAXPAIN]) {
  5297. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5298. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5299. tsc->data[SC_MAXPAIN]->val2 = 0;
  5300. }
  5301. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5302. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5303. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5304. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5305. if( tsd )
  5306. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5307. // It appears that official servers give skill reflect damage a longer delay
  5308. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5309. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5310. }
  5311. }
  5312. }
  5313. }
  5314. /*============================================
  5315. * Calculate "weapon"-type attacks and skills
  5316. *--------------------------------------------
  5317. * Credits:
  5318. * Original coder Skotlex
  5319. * Initial refactoring by Baalberith
  5320. * Refined and optimized by helvetica
  5321. */
  5322. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5323. {
  5324. struct map_session_data *sd, *tsd;
  5325. struct Damage wd;
  5326. struct status_change *sc = status_get_sc(src);
  5327. struct status_change *tsc = status_get_sc(target);
  5328. struct status_data *tstatus = status_get_status_data(target);
  5329. int right_element, left_element;
  5330. bool infdef = false;
  5331. memset(&wd,0,sizeof(wd));
  5332. if (src == NULL || target == NULL) {
  5333. nullpo_info(NLP_MARK);
  5334. return wd;
  5335. }
  5336. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5337. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5338. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5339. if (sc && !sc->count)
  5340. sc = NULL; //Skip checking as there are no status changes active.
  5341. if (tsc && !tsc->count)
  5342. tsc = NULL; //Skip checking as there are no status changes active.
  5343. sd = BL_CAST(BL_PC, src);
  5344. tsd = BL_CAST(BL_PC, target);
  5345. //Check for Lucky Dodge
  5346. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5347. wd.type = DMG_LUCY_DODGE;
  5348. wd.dmg_lv = ATK_LUCKY;
  5349. if(wd.div_ < 0)
  5350. wd.div_ *= -1;
  5351. return wd;
  5352. }
  5353. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5354. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5355. // crit check is next since crits always hit on official [helvetica]
  5356. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5357. #if PACKETVER >= 20161207
  5358. if (wd.type&DMG_MULTI_HIT)
  5359. wd.type = DMG_MULTI_HIT_CRITICAL;
  5360. else
  5361. wd.type = DMG_CRITICAL;
  5362. #else
  5363. wd.type = DMG_CRITICAL;
  5364. #endif
  5365. }
  5366. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  5367. // check if we're landing a hit
  5368. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5369. wd.dmg_lv = ATK_FLEE;
  5370. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5371. int64 ratio = 0;
  5372. int i = 0;
  5373. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5374. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5375. ATK_RATE(wd.damage, wd.damage2, ratio);
  5376. RE_ALLATK_RATE(&wd, ratio);
  5377. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5378. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  5379. #ifdef RENEWAL
  5380. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5381. struct status_data *sstatus = status_get_status_data(src);
  5382. if (sstatus->matk_max > sstatus->matk_min) {
  5383. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5384. } else
  5385. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5386. }
  5387. #endif
  5388. // add any miscellaneous player ATK bonuses
  5389. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5390. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5391. RE_ALLATK_ADDRATE(&wd, i);
  5392. }
  5393. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5394. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5395. RE_ALLATK_ADDRATE(&wd, -i);
  5396. }
  5397. #ifdef RENEWAL
  5398. // In Renewal we only cardfix to the weapon and equip ATK
  5399. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5400. if (sd) {
  5401. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5402. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  5403. if (is_attack_left_handed(src, skill_id)) {
  5404. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5405. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5406. }
  5407. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5408. if (tsd) {
  5409. std::bitset<NK_MAX> ignoreele_nk = nk;
  5410. ignoreele_nk.set(NK_IGNOREELEMENT);
  5411. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  5412. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  5413. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  5414. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  5415. if (is_attack_left_handed(src, skill_id)) {
  5416. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  5417. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  5418. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  5419. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  5420. }
  5421. }
  5422. }
  5423. // final attack bonuses that aren't affected by cards
  5424. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5425. if (sd) { //monsters, homuns and pets have their damage computed directly
  5426. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk + bonus_damage;
  5427. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2 + bonus_damage;
  5428. if (wd.flag & BF_SHORT)
  5429. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  5430. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5431. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5432. }
  5433. #else
  5434. // final attack bonuses that aren't affected by cards
  5435. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5436. #endif
  5437. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5438. if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  5439. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5440. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5441. }
  5442. }
  5443. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5444. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5445. return wd; //Enough, rest is not needed.
  5446. #ifdef RENEWAL
  5447. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5448. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5449. if (skill_id > 0)
  5450. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5451. else
  5452. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5453. if (is_attack_left_handed(src, skill_id)) {
  5454. if (skill_id > 0)
  5455. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5456. else
  5457. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5458. }
  5459. } else
  5460. wd.damage = (int64)floor((float)(wd.damage * 140) / 100);
  5461. if (tsd && tsd->bonus.crit_def_rate != 0) {
  5462. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  5463. }
  5464. }
  5465. #endif
  5466. switch (skill_id) {
  5467. #ifndef RENEWAL
  5468. case NJ_KUNAI:
  5469. ATK_ADD(wd.damage, wd.damage2, 90);
  5470. break;
  5471. #endif
  5472. case TK_DOWNKICK:
  5473. case TK_STORMKICK:
  5474. case TK_TURNKICK:
  5475. case TK_COUNTER:
  5476. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5477. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5478. break;
  5479. case SR_TIGERCANNON:
  5480. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5481. if (wd.miscflag&8) {
  5482. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5483. } else
  5484. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5485. break;
  5486. case SR_GATEOFHELL: {
  5487. status_data *sstatus = status_get_status_data(src);
  5488. double bonus = 1 + skill_lv * 2 / 10;
  5489. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  5490. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5491. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  5492. } else
  5493. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * bonus) + 10 * status_get_lv(src));
  5494. }
  5495. break;
  5496. case MH_TINDER_BREAKER:
  5497. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5498. break;
  5499. case MH_CBC:
  5500. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5501. break;
  5502. case MH_EQC:
  5503. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5504. break;
  5505. }
  5506. if(sd) {
  5507. #ifndef RENEWAL
  5508. uint16 skill;
  5509. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5510. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5511. if (skill_id == TF_POISON)
  5512. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5513. if (skill_id == GS_GROUNDDRIFT)
  5514. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5515. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5516. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5517. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5518. ATK_ADD(wd.damage, wd.damage2, 4);
  5519. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5520. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5521. } else
  5522. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5523. #endif
  5524. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5525. short index = sd->equip_index[EQI_HAND_L];
  5526. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5527. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5528. }
  5529. #ifndef RENEWAL
  5530. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5531. switch(skill_id) {
  5532. case RK_DRAGONBREATH:
  5533. case RK_DRAGONBREATH_WATER:
  5534. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5535. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5536. if(is_attack_left_handed(src, skill_id))
  5537. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5538. }
  5539. break;
  5540. default:
  5541. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  5542. if( is_attack_left_handed(src, skill_id ))
  5543. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  5544. break;
  5545. }
  5546. #endif
  5547. }
  5548. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5549. #ifdef RENEWAL
  5550. switch(skill_id) {
  5551. case NJ_ISSEN:
  5552. break; //These skills will do a card fix later
  5553. default:
  5554. #endif
  5555. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  5556. if(is_attack_left_handed(src, skill_id))
  5557. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  5558. #ifdef RENEWAL
  5559. break;
  5560. }
  5561. #endif
  5562. }
  5563. // only do 1 dmg to plant, no need to calculate rest
  5564. if(infdef){
  5565. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5566. return wd;
  5567. }
  5568. //Apply DAMAGE_DIV_FIX and check for min damage
  5569. battle_apply_div_fix(&wd, skill_id);
  5570. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5571. #ifdef RENEWAL
  5572. switch (skill_id) {
  5573. case NJ_ISSEN:
  5574. return wd; //These skills will do a GVG fix later
  5575. default:
  5576. #endif
  5577. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5578. #ifdef RENEWAL
  5579. break;
  5580. }
  5581. #endif
  5582. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5583. battle_absorb_damage(target, &wd);
  5584. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5585. return wd;
  5586. }
  5587. /*==========================================
  5588. * Calculate "magic"-type attacks and skills
  5589. *------------------------------------------
  5590. * Credits:
  5591. * Original coder DracoRPG
  5592. * Refined and optimized by helvetica
  5593. */
  5594. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5595. {
  5596. int i, skill_damage = 0;
  5597. short s_ele = 0;
  5598. TBL_PC *sd;
  5599. TBL_PC *tsd;
  5600. struct status_change *sc, *tsc;
  5601. struct Damage ad;
  5602. struct status_data *sstatus = status_get_status_data(src);
  5603. struct status_data *tstatus = status_get_status_data(target);
  5604. struct {
  5605. unsigned imdef : 1;
  5606. unsigned infdef : 1;
  5607. } flag;
  5608. memset(&ad,0,sizeof(ad));
  5609. memset(&flag,0,sizeof(flag));
  5610. if (src == NULL || target == NULL) {
  5611. nullpo_info(NLP_MARK);
  5612. return ad;
  5613. }
  5614. //Initial Values
  5615. ad.damage = 1;
  5616. ad.div_ = skill_get_num(skill_id,skill_lv);
  5617. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5618. ad.dmotion = tstatus->dmotion;
  5619. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5620. ad.flag = BF_MAGIC|BF_SKILL;
  5621. ad.dmg_lv = ATK_DEF;
  5622. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  5623. std::bitset<NK_MAX> nk;
  5624. if (skill)
  5625. nk = skill->nk;
  5626. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  5627. sd = BL_CAST(BL_PC, src);
  5628. tsd = BL_CAST(BL_PC, target);
  5629. sc = status_get_sc(src);
  5630. tsc = status_get_sc(target);
  5631. //Initialize variables that will be used afterwards
  5632. s_ele = skill_get_ele(skill_id, skill_lv);
  5633. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  5634. s_ele = sstatus->rhw.ele;
  5635. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5636. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5637. } else if (s_ele == ELE_ENDOWED) //Use status element
  5638. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5639. else if (s_ele == ELE_RANDOM) //Use random element
  5640. s_ele = rnd()%ELE_ALL;
  5641. switch(skill_id) {
  5642. case NPC_EARTHQUAKE:
  5643. s_ele = ELE_NEUTRAL;
  5644. break;
  5645. case WL_HELLINFERNO:
  5646. if (mflag & 2) { // ELE_DARK
  5647. s_ele = ELE_DARK;
  5648. ad.div_ = 3;
  5649. }
  5650. break;
  5651. case WM_REVERBERATION:
  5652. if (sd)
  5653. s_ele = sd->bonus.arrow_ele;
  5654. break;
  5655. case SO_PSYCHIC_WAVE:
  5656. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  5657. ad.div_ = 2;
  5658. if( sc && sc->count ) {
  5659. if( sc->data[SC_HEATER_OPTION] )
  5660. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5661. else if( sc->data[SC_COOLER_OPTION] )
  5662. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5663. else if( sc->data[SC_BLAST_OPTION] )
  5664. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5665. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5666. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5667. }
  5668. break;
  5669. case KO_KAIHOU:
  5670. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5671. s_ele = sd->spiritcharm_type;
  5672. break;
  5673. case AB_ADORAMUS:
  5674. if (sc && sc->data[SC_ANCILLA])
  5675. s_ele = ELE_NEUTRAL;
  5676. break;
  5677. case LG_RAYOFGENESIS:
  5678. if (sc && sc->data[SC_INSPIRATION])
  5679. s_ele = ELE_NEUTRAL;
  5680. break;
  5681. }
  5682. //Set miscellaneous data that needs be filled
  5683. if(sd) {
  5684. sd->state.arrow_atk = 0;
  5685. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5686. }
  5687. //Skill Range Criteria
  5688. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5689. //Infinite defense (plant mode)
  5690. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5691. switch(skill_id) {
  5692. case MG_FIREWALL:
  5693. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5694. ad.blewcount = 0; //No knockback
  5695. //Fall through
  5696. case NJ_KAENSIN:
  5697. case PR_SANCTUARY:
  5698. ad.dmotion = 1; //No flinch animation.
  5699. break;
  5700. }
  5701. if (!flag.infdef) { //No need to do the math for plants
  5702. unsigned int skillratio = 100; //Skill dmg modifiers.
  5703. #ifdef RENEWAL
  5704. ad.damage = 0; //reinitialize..
  5705. #endif
  5706. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5707. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5708. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5709. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5710. //Adds an absolute value to damage. 100 = +100 damage
  5711. #define MATK_ADD(a) { ad.damage += a; }
  5712. //Calc base damage according to skill
  5713. switch (skill_id) {
  5714. case AL_HEAL:
  5715. case PR_BENEDICTIO:
  5716. case PR_SANCTUARY:
  5717. case AB_HIGHNESSHEAL:
  5718. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5719. break;
  5720. case PR_ASPERSIO:
  5721. ad.damage = 40;
  5722. break;
  5723. case ALL_RESURRECTION:
  5724. case PR_TURNUNDEAD:
  5725. //Undead check is on skill_castend_damageid code.
  5726. #ifdef RENEWAL
  5727. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5728. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5729. #else
  5730. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5731. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5732. #endif
  5733. if(i > 700)
  5734. i = 700;
  5735. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  5736. ad.damage = tstatus->hp;
  5737. else {
  5738. #ifdef RENEWAL
  5739. if (sstatus->matk_max > sstatus->matk_min) {
  5740. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5741. } else {
  5742. MATK_ADD(sstatus->matk_min);
  5743. }
  5744. MATK_RATE(skill_lv);
  5745. #else
  5746. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5747. #endif
  5748. }
  5749. break;
  5750. case NPC_DARKBREATH:
  5751. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
  5752. break;
  5753. case PF_SOULBURN:
  5754. ad.damage = tstatus->sp * 2;
  5755. break;
  5756. case AB_RENOVATIO:
  5757. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5758. break;
  5759. case NPC_EARTHQUAKE:
  5760. if (mflag & NPC_EARTHQUAKE_FLAG) {
  5761. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  5762. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  5763. }
  5764. if (src->type == BL_PC)
  5765. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  5766. else
  5767. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  5768. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  5769. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  5770. ad.damage /= mflag;
  5771. break;
  5772. case NPC_ICEMINE:
  5773. case NPC_FLAMECROSS:
  5774. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5775. break;
  5776. default: {
  5777. if (sstatus->matk_max > sstatus->matk_min) {
  5778. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5779. } else {
  5780. MATK_ADD(sstatus->matk_min);
  5781. }
  5782. if (sd) { // Soul energy spheres adds MATK.
  5783. MATK_ADD(3*sd->soulball);
  5784. }
  5785. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  5786. if (mflag>0)
  5787. ad.damage /= mflag;
  5788. else
  5789. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5790. }
  5791. switch(skill_id) {
  5792. case MG_NAPALMBEAT:
  5793. skillratio += -30 + 10 * skill_lv;
  5794. break;
  5795. case MG_FIREBALL:
  5796. #ifdef RENEWAL
  5797. skillratio += 40 + 20 * skill_lv;
  5798. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5799. skillratio = skillratio * 3 / 4;
  5800. #else
  5801. skillratio += -30 + 10 * skill_lv;
  5802. #endif
  5803. break;
  5804. case MG_SOULSTRIKE:
  5805. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5806. skillratio += 5 * skill_lv;
  5807. break;
  5808. case MG_FIREWALL:
  5809. skillratio -= 50;
  5810. break;
  5811. case MG_FIREBOLT:
  5812. case MG_COLDBOLT:
  5813. case MG_LIGHTNINGBOLT:
  5814. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5815. skillratio += (sc->data[SC_SPELLFIST]->val3 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  5816. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5817. ad.flag = BF_WEAPON|BF_SHORT;
  5818. ad.type = DMG_NORMAL;
  5819. }
  5820. break;
  5821. case MG_THUNDERSTORM:
  5822. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5823. #ifndef RENEWAL
  5824. skillratio -= 20;
  5825. #endif
  5826. break;
  5827. case MG_FROSTDIVER:
  5828. skillratio += 10 * skill_lv;
  5829. break;
  5830. case AL_HOLYLIGHT:
  5831. skillratio += 25;
  5832. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5833. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5834. break;
  5835. case AL_RUWACH:
  5836. skillratio += 45;
  5837. break;
  5838. case WZ_FROSTNOVA:
  5839. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5840. break;
  5841. case WZ_FIREPILLAR:
  5842. if (sd && ad.div_ > 0)
  5843. ad.div_ *= -1; //For players, damage is divided by number of hits
  5844. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5845. break;
  5846. case WZ_SIGHTRASHER:
  5847. skillratio += 20 * skill_lv;
  5848. break;
  5849. case WZ_WATERBALL:
  5850. skillratio += 30 * skill_lv;
  5851. break;
  5852. case WZ_STORMGUST:
  5853. #ifdef RENEWAL
  5854. skillratio -= 30; // Offset only once
  5855. skillratio += 50 * skill_lv;
  5856. #else
  5857. skillratio += 40 * skill_lv;
  5858. #endif
  5859. break;
  5860. #ifdef RENEWAL
  5861. case WZ_EARTHSPIKE:
  5862. skillratio += 100;
  5863. break;
  5864. #endif
  5865. case HW_NAPALMVULCAN:
  5866. #ifdef RENEWAL
  5867. skillratio += -100 + 70 * skill_lv;
  5868. RE_LVL_DMOD(100);
  5869. #else
  5870. skillratio += 25;
  5871. #endif
  5872. break;
  5873. case SL_STIN: //Target size must be small (0) for full damage
  5874. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5875. break;
  5876. case SL_STUN:
  5877. skillratio += 5 * skill_lv;
  5878. break;
  5879. case SL_SMA: //Base damage is 40% + lv%
  5880. skillratio += -60 + status_get_lv(src);
  5881. break;
  5882. case NJ_KOUENKA:
  5883. skillratio -= 10;
  5884. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5885. skillratio += 10 * sd->spiritcharm;
  5886. break;
  5887. case NJ_KAENSIN:
  5888. skillratio -= 50;
  5889. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5890. skillratio += 20 * sd->spiritcharm;
  5891. break;
  5892. case NJ_BAKUENRYU:
  5893. skillratio += 50 + 150 * skill_lv;
  5894. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5895. skillratio += 100 * sd->spiritcharm;
  5896. break;
  5897. case NJ_HYOUSENSOU:
  5898. #ifdef RENEWAL
  5899. skillratio -= 30;
  5900. if (sc && sc->data[SC_SUITON])
  5901. skillratio += 2 * skill_lv;
  5902. #endif
  5903. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5904. skillratio += 20 * sd->spiritcharm;
  5905. break;
  5906. case NJ_HYOUSYOURAKU:
  5907. skillratio += 50 * skill_lv;
  5908. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5909. skillratio += 100 * sd->spiritcharm;
  5910. break;
  5911. case NJ_RAIGEKISAI:
  5912. #ifdef RENEWAL
  5913. skillratio += 100 * skill_lv;
  5914. #else
  5915. skillratio += 60 + 40 * skill_lv;
  5916. #endif
  5917. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5918. skillratio += 20 * sd->spiritcharm;
  5919. break;
  5920. case NJ_KAMAITACHI:
  5921. skillratio += 100 * skill_lv;
  5922. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5923. skillratio += 100 * sd->spiritcharm;
  5924. break;
  5925. case NJ_HUUJIN:
  5926. #ifdef RENEWAL
  5927. skillratio += 50;
  5928. #endif
  5929. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5930. skillratio += 10 * sd->spiritcharm;
  5931. break;
  5932. case NPC_ENERGYDRAIN:
  5933. skillratio += 100 * skill_lv;
  5934. break;
  5935. #ifdef RENEWAL
  5936. case WZ_HEAVENDRIVE:
  5937. skillratio += 25;
  5938. break;
  5939. case WZ_METEOR:
  5940. skillratio += 25;
  5941. break;
  5942. case WZ_VERMILION:
  5943. if(sd)
  5944. skillratio += 300 + skill_lv * 100;
  5945. else
  5946. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5947. break;
  5948. case PR_MAGNUS:
  5949. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5950. skillratio += 30;
  5951. break;
  5952. case BA_DISSONANCE:
  5953. skillratio += skill_lv * 10;
  5954. if (sd)
  5955. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  5956. break;
  5957. case HW_GRAVITATION:
  5958. skillratio += -100 + 100 * skill_lv;
  5959. RE_LVL_DMOD(100);
  5960. break;
  5961. case PA_PRESSURE:
  5962. skillratio += -100 + 500 + 150 * skill_lv;
  5963. RE_LVL_DMOD(100);
  5964. break;
  5965. #else
  5966. case WZ_VERMILION:
  5967. skillratio += 20 * skill_lv - 20;
  5968. break;
  5969. #endif
  5970. case AB_JUDEX:
  5971. skillratio += -100 + 300 + 70 * skill_lv;
  5972. RE_LVL_DMOD(100);
  5973. break;
  5974. case AB_ADORAMUS:
  5975. skillratio += - 100 + 300 + 250 * skill_lv;
  5976. RE_LVL_DMOD(100);
  5977. break;
  5978. case AB_DUPLELIGHT_MAGIC:
  5979. skillratio += 300 + 40 * skill_lv;
  5980. break;
  5981. case WL_SOULEXPANSION:
  5982. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  5983. RE_LVL_DMOD(100);
  5984. break;
  5985. case WL_FROSTMISTY:
  5986. skillratio += -100 + 200 + 100 * skill_lv;
  5987. RE_LVL_DMOD(100);
  5988. break;
  5989. case NPC_JACKFROST:
  5990. if (tsc && tsc->data[SC_FREEZING]) {
  5991. skillratio += 900 + 300 * skill_lv;
  5992. RE_LVL_DMOD(100);
  5993. } else {
  5994. skillratio += 400 + 100 * skill_lv;
  5995. RE_LVL_DMOD(150);
  5996. }
  5997. break;
  5998. case WL_JACKFROST:
  5999. if (tsc && tsc->data[SC_MISTY_FROST])
  6000. skillratio += -100 + 1200 + 600 * skill_lv;
  6001. else
  6002. skillratio += -100 + 1000 + 300 * skill_lv;
  6003. RE_LVL_DMOD(100);
  6004. break;
  6005. case WL_DRAINLIFE:
  6006. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  6007. RE_LVL_DMOD(100);
  6008. break;
  6009. case WL_CRIMSONROCK:
  6010. skillratio += -100 + 700 + 600 * skill_lv;
  6011. RE_LVL_DMOD(100);
  6012. break;
  6013. case WL_HELLINFERNO:
  6014. skillratio += -100 + 400 * skill_lv;
  6015. if (mflag & 2) // ELE_DARK
  6016. skillratio += 200;
  6017. RE_LVL_DMOD(100);
  6018. break;
  6019. case WL_COMET:
  6020. skillratio += -100 + 2500 + 700 * skill_lv;
  6021. RE_LVL_DMOD(100);
  6022. break;
  6023. case WL_CHAINLIGHTNING_ATK:
  6024. skillratio += 400 + 100 * skill_lv;
  6025. RE_LVL_DMOD(100);
  6026. if (mflag > 0)
  6027. skillratio += 100 * mflag;
  6028. break;
  6029. case WL_EARTHSTRAIN:
  6030. skillratio += -100 + 1000 + 600 * skill_lv;
  6031. RE_LVL_DMOD(100);
  6032. break;
  6033. case WL_TETRAVORTEX_FIRE:
  6034. case WL_TETRAVORTEX_WATER:
  6035. case WL_TETRAVORTEX_WIND:
  6036. case WL_TETRAVORTEX_GROUND:
  6037. skillratio += -100 + 800 + 400 * skill_lv;
  6038. break;
  6039. case WL_SUMMON_ATK_FIRE:
  6040. case WL_SUMMON_ATK_WATER:
  6041. case WL_SUMMON_ATK_WIND:
  6042. case WL_SUMMON_ATK_GROUND:
  6043. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  6044. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  6045. break;
  6046. case LG_RAYOFGENESIS:
  6047. skillratio += -100 + 230 * skill_lv + sstatus->int_ / 6; // !TODO: What's the INT bonus?
  6048. if (sc && sc->data[SC_INSPIRATION])
  6049. skillratio += 70 * skill_lv;
  6050. RE_LVL_DMOD(100);
  6051. break;
  6052. case WM_METALICSOUND:
  6053. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  6054. if (tsc && tsc->data[SC_SLEEP])
  6055. skillratio += 100; // !TODO: Confirm target sleeping bonus
  6056. RE_LVL_DMOD(100);
  6057. break;
  6058. case WM_REVERBERATION:
  6059. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  6060. skillratio += -100 + 700 + 300 * skill_lv;
  6061. RE_LVL_DMOD(100);
  6062. break;
  6063. case SO_FIREWALK:
  6064. skillratio += -100 + 60 * skill_lv;
  6065. RE_LVL_DMOD(100);
  6066. if( sc && sc->data[SC_HEATER_OPTION] )
  6067. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6068. break;
  6069. case SO_ELECTRICWALK:
  6070. skillratio += -100 + 60 * skill_lv;
  6071. RE_LVL_DMOD(100);
  6072. if( sc && sc->data[SC_BLAST_OPTION] )
  6073. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6074. break;
  6075. case NPC_FIREWALK:
  6076. case NPC_ELECTRICWALK:
  6077. skillratio += -100 + 100 * skill_lv;
  6078. break;
  6079. case SO_EARTHGRAVE: // !TODO: Confirm formula
  6080. skillratio += -100 + sstatus->int_ / 6 * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  6081. RE_LVL_DMOD(100);
  6082. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6083. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6084. break;
  6085. case SO_DIAMONDDUST: // !TODO: Confirm formula
  6086. skillratio += -100 + 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ / 6 * skill_lv;
  6087. RE_LVL_DMOD(100);
  6088. if( sc && sc->data[SC_COOLER_OPTION] )
  6089. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6090. break;
  6091. case SO_POISON_BUSTER:
  6092. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6093. if( tsc && tsc->data[SC_CLOUD_POISON] )
  6094. skillratio += 200 * skill_lv;
  6095. RE_LVL_DMOD(100);
  6096. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6097. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6098. break;
  6099. case NPC_POISON_BUSTER:
  6100. skillratio += -100 + 1500 * skill_lv;
  6101. break;
  6102. case SO_PSYCHIC_WAVE:
  6103. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  6104. RE_LVL_DMOD(100);
  6105. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  6106. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  6107. skillratio += 20;
  6108. break;
  6109. case SO_CLOUD_KILL:
  6110. skillratio += -100 + 40 * skill_lv;
  6111. RE_LVL_DMOD(100);
  6112. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  6113. skillratio += (sd ? sd->status.job_level : 0);
  6114. break;
  6115. case NPC_CLOUD_KILL:
  6116. skillratio += -100 + 50 * skill_lv;
  6117. break;
  6118. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  6119. skillratio += -100 + sstatus->int_ / 6 * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0); // !TODO: Confirm new formula
  6120. RE_LVL_DMOD(100);
  6121. if (sc && sc->data[SC_BLAST_OPTION])
  6122. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6123. break;
  6124. case GN_DEMONIC_FIRE:
  6125. if (skill_lv > 20) // Fire expansion Lv.2
  6126. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  6127. else if (skill_lv > 10) { // Fire expansion Lv.1
  6128. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  6129. RE_LVL_DMOD(100);
  6130. } else
  6131. skillratio += 10 + 20 * skill_lv;
  6132. break;
  6133. case KO_KAIHOU:
  6134. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  6135. skillratio += -100 + 200 * sd->spiritcharm;
  6136. RE_LVL_DMOD(100);
  6137. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  6138. }
  6139. break;
  6140. // Magical Elemental Spirits Attack Skills
  6141. case EL_FIRE_MANTLE:
  6142. case EL_WATER_SCREW:
  6143. skillratio += 900;
  6144. break;
  6145. case EL_FIRE_ARROW:
  6146. case EL_ROCK_CRUSHER_ATK:
  6147. skillratio += 200;
  6148. break;
  6149. case EL_FIRE_BOMB:
  6150. case EL_ICE_NEEDLE:
  6151. case EL_HURRICANE_ATK:
  6152. skillratio += 400;
  6153. break;
  6154. case EL_FIRE_WAVE:
  6155. case EL_TYPOON_MIS_ATK:
  6156. skillratio += 1100;
  6157. break;
  6158. case MH_ERASER_CUTTER:
  6159. case MH_XENO_SLASHER:
  6160. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_ / 6; // !TODO: Confirm Base Level and INT bonus
  6161. break;
  6162. case MH_HEILIGE_STANGE:
  6163. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  6164. break;
  6165. case MH_POISON_MIST:
  6166. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // ! TODO: Confirm DEX bonus
  6167. break;
  6168. case SU_SV_STEMSPEAR:
  6169. skillratio += 600;
  6170. break;
  6171. case SU_CN_METEOR:
  6172. case SU_CN_METEOR2:
  6173. skillratio += 100 + 100 * skill_lv;
  6174. break;
  6175. case NPC_VENOMFOG:
  6176. skillratio += 600 + 100 * skill_lv;
  6177. break;
  6178. case NPC_COMET:
  6179. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  6180. i = cap_value(i, 1, 4);
  6181. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  6182. break;
  6183. case NPC_HELLBURNING:
  6184. skillratio += 900;
  6185. break;
  6186. case SP_CURSEEXPLOSION:
  6187. if (tsc && tsc->data[SC_SOULCURSE])
  6188. skillratio += 1400 + 200 * skill_lv;
  6189. else
  6190. skillratio += 300 + 100 * skill_lv;
  6191. break;
  6192. case SP_SPA:
  6193. skillratio += 400 + 250 * skill_lv;
  6194. RE_LVL_DMOD(100);
  6195. break;
  6196. case SP_SHA:
  6197. skillratio += -100 + 5 * skill_lv;
  6198. break;
  6199. case SP_SWHOO:
  6200. skillratio += 1000 + 200 * skill_lv;
  6201. RE_LVL_DMOD(100);
  6202. break;
  6203. }
  6204. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  6205. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  6206. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  6207. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  6208. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  6209. skillratio += 25;
  6210. }
  6211. MATK_RATE(skillratio);
  6212. //Constant/misc additions from skills
  6213. if (skill_id == WZ_FIREPILLAR)
  6214. MATK_ADD(100 + 50 * skill_lv);
  6215. break;
  6216. }
  6217. }
  6218. #ifdef RENEWAL
  6219. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6220. #endif
  6221. if(sd) {
  6222. //Damage bonuses
  6223. if ((i = pc_skillatk_bonus(sd, skill_id)))
  6224. ad.damage += (int64)ad.damage*i/100;
  6225. //Ignore Defense?
  6226. if (!flag.imdef && (
  6227. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  6228. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  6229. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  6230. ))
  6231. flag.imdef = 1;
  6232. }
  6233. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6234. ad.damage -= (int64)ad.damage*i/100;
  6235. if(!flag.imdef){
  6236. defType mdef = tstatus->mdef;
  6237. int mdef2= tstatus->mdef2;
  6238. if (sc && sc->data[SC_EXPIATIO]) {
  6239. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  6240. i = min(i, 100); //cap it to 100 for 5 mdef min
  6241. mdef -= mdef * i / 100;
  6242. //mdef2 -= mdef2 * i / 100;
  6243. }
  6244. if(sd) {
  6245. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  6246. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  6247. std::vector<e_race2> race2 = status_get_race2(target);
  6248. for (const auto &raceit : race2)
  6249. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  6250. if (i)
  6251. {
  6252. if (i > 100) i = 100;
  6253. mdef -= mdef * i/100;
  6254. //mdef2-= mdef2* i/100;
  6255. }
  6256. }
  6257. #ifdef RENEWAL
  6258. /**
  6259. * RE MDEF Reduction
  6260. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  6261. */
  6262. if (mdef < 0)
  6263. mdef = 0; // Negative eMDEF is treated as 0 on official
  6264. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  6265. #else
  6266. if(battle_config.magic_defense_type)
  6267. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  6268. else
  6269. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  6270. #endif
  6271. }
  6272. if(ad.damage<1)
  6273. ad.damage=1;
  6274. else if(sc) { //only applies when hit
  6275. switch(skill_id) {
  6276. case MG_LIGHTNINGBOLT:
  6277. case MG_THUNDERSTORM:
  6278. if(sc->data[SC_GUST_OPTION])
  6279. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6280. break;
  6281. case MG_FIREBOLT:
  6282. case MG_FIREWALL:
  6283. if(sc->data[SC_PYROTECHNIC_OPTION])
  6284. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6285. break;
  6286. case MG_COLDBOLT:
  6287. case MG_FROSTDIVER:
  6288. if(sc->data[SC_AQUAPLAY_OPTION])
  6289. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6290. break;
  6291. case WZ_EARTHSPIKE:
  6292. case WZ_HEAVENDRIVE:
  6293. if(sc->data[SC_PETROLOGY_OPTION])
  6294. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6295. break;
  6296. }
  6297. }
  6298. if (!nk[NK_IGNOREELEMENT])
  6299. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6300. //Apply the physical part of the skill's damage. [Skotlex]
  6301. switch(skill_id) {
  6302. case CR_GRANDCROSS:
  6303. case NPC_GRANDDARKNESS: {
  6304. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6305. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  6306. #ifdef RENEWAL
  6307. if (src == target)
  6308. ad.damage = 0;
  6309. #else
  6310. if(src == target) {
  6311. if(src->type == BL_PC)
  6312. ad.damage = ad.damage / 2;
  6313. else
  6314. ad.damage = 0;
  6315. }
  6316. #endif
  6317. }
  6318. break;
  6319. }
  6320. #ifndef RENEWAL
  6321. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6322. #endif
  6323. } //Hint: Against plants damage will still be 1 at this point
  6324. //Apply DAMAGE_DIV_FIX and check for min damage
  6325. battle_apply_div_fix(&ad, skill_id);
  6326. struct map_data *mapdata = map_getmapdata(target->m);
  6327. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  6328. if (mapdata_flag_gvg2(mapdata))
  6329. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  6330. else if (mapdata->flag[MF_BATTLEGROUND])
  6331. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  6332. // Skill damage adjustment
  6333. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6334. MATK_ADDRATE(skill_damage);
  6335. battle_absorb_damage(target, &ad);
  6336. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  6337. return ad;
  6338. }
  6339. /*==========================================
  6340. * Calculate "misc"-type attacks and skills
  6341. *------------------------------------------
  6342. * Credits:
  6343. * Original coder Skotlex
  6344. * Refined and optimized by helvetica
  6345. */
  6346. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6347. {
  6348. int skill_damage = 0;
  6349. short i, s_ele;
  6350. struct map_session_data *sd, *tsd;
  6351. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  6352. struct status_data *sstatus = status_get_status_data(src);
  6353. struct status_data *tstatus = status_get_status_data(target);
  6354. struct status_change *ssc = status_get_sc(src);
  6355. memset(&md,0,sizeof(md));
  6356. if (src == NULL || target == NULL) {
  6357. nullpo_info(NLP_MARK);
  6358. return md;
  6359. }
  6360. //Some initial values
  6361. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  6362. md.dmotion = tstatus->dmotion;
  6363. md.div_ = skill_get_num(skill_id,skill_lv);
  6364. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  6365. md.dmg_lv = ATK_DEF;
  6366. md.flag = BF_MISC|BF_SKILL;
  6367. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6368. std::bitset<NK_MAX> nk;
  6369. if (skill)
  6370. nk = skill->nk;
  6371. sd = BL_CAST(BL_PC, src);
  6372. tsd = BL_CAST(BL_PC, target);
  6373. if(sd) {
  6374. sd->state.arrow_atk = 0;
  6375. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  6376. }
  6377. s_ele = skill_get_ele(skill_id, skill_lv);
  6378. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  6379. s_ele = ELE_NEUTRAL;
  6380. else if (s_ele == ELE_RANDOM) //Use random element
  6381. s_ele = rnd()%ELE_ALL;
  6382. //Skill Range Criteria
  6383. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6384. switch (skill_id) {
  6385. case TF_THROWSTONE:
  6386. md.damage = 50;
  6387. md.flag |= BF_WEAPON;
  6388. break;
  6389. #ifdef RENEWAL
  6390. case HT_LANDMINE:
  6391. case MA_LANDMINE:
  6392. case HT_BLASTMINE:
  6393. case HT_CLAYMORETRAP:
  6394. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  6395. md.damage += md.damage * (rnd()%20 - 10) / 100;
  6396. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  6397. break;
  6398. #else
  6399. case HT_LANDMINE:
  6400. case MA_LANDMINE:
  6401. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  6402. break;
  6403. case HT_BLASTMINE:
  6404. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  6405. break;
  6406. case HT_CLAYMORETRAP:
  6407. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  6408. break;
  6409. #endif
  6410. case HT_BLITZBEAT:
  6411. case SN_FALCONASSAULT:
  6412. {
  6413. uint16 skill;
  6414. //Blitz-beat Damage
  6415. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  6416. skill = 0;
  6417. #ifdef RENEWAL
  6418. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  6419. RE_LVL_MDMOD(100);
  6420. #else
  6421. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  6422. if(mflag > 1) //Autocasted Blitz
  6423. nk.set(NK_SPLASHSPLIT);
  6424. #endif
  6425. if (skill_id == SN_FALCONASSAULT) {
  6426. //Div fix of Blitzbeat
  6427. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  6428. //Falcon Assault Modifier
  6429. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  6430. }
  6431. }
  6432. break;
  6433. #ifndef RENEWAL
  6434. case BA_DISSONANCE:
  6435. md.damage = 30 + skill_lv * 10;
  6436. if (sd)
  6437. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  6438. break;
  6439. #endif
  6440. case NPC_SELFDESTRUCTION:
  6441. md.damage = sstatus->hp;
  6442. break;
  6443. case NPC_SMOKING:
  6444. md.damage = 3;
  6445. break;
  6446. case NPC_EVILLAND:
  6447. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  6448. break;
  6449. #ifndef RENEWAL
  6450. case ASC_BREAKER:
  6451. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6452. nk.set(NK_IGNOREFLEE);
  6453. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  6454. break;
  6455. case HW_GRAVITATION:
  6456. md.damage = 200 + 200 * skill_lv;
  6457. md.dmotion = 0; //No flinch animation
  6458. break;
  6459. case PA_PRESSURE:
  6460. md.damage = 500 + 300 * skill_lv;
  6461. break;
  6462. #endif
  6463. case PA_GOSPEL:
  6464. if (mflag > 0)
  6465. md.damage = (rnd() % 4000) + 1500;
  6466. else {
  6467. md.damage = (rnd() % 5000) + 3000;
  6468. #ifdef RENEWAL
  6469. md.damage -= (int64)status_get_def(target);
  6470. #else
  6471. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6472. #endif
  6473. md.damage -= tstatus->def2;
  6474. if (md.damage < 0)
  6475. md.damage = 0;
  6476. }
  6477. break;
  6478. #ifndef RENEWAL
  6479. case CR_ACIDDEMONSTRATION:
  6480. if(tstatus->vit+sstatus->int_) //crash fix
  6481. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6482. else
  6483. md.damage = 0;
  6484. if (tsd) md.damage>>=1;
  6485. break;
  6486. #endif
  6487. case NJ_ZENYNAGE:
  6488. case KO_MUCHANAGE:
  6489. md.damage = skill_get_zeny(skill_id, skill_lv);
  6490. if (!md.damage)
  6491. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6492. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6493. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6494. md.damage = md.damage / 2;
  6495. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6496. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6497. else if (tsd && skill_id == NJ_ZENYNAGE)
  6498. md.damage = md.damage / 2;
  6499. break;
  6500. #ifdef RENEWAL
  6501. case NJ_ISSEN:
  6502. // Official Renewal formula [helvetica]
  6503. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6504. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6505. // modified def formula
  6506. {
  6507. short totaldef;
  6508. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6509. struct status_change *sc = status_get_sc(src);
  6510. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6511. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6512. md.div_ = -(i + 2); // mirror image count + 2
  6513. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6514. }
  6515. // modified def reduction, final damage = base damage - (edef + sdef)
  6516. totaldef = tstatus->def2 + (short)status_get_def(target);
  6517. md.damage -= totaldef;
  6518. md.flag |= BF_WEAPON;
  6519. }
  6520. break;
  6521. #endif
  6522. case GS_FLING:
  6523. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6524. break;
  6525. case HVAN_EXPLOSION: //[orn]
  6526. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6527. break;
  6528. case RA_CLUSTERBOMB:
  6529. case RA_FIRINGTRAP:
  6530. case RA_ICEBOUNDTRAP:
  6531. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6532. RE_LVL_TMDMOD();
  6533. if(sd) {
  6534. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6535. if(researchskill_lv)
  6536. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6537. else
  6538. md.damage = 0;
  6539. } else
  6540. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6541. nk.set(NK_IGNOREELEMENT);
  6542. nk.set(NK_IGNOREFLEE);
  6543. nk.set(NK_IGNOREDEFCARD);
  6544. break;
  6545. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6546. md.damage = 800 + 200 * skill_lv;
  6547. break;
  6548. case GN_THORNS_TRAP:
  6549. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6550. break;
  6551. case RL_B_TRAP:
  6552. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6553. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6554. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  6555. md.damage /= 10;
  6556. break;
  6557. case NPC_MAXPAIN_ATK:
  6558. if (ssc && ssc->data[SC_MAXPAIN])
  6559. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6560. else
  6561. md.damage = 0;
  6562. break;
  6563. case SU_SV_ROOTTWIST_ATK:
  6564. md.damage = 100;
  6565. break;
  6566. case SP_SOULEXPLOSION:
  6567. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  6568. break;
  6569. case SJ_NOVAEXPLOSING:
  6570. // (Base ATK + Weapon ATK) * Ratio
  6571. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  6572. // Additional Damage
  6573. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  6574. break;
  6575. }
  6576. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  6577. if(mflag > 0)
  6578. md.damage /= mflag;
  6579. else
  6580. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6581. }
  6582. if (!nk[NK_IGNOREFLEE]) {
  6583. struct status_change *sc = status_get_sc(target);
  6584. i = 0; //Temp for "hit or no hit"
  6585. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6586. i = 1;
  6587. else {
  6588. short
  6589. flee = tstatus->flee,
  6590. #ifdef RENEWAL
  6591. hitrate = 0; //Default hitrate
  6592. #else
  6593. hitrate = 80; //Default hitrate
  6594. #endif
  6595. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6596. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6597. if(attacker_count >= battle_config.agi_penalty_count) {
  6598. if (battle_config.agi_penalty_type == 1)
  6599. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6600. else //assume type 2: absolute reduction
  6601. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6602. if(flee < 1)
  6603. flee = 1;
  6604. }
  6605. }
  6606. hitrate += sstatus->hit - flee;
  6607. #ifdef RENEWAL
  6608. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6609. hitrate += pc_checkskill(sd,AC_VULTURE);
  6610. #endif
  6611. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6612. if(rnd()%100 < hitrate)
  6613. i = 1;
  6614. }
  6615. if (!i) {
  6616. md.damage = 0;
  6617. md.dmg_lv = ATK_FLEE;
  6618. }
  6619. }
  6620. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6621. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6622. md.damage += (int64)md.damage*i/100;
  6623. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6624. md.damage -= (int64)md.damage*i/100;
  6625. if(!nk[NK_IGNOREELEMENT])
  6626. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6627. //Plant damage
  6628. if(md.damage < 0)
  6629. md.damage = 0;
  6630. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6631. md.damage = 1;
  6632. }
  6633. //Apply DAMAGE_DIV_FIX and check for min damage
  6634. battle_apply_div_fix(&md, skill_id);
  6635. switch(skill_id) {
  6636. case RA_FIRINGTRAP:
  6637. case RA_ICEBOUNDTRAP:
  6638. if (md.damage == 1)
  6639. break;
  6640. case RA_CLUSTERBOMB:
  6641. {
  6642. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6643. md.damage += wd.damage;
  6644. }
  6645. break;
  6646. case NJ_ZENYNAGE:
  6647. if (sd) {
  6648. if (md.damage > sd->status.zeny)
  6649. md.damage = sd->status.zeny;
  6650. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6651. }
  6652. break;
  6653. }
  6654. struct map_data *mapdata = map_getmapdata(target->m);
  6655. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6656. if(mapdata_flag_gvg2(mapdata))
  6657. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6658. else if(mapdata->flag[MF_BATTLEGROUND])
  6659. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6660. // Skill damage adjustment
  6661. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6662. md.damage += (int64)md.damage * skill_damage / 100;
  6663. battle_absorb_damage(target, &md);
  6664. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6665. return md;
  6666. }
  6667. /**
  6668. * Calculate vanish damage on a target
  6669. * @param sd: Player with vanish item
  6670. * @param target: Target to vanish HP/SP
  6671. * @param flag: Damage struct battle flag
  6672. */
  6673. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6674. {
  6675. nullpo_retv(sd);
  6676. nullpo_retv(target);
  6677. // bHPVanishRate
  6678. int16 vanish_hp = 0;
  6679. if (!sd->hp_vanish.empty()) {
  6680. for (auto &it : sd->hp_vanish) {
  6681. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6682. ((it.flag)&flag)&BF_RANGEMASK &&
  6683. ((it.flag)&flag)&BF_SKILLMASK))
  6684. continue;
  6685. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6686. vanish_hp += it.per;
  6687. }
  6688. }
  6689. // bSPVanishRate
  6690. int16 vanish_sp = 0;
  6691. if (!sd->sp_vanish.empty()) {
  6692. for (auto &it : sd->sp_vanish) {
  6693. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6694. ((it.flag)&flag)&BF_RANGEMASK &&
  6695. ((it.flag)&flag)&BF_SKILLMASK))
  6696. continue;
  6697. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6698. vanish_sp += it.per;
  6699. }
  6700. }
  6701. if (vanish_hp > 0 || vanish_sp > 0)
  6702. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6703. }
  6704. /*==========================================
  6705. * Battle main entry, from skill_attack
  6706. *------------------------------------------
  6707. * Credits:
  6708. * Original coder unknown
  6709. * Initial refactoring by Baalberith
  6710. * Refined and optimized by helvetica
  6711. */
  6712. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6713. {
  6714. struct Damage d;
  6715. switch(attack_type) {
  6716. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6717. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6718. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6719. default:
  6720. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6721. memset(&d,0,sizeof(d));
  6722. break;
  6723. }
  6724. if( d.damage + d.damage2 < 1 )
  6725. { //Miss/Absorbed
  6726. //Weapon attacks should go through to cause additional effects.
  6727. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6728. d.dmg_lv = ATK_MISS;
  6729. d.dmotion = 0;
  6730. }
  6731. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6732. d.dmg_lv = ATK_DEF;
  6733. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6734. if (sd && d.damage + d.damage2 > 1)
  6735. battle_vanish_damage(sd, target, d.flag);
  6736. return d;
  6737. }
  6738. /*==========================================
  6739. * Final damage return function
  6740. *------------------------------------------
  6741. * Credits:
  6742. * Original coder unknown
  6743. * Initial refactoring by Baalberith
  6744. * Refined and optimized by helvetica
  6745. */
  6746. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6747. struct map_session_data* sd;
  6748. int64 rdamage = 0, damage = *dmg;
  6749. int max_damage = status_get_max_hp(bl);
  6750. struct status_change *sc, *ssc;
  6751. sd = BL_CAST(BL_PC, bl);
  6752. sc = status_get_sc(bl);
  6753. ssc = status_get_sc(src);
  6754. if (sc) { // These statuses do not reflect any damage (off the target)
  6755. if (sc->data[SC_WHITEIMPRISON] || sc->data[SC_DARKCROW] || sc->data[SC_KYOMU])
  6756. return 0;
  6757. }
  6758. if (ssc) {
  6759. if (ssc->data[SC_HELLS_PLANT])
  6760. return 0;
  6761. }
  6762. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6763. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6764. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6765. rdamage = i64max(rdamage, 1);
  6766. } else if( status_reflect && sc && sc->count ) {
  6767. if( sc->data[SC_REFLECTSHIELD] ) {
  6768. struct status_change_entry *sce_d;
  6769. struct block_list *d_bl = NULL;
  6770. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6771. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6772. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6773. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6774. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6775. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6776. return 0;
  6777. }
  6778. }
  6779. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6780. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6781. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6782. rdamage = 0;
  6783. else {
  6784. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6785. rdamage = i64max(rdamage, 1);
  6786. }
  6787. }
  6788. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  6789. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6790. int64 rd1 = min(damage, status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6791. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6792. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  6793. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6794. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6795. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6796. }
  6797. }
  6798. }
  6799. } else {
  6800. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6801. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6802. rdamage = i64max(rdamage, 1);
  6803. }
  6804. }
  6805. if (rdamage > 0) {
  6806. map_session_data* ssd = BL_CAST(BL_PC, src);
  6807. if (ssd && ssd->bonus.reduce_damage_return != 0) {
  6808. rdamage -= rdamage * ssd->bonus.reduce_damage_return / 100;
  6809. rdamage = i64max(rdamage, 1);
  6810. }
  6811. }
  6812. if (ssc) {
  6813. if (ssc->data[SC_REFLECTDAMAGE]) {
  6814. rdamage -= damage * ssc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6815. if (--(ssc->data[SC_REFLECTDAMAGE]->val3) < 1) // TODO: Confirm if reflect count still exists
  6816. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  6817. }
  6818. if (ssc->data[SC_VENOMBLEED] && ssc->data[SC_VENOMBLEED]->val3 == 0)
  6819. rdamage -= damage * ssc->data[SC_VENOMBLEED]->val2 / 100;
  6820. if (rdamage > 0 && ssc->data[SC_REF_T_POTION])
  6821. return 1; // Returns 1 damage
  6822. }
  6823. if (sc) {
  6824. if (sc->data[SC_MAXPAIN])
  6825. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6826. }
  6827. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6828. }
  6829. /**
  6830. * Calculate Vellum damage on a target
  6831. * @param sd: Player with vanish item
  6832. * @param target: Target to vanish HP/SP
  6833. * @param wd: Damage struct reference
  6834. * @return True on damage done or false if not
  6835. */
  6836. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6837. {
  6838. nullpo_retr(false, sd);
  6839. nullpo_retr(false, target);
  6840. nullpo_retr(false, wd);
  6841. struct status_data *tstatus = status_get_status_data(target);
  6842. // bHPVanishRaceRate
  6843. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6844. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6845. // bSPVanishRaceRate
  6846. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6847. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6848. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6849. // Vellum damage overrides any other damage done as well.
  6850. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6851. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6852. wd->damage2 = 0;
  6853. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6854. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6855. wd->damage2 = 0;
  6856. wd->isspdamage = true;
  6857. } else
  6858. return false;
  6859. return true;
  6860. }
  6861. /*===========================================
  6862. * Perform battle drain effects (HP/SP loss)
  6863. *-------------------------------------------*/
  6864. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6865. {
  6866. struct weapon_data *wd;
  6867. int64 *damage;
  6868. int thp = 0, // HP gained
  6869. tsp = 0, // SP gained
  6870. //rhp = 0, // HP reduced from target
  6871. //rsp = 0, // SP reduced from target
  6872. hp = 0, sp = 0;
  6873. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6874. return;
  6875. for (int i = 0; i < 4; i++) {
  6876. //First two iterations: Right hand
  6877. if (i < 2) {
  6878. wd = &sd->right_weapon;
  6879. damage = &rdamage;
  6880. } else {
  6881. wd = &sd->left_weapon;
  6882. damage = &ldamage;
  6883. }
  6884. if (*damage <= 0)
  6885. continue;
  6886. if (i == 1 || i == 3) {
  6887. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6888. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6889. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6890. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6891. if( hp ) {
  6892. //rhp += hp;
  6893. thp += hp;
  6894. }
  6895. if( sp ) {
  6896. //rsp += sp;
  6897. tsp += sp;
  6898. }
  6899. } else {
  6900. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6901. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6902. if( hp ) {
  6903. //rhp += hp;
  6904. thp += hp;
  6905. }
  6906. if( sp ) {
  6907. //rsp += sp;
  6908. tsp += sp;
  6909. }
  6910. }
  6911. }
  6912. if (!thp && !tsp)
  6913. return;
  6914. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6915. //if (rhp || rsp)
  6916. // status_zap(tbl, rhp, rsp);
  6917. }
  6918. /*===========================================
  6919. * Deals the same damage to targets in area.
  6920. *-------------------------------------------
  6921. * Credits:
  6922. * Original coder pakpil
  6923. */
  6924. int battle_damage_area(struct block_list *bl, va_list ap) {
  6925. t_tick tick;
  6926. int64 damage;
  6927. int amotion, dmotion;
  6928. struct block_list *src;
  6929. nullpo_ret(bl);
  6930. tick = va_arg(ap, t_tick);
  6931. src = va_arg(ap,struct block_list *);
  6932. amotion = va_arg(ap,int);
  6933. dmotion = va_arg(ap,int);
  6934. damage = va_arg(ap,int);
  6935. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6936. return 0;
  6937. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6938. map_freeblock_lock();
  6939. if( src->type == BL_PC )
  6940. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6941. if( amotion )
  6942. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6943. else
  6944. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  6945. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6946. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6947. map_freeblock_unlock();
  6948. }
  6949. return 0;
  6950. }
  6951. /*==========================================
  6952. * Do a basic physical attack (call through unit_attack_timer)
  6953. *------------------------------------------*/
  6954. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6955. struct map_session_data *sd = NULL, *tsd = NULL;
  6956. struct status_data *sstatus, *tstatus;
  6957. struct status_change *sc, *tsc;
  6958. int64 damage;
  6959. int skillv;
  6960. struct Damage wd;
  6961. bool vellum_damage = false;
  6962. nullpo_retr(ATK_NONE, src);
  6963. nullpo_retr(ATK_NONE, target);
  6964. if (src->prev == NULL || target->prev == NULL)
  6965. return ATK_NONE;
  6966. sd = BL_CAST(BL_PC, src);
  6967. tsd = BL_CAST(BL_PC, target);
  6968. sstatus = status_get_status_data(src);
  6969. tstatus = status_get_status_data(target);
  6970. sc = status_get_sc(src);
  6971. tsc = status_get_sc(target);
  6972. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6973. sc = NULL;
  6974. if (tsc && !tsc->count)
  6975. tsc = NULL;
  6976. if (sd)
  6977. {
  6978. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6979. if (sd->state.arrow_atk)
  6980. {
  6981. short index = sd->equip_index[EQI_AMMO];
  6982. if (index < 0) {
  6983. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6984. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6985. else
  6986. clif_arrow_fail(sd,0);
  6987. return ATK_NONE;
  6988. }
  6989. //Ammo check by Ishizu-chan
  6990. if (sd->inventory_data[index]) {
  6991. switch (sd->status.weapon) {
  6992. case W_BOW:
  6993. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  6994. clif_arrow_fail(sd,0);
  6995. return ATK_NONE;
  6996. }
  6997. break;
  6998. case W_REVOLVER:
  6999. case W_RIFLE:
  7000. case W_GATLING:
  7001. case W_SHOTGUN:
  7002. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  7003. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7004. return ATK_NONE;
  7005. }
  7006. break;
  7007. case W_GRENADE:
  7008. if (sd->inventory_data[index]->subtype !=
  7009. #ifdef RENEWAL
  7010. AMMO_BULLET) {
  7011. #else
  7012. AMMO_GRENADE) {
  7013. #endif
  7014. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7015. return ATK_NONE;
  7016. }
  7017. break;
  7018. }
  7019. }
  7020. }
  7021. }
  7022. if (sc && sc->count) {
  7023. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  7024. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  7025. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  7026. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7027. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  7028. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  7029. }
  7030. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  7031. uint8 dir = map_calc_dir(target,src->x,src->y);
  7032. int t_dir = unit_getdir(target);
  7033. int dist = distance_bl(src, target);
  7034. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  7035. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  7036. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  7037. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7038. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  7039. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  7040. return ATK_BLOCK;
  7041. }
  7042. }
  7043. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  7044. #ifndef RENEWAL
  7045. status_get_class_(src) != CLASS_BOSS &&
  7046. #endif
  7047. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  7048. {
  7049. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  7050. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  7051. #ifdef RENEWAL
  7052. if (status_get_class_(src) == CLASS_BOSS)
  7053. duration = 2000; // Only lasts 2 seconds for Boss monsters
  7054. #endif
  7055. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  7056. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  7057. { //Target locked.
  7058. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7059. clif_bladestop(target, src->id, 1);
  7060. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  7061. return ATK_BLOCK;
  7062. }
  7063. }
  7064. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  7065. #ifdef RENEWAL
  7066. int triple_rate = 30; //Base Rate
  7067. #else
  7068. int triple_rate = 30 - skillv; //Base Rate
  7069. #endif
  7070. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  7071. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  7072. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  7073. }
  7074. if (rnd()%100 < triple_rate) {
  7075. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  7076. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  7077. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  7078. return ATK_DEF;
  7079. return ATK_MISS;
  7080. }
  7081. }
  7082. if (sc) {
  7083. if (sc->data[SC_SACRIFICE]) {
  7084. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  7085. damage_lv ret_val;
  7086. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  7087. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  7088. /**
  7089. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  7090. * For further information: bugreport:4950
  7091. */
  7092. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  7093. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  7094. if( ret_val == ATK_NONE )
  7095. return ATK_MISS;
  7096. return ret_val;
  7097. }
  7098. if (sc->data[SC_MAGICALATTACK]) {
  7099. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  7100. return ATK_DEF;
  7101. return ATK_MISS;
  7102. }
  7103. if( sc->data[SC_GT_ENERGYGAIN] ) {
  7104. int spheres = 5;
  7105. if( sc->data[SC_RAISINGDRAGON] )
  7106. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  7107. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  7108. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7109. }
  7110. }
  7111. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  7112. int spheres = 5;
  7113. if( tsc->data[SC_RAISINGDRAGON] )
  7114. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  7115. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  7116. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7117. }
  7118. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  7119. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  7120. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  7121. int hp_heal = tstatus->max_hp - tstatus->hp;
  7122. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  7123. hp_heal = tsc->data[SC_KAAHI]->val2;
  7124. if (hp_heal)
  7125. status_heal(target, hp_heal, 0, 2);
  7126. }
  7127. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  7128. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  7129. vellum_damage = true;
  7130. if( sc && sc->count ) {
  7131. if (sc->data[SC_EXEEDBREAK])
  7132. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  7133. if( sc->data[SC_SPELLFIST] && !vellum_damage ){
  7134. if (status_charge(src, 0, 20)) {
  7135. if (!is_infinite_defense(target, wd.flag)) {
  7136. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val2, sc->data[SC_SPELLFIST]->val3, flag | BF_SHORT);
  7137. wd.damage = ad.damage;
  7138. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  7139. } else {
  7140. wd.damage = 1;
  7141. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  7142. }
  7143. } else
  7144. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  7145. }
  7146. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  7147. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  7148. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  7149. short idx = sd->equip_index[EQI_AMMO];
  7150. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  7151. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  7152. sc->data[SC_FEARBREEZE]->val4 = 0;
  7153. }
  7154. }
  7155. }
  7156. if (sd && sd->state.arrow_atk) //Consume arrow.
  7157. battle_consume_ammo(sd, 0, 0);
  7158. damage = wd.damage + wd.damage2;
  7159. if( damage > 0 && src != target )
  7160. {
  7161. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  7162. { // Activates it only from melee damage
  7163. uint16 skill_id;
  7164. if( rnd()%2 == 1 )
  7165. skill_id = AB_DUPLELIGHT_MELEE;
  7166. else
  7167. skill_id = AB_DUPLELIGHT_MAGIC;
  7168. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  7169. }
  7170. }
  7171. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  7172. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  7173. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  7174. if ( target->type == BL_SKILL && damage > 0 ) {
  7175. TBL_SKILL *su = (TBL_SKILL*)target;
  7176. if (su && su->group) {
  7177. if (su->group->skill_id == HT_BLASTMINE)
  7178. skill_blown(src, target, 3, -1, BLOWN_NONE);
  7179. if (su->group->skill_id == GN_WALLOFTHORN) {
  7180. if (--su->val2 <= 0)
  7181. skill_delunit(su);
  7182. }
  7183. }
  7184. }
  7185. map_freeblock_lock();
  7186. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  7187. if( !status_isdead(target) )
  7188. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  7189. if( wd.dmg_lv > ATK_BLOCK )
  7190. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  7191. } else
  7192. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  7193. if( tsc ) {
  7194. if( tsc->data[SC_DEVOTION] ) {
  7195. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  7196. struct block_list *d_bl = map_id2bl(sce->val1);
  7197. if( d_bl && (
  7198. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  7199. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  7200. ) && check_distance_bl(target, d_bl, sce->val3) )
  7201. {
  7202. // Only trigger if the devoted player was hit
  7203. if( damage > 0 ){
  7204. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  7205. // The devoting player needs to stand up
  7206. if( dsd && pc_issit( dsd ) ){
  7207. pc_setstand( dsd, true );
  7208. skill_sit( dsd, 0 );
  7209. }
  7210. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false);
  7211. status_fix_damage(NULL, d_bl, damage, 0, CR_DEVOTION);
  7212. }
  7213. }
  7214. else
  7215. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  7216. }
  7217. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  7218. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  7219. if (ed) {
  7220. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SINGLE);
  7221. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  7222. }
  7223. }
  7224. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  7225. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  7226. if (e_bl && !status_isdead(e_bl)) {
  7227. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  7228. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  7229. }
  7230. }
  7231. }
  7232. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  7233. int sp = 0;
  7234. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  7235. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  7236. int i = rnd()%100;
  7237. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  7238. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  7239. //reduction only for skill_lv > 1
  7240. if (skill_lv > 1) {
  7241. if (i >= 50) skill_lv /= 2;
  7242. else if (i >= 15) skill_lv--;
  7243. }
  7244. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  7245. if (status_charge(src, 0, sp)) {
  7246. struct unit_data *ud = unit_bl2ud(src);
  7247. switch (skill_get_casttype(skill_id)) {
  7248. case CAST_GROUND:
  7249. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  7250. break;
  7251. case CAST_NODAMAGE:
  7252. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  7253. break;
  7254. case CAST_DAMAGE:
  7255. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  7256. break;
  7257. }
  7258. if (ud) {
  7259. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  7260. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  7261. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  7262. if (battle_config.display_status_timers && sd)
  7263. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  7264. }
  7265. }
  7266. }
  7267. }
  7268. if (sd) {
  7269. uint16 r_skill = 0, sk_idx = 0;
  7270. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  7271. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  7272. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  7273. {
  7274. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  7275. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type;
  7276. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  7277. int maxcount = 0;
  7278. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  7279. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  7280. type = -1;
  7281. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  7282. type = -1;
  7283. if( BL_PC&battle_config.land_skill_limit &&
  7284. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  7285. ) {
  7286. int v;
  7287. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  7288. if(sd->ud.skillunit[v]->skill_id == r_skill)
  7289. maxcount--;
  7290. }
  7291. if( maxcount == 0 )
  7292. type = -1;
  7293. }
  7294. if( type != CAST_GROUND ){
  7295. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  7296. map_freeblock_unlock();
  7297. return wd.dmg_lv;
  7298. }
  7299. }
  7300. if (sd->state.autocast == 0) {
  7301. sd->state.autocast = 1;
  7302. skill_consume_requirement(sd, r_skill, r_lv, 3);
  7303. switch (type) {
  7304. case CAST_GROUND:
  7305. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  7306. break;
  7307. case CAST_NODAMAGE:
  7308. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  7309. break;
  7310. case CAST_DAMAGE:
  7311. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  7312. break;
  7313. }
  7314. }
  7315. sd->state.autocast = 0;
  7316. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  7317. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  7318. }
  7319. }
  7320. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  7321. if (sd)
  7322. sd->state.autocast = 1;
  7323. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  7324. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  7325. if (sd)
  7326. sd->state.autocast = 0;
  7327. }
  7328. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  7329. if (battle_config.left_cardfix_to_right)
  7330. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  7331. else
  7332. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  7333. }
  7334. }
  7335. if (tsc) {
  7336. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  7337. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  7338. || sstatus->def_ele == ELE_POISON) &&
  7339. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  7340. status_check_skilluse(target, src, TF_POISON, 0)
  7341. ) { //Poison React
  7342. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  7343. if (sstatus->def_ele == ELE_POISON) {
  7344. sce->val2 = 0;
  7345. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  7346. } else {
  7347. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  7348. --sce->val2;
  7349. }
  7350. if (sce->val2 <= 0)
  7351. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  7352. }
  7353. }
  7354. map_freeblock_unlock();
  7355. return wd.dmg_lv;
  7356. }
  7357. /*=========================
  7358. * Check for undead status
  7359. *-------------------------
  7360. * Credits:
  7361. * Original coder Skotlex
  7362. * Refactored by Baalberith
  7363. */
  7364. int battle_check_undead(int race,int element)
  7365. {
  7366. if(battle_config.undead_detect_type == 0) {
  7367. if(element == ELE_UNDEAD)
  7368. return 1;
  7369. }
  7370. else if(battle_config.undead_detect_type == 1) {
  7371. if(race == RC_UNDEAD)
  7372. return 1;
  7373. }
  7374. else {
  7375. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  7376. return 1;
  7377. }
  7378. return 0;
  7379. }
  7380. /*================================================================
  7381. * Returns the upmost level master starting with the given object
  7382. *----------------------------------------------------------------*/
  7383. struct block_list* battle_get_master(struct block_list *src)
  7384. {
  7385. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  7386. do {
  7387. prev = src;
  7388. switch (src->type) {
  7389. case BL_PET:
  7390. if (((TBL_PET*)src)->master)
  7391. src = (struct block_list*)((TBL_PET*)src)->master;
  7392. break;
  7393. case BL_MOB:
  7394. if (((TBL_MOB*)src)->master_id)
  7395. src = map_id2bl(((TBL_MOB*)src)->master_id);
  7396. break;
  7397. case BL_HOM:
  7398. if (((TBL_HOM*)src)->master)
  7399. src = (struct block_list*)((TBL_HOM*)src)->master;
  7400. break;
  7401. case BL_MER:
  7402. if (((TBL_MER*)src)->master)
  7403. src = (struct block_list*)((TBL_MER*)src)->master;
  7404. break;
  7405. case BL_ELEM:
  7406. if (((TBL_ELEM*)src)->master)
  7407. src = (struct block_list*)((TBL_ELEM*)src)->master;
  7408. break;
  7409. case BL_SKILL:
  7410. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  7411. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  7412. break;
  7413. }
  7414. } while (src && src != prev);
  7415. return prev;
  7416. }
  7417. /*==========================================
  7418. * Checks the state between two targets
  7419. * (enemy, friend, party, guild, etc)
  7420. *------------------------------------------
  7421. * Usage:
  7422. * See battle.hpp for possible values/combinations
  7423. * to be used here (BCT_* constants)
  7424. * Return value is:
  7425. * 1: flag holds true (is enemy, party, etc)
  7426. * -1: flag fails
  7427. * 0: Invalid target (non-targetable ever)
  7428. *
  7429. * Credits:
  7430. * Original coder unknown
  7431. * Rewritten by Skotlex
  7432. */
  7433. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  7434. {
  7435. int16 m; //map
  7436. int state = 0; //Initial state none
  7437. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  7438. struct block_list *s_bl = src, *t_bl = target;
  7439. struct unit_data *ud = NULL;
  7440. nullpo_ret(src);
  7441. nullpo_ret(target);
  7442. ud = unit_bl2ud(target);
  7443. m = target->m;
  7444. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  7445. //objects involved.
  7446. if( (t_bl = battle_get_master(target)) == NULL )
  7447. t_bl = target;
  7448. if( (s_bl = battle_get_master(src)) == NULL )
  7449. s_bl = src;
  7450. if ( s_bl->type == BL_PC ) {
  7451. switch( t_bl->type ) {
  7452. case BL_MOB: // Source => PC, Target => MOB
  7453. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  7454. return 0;
  7455. break;
  7456. case BL_PC:
  7457. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  7458. return 0;
  7459. break;
  7460. default:/* anything else goes */
  7461. break;
  7462. }
  7463. }
  7464. struct map_data *mapdata = map_getmapdata(m);
  7465. switch( target->type ) { // Checks on actual target
  7466. case BL_PC: {
  7467. struct status_change* sc = status_get_sc(src);
  7468. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7469. return -1; //Cannot be targeted yet.
  7470. if( sc && sc->count ) {
  7471. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7472. return -1;
  7473. }
  7474. }
  7475. break;
  7476. case BL_MOB:
  7477. {
  7478. struct mob_data *md = ((TBL_MOB*)target);
  7479. if (ud && ud->immune_attack)
  7480. return 0;
  7481. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7482. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7483. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7484. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7485. ){ //Targettable by players
  7486. state |= BCT_ENEMY;
  7487. strip_enemy = 0;
  7488. }
  7489. break;
  7490. }
  7491. case BL_SKILL:
  7492. {
  7493. TBL_SKILL *su = (TBL_SKILL*)target;
  7494. uint16 skill_id = battle_getcurrentskill(src);
  7495. if( !su || !su->group)
  7496. return 0;
  7497. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  7498. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7499. ;
  7500. }
  7501. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  7502. switch (skill_id) {
  7503. case RK_DRAGONBREATH:
  7504. case RK_DRAGONBREATH_WATER:
  7505. case NC_SELFDESTRUCTION:
  7506. case NC_AXETORNADO:
  7507. case SR_SKYNETBLOW:
  7508. // Can only hit traps in PVP/GVG maps
  7509. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7510. return 0;
  7511. break;
  7512. }
  7513. }
  7514. else
  7515. return 0;
  7516. state |= BCT_ENEMY;
  7517. strip_enemy = 0;
  7518. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7519. switch (skill_id) {
  7520. case RK_DRAGONBREATH:
  7521. case RK_DRAGONBREATH_WATER:
  7522. case NC_SELFDESTRUCTION:
  7523. case NC_AXETORNADO:
  7524. case SR_SKYNETBLOW:
  7525. // Can only hit icewall in PVP/GVG maps
  7526. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7527. return 0;
  7528. break;
  7529. case HT_CLAYMORETRAP:
  7530. // Can't hit icewall
  7531. return 0;
  7532. default:
  7533. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7534. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  7535. return -1;
  7536. }
  7537. state |= BCT_ENEMY;
  7538. strip_enemy = 0;
  7539. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7540. return 0;
  7541. }
  7542. break;
  7543. case BL_MER:
  7544. case BL_HOM:
  7545. case BL_ELEM:
  7546. if (ud && ud->immune_attack)
  7547. return 0;
  7548. break;
  7549. //All else not specified is an invalid target.
  7550. default:
  7551. return 0;
  7552. } //end switch actual target
  7553. switch( t_bl->type ) { //Checks on target master
  7554. case BL_PC: {
  7555. struct map_session_data *sd;
  7556. struct status_change *sc = NULL;
  7557. if( t_bl == s_bl )
  7558. break;
  7559. sd = BL_CAST(BL_PC, t_bl);
  7560. sc = status_get_sc(t_bl);
  7561. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7562. return 0; // Global immunity only to Attacks
  7563. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7564. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7565. if( sd->state.killable ) {
  7566. state |= BCT_ENEMY; // Everything can kill it
  7567. strip_enemy = 0;
  7568. }
  7569. break;
  7570. }
  7571. case BL_MOB:
  7572. {
  7573. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7574. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7575. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7576. break;
  7577. }
  7578. default: break; //other type doesn't have slave yet
  7579. } //end switch master target
  7580. switch( src->type ) { //Checks on actual src type
  7581. case BL_PET:
  7582. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7583. return 0; //Pet may not attack non-mobs.
  7584. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  7585. mob_data *md = BL_CAST(BL_MOB, t_bl);
  7586. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  7587. return 0; //pet may not attack Guardians/Emperium
  7588. }
  7589. break;
  7590. case BL_SKILL: {
  7591. struct skill_unit *su = (struct skill_unit *)src;
  7592. struct status_change* sc = status_get_sc(target);
  7593. if (!su || !su->group)
  7594. return 0;
  7595. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  7596. if (su->group->src_id == target->id) {
  7597. if (inf2[INF2_NOTARGETSELF])
  7598. return -1;
  7599. if (inf2[INF2_TARGETSELF])
  7600. return 1;
  7601. }
  7602. //Status changes that prevent traps from triggering
  7603. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  7604. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7605. return -1;
  7606. }
  7607. }
  7608. break;
  7609. case BL_MER:
  7610. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7611. return 0; //mercenary may not attack Emperium
  7612. break;
  7613. } //end switch actual src
  7614. switch( s_bl->type )
  7615. { //Checks on source master
  7616. case BL_PC:
  7617. {
  7618. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7619. if( s_bl != t_bl )
  7620. {
  7621. if( sd->state.killer )
  7622. {
  7623. state |= BCT_ENEMY; // Can kill anything
  7624. strip_enemy = 0;
  7625. }
  7626. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7627. {
  7628. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7629. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7630. else
  7631. return 0; // You can't target anything out of your duel
  7632. }
  7633. }
  7634. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7635. return 0; //If you don't belong to a guild, can't target emperium.
  7636. if( t_bl->type != BL_PC )
  7637. state |= BCT_ENEMY; //Natural enemy.
  7638. break;
  7639. }
  7640. case BL_MOB:
  7641. {
  7642. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7643. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7644. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7645. if( !md->special_state.ai )
  7646. { //Normal mobs
  7647. if(
  7648. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7649. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7650. )
  7651. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7652. else
  7653. state |= BCT_ENEMY; //However, all else are enemies.
  7654. }
  7655. else
  7656. {
  7657. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7658. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7659. }
  7660. break;
  7661. }
  7662. default:
  7663. //Need some sort of default behaviour for unhandled types.
  7664. if (t_bl->type != s_bl->type)
  7665. state |= BCT_ENEMY;
  7666. break;
  7667. } //end switch on src master
  7668. if( (flag&BCT_ALL) == BCT_ALL )
  7669. { //All actually stands for all attackable chars, icewall and traps
  7670. if(target->type&(BL_CHAR|BL_SKILL))
  7671. return 1;
  7672. else
  7673. return -1;
  7674. }
  7675. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7676. return -1;
  7677. if( t_bl == s_bl )
  7678. { //No need for further testing.
  7679. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7680. if( state&BCT_ENEMY && strip_enemy )
  7681. state&=~BCT_ENEMY;
  7682. return (flag&state)?1:-1;
  7683. }
  7684. if( mapdata_flag_vs(mapdata) )
  7685. { //Check rivalry settings.
  7686. int sbg_id = 0, tbg_id = 0;
  7687. if(mapdata->flag[MF_BATTLEGROUND] )
  7688. {
  7689. sbg_id = bg_team_get_id(s_bl);
  7690. tbg_id = bg_team_get_id(t_bl);
  7691. }
  7692. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7693. {
  7694. int s_party = status_get_party_id(s_bl);
  7695. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7696. state |= BCT_PARTY;
  7697. else
  7698. state |= BCT_ENEMY;
  7699. }
  7700. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7701. {
  7702. int s_guild = status_get_guild_id(s_bl);
  7703. int t_guild = status_get_guild_id(t_bl);
  7704. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7705. state |= BCT_GUILD;
  7706. else
  7707. state |= BCT_ENEMY;
  7708. }
  7709. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7710. state &= ~BCT_ENEMY;
  7711. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7712. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7713. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7714. if (
  7715. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7716. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7717. (int)sd->status.base_level < battle_config.pk_min_level ||
  7718. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7719. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7720. )
  7721. state &= ~BCT_ENEMY;
  7722. }
  7723. }//end map_flag_vs chk rivality
  7724. else
  7725. { //Non pvp/gvg, check party/guild settings.
  7726. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7727. {
  7728. int s_party = status_get_party_id(s_bl);
  7729. if(s_party && s_party == status_get_party_id(t_bl))
  7730. state |= BCT_PARTY;
  7731. }
  7732. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7733. {
  7734. int s_guild = status_get_guild_id(s_bl);
  7735. int t_guild = status_get_guild_id(t_bl);
  7736. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7737. state |= BCT_GUILD;
  7738. }
  7739. } //end non pvp/gvg chk rivality
  7740. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7741. state = BCT_NEUTRAL;
  7742. //Alliance state takes precedence over enemy one.
  7743. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7744. state&=~BCT_ENEMY;
  7745. return (flag&state)?1:-1;
  7746. }
  7747. /*==========================================
  7748. * Check if can attack from this range
  7749. * Basic check then calling path_search for obstacle etc..
  7750. *------------------------------------------
  7751. */
  7752. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7753. {
  7754. int d;
  7755. nullpo_retr(false, src);
  7756. nullpo_retr(false, bl);
  7757. if( src->m != bl->m )
  7758. return false;
  7759. #ifndef CIRCULAR_AREA
  7760. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7761. if ( !check_distance_client_bl(src, bl, range) )
  7762. return false;
  7763. } else
  7764. #endif
  7765. if( !check_distance_bl(src, bl, range) )
  7766. return false;
  7767. if( (d = distance_bl(src, bl)) < 2 )
  7768. return true; // No need for path checking.
  7769. if( d > AREA_SIZE )
  7770. return false; // Avoid targetting objects beyond your range of sight.
  7771. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7772. }
  7773. /*=============================================
  7774. * Battle.conf settings and default/max values
  7775. *---------------------------------------------
  7776. */
  7777. static const struct _battle_data {
  7778. const char* str;
  7779. int* val;
  7780. int defval;
  7781. int min;
  7782. int max;
  7783. } battle_data[] = {
  7784. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7785. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7786. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7787. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7788. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7789. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7790. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7791. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7792. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7793. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7794. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7795. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7796. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7797. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7798. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7799. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7800. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7801. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7802. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7803. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7804. #ifdef RENEWAL
  7805. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7806. #else
  7807. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7808. #endif
  7809. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7810. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7811. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7812. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7813. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7814. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7815. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7816. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7817. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7818. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7819. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7820. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7821. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7822. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7823. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7824. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7825. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7826. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7827. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7828. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7829. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7830. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7831. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7832. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7833. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7834. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7835. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7836. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7837. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7838. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7839. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7840. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7841. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7842. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7843. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7844. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7845. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7846. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7847. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7848. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7849. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7850. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7851. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7852. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7853. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7854. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7855. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7856. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7857. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7858. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7859. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7860. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7861. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7862. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7863. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7864. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7865. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7866. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7867. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7868. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7869. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7870. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7871. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7872. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7873. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7874. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7875. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7876. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7877. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7878. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7879. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7880. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7881. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7882. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7883. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7884. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7885. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7886. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7887. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7888. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7889. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7890. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7891. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7892. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7893. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7894. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7895. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7896. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7897. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7898. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7899. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7900. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7901. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7902. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7903. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7904. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7905. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7906. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7907. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7908. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7909. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7910. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7911. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7912. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7913. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7914. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7915. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7916. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7917. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7918. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7919. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7920. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7921. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  7922. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7923. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7924. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7925. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7926. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7927. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7928. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7929. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7930. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7931. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7932. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7933. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7934. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7935. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7936. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7937. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7938. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7939. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7940. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7941. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7942. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7943. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7944. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7945. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7946. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7947. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7948. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7949. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7950. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7951. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7952. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7953. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7954. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7955. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7956. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7957. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7958. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7959. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7960. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7961. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7962. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7963. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7964. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7965. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7966. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7967. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7968. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7969. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7970. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7971. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7972. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7973. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7974. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7975. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  7976. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7977. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7978. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7979. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7980. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7981. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7982. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7983. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7984. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7985. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7986. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7987. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7988. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7989. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7990. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7991. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7992. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7993. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7994. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7995. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7996. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7997. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7998. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7999. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  8000. // eAthena additions
  8001. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  8002. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  8003. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  8004. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  8005. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  8006. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  8007. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  8008. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  8009. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  8010. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  8011. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  8012. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  8013. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  8014. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  8015. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  8016. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  8017. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  8018. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  8019. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  8020. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  8021. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  8022. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  8023. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  8024. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  8025. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  8026. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  8027. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  8028. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  8029. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  8030. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  8031. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  8032. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  8033. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  8034. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  8035. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  8036. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  8037. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  8038. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  8039. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  8040. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  8041. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  8042. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  8043. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  8044. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  8045. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  8046. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  8047. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  8048. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  8049. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  8050. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  8051. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  8052. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  8053. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  8054. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  8055. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  8056. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  8057. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  8058. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  8059. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  8060. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  8061. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  8062. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  8063. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  8064. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  8065. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  8066. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  8067. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  8068. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  8069. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  8070. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  8071. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  8072. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  8073. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  8074. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  8075. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  8076. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  8077. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  8078. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  8079. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  8080. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  8081. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  8082. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  8083. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  8084. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  8085. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  8086. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  8087. { "display_version", &battle_config.display_version, 1, 0, 1, },
  8088. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  8089. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  8090. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  8091. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  8092. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  8093. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  8094. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  8095. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  8096. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  8097. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  8098. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  8099. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  8100. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  8101. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  8102. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  8103. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  8104. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  8105. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  8106. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  8107. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  8108. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  8109. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  8110. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  8111. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  8112. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  8113. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  8114. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  8115. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  8116. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  8117. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  8118. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  8119. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  8120. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  8121. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  8122. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  8123. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  8124. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  8125. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  8126. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  8127. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  8128. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  8129. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  8130. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  8131. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  8132. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  8133. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  8134. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  8135. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  8136. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  8137. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  8138. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  8139. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  8140. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  8141. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  8142. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  8143. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  8144. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  8145. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  8146. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  8147. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  8148. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  8149. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  8150. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  8151. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  8152. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  8153. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  8154. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  8155. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  8156. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  8157. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  8158. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  8159. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  8160. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  8161. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  8162. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  8163. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  8164. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  8165. // BattleGround Settings
  8166. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  8167. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  8168. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  8169. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  8170. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  8171. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  8172. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  8173. // rAthena
  8174. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  8175. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  8176. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  8177. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  8178. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  8179. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  8180. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  8181. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  8182. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  8183. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  8184. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  8185. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  8186. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  8187. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  8188. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  8189. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  8190. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  8191. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  8192. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  8193. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  8194. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  8195. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  8196. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  8197. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  8198. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  8199. #ifdef VIP_ENABLE
  8200. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  8201. #else
  8202. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  8203. #endif
  8204. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  8205. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  8206. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  8207. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  8208. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  8209. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  8210. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  8211. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  8212. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  8213. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  8214. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  8215. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  8216. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  8217. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  8218. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  8219. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  8220. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  8221. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  8222. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  8223. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  8224. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  8225. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  8226. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  8227. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  8228. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  8229. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  8230. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  8231. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  8232. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  8233. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  8234. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  8235. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  8236. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  8237. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  8238. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8239. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8240. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  8241. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  8242. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  8243. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  8244. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  8245. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  8246. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  8247. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  8248. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  8249. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  8250. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  8251. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  8252. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  8253. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  8254. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  8255. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  8256. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  8257. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  8258. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  8259. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  8260. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  8261. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  8262. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  8263. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  8264. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  8265. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  8266. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  8267. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  8268. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  8269. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  8270. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  8271. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  8272. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  8273. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  8274. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  8275. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  8276. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  8277. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  8278. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  8279. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  8280. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  8281. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  8282. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  8283. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  8284. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  8285. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  8286. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  8287. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  8288. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  8289. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  8290. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  8291. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  8292. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  8293. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  8294. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  8295. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  8296. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  8297. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  8298. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  8299. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  8300. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  8301. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  8302. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  8303. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  8304. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  8305. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  8306. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  8307. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  8308. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  8309. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  8310. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  8311. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  8312. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  8313. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  8314. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  8315. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  8316. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  8317. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  8318. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  8319. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  8320. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  8321. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  8322. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  8323. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  8324. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  8325. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  8326. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  8327. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  8328. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  8329. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  8330. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  8331. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  8332. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  8333. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  8334. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  8335. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  8336. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  8337. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  8338. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  8339. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  8340. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  8341. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  8342. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  8343. #include "../custom/battle_config_init.inc"
  8344. };
  8345. /*==========================
  8346. * Set battle settings
  8347. *--------------------------*/
  8348. int battle_set_value(const char* w1, const char* w2)
  8349. {
  8350. int val = config_switch(w2);
  8351. int i;
  8352. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8353. if (i == ARRAYLENGTH(battle_data))
  8354. return 0; // not found
  8355. if (val < battle_data[i].min || val > battle_data[i].max) {
  8356. 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);
  8357. val = battle_data[i].defval;
  8358. }
  8359. *battle_data[i].val = val;
  8360. return 1;
  8361. }
  8362. /*===========================
  8363. * Get battle settings
  8364. *---------------------------*/
  8365. int battle_get_value(const char* w1)
  8366. {
  8367. int i;
  8368. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8369. if (i == ARRAYLENGTH(battle_data))
  8370. return 0; // not found
  8371. else
  8372. return *battle_data[i].val;
  8373. }
  8374. /*======================
  8375. * Set default settings
  8376. *----------------------*/
  8377. void battle_set_defaults()
  8378. {
  8379. int i;
  8380. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  8381. *battle_data[i].val = battle_data[i].defval;
  8382. }
  8383. /*==================================
  8384. * Cap certain battle.conf settings
  8385. *----------------------------------*/
  8386. void battle_adjust_conf()
  8387. {
  8388. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  8389. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  8390. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  8391. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  8392. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  8393. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  8394. battle_config.max_cart_weight *= 10;
  8395. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  8396. battle_config.max_def = 100;
  8397. if (battle_config.min_hitrate > battle_config.max_hitrate)
  8398. battle_config.min_hitrate = battle_config.max_hitrate;
  8399. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  8400. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  8401. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  8402. battle_config.day_duration = 60000;
  8403. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  8404. battle_config.night_duration = 60000;
  8405. #if PACKETVER < 20100427
  8406. if (battle_config.feature_buying_store) {
  8407. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  8408. battle_config.feature_buying_store = 0;
  8409. }
  8410. #endif
  8411. #if PACKETVER < 20100803
  8412. if (battle_config.feature_search_stores) {
  8413. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  8414. battle_config.feature_search_stores = 0;
  8415. }
  8416. #endif
  8417. #if PACKETVER < 20120101
  8418. if (battle_config.feature_bgqueue) {
  8419. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  8420. battle_config.feature_bgqueue = 0;
  8421. }
  8422. #endif
  8423. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  8424. if (battle_config.feature_auction) {
  8425. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  8426. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8427. battle_config.feature_auction = 0;
  8428. }
  8429. #elif PACKETVER >= 20141112
  8430. if (battle_config.feature_auction) {
  8431. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  8432. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8433. battle_config.feature_auction = 0;
  8434. }
  8435. #endif
  8436. #if PACKETVER < 20130724
  8437. if (battle_config.feature_banking) {
  8438. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  8439. battle_config.feature_banking = 0;
  8440. }
  8441. #endif
  8442. #if PACKETVER < 20131223
  8443. if (battle_config.mvp_exp_reward_message) {
  8444. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  8445. battle_config.mvp_exp_reward_message = 0;
  8446. }
  8447. #endif
  8448. #if PACKETVER < 20141022
  8449. if (battle_config.feature_roulette) {
  8450. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  8451. battle_config.feature_roulette = 0;
  8452. }
  8453. #endif
  8454. #if PACKETVER < 20150513
  8455. if (battle_config.feature_achievement) {
  8456. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  8457. battle_config.feature_achievement = 0;
  8458. }
  8459. #endif
  8460. #if PACKETVER < 20141008
  8461. if (battle_config.feature_petevolution) {
  8462. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8463. battle_config.feature_petevolution = 0;
  8464. }
  8465. if (battle_config.feature_pet_autofeed) {
  8466. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8467. battle_config.feature_pet_autofeed = 0;
  8468. }
  8469. #endif
  8470. #if PACKETVER < 20161012
  8471. if (battle_config.feature_refineui) {
  8472. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  8473. battle_config.feature_refineui = 0;
  8474. }
  8475. #endif
  8476. #if PACKETVER < 20170208
  8477. if (battle_config.feature_equipswitch) {
  8478. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  8479. battle_config.feature_equipswitch = 0;
  8480. }
  8481. #endif
  8482. #if PACKETVER < 20170920
  8483. if( battle_config.feature_homunculus_autofeed ){
  8484. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  8485. battle_config.feature_homunculus_autofeed = 0;
  8486. }
  8487. #endif
  8488. #if PACKETVER < 20180307
  8489. if( battle_config.feature_attendance ){
  8490. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  8491. battle_config.feature_attendance = 0;
  8492. }
  8493. #endif
  8494. #if PACKETVER < 20180321
  8495. if( battle_config.feature_privateairship ){
  8496. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  8497. battle_config.feature_privateairship = 0;
  8498. }
  8499. #endif
  8500. #ifndef CELL_NOSTACK
  8501. if (battle_config.custom_cell_stack_limit != 1)
  8502. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  8503. #endif
  8504. }
  8505. /*=====================================
  8506. * Read battle.conf settings from file
  8507. *-------------------------------------*/
  8508. int battle_config_read(const char* cfgName)
  8509. {
  8510. FILE* fp;
  8511. static int count = 0;
  8512. if (count == 0)
  8513. battle_set_defaults();
  8514. count++;
  8515. fp = fopen(cfgName,"r");
  8516. if (fp == NULL)
  8517. ShowError("File not found: %s\n", cfgName);
  8518. else {
  8519. char line[1024], w1[1024], w2[1024];
  8520. while(fgets(line, sizeof(line), fp)) {
  8521. if (line[0] == '/' && line[1] == '/')
  8522. continue;
  8523. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8524. continue;
  8525. if (strcmpi(w1, "import") == 0)
  8526. battle_config_read(w2);
  8527. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8528. const char* symbol = &w2[0];
  8529. if (ISPRINT(*symbol) && // no control characters
  8530. *symbol != '/' && // symbol of client commands
  8531. *symbol != '%' && // symbol of party chat
  8532. *symbol != '$' && // symbol of guild chat
  8533. *symbol != charcommand_symbol)
  8534. atcommand_symbol = *symbol;
  8535. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8536. const char* symbol = &w2[0];
  8537. if (ISPRINT(*symbol) && // no control characters
  8538. *symbol != '/' && // symbol of client commands
  8539. *symbol != '%' && // symbol of party chat
  8540. *symbol != '$' && // symbol of guild chat
  8541. *symbol != atcommand_symbol)
  8542. charcommand_symbol = *symbol;
  8543. }else if( battle_set_value(w1, w2) == 0 )
  8544. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8545. }
  8546. fclose(fp);
  8547. }
  8548. count--;
  8549. if (count == 0)
  8550. battle_adjust_conf();
  8551. return 0;
  8552. }
  8553. /*==========================
  8554. * initialize battle timer
  8555. *--------------------------*/
  8556. void do_init_battle(void)
  8557. {
  8558. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8559. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8560. }
  8561. /*==================
  8562. * end battle timer
  8563. *------------------*/
  8564. void do_final_battle(void)
  8565. {
  8566. ers_destroy(delay_damage_ers);
  8567. }