battle.c 332 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "homunculus.h"
  17. #include "mercenary.h"
  18. #include "elemental.h"
  19. #include "pet.h"
  20. #include "party.h"
  21. #include "battleground.h"
  22. #include "chrif.h"
  23. #include <stdlib.h>
  24. #include <math.h>
  25. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  26. struct Battle_Config battle_config;
  27. static struct eri *delay_damage_ers; //For battle delay damage structures.
  28. /**
  29. * Returns the current/list skill used by the bl
  30. * @param bl
  31. * @return skill_id
  32. */
  33. uint16 battle_getcurrentskill(struct block_list *bl)
  34. {
  35. struct unit_data *ud;
  36. if( bl->type == BL_SKILL ) {
  37. struct skill_unit *su = (struct skill_unit*)bl;
  38. return (su && su->group?su->group->skill_id:0);
  39. }
  40. ud = unit_bl2ud(bl);
  41. return (ud?ud->skill_id:0);
  42. }
  43. /**
  44. * Get random targeting enemy
  45. * @param bl
  46. * @param ap
  47. * @return Found target (1) or not found (0)
  48. */
  49. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  50. {
  51. struct block_list **bl_list;
  52. struct unit_data *ud;
  53. int target_id;
  54. int *c;
  55. bl_list = va_arg(ap, struct block_list **);
  56. c = va_arg(ap, int *);
  57. target_id = va_arg(ap, int);
  58. if (bl->id == target_id)
  59. return 0;
  60. if (*c >= 24)
  61. return 0;
  62. if ( !(ud = unit_bl2ud(bl)) )
  63. return 0;
  64. if (ud->target == target_id || ud->skilltarget == target_id) {
  65. bl_list[(*c)++] = bl;
  66. return 1;
  67. }
  68. return 0;
  69. }
  70. /**
  71. * Returns list of targets
  72. * @param target
  73. * @return Target list
  74. */
  75. struct block_list* battle_gettargeted(struct block_list *target)
  76. {
  77. struct block_list *bl_list[24];
  78. int c = 0;
  79. nullpo_retr(NULL, target);
  80. memset(bl_list, 0, sizeof(bl_list));
  81. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  82. if ( c == 0 )
  83. return NULL;
  84. if( c > 24 )
  85. c = 24;
  86. return bl_list[rnd()%c];
  87. }
  88. /**
  89. * Returns the ID of the current targeted character of the passed bl
  90. * @param bl
  91. * @return Target Unit ID
  92. * @author [Skotlex]
  93. */
  94. int battle_gettarget(struct block_list* bl)
  95. {
  96. switch (bl->type) {
  97. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  98. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  99. case BL_PET: return ((struct pet_data*)bl)->target_id;
  100. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  101. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  102. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  103. }
  104. return 0;
  105. }
  106. /**
  107. * Get random enemy
  108. * @param bl
  109. * @param ap
  110. * @return Found target (1) or not found (0)
  111. */
  112. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  113. {
  114. struct block_list **bl_list;
  115. struct block_list *target;
  116. int *c;
  117. bl_list = va_arg(ap, struct block_list **);
  118. c = va_arg(ap, int *);
  119. target = va_arg(ap, struct block_list *);
  120. if (bl->id == target->id)
  121. return 0;
  122. if (*c >= 24)
  123. return 0;
  124. if (status_isdead(bl))
  125. return 0;
  126. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  127. bl_list[(*c)++] = bl;
  128. return 1;
  129. }
  130. return 0;
  131. }
  132. /**
  133. * Returns list of enemies within given range
  134. * @param target
  135. * @param type
  136. * @param range
  137. * @return Target list
  138. * @author [Skotlex]
  139. */
  140. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  141. {
  142. struct block_list *bl_list[24];
  143. int c = 0;
  144. memset(bl_list, 0, sizeof(bl_list));
  145. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  146. if ( c == 0 )
  147. return NULL;
  148. if( c > 24 )
  149. c = 24;
  150. return bl_list[rnd()%c];
  151. }
  152. /**
  153. * Get random enemy within area
  154. * @param bl
  155. * @param ap
  156. * @return Found target (1) or not found (0)
  157. */
  158. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  159. {
  160. struct block_list **bl_list, *src;
  161. int *c, ignore_id;
  162. bl_list = va_arg(ap, struct block_list **);
  163. c = va_arg(ap, int *);
  164. src = va_arg(ap, struct block_list *);
  165. ignore_id = va_arg(ap, int);
  166. if( bl->id == src->id || bl->id == ignore_id )
  167. return 0; // Ignores Caster and a possible pre-target
  168. if( *c >= 23 )
  169. return 0;
  170. if( status_isdead(bl) )
  171. return 0;
  172. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  173. bl_list[(*c)++] = bl;
  174. return 1;
  175. }
  176. return 0;
  177. }
  178. /**
  179. * Returns list of enemies within an area
  180. * @param src
  181. * @param x
  182. * @param y
  183. * @param range
  184. * @param type
  185. * @param ignore_id
  186. * @return Target list
  187. */
  188. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  189. {
  190. struct block_list *bl_list[24];
  191. int c = 0;
  192. memset(bl_list, 0, sizeof(bl_list));
  193. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  194. if( c == 0 )
  195. return NULL;
  196. if( c >= 24 )
  197. c = 23;
  198. return bl_list[rnd()%c];
  199. }
  200. /*========================================== [Playtester]
  201. * Deals damage without delay, applies additional effects and triggers monster events
  202. * This function is called from battle_delay_damage or battle_delay_damage_sub
  203. * @param src: Source of damage
  204. * @param target: Target of damage
  205. * @param damage: Damage to be dealt
  206. * @param delay: Damage delay
  207. * @param skill_lv: Level of skill used
  208. * @param skill_id: ID o skill used
  209. * @param dmg_lv: State of the attack (miss, etc.)
  210. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  211. * @param additional_effects: Whether additional effect should be applied
  212. * @param isspdamage: If the damage is done to SP
  213. * @param tick: Current tick
  214. *------------------------------------------*/
  215. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, int delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, unsigned int tick, bool isspdamage) {
  216. map_freeblock_lock();
  217. if (isspdamage)
  218. status_fix_spdamage(src, target, damage, delay);
  219. else
  220. status_fix_damage(src, target, damage, delay); // We have to separate here between reflect damage and others [icescope]
  221. if (attack_type && !status_isdead(target) && additional_effects)
  222. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  223. if (dmg_lv > ATK_BLOCK && attack_type)
  224. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  225. // 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
  226. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  227. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  228. struct mob_data* md = BL_CAST(BL_MOB, target);
  229. md->norm_attacked_id = md->attacked_id;
  230. }
  231. map_freeblock_unlock();
  232. }
  233. /// Damage Delayed Structure
  234. struct delay_damage {
  235. int src_id;
  236. int target_id;
  237. int64 damage;
  238. int delay;
  239. unsigned short distance;
  240. uint16 skill_lv;
  241. uint16 skill_id;
  242. enum damage_lv dmg_lv;
  243. unsigned short attack_type;
  244. bool additional_effects;
  245. enum bl_type src_type;
  246. bool isspdamage;
  247. };
  248. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  249. {
  250. struct delay_damage *dat = (struct delay_damage *)data;
  251. if ( dat ) {
  252. struct block_list* src = NULL;
  253. struct block_list* target = map_id2bl(dat->target_id);
  254. if( !target || status_isdead(target) ) { /* Nothing we can do */
  255. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  256. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  257. ((TBL_PC*)src)->state.hold_recalc = 0;
  258. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  259. }
  260. ers_free(delay_damage_ers, dat);
  261. return 0;
  262. }
  263. src = map_id2bl(dat->src_id);
  264. if( src && target->m == src->m &&
  265. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  266. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  267. {
  268. //Deal damage
  269. 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);
  270. } 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
  271. map_freeblock_lock();
  272. status_fix_damage(target, target, dat->damage, dat->delay);
  273. map_freeblock_unlock();
  274. }
  275. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  276. ((TBL_PC*)src)->state.hold_recalc = 0;
  277. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  278. }
  279. }
  280. ers_free(delay_damage_ers, dat);
  281. return 0;
  282. }
  283. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects, bool isspdamage)
  284. {
  285. struct delay_damage *dat;
  286. struct status_change *sc;
  287. struct block_list *d_tbl = NULL;
  288. struct block_list *e_tbl = NULL;
  289. nullpo_ret(src);
  290. nullpo_ret(target);
  291. sc = status_get_sc(target);
  292. if (sc) {
  293. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  294. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  295. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  296. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  297. }
  298. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  299. damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  300. damage = 0;
  301. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  302. //Deal damage
  303. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  304. return 0;
  305. }
  306. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  307. dat->src_id = src->id;
  308. dat->target_id = target->id;
  309. dat->skill_id = skill_id;
  310. dat->skill_lv = skill_lv;
  311. dat->attack_type = attack_type;
  312. dat->damage = damage;
  313. dat->dmg_lv = dmg_lv;
  314. dat->delay = ddelay;
  315. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  316. dat->additional_effects = additional_effects;
  317. dat->src_type = src->type;
  318. dat->isspdamage = isspdamage;
  319. if (src->type != BL_PC && amotion > 1000)
  320. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  321. if( src->type == BL_PC )
  322. ((TBL_PC*)src)->delayed_damage++;
  323. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  324. return 0;
  325. }
  326. /**
  327. * Get attribute ratio
  328. * @param atk_elem Attack element enum e_element
  329. * @param def_type Defense element enum e_element
  330. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  331. */
  332. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  333. {
  334. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  335. return 100;
  336. return attr_fix_table[def_lv-1][atk_elem][def_type];
  337. }
  338. /**
  339. * Does attribute fix modifiers.
  340. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  341. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  342. * @param src
  343. * @param target
  344. * @param damage
  345. * @param atk_elem
  346. * @param def_type
  347. * @param def_lv
  348. * @return damage
  349. */
  350. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  351. {
  352. struct status_change *sc = NULL, *tsc = NULL;
  353. int ratio;
  354. if (src) sc = status_get_sc(src);
  355. if (target) tsc = status_get_sc(target);
  356. if (!CHK_ELEMENT(atk_elem))
  357. atk_elem = rnd()%ELE_ALL;
  358. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  359. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  360. return damage;
  361. }
  362. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  363. if (sc && sc->count) { //increase dmg by src status
  364. switch(atk_elem){
  365. case ELE_FIRE:
  366. if (sc->data[SC_VOLCANO])
  367. #ifdef RENEWAL
  368. ratio += sc->data[SC_VOLCANO]->val3;
  369. #else
  370. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  371. #endif
  372. break;
  373. case ELE_WIND:
  374. if (sc->data[SC_VIOLENTGALE])
  375. #ifdef RENEWAL
  376. ratio += sc->data[SC_VIOLENTGALE]->val3;
  377. #else
  378. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  379. #endif
  380. break;
  381. case ELE_WATER:
  382. if (sc->data[SC_DELUGE])
  383. #ifdef RENEWAL
  384. ratio += sc->data[SC_DELUGE]->val3;
  385. #else
  386. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  387. #endif
  388. break;
  389. case ELE_GHOST:
  390. if (sc->data[SC_TELEKINESIS_INTENSE])
  391. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  392. break;
  393. }
  394. }
  395. if( target && target->type == BL_SKILL ) {
  396. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  397. struct skill_unit *su = (struct skill_unit*)target;
  398. struct skill_unit_group *sg;
  399. struct block_list *src2;
  400. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  401. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  402. return 0;
  403. if( sg->unit_id != UNT_FIREWALL ) {
  404. int x,y;
  405. x = sg->val3 >> 16;
  406. y = sg->val3 & 0xffff;
  407. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  408. sg->val3 = -1;
  409. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  410. }
  411. }
  412. }
  413. if (tsc && tsc->count) { //increase dmg by target status
  414. switch(atk_elem) {
  415. case ELE_FIRE:
  416. if (tsc->data[SC_SPIDERWEB]) {
  417. //Double damage
  418. damage *= 2;
  419. //Remove a unit group or end whole status change
  420. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  421. }
  422. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  423. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  424. if (tsc->data[SC_CRYSTALIZE])
  425. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  426. if (tsc->data[SC_EARTH_INSIGNIA])
  427. ratio += 50;
  428. break;
  429. case ELE_HOLY:
  430. if (tsc->data[SC_ORATIO])
  431. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  432. break;
  433. case ELE_POISON:
  434. if (tsc->data[SC_VENOMIMPRESS])
  435. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  436. break;
  437. case ELE_WIND:
  438. if (tsc->data[SC_WATER_INSIGNIA])
  439. ratio += 50;
  440. break;
  441. case ELE_WATER:
  442. if (tsc->data[SC_FIRE_INSIGNIA])
  443. ratio += 50;
  444. break;
  445. case ELE_EARTH:
  446. if (tsc->data[SC_WIND_INSIGNIA])
  447. ratio += 50;
  448. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  449. break;
  450. case ELE_NEUTRAL:
  451. if (tsc->data[SC_ANTI_M_BLAST])
  452. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  453. break;
  454. }
  455. }
  456. if (battle_config.attr_recover == 0 && ratio < 0)
  457. ratio = 0;
  458. #ifdef RENEWAL
  459. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  460. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  461. #else
  462. damage = (int64)((damage*ratio)/100);
  463. #endif
  464. //Damage can be negative, see battle_config.attr_recover
  465. return damage;
  466. }
  467. /**
  468. * Calculates card bonuses damage adjustments.
  469. * @param attack_type @see enum e_battle_flag
  470. * @param src Attacker
  471. * @param target Target
  472. * @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
  473. * @param rh_ele Right-hand weapon element
  474. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  475. * @param damage Original damage
  476. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  477. * 3: Calculates attacker bonuses in both hands.
  478. * 2: Calculates attacker bonuses in right-hand only.
  479. * 0 or 1: Only calculates target bonuses.
  480. * @param flag Misc value of skill & damage flags
  481. * @return damage Damage diff between original damage and after calculation
  482. */
  483. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  484. struct map_session_data *sd, ///< Attacker session data if BL_PC
  485. *tsd; ///< Target session data if BL_PC
  486. short cardfix = 1000;
  487. enum e_classAE s_class, ///< Attacker class
  488. t_class; ///< Target class
  489. enum e_race2 s_race2, /// Attacker Race2
  490. t_race2; ///< Target Race2
  491. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  492. struct status_data *sstatus, ///< Attacker status data
  493. *tstatus; ///< Target status data
  494. int64 original_damage;
  495. int i;
  496. if( !damage )
  497. return 0;
  498. original_damage = damage;
  499. sd = BL_CAST(BL_PC, src);
  500. tsd = BL_CAST(BL_PC, target);
  501. t_class = (enum e_classAE)status_get_class(target);
  502. s_class = (enum e_classAE)status_get_class(src);
  503. sstatus = status_get_status_data(src);
  504. tstatus = status_get_status_data(target);
  505. s_race2 = status_get_race2(src);
  506. t_race2 = status_get_race2(target);
  507. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  508. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  509. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  510. switch( attack_type ) {
  511. case BF_MAGIC:
  512. // Affected by attacker ATK bonuses
  513. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  514. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  515. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  516. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  517. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  518. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  519. }
  520. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  521. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  522. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  523. if( sd->add_mdmg[i].class_ == t_class ) {
  524. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  525. break;
  526. }
  527. }
  528. APPLY_CARDFIX(damage, cardfix);
  529. }
  530. // Affected by target DEF bonuses
  531. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  532. cardfix = 1000; // reset var for target
  533. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  534. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  535. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  536. if( tsd->subele2[i].ele != rh_ele )
  537. continue;
  538. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  539. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  540. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  541. continue;
  542. ele_fix += tsd->subele2[i].rate;
  543. }
  544. if (s_defele != ELE_NONE)
  545. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  546. cardfix = cardfix * (100 - ele_fix) / 100;
  547. }
  548. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  549. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  550. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  551. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  552. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  553. if( tsd->add_mdef[i].class_ == s_class ) {
  554. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  555. break;
  556. }
  557. }
  558. #ifndef RENEWAL
  559. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  560. if( flag&BF_SHORT )
  561. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  562. else
  563. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  564. #endif
  565. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  566. if( tsd->sc.data[SC_MDEF_RATE] )
  567. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  568. APPLY_CARDFIX(damage, cardfix);
  569. }
  570. break;
  571. case BF_WEAPON:
  572. // Affected by attacker ATK bonuses
  573. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
  574. short cardfix_ = 1000;
  575. if( sd->state.arrow_atk ) { // Ranged attack
  576. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  577. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  578. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  579. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  580. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  581. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  582. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  583. continue;
  584. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  585. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  586. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  587. continue;
  588. ele_fix += sd->right_weapon.addele2[i].rate;
  589. }
  590. cardfix = cardfix * (100 + ele_fix) / 100;
  591. }
  592. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  593. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  594. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  595. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  596. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  597. } else { // Melee attack
  598. int skill = 0;
  599. // Calculates each right & left hand weapon bonuses separatedly
  600. if( !battle_config.left_cardfix_to_right ) {
  601. // Right-handed weapon
  602. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  603. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  604. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  605. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  606. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  607. continue;
  608. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  609. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  610. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  611. continue;
  612. ele_fix += sd->right_weapon.addele2[i].rate;
  613. }
  614. cardfix = cardfix * (100 + ele_fix) / 100;
  615. }
  616. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  617. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  618. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  619. if( left&1 ) { // Left-handed weapon
  620. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  621. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  622. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  623. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  624. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  625. continue;
  626. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  627. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  628. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  629. continue;
  630. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  631. }
  632. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  633. }
  634. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  635. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  636. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  637. }
  638. }
  639. // Calculates right & left hand weapon as unity
  640. else {
  641. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
  642. //if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  643. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  644. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  645. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  646. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  647. continue;
  648. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  649. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  650. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  651. continue;
  652. ele_fix += sd->right_weapon.addele2[i].rate;
  653. }
  654. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  655. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  656. continue;
  657. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  658. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  659. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  660. continue;
  661. ele_fix += sd->left_weapon.addele2[i].rate;
  662. }
  663. cardfix = cardfix * (100 + ele_fix) / 100;
  664. //}
  665. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  666. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  667. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  668. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  669. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  670. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  671. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  672. }
  673. 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]
  674. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  675. }
  676. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  677. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  678. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  679. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  680. break;
  681. }
  682. }
  683. if( left&1 ) {
  684. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  685. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  686. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  687. break;
  688. }
  689. }
  690. }
  691. #ifndef RENEWAL
  692. if( flag&BF_LONG )
  693. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  694. #endif
  695. if (left&1) {
  696. APPLY_CARDFIX(damage, cardfix_);
  697. } else {
  698. APPLY_CARDFIX(damage, cardfix);
  699. }
  700. }
  701. // Affected by target DEF bonuses
  702. else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
  703. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  704. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  705. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  706. if( tsd->subele2[i].ele != rh_ele )
  707. continue;
  708. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  709. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  710. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  711. continue;
  712. ele_fix += tsd->subele2[i].rate;
  713. }
  714. cardfix = cardfix * (100 - ele_fix) / 100;
  715. if( left&1 && lh_ele != rh_ele ) {
  716. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  717. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  718. if( tsd->subele2[i].ele != lh_ele )
  719. continue;
  720. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  721. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  722. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  723. continue;
  724. ele_fix_lh += tsd->subele2[i].rate;
  725. }
  726. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  727. }
  728. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  729. }
  730. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  731. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  732. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  733. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  734. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  735. if( tsd->add_def[i].class_ == s_class ) {
  736. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  737. break;
  738. }
  739. }
  740. if( flag&BF_SHORT )
  741. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  742. else // BF_LONG (there's no other choice)
  743. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  744. if( tsd->sc.data[SC_DEF_RATE] )
  745. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  746. APPLY_CARDFIX(damage, cardfix);
  747. }
  748. break;
  749. case BF_MISC:
  750. // Affected by target DEF bonuses
  751. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  752. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  753. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  754. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  755. if( tsd->subele2[i].ele != rh_ele )
  756. continue;
  757. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  758. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  759. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  760. continue;
  761. ele_fix += tsd->subele2[i].rate;
  762. }
  763. if (s_defele != ELE_NONE)
  764. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  765. cardfix = cardfix * (100 - ele_fix) / 100;
  766. }
  767. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  768. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  769. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  770. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  771. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  772. if( flag&BF_SHORT )
  773. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  774. else // BF_LONG (there's no other choice)
  775. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  776. APPLY_CARDFIX(damage, cardfix);
  777. }
  778. break;
  779. }
  780. #undef APPLY_CARDFIX
  781. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  782. }
  783. /**
  784. * Absorb damage based on criteria
  785. * @param bl
  786. * @param d Damage
  787. **/
  788. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  789. int64 dmg_ori = 0, dmg_new = 0;
  790. nullpo_retv(bl);
  791. nullpo_retv(d);
  792. if (!d->damage && !d->damage2)
  793. return;
  794. switch (bl->type) {
  795. case BL_PC:
  796. {
  797. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  798. if (!sd)
  799. return;
  800. if (sd->bonus.absorb_dmg_maxhp) {
  801. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  802. dmg_ori = dmg_new = d->damage + d->damage2;
  803. if (dmg_ori > hp)
  804. dmg_new = dmg_ori - hp;
  805. }
  806. }
  807. break;
  808. }
  809. if (dmg_ori == dmg_new)
  810. return;
  811. if (!d->damage2)
  812. d->damage = dmg_new;
  813. else if (!d->damage)
  814. d->damage2 = dmg_new;
  815. else {
  816. d->damage = dmg_new;
  817. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  818. if (d->damage2 < 1)
  819. d->damage2 = 1;
  820. d->damage = d->damage - d->damage2;
  821. }
  822. }
  823. /**
  824. * Check Safety Wall and Pneuma effect.
  825. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  826. * @param src Attacker
  827. * @param target Target of attack
  828. * @param sc STatus Change
  829. * @param d Damage data
  830. * @param damage Damage received
  831. * @param skill_id
  832. * @param skill_lv
  833. * @return True:Damage inflicted, False:Missed
  834. **/
  835. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  836. if (!sc)
  837. return true;
  838. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  839. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  840. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  841. if (group) {
  842. if (skill_id_val == MH_STEINWAND) {
  843. if (--group->val2 <= 0)
  844. skill_delunitgroup(group);
  845. d->dmg_lv = ATK_BLOCK;
  846. if( (group->val3 - damage) > 0 )
  847. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  848. else
  849. skill_delunitgroup(group);
  850. return false;
  851. }
  852. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  853. d->dmg_lv = ATK_BLOCK;
  854. #ifdef RENEWAL
  855. if ( ( group->val2 - damage) > 0 ) {
  856. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  857. } else
  858. skill_delunitgroup(group);
  859. return false;
  860. #else
  861. if (--group->val2 <= 0)
  862. skill_delunitgroup(group);
  863. return false;
  864. #endif
  865. }
  866. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  867. }
  868. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG || skill_id == CR_ACIDDEMONSTRATION)) {
  869. d->dmg_lv = ATK_MISS;
  870. return false;
  871. }
  872. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  873. d->dmg_lv = ATK_BLOCK;
  874. return false;
  875. }
  876. return true;
  877. }
  878. /**
  879. * Check damage through status.
  880. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  881. * After this we apply bg/gvg reduction
  882. * @param src
  883. * @param bl
  884. * @param d
  885. * @param damage
  886. * @param skill_id
  887. * @param skill_lv
  888. * @return damage
  889. */
  890. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  891. {
  892. struct map_session_data *sd = NULL;
  893. struct status_change *sc;
  894. struct status_change_entry *sce;
  895. int div_ = d->div_, flag = d->flag;
  896. nullpo_ret(bl);
  897. if( !damage )
  898. return 0;
  899. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  900. return 0;
  901. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  902. && skill_get_casttype(skill_id) == CAST_GROUND )
  903. return 0;
  904. if (bl->type == BL_PC) {
  905. sd=(struct map_session_data *)bl;
  906. //Special no damage states
  907. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  908. damage -= damage * sd->special_state.no_weapon_damage / 100;
  909. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  910. damage -= damage * sd->special_state.no_magic_damage / 100;
  911. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  912. damage -= damage * sd->special_state.no_misc_damage / 100;
  913. if(!damage)
  914. return 0;
  915. }
  916. sc = status_get_sc(bl); //check target status
  917. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  918. return 1;
  919. if (sc && sc->data[SC_MAXPAIN])
  920. return 0;
  921. if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION)
  922. return damage; //These skills bypass everything else.
  923. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  924. if( sc->data[SC_BASILICA] && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ) {
  925. d->dmg_lv = ATK_BLOCK;
  926. return 0;
  927. }
  928. if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect
  929. if( skill_id == MG_NAPALMBEAT ||
  930. skill_id == MG_SOULSTRIKE ||
  931. skill_id == WL_SOULEXPANSION ||
  932. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  933. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  934. {
  935. if( skill_id == WL_SOULEXPANSION )
  936. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  937. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  938. } else {
  939. d->dmg_lv = ATK_BLOCK;
  940. return 0;
  941. }
  942. }
  943. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  944. d->dmg_lv = ATK_BLOCK;
  945. return 0;
  946. }
  947. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  948. return 0;
  949. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) {
  950. d->dmg_lv = ATK_BLOCK;
  951. return 0;
  952. }
  953. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  954. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  955. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,skill_get_time2(GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1));
  956. d->dmg_lv = ATK_BLOCK;
  957. return 0;
  958. }
  959. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  960. int delay;
  961. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  962. struct block_list *d_bl = NULL;
  963. // different delay depending on skill level [celest]
  964. if (sce->val1 <= 5)
  965. delay = 300;
  966. else if (sce->val1 > 5 && sce->val1 <= 9)
  967. delay = 200;
  968. else
  969. delay = 100;
  970. if (sd && pc_issit(sd))
  971. pc_setstand(sd, true);
  972. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  973. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  974. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  975. check_distance_bl(bl,d_bl,sce_d->val3) )
  976. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  977. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  978. unit_set_walkdelay(d_bl,gettick(),delay,1);
  979. d->dmg_lv = ATK_MISS;
  980. return 0;
  981. } else {
  982. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  983. unit_set_walkdelay(bl,gettick(),delay,1);
  984. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  985. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE);
  986. d->dmg_lv = ATK_MISS;
  987. return 0;
  988. }
  989. }
  990. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  991. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  992. d->dmg_lv = ATK_BLOCK;
  993. if( sce->val3 <= 0 ) { // Shield Down
  994. sce->val2--;
  995. if( sce->val2 >= 0 ) {
  996. clif_millenniumshield(bl,sce->val2);
  997. if( !sce->val2 )
  998. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  999. else
  1000. sce->val3 = 1000; // Next shield
  1001. }
  1002. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  1003. }
  1004. return 0;
  1005. }
  1006. // attack blocked by Parrying
  1007. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  1008. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  1009. return 0;
  1010. }
  1011. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  1012. if (sd && pc_issit(sd))
  1013. pc_setstand(sd, true); //Stand it to dodge.
  1014. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1015. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1016. return 0;
  1017. }
  1018. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1019. return 0;
  1020. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1021. return 0;
  1022. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1023. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1024. clif_specialeffect(bl, 462, AREA);
  1025. //Shouldn't end until Breaker's non-weapon part connects.
  1026. #ifndef RENEWAL
  1027. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1028. #endif
  1029. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1030. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1031. return 0;
  1032. }
  1033. #ifdef RENEWAL // Flat +400% damage from melee
  1034. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1035. damage <<= 2;
  1036. #endif
  1037. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1038. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  1039. return 0;
  1040. }
  1041. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
  1042. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1043. if (!status_isdead(src))
  1044. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1045. if (sce) {
  1046. clif_specialeffect(bl, 462, AREA);
  1047. skill_blown(src,bl,sce->val3,-1,BLOWN_NONE);
  1048. }
  1049. //Both need to be consumed if they are active.
  1050. if (sce && --(sce->val2) <= 0)
  1051. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1052. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1053. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1054. return 0;
  1055. }
  1056. //Now damage increasing effects
  1057. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1058. if (src->type != BL_MER || !skill_id)
  1059. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1060. #ifndef RENEWAL
  1061. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1062. #endif
  1063. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1064. }
  1065. #ifdef RENEWAL
  1066. if( sc->data[SC_RAID] ) {
  1067. damage += damage * 20 / 100;
  1068. if (--sc->data[SC_RAID]->val1 == 0)
  1069. status_change_end(bl, SC_RAID, INVALID_TIMER);
  1070. }
  1071. #endif
  1072. if( damage ) {
  1073. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1074. if( sc->data[SC_DEEPSLEEP] ) {
  1075. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1076. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1077. }
  1078. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1079. switch(tsd->status.weapon) {
  1080. case W_MACE:
  1081. case W_2HMACE:
  1082. case W_1HAXE:
  1083. case W_2HAXE:
  1084. damage += damage / 2;
  1085. break;
  1086. case W_MUSICAL:
  1087. case W_WHIP:
  1088. if(!sd->state.arrow_atk)
  1089. break;
  1090. case W_BOW:
  1091. case W_REVOLVER:
  1092. case W_RIFLE:
  1093. case W_GATLING:
  1094. case W_SHOTGUN:
  1095. case W_GRENADE:
  1096. case W_DAGGER:
  1097. case W_1HSWORD:
  1098. case W_2HSWORD:
  1099. damage -= damage / 2;
  1100. break;
  1101. }
  1102. }
  1103. if( sc->data[SC_VOICEOFSIREN] )
  1104. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1105. }
  1106. if( sc->data[SC_DEVOTION] ) {
  1107. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1108. struct block_list *d_bl = map_id2bl(sce_d->val1);
  1109. if( d_bl &&
  1110. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1111. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1112. check_distance_bl(bl,d_bl,sce_d->val3) )
  1113. {
  1114. struct status_change *d_sc = status_get_sc(d_bl);
  1115. if( d_sc && d_sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_MAGIC)) == BF_LONG && skill_id != ASC_BREAKER && skill_id != CR_ACIDDEMONSTRATION && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE )
  1116. damage -= damage * d_sc->data[SC_DEFENDER]->val2 / 100;
  1117. }
  1118. }
  1119. // Damage reductions
  1120. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1121. #ifndef RENEWAL
  1122. if( sc->data[SC_ASSUMPTIO] ) {
  1123. if( map_flag_vs(bl->m) )
  1124. damage = (int64)damage*2/3; //Receive 66% damage
  1125. else
  1126. damage >>= 1; //Receive 50% damage
  1127. }
  1128. #endif
  1129. if (sc->data[SC_DEFENDER] &&
  1130. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1131. #ifdef RENEWAL
  1132. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION))
  1133. #else
  1134. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1135. #endif
  1136. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1137. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1138. damage -= damage * 20 / 100;
  1139. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1140. if(flag&BF_SKILL) //25% reduction
  1141. damage -= damage * 25 / 100;
  1142. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1143. damage >>= 2; //75% reduction
  1144. }
  1145. if(sc->data[SC_ARMORCHANGE]) {
  1146. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1147. if(flag&BF_WEAPON)
  1148. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1149. else if(flag&BF_MAGIC)
  1150. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1151. }
  1152. if(sc->data[SC_SMOKEPOWDER]) {
  1153. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1154. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1155. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1156. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1157. }
  1158. if (sc->data[SC_WATER_BARRIER])
  1159. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1160. if (sc->data[SC_SU_STOOP])
  1161. damage -= damage * 90 / 100;
  1162. // Compressed code, fixed by map.h [Epoque]
  1163. if (src->type == BL_MOB) {
  1164. if( sc->data[SC_MANU_DEF] && status_get_race2(src) == RC2_MANUK ){
  1165. damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
  1166. }
  1167. if( sc->data[SC_SPL_DEF] && status_get_race2(src) == RC2_SPLENDIDE ){
  1168. damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
  1169. }
  1170. }
  1171. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1172. sce->val3&flag && sce->val4&flag)
  1173. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1174. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1175. #ifdef RENEWAL
  1176. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1177. #else
  1178. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1179. #endif
  1180. ) )
  1181. {
  1182. struct status_data *status = status_get_status_data(bl);
  1183. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1184. per /=20; //Uses 20% SP intervals.
  1185. //SP Cost: 1% + 0.5% per every 20% SP
  1186. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1187. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1188. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1189. }
  1190. if(sc->data[SC_GRANITIC_ARMOR])
  1191. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1192. if(sc->data[SC_PAIN_KILLER])
  1193. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1194. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1195. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1196. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1197. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1198. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1199. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1200. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1201. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1202. else
  1203. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1204. if( sce->val2 <= 0 )
  1205. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  1206. }
  1207. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1208. if (flag&BF_WEAPON)
  1209. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1210. if (flag&BF_MAGIC)
  1211. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1212. }
  1213. #ifdef RENEWAL
  1214. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1215. if( sc->data[SC_STEELBODY] )
  1216. damage = damage > 10 ? damage / 10 : 1;
  1217. #endif
  1218. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1219. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1220. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1221. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1222. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1223. }
  1224. //Finally Kyrie because it may, or not, reduce damage to 0.
  1225. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1226. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1227. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1228. if(sce->val2>=0)
  1229. damage=0;
  1230. else
  1231. damage=-sce->val2;
  1232. }
  1233. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1234. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1235. }
  1236. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1237. clif_specialeffect(bl, 336, AREA);
  1238. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1239. if (sce->val2 >= 0)
  1240. damage = 0;
  1241. else
  1242. damage = -sce->val2;
  1243. if (/*(--sce->val3) <= 0 ||*/ (sce->val2 <= 0))
  1244. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1245. }
  1246. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1247. damage = 0;
  1248. if (!damage)
  1249. return 0;
  1250. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1251. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1252. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1253. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1254. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1255. clif_blown(bl);
  1256. unit_setdir(bl, dir);
  1257. }
  1258. d->dmg_lv = ATK_DEF;
  1259. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1260. return 0;
  1261. }
  1262. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1263. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1264. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1265. int spheres = 5;
  1266. if( sc->data[SC_RAISINGDRAGON] )
  1267. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1268. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1269. }
  1270. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1271. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1272. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1273. hom_addspiritball(hd, 10);
  1274. }
  1275. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1276. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1277. } //End of target SC_ check
  1278. //SC effects from caster side.
  1279. sc = status_get_sc(src);
  1280. if (sc && sc->count) {
  1281. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1282. damage += damage * 75 / 100;
  1283. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1284. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1285. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1286. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1287. // [Epoque]
  1288. if (bl->type == BL_MOB) {
  1289. if ( (((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1290. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))) &&
  1291. status_get_race2(bl) == RC2_MANUK
  1292. ) {
  1293. damage += damage * sce->val1 / 100;
  1294. }
  1295. if ( (((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1296. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))) &&
  1297. status_get_race2(bl) == RC2_SPLENDIDE
  1298. ) {
  1299. damage += damage * sce->val1 / 100;
  1300. }
  1301. }
  1302. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1303. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1304. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1305. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1306. }
  1307. if( sc->data[SC_POISONINGWEAPON]
  1308. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1309. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1310. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1311. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1312. status_change_spread(src, bl, 0);
  1313. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1314. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1315. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1316. }
  1317. } //End of caster SC_ check
  1318. //PK damage rates
  1319. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1320. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1321. if (flag&BF_WEAPON)
  1322. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1323. if (flag&BF_MAGIC)
  1324. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1325. if (flag&BF_MISC)
  1326. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1327. } else { //Normal attacks get reductions based on range.
  1328. if (flag & BF_SHORT)
  1329. damage = damage * battle_config.pk_short_damage_rate / 100;
  1330. if (flag & BF_LONG)
  1331. damage = damage * battle_config.pk_long_damage_rate / 100;
  1332. }
  1333. damage = i64max(damage,1);
  1334. }
  1335. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1336. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1337. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1338. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1339. )
  1340. damage = div_;
  1341. }
  1342. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1343. if (damage > 0 )
  1344. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1345. if (skill_id)
  1346. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1347. }
  1348. if( sd ) {
  1349. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1350. short element = skill_get_ele(skill_id, skill_lv);
  1351. if( !skill_id || element == -1 ) { //Take weapon's element
  1352. struct status_data *sstatus = NULL;
  1353. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1354. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1355. else if( (sstatus = status_get_status_data(src)) ) {
  1356. element = sstatus->rhw.ele;
  1357. }
  1358. } else if( element == -2 ) //Use enchantment's element
  1359. element = status_get_attack_sc_element(src,status_get_sc(src));
  1360. else if( element == -3 ) //Use random element
  1361. element = rnd()%ELE_ALL;
  1362. if( element == ELE_FIRE || element == ELE_WATER )
  1363. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1364. }
  1365. }
  1366. return damage;
  1367. }
  1368. /**
  1369. * Calculates BG related damage adjustments.
  1370. * @param src
  1371. * @param bl
  1372. * @param damage
  1373. * @param skill_id
  1374. * @param flag
  1375. * @return damage
  1376. * Credits:
  1377. * Original coder Skotlex
  1378. * Initial refactoring by Baalberith
  1379. * Refined and optimized by helvetica
  1380. */
  1381. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1382. {
  1383. if( !damage )
  1384. return 0;
  1385. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1386. return damage; //skill that ignore bg map reduction
  1387. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1388. if( flag&BF_WEAPON )
  1389. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1390. if( flag&BF_MAGIC )
  1391. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1392. if( flag&BF_MISC )
  1393. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1394. } else { //Normal attacks get reductions based on range.
  1395. if( flag&BF_SHORT )
  1396. damage = damage * battle_config.bg_short_damage_rate / 100;
  1397. if( flag&BF_LONG )
  1398. damage = damage * battle_config.bg_long_damage_rate / 100;
  1399. }
  1400. damage = i64max(damage,1); //min 1 damage
  1401. return damage;
  1402. }
  1403. /**
  1404. * Determines whether target can be hit
  1405. * @param src
  1406. * @param bl
  1407. * @param skill_id
  1408. * @param flag
  1409. * @return Can be hit (true) or can't be hit (false)
  1410. */
  1411. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1412. {
  1413. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1414. struct unit_data *ud = unit_bl2ud(bl);
  1415. int class_ = status_get_class(bl);
  1416. if (ud && ud->immune_attack)
  1417. return false;
  1418. if(md && md->guardian_data) {
  1419. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && flag&BF_SKILL) //Skill immunity.
  1420. return false;
  1421. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1422. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1423. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1424. return false;
  1425. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1426. return false; // [MouseJstr]
  1427. }
  1428. }
  1429. return true;
  1430. }
  1431. /**
  1432. * Calculates GVG related damage adjustments.
  1433. * @param src
  1434. * @param bl
  1435. * @param damage
  1436. * @param skill_id
  1437. * @param flag
  1438. * @return damage
  1439. */
  1440. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1441. {
  1442. if (!damage) //No reductions to make.
  1443. return 0;
  1444. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1445. return 0;
  1446. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1447. return damage;
  1448. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1449. if (md && md->guardian_data)
  1450. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1451. */
  1452. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1453. if (flag&BF_WEAPON)
  1454. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1455. if (flag&BF_MAGIC)
  1456. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1457. if (flag&BF_MISC)
  1458. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1459. } else { //Normal attacks get reductions based on range.
  1460. if (flag & BF_SHORT)
  1461. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1462. if (flag & BF_LONG)
  1463. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1464. }
  1465. damage = i64max(damage,1);
  1466. return damage;
  1467. }
  1468. /**
  1469. * HP/SP drain calculation
  1470. * @param damage Damage inflicted to the enemy
  1471. * @param rate Success chance 1000 = 100%
  1472. * @param per HP/SP drained
  1473. * @return diff
  1474. */
  1475. static int battle_calc_drain(int64 damage, int rate, int per)
  1476. {
  1477. int64 diff = 0;
  1478. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1479. diff = (damage * per) / 100;
  1480. if (diff == 0) {
  1481. if (per > 0)
  1482. diff = 1;
  1483. else
  1484. diff = -1;
  1485. }
  1486. }
  1487. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1488. }
  1489. /**
  1490. * Passive skill damage increases
  1491. * @param sd
  1492. * @param target
  1493. * @param dmg
  1494. * @param type
  1495. * @return damage
  1496. */
  1497. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1498. {
  1499. int64 damage;
  1500. struct status_data *status = status_get_status_data(target);
  1501. int weapon, skill;
  1502. #ifdef RENEWAL
  1503. damage = 0;
  1504. #else
  1505. damage = dmg;
  1506. #endif
  1507. nullpo_ret(sd);
  1508. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1509. target->type == BL_MOB && //This bonus doesn't work against players.
  1510. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1511. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1512. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1513. damage += (skill * 5);
  1514. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1515. damage += (skill * 10);
  1516. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1517. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1518. damage += (skill * 4);
  1519. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1520. damage += sd->status.str;
  1521. }
  1522. #ifdef RENEWAL
  1523. //Weapon Research bonus applies to all weapons
  1524. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1525. damage += (skill * 2);
  1526. #endif
  1527. if(type == 0)
  1528. weapon = sd->weapontype1;
  1529. else
  1530. weapon = sd->weapontype2;
  1531. switch(weapon) {
  1532. case W_1HSWORD:
  1533. #ifdef RENEWAL
  1534. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1535. damage += (skill * 3);
  1536. #endif
  1537. case W_DAGGER:
  1538. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1539. damage += (skill * 4);
  1540. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1541. damage += skill * 10;
  1542. break;
  1543. case W_2HSWORD:
  1544. #ifdef RENEWAL
  1545. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1546. damage += (skill * 3);
  1547. #endif
  1548. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1549. damage += (skill * 4);
  1550. break;
  1551. case W_1HSPEAR:
  1552. case W_2HSPEAR:
  1553. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1554. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1555. damage += (skill * 4);
  1556. else
  1557. damage += (skill * 5);
  1558. // Increase damage by level of KN_SPEARMASTERY * 10
  1559. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1560. damage += (skill * 10);
  1561. }
  1562. break;
  1563. case W_1HAXE:
  1564. case W_2HAXE:
  1565. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1566. damage += (skill * 3);
  1567. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1568. damage += (skill * 5);
  1569. break;
  1570. case W_MACE:
  1571. case W_2HMACE:
  1572. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1573. damage += (skill * 3);
  1574. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1575. damage += (skill * 4);
  1576. break;
  1577. case W_FIST:
  1578. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1579. damage += (skill * 10);
  1580. // No break, fallthrough to Knuckles
  1581. case W_KNUCKLE:
  1582. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1583. damage += (skill * 3);
  1584. break;
  1585. case W_MUSICAL:
  1586. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1587. damage += (skill * 3);
  1588. break;
  1589. case W_WHIP:
  1590. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1591. damage += (skill * 3);
  1592. break;
  1593. case W_BOOK:
  1594. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1595. damage += (skill * 3);
  1596. break;
  1597. case W_KATAR:
  1598. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1599. damage += (skill * 3);
  1600. break;
  1601. }
  1602. return damage;
  1603. }
  1604. #ifdef RENEWAL
  1605. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1606. {
  1607. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1608. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1609. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1610. }
  1611. static int battle_calc_status_attack(struct status_data *status, short hand)
  1612. {
  1613. //left-hand penalty on sATK is always 50% [Baalberith]
  1614. if (hand == EQI_HAND_L)
  1615. return status->batk;
  1616. else
  1617. return 2 * status->batk;
  1618. }
  1619. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1620. {
  1621. struct status_data *status = status_get_status_data(src);
  1622. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1623. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1624. uint16 atkmax = atkmin;
  1625. int64 damage = atkmin;
  1626. uint16 weapon_perfection = 0;
  1627. struct status_change *sc = status_get_sc(src);
  1628. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1629. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1630. atkmin = max(0, (int)(atkmin - variance));
  1631. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1632. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1633. damage = atkmax;
  1634. else
  1635. damage = rnd_value(atkmin, atkmax);
  1636. }
  1637. if (sc && sc->data[SC_WEAPONPERFECTION])
  1638. weapon_perfection = 1;
  1639. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1640. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1641. }
  1642. #endif
  1643. /*==========================================
  1644. * Calculates the standard damage of a normal attack assuming it hits,
  1645. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1646. * This applies to pre-renewal and non-sd in renewal
  1647. *------------------------------------------
  1648. * Pass damage2 as NULL to not calc it.
  1649. * Flag values:
  1650. * &1 : Critical hit
  1651. * &2 : Arrow attack
  1652. * &4 : Skill is Magic Crasher
  1653. * &8 : Skip target size adjustment (Extremity Fist?)
  1654. * &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)
  1655. *
  1656. * Credits:
  1657. * Original coder Skotlex
  1658. * Initial refactoring by Baalberith
  1659. * Refined and optimized by helvetica
  1660. */
  1661. static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  1662. {
  1663. unsigned int atkmin = 0, atkmax = 0;
  1664. short type = 0;
  1665. int64 damage = 0;
  1666. if (!sd) { //Mobs/Pets
  1667. if(flag&4) {
  1668. atkmin = status->matk_min;
  1669. atkmax = status->matk_max;
  1670. } else {
  1671. atkmin = wa->atk;
  1672. atkmax = wa->atk2;
  1673. }
  1674. if (atkmin > atkmax)
  1675. atkmin = atkmax;
  1676. } else { //PCs
  1677. atkmax = wa->atk;
  1678. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1679. if (!(flag&1) || (flag&2)) { //Normal attacks
  1680. atkmin = status->dex;
  1681. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1682. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1683. if (atkmin > atkmax)
  1684. atkmin = atkmax;
  1685. if(flag&2 && !(flag&16)) { //Bows
  1686. atkmin = atkmin*atkmax/100;
  1687. if (atkmin > atkmax)
  1688. atkmax = atkmin;
  1689. }
  1690. }
  1691. }
  1692. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1693. atkmin = atkmax;
  1694. //Weapon Damage calculation
  1695. if (!(flag&1))
  1696. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1697. else
  1698. damage = atkmax;
  1699. if (sd) {
  1700. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1701. if (flag&2 && sd->bonus.arrow_atk)
  1702. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1703. // Size fix only for players
  1704. if (!(sd->special_state.no_sizefix || (flag&8)))
  1705. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1706. }
  1707. //Finally, add baseatk
  1708. if(flag&4)
  1709. damage += status->matk_min;
  1710. else
  1711. damage += status->batk;
  1712. //rodatazone says that Overrefine bonuses are part of baseatk
  1713. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1714. if(sd) {
  1715. if (type == EQI_HAND_L) {
  1716. if(sd->left_weapon.overrefine)
  1717. damage += rnd()%sd->left_weapon.overrefine+1;
  1718. if (sd->weapon_damage_rate[sd->weapontype2])
  1719. damage += damage * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1720. } else { //Right hand
  1721. if(sd->right_weapon.overrefine)
  1722. damage += rnd()%sd->right_weapon.overrefine+1;
  1723. if (sd->weapon_damage_rate[sd->weapontype1])
  1724. damage += damage * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1725. }
  1726. }
  1727. #ifdef RENEWAL
  1728. if (flag&1)
  1729. damage = (damage * 14) / 10;
  1730. #endif
  1731. return damage;
  1732. }
  1733. /*==========================================
  1734. * Consumes ammo for the given skill.
  1735. *------------------------------------------
  1736. * Credits:
  1737. * Original coder Skotlex
  1738. * Initial refactoring by Baalberith
  1739. * Refined and optimized by helvetica
  1740. */
  1741. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1742. {
  1743. int qty = 1;
  1744. if (!battle_config.arrow_decrement)
  1745. return;
  1746. if (skill) {
  1747. qty = skill_get_ammo_qty(skill, lv);
  1748. if (!qty) qty = 1;
  1749. }
  1750. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1751. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1752. sd->state.arrow_atk = 0;
  1753. }
  1754. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1755. {
  1756. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1757. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1758. return BF_SHORT;
  1759. // When monsters use Arrow Shower, it is always short range
  1760. if (src->type == BL_MOB && skill_id == AC_SHOWER)
  1761. return BF_SHORT;
  1762. //Skill Range Criteria
  1763. if (battle_config.skillrange_by_distance &&
  1764. (src->type&battle_config.skillrange_by_distance)
  1765. ) { //based on distance between src/target [Skotlex]
  1766. if (check_distance_bl(src, target, 3))
  1767. return BF_SHORT;
  1768. return BF_LONG;
  1769. }
  1770. //based on used skill's range
  1771. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  1772. return BF_SHORT;
  1773. return BF_LONG;
  1774. }
  1775. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1776. {
  1777. uint8 i;
  1778. if (!sd->skillblown[0].id)
  1779. return 0;
  1780. //Apply the bonus blewcount. [Skotlex]
  1781. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1782. if (sd->skillblown[i].id == skill_id)
  1783. return sd->skillblown[i].val;
  1784. }
  1785. return 0;
  1786. }
  1787. #ifdef ADJUST_SKILL_DAMAGE
  1788. /**
  1789. * Damage calculation for adjusting skill damage
  1790. * @param caster Applied caster type for damage skill
  1791. * @param type BL_Type of attacker
  1792. */
  1793. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1794. if (caster == 0)
  1795. return false;
  1796. switch (src_type) {
  1797. case BL_PC: if (caster&SDC_PC) return true; break;
  1798. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1799. case BL_PET: if (caster&SDC_PET) return true; break;
  1800. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1801. case BL_MER: if (caster&SDC_MER) return true; break;
  1802. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1803. }
  1804. return false;
  1805. }
  1806. /**
  1807. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1808. * @param src
  1809. * @param target
  1810. * @param skill_id
  1811. * @return Skill damage rate
  1812. */
  1813. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1814. uint16 idx = skill_get_index(skill_id), m = src->m;
  1815. struct s_skill_damage *damage = NULL;
  1816. struct map_data *mapd = &map[m];
  1817. if (!idx || !skill_db[idx]->damage.map)
  1818. return 0;
  1819. damage = &skill_db[idx]->damage;
  1820. //check the adjustment works for specified type
  1821. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1822. return 0;
  1823. if ((damage->map&1 && (!mapd->flag.pvp && !map_flag_gvg(m) && !mapd->flag.battleground && !mapd->flag.skill_damage && !mapd->flag.restricted)) ||
  1824. (damage->map&2 && mapd->flag.pvp) ||
  1825. (damage->map&4 && map_flag_gvg(m)) ||
  1826. (damage->map&8 && mapd->flag.battleground) ||
  1827. (damage->map&16 && mapd->flag.skill_damage) ||
  1828. (mapd->flag.restricted && damage->map&(8*mapd->zone)))
  1829. {
  1830. switch (target->type) {
  1831. case BL_PC:
  1832. return damage->pc;
  1833. case BL_MOB:
  1834. if (status_get_class_(target) == CLASS_BOSS)
  1835. return damage->boss;
  1836. else
  1837. return damage->mob;
  1838. default:
  1839. return damage->other;
  1840. }
  1841. }
  1842. return 0;
  1843. }
  1844. /**
  1845. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1846. * @param src
  1847. * @param target
  1848. * @param skill_id
  1849. * @return Skill damage rate
  1850. */
  1851. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1852. int rate = 0;
  1853. uint8 i = 0;
  1854. struct map_data *mapd = NULL;
  1855. mapd = &map[src->m];
  1856. if (!mapd || !mapd->flag.skill_damage)
  1857. return 0;
  1858. // Damage rate for all skills at this map
  1859. if (battle_skill_damage_iscaster(mapd->adjust.damage.caster, src->type)) {
  1860. switch (target->type) {
  1861. case BL_PC:
  1862. rate = mapd->adjust.damage.pc;
  1863. break;
  1864. case BL_MOB:
  1865. if (status_get_class_(target) == CLASS_BOSS)
  1866. rate = mapd->adjust.damage.boss;
  1867. else
  1868. rate = mapd->adjust.damage.mob;
  1869. break;
  1870. default:
  1871. rate = mapd->adjust.damage.other;
  1872. break;
  1873. }
  1874. }
  1875. if (!mapd->skill_damage.count)
  1876. return rate;
  1877. // Damage rate for specified skill at this map
  1878. for (i = 0; i < mapd->skill_damage.count; i++) {
  1879. if (mapd->skill_damage.entries[i]->skill_id == skill_id &&
  1880. battle_skill_damage_iscaster(mapd->skill_damage.entries[i]->caster, src->type))
  1881. {
  1882. switch (target->type) {
  1883. case BL_PC:
  1884. rate += mapd->skill_damage.entries[i]->pc;
  1885. break;
  1886. case BL_MOB:
  1887. if (status_get_class_(target) == CLASS_BOSS)
  1888. rate += mapd->skill_damage.entries[i]->boss;
  1889. else
  1890. rate += mapd->skill_damage.entries[i]->mob;
  1891. break;
  1892. default:
  1893. rate += mapd->skill_damage.entries[i]->other;
  1894. break;
  1895. }
  1896. }
  1897. }
  1898. return rate;
  1899. }
  1900. /**
  1901. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1902. * @param src
  1903. * @param target
  1904. * @param skill_id
  1905. * @return Total damage rate
  1906. */
  1907. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1908. nullpo_ret(src);
  1909. if (!target || !skill_id)
  1910. return 0;
  1911. skill_id = skill_dummy2skill_id(skill_id);
  1912. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1913. }
  1914. #endif
  1915. /**
  1916. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1917. * @param sd Player who has Chorus skill active
  1918. * @return Bonus value based on party count
  1919. */
  1920. static int battle_calc_chorusbonus(struct map_session_data *sd) {
  1921. int members = 0;
  1922. if (!sd || !sd->status.party_id)
  1923. return 0;
  1924. members = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1925. if (members < 3)
  1926. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1927. if (members > 7)
  1928. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1929. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1930. }
  1931. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1932. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1933. /*=======================================================
  1934. * Should infinite defense be applied on target? (plant)
  1935. *-------------------------------------------------------
  1936. * Credits:
  1937. * Original coder Skotlex
  1938. * Initial refactoring by Baalberith
  1939. * Refined and optimized by helvetica
  1940. * flag - see e_battle_flag
  1941. */
  1942. bool is_infinite_defense(struct block_list *target, int flag)
  1943. {
  1944. struct status_data *tstatus = status_get_status_data(target);
  1945. if(target->type == BL_SKILL) {
  1946. TBL_SKILL *su = ((TBL_SKILL*)target);
  1947. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1948. return true;
  1949. }
  1950. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  1951. return true;
  1952. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  1953. return true;
  1954. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  1955. return true;
  1956. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  1957. return true;
  1958. return false;
  1959. }
  1960. /*========================
  1961. * Is attack arrow based?
  1962. *------------------------
  1963. * Credits:
  1964. * Original coder Skotlex
  1965. * Initial refactoring by Baalberith
  1966. * Refined and optimized by helvetica
  1967. */
  1968. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1969. {
  1970. if(src != NULL) {
  1971. struct status_data *sstatus = status_get_status_data(src);
  1972. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1973. 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));
  1974. } else
  1975. return false;
  1976. }
  1977. /*=========================================
  1978. * Is attack right handed? By default yes.
  1979. *-----------------------------------------
  1980. * Credits:
  1981. * Original coder Skotlex
  1982. * Initial refactoring by Baalberith
  1983. * Refined and optimized by helvetica
  1984. */
  1985. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1986. {
  1987. if(src != NULL) {
  1988. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1989. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1990. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1991. return false;
  1992. }
  1993. return true;
  1994. }
  1995. /*=======================================
  1996. * Is attack left handed? By default no.
  1997. *---------------------------------------
  1998. * Credits:
  1999. * Original coder Skotlex
  2000. * Initial refactoring by Baalberith
  2001. * Refined and optimized by helvetica
  2002. */
  2003. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2004. {
  2005. if(src != NULL) {
  2006. struct status_data *sstatus = status_get_status_data(src);
  2007. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2008. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2009. if(!skill_id) {
  2010. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2011. return true;
  2012. if (sstatus->lhw.atk)
  2013. return true;
  2014. if (sd && sd->status.weapon == W_KATAR)
  2015. return true;
  2016. }
  2017. }
  2018. return false;
  2019. }
  2020. /*=============================
  2021. * Do we score a critical hit?
  2022. *-----------------------------
  2023. * Credits:
  2024. * Original coder Skotlex
  2025. * Initial refactoring by Baalberith
  2026. * Refined and optimized by helvetica
  2027. */
  2028. 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)
  2029. {
  2030. struct status_data *sstatus = status_get_status_data(src);
  2031. struct status_data *tstatus = status_get_status_data(target);
  2032. struct status_change *sc = status_get_sc(src);
  2033. struct status_change *tsc = status_get_sc(target);
  2034. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2035. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2036. if (!first_call)
  2037. return (wd.type == DMG_CRITICAL);
  2038. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2039. return true;
  2040. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  2041. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  2042. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  2043. {
  2044. short cri = sstatus->cri;
  2045. if (sd) {
  2046. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2047. if(is_skill_using_arrow(src, skill_id)) {
  2048. cri += sd->bonus.arrow_cri;
  2049. if (!skill_id)
  2050. cri += sd->bonus.critical_rangeatk;
  2051. }
  2052. }
  2053. if(sc && sc->data[SC_CAMOUFLAGE])
  2054. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2055. //The official equation is *2, but that only applies when sd's do critical.
  2056. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2057. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2058. if( tsc && tsc->data[SC_SLEEP] )
  2059. cri <<= 1;
  2060. switch(skill_id) {
  2061. case 0:
  2062. if(sc && !sc->data[SC_AUTOCOUNTER])
  2063. break;
  2064. clif_specialeffect(src, 131, AREA);
  2065. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2066. case KN_AUTOCOUNTER:
  2067. if(battle_config.auto_counter_type &&
  2068. (battle_config.auto_counter_type&src->type))
  2069. return true;
  2070. else
  2071. cri <<= 1;
  2072. break;
  2073. case SN_SHARPSHOOTING:
  2074. case MA_SHARPSHOOTING:
  2075. cri += 200;
  2076. break;
  2077. case NJ_KIRIKAGE:
  2078. cri += 250 + 50*skill_lv;
  2079. break;
  2080. }
  2081. if(tsd && tsd->bonus.critical_def)
  2082. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2083. return (rnd()%1000 < cri);
  2084. }
  2085. return 0;
  2086. }
  2087. /*==========================================================
  2088. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2089. *----------------------------------------------------------
  2090. * Credits:
  2091. * Original coder Skotlex
  2092. * Initial refactoring by Baalberith
  2093. * Refined and optimized by helvetica
  2094. */
  2095. 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)
  2096. {
  2097. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2098. return 2;
  2099. if(src != NULL) {
  2100. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2101. struct status_data *tstatus = status_get_status_data(target);
  2102. #ifdef RENEWAL
  2103. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2104. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2105. #else
  2106. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2107. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2108. #endif
  2109. { //Elemental/Racial adjustments
  2110. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2111. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2112. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2113. )
  2114. if (weapon_position == EQI_HAND_R)
  2115. return 1;
  2116. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2117. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2118. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2119. )
  2120. { //Pass effect onto right hand if configured so. [Skotlex]
  2121. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2122. if (weapon_position == EQI_HAND_R)
  2123. return 1;
  2124. }
  2125. else if (weapon_position == EQI_HAND_L)
  2126. return 1;
  2127. }
  2128. }
  2129. }
  2130. return 0;
  2131. }
  2132. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2133. {
  2134. int nk = skill_get_nk(skill_id);
  2135. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  2136. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  2137. return nk;
  2138. }
  2139. /*=============================
  2140. * Checks if attack is hitting
  2141. *-----------------------------
  2142. * Credits:
  2143. * Original coder Skotlex
  2144. * Initial refactoring by Baalberith
  2145. * Refined and optimized by helvetica
  2146. */
  2147. 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)
  2148. {
  2149. struct status_data *sstatus = status_get_status_data(src);
  2150. struct status_data *tstatus = status_get_status_data(target);
  2151. struct status_change *sc = status_get_sc(src);
  2152. struct status_change *tsc = status_get_sc(target);
  2153. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2154. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2155. short flee, hitrate;
  2156. if (!first_call)
  2157. return (wd.dmg_lv != ATK_FLEE);
  2158. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2159. return true;
  2160. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2161. return true;
  2162. else if (sc && sc->data[SC_FUSION])
  2163. return true;
  2164. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  2165. return true;
  2166. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2167. return true;
  2168. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2169. return true;
  2170. else if (nk&NK_IGNORE_FLEE)
  2171. return true;
  2172. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2173. return false;
  2174. flee = tstatus->flee;
  2175. #ifdef RENEWAL
  2176. hitrate = 0; //Default hitrate
  2177. #else
  2178. hitrate = 80; //Default hitrate
  2179. #endif
  2180. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2181. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2182. if(attacker_count >= battle_config.agi_penalty_count) {
  2183. if (battle_config.agi_penalty_type == 1)
  2184. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2185. else //assume type 2: absolute reduction
  2186. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2187. if(flee < 1)
  2188. flee = 1;
  2189. }
  2190. }
  2191. hitrate += sstatus->hit - flee;
  2192. //Fogwall's hit penalty is only for normal ranged attacks.
  2193. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2194. hitrate -= 50;
  2195. if(sd && is_skill_using_arrow(src, skill_id))
  2196. hitrate += sd->bonus.arrow_hit;
  2197. #ifdef RENEWAL
  2198. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2199. hitrate += pc_checkskill(sd,AC_VULTURE);
  2200. #endif
  2201. if(skill_id) {
  2202. switch(skill_id) { //Hit skill modifiers
  2203. //It is proven that bonus is applied on final hitrate, not hit.
  2204. case SM_BASH:
  2205. case MS_BASH:
  2206. hitrate += hitrate * 5 * skill_lv / 100;
  2207. break;
  2208. case MS_MAGNUM:
  2209. case SM_MAGNUM:
  2210. hitrate += hitrate * 10 * skill_lv / 100;
  2211. break;
  2212. case KN_AUTOCOUNTER:
  2213. case PA_SHIELDCHAIN:
  2214. case NPC_WATERATTACK:
  2215. case NPC_GROUNDATTACK:
  2216. case NPC_FIREATTACK:
  2217. case NPC_WINDATTACK:
  2218. case NPC_POISONATTACK:
  2219. case NPC_HOLYATTACK:
  2220. case NPC_DARKNESSATTACK:
  2221. case NPC_UNDEADATTACK:
  2222. case NPC_TELEKINESISATTACK:
  2223. case NPC_BLEEDING:
  2224. hitrate += hitrate * 20 / 100;
  2225. break;
  2226. case NPC_FIREBREATH:
  2227. case NPC_ICEBREATH:
  2228. case NPC_THUNDERBREATH:
  2229. case NPC_ACIDBREATH:
  2230. case NPC_DARKNESSBREATH:
  2231. hitrate *= 2;
  2232. break;
  2233. case KN_PIERCE:
  2234. case ML_PIERCE:
  2235. hitrate += hitrate * 5 * skill_lv / 100;
  2236. break;
  2237. case AS_SONICBLOW:
  2238. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2239. hitrate += hitrate * 50 / 100;
  2240. break;
  2241. case MC_CARTREVOLUTION:
  2242. case GN_CART_TORNADO:
  2243. case GN_CARTCANNON:
  2244. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2245. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2246. break;
  2247. case LG_BANISHINGPOINT:
  2248. hitrate += 3 * skill_lv;
  2249. break;
  2250. case GC_VENOMPRESSURE:
  2251. hitrate += 10 + 4 * skill_lv;
  2252. break;
  2253. case SC_FATALMENACE:
  2254. hitrate -= 35 - 5 * skill_lv;
  2255. break;
  2256. case RL_SLUGSHOT:
  2257. {
  2258. int8 dist = distance_bl(src, target);
  2259. if (dist > 3) {
  2260. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2261. // -10:-9:-8:-7:-6
  2262. dist -= 3;
  2263. hitrate -= ((11 - skill_lv) * dist);
  2264. }
  2265. }
  2266. break;
  2267. }
  2268. } 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]
  2269. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2270. if (sd) {
  2271. int skill = 0;
  2272. // Weaponry Research hidden bonus
  2273. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2274. hitrate += hitrate * ( 2 * skill ) / 100;
  2275. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2276. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2277. hitrate += 3 * skill;
  2278. }
  2279. if (sc) {
  2280. if (sc->data[SC_MTF_ASPD])
  2281. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2282. if (sc->data[SC_MTF_ASPD2])
  2283. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2284. }
  2285. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2286. return (rnd()%100 < hitrate);
  2287. }
  2288. /*==========================================
  2289. * If attack ignores def.
  2290. *------------------------------------------
  2291. * Credits:
  2292. * Original coder Skotlex
  2293. * Initial refactoring by Baalberith
  2294. * Refined and optimized by helvetica
  2295. */
  2296. 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)
  2297. {
  2298. struct status_data *tstatus = status_get_status_data(target);
  2299. struct status_change *sc = status_get_sc(src);
  2300. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2301. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2302. #ifndef RENEWAL
  2303. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2304. return true;
  2305. else
  2306. #endif
  2307. if (sc && sc->data[SC_FUSION])
  2308. return true;
  2309. #ifdef RENEWAL
  2310. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2311. #else
  2312. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2313. #endif
  2314. { //Ignore Defense?
  2315. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2316. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2317. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2318. if (weapon_position == EQI_HAND_R)
  2319. return true;
  2320. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2321. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2322. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2323. {
  2324. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2325. if (weapon_position == EQI_HAND_R)
  2326. return true;
  2327. } else if (weapon_position == EQI_HAND_L)
  2328. return true;
  2329. }
  2330. }
  2331. return (nk&NK_IGNORE_DEF);
  2332. }
  2333. /*================================================
  2334. * Should skill attack consider VVS and masteries?
  2335. *------------------------------------------------
  2336. * Credits:
  2337. * Original coder Skotlex
  2338. * Initial refactoring by Baalberith
  2339. * Refined and optimized by helvetica
  2340. */
  2341. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2342. {
  2343. if (
  2344. #ifndef RENEWAL
  2345. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2346. #endif
  2347. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2348. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2349. return false;
  2350. return true;
  2351. }
  2352. #ifdef RENEWAL
  2353. /*========================================
  2354. * Calculate equipment ATK for renewal ATK
  2355. *----------------------------------------
  2356. * Credits:
  2357. * Original coder Skotlex
  2358. * Initial refactoring by Baalberith
  2359. * Refined and optimized by helvetica
  2360. */
  2361. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2362. {
  2363. if(src != NULL) {
  2364. int eatk = 0;
  2365. struct status_data *status = status_get_status_data(src);
  2366. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2367. if (sd) // add arrow atk if using an applicable skill
  2368. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2369. return eatk + status->eatk;
  2370. }
  2371. return 0; // shouldn't happen but just in case
  2372. }
  2373. #endif
  2374. /*========================================
  2375. * Returns the element type of attack
  2376. *----------------------------------------
  2377. * Credits:
  2378. * Original coder Skotlex
  2379. * Initial refactoring by Baalberith
  2380. * Refined and optimized by helvetica
  2381. */
  2382. 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)
  2383. {
  2384. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2385. struct status_change *sc = status_get_sc(src);
  2386. struct status_data *sstatus = status_get_status_data(src);
  2387. int element = skill_get_ele(skill_id, skill_lv);
  2388. //Take weapon's element
  2389. if( !skill_id || element == -1 ) {
  2390. if (weapon_position == EQI_HAND_R)
  2391. element = sstatus->rhw.ele;
  2392. else
  2393. element = sstatus->lhw.ele;
  2394. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2395. element = sd->bonus.arrow_ele;
  2396. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2397. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2398. // on official endows override all other elements [helvetica]
  2399. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2400. element = sc->data[SC_ENCHANTARMS]->val2;
  2401. } else if( element == -2 ) //Use enchantment's element
  2402. element = status_get_attack_sc_element(src,sc);
  2403. else if( element == -3 ) //Use random element
  2404. element = rnd()%ELE_ALL;
  2405. switch( skill_id ) {
  2406. case GS_GROUNDDRIFT:
  2407. element = wd.miscflag; //element comes in flag.
  2408. break;
  2409. case LK_SPIRALPIERCE:
  2410. if (!sd)
  2411. element = ELE_NEUTRAL; //forced neutral for monsters
  2412. break;
  2413. case LG_HESPERUSLIT:
  2414. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2415. element = ELE_HOLY;
  2416. break;
  2417. case RL_H_MINE:
  2418. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2419. element = ELE_FIRE;
  2420. break;
  2421. }
  2422. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2423. element = ELE_HOLY;
  2424. // calc_flag means the element should be calculated for damage only
  2425. if (calc_for_damage_only)
  2426. return element;
  2427. #ifdef RENEWAL
  2428. if (skill_id == CR_SHIELDBOOMERANG)
  2429. element = ELE_NEUTRAL;
  2430. #endif
  2431. return element;
  2432. }
  2433. /*========================================
  2434. * Do element damage modifier calculation
  2435. *----------------------------------------
  2436. * Credits:
  2437. * Original coder Skotlex
  2438. * Initial refactoring by Baalberith
  2439. * Refined and optimized by helvetica
  2440. */
  2441. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2442. {
  2443. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2444. struct status_change *sc = status_get_sc(src);
  2445. struct status_data *sstatus = status_get_status_data(src);
  2446. struct status_data *tstatus = status_get_status_data(target);
  2447. int element = skill_get_ele(skill_id, skill_lv);
  2448. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2449. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2450. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2451. //Elemental attribute fix
  2452. if(!(nk&NK_NO_ELEFIX)) {
  2453. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2454. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2455. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2456. if(battle_config.attack_attr_none&src->type)
  2457. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2458. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2459. return wd;
  2460. if(wd.damage > 0) {
  2461. //Forced to its element
  2462. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2463. switch( skill_id ) {
  2464. case MC_CARTREVOLUTION:
  2465. case SR_GATEOFHELL:
  2466. case SR_TIGERCANNON:
  2467. case KO_BAKURETSU:
  2468. //Forced to neutral element
  2469. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2470. break;
  2471. case GN_CARTCANNON:
  2472. case KO_HAPPOKUNAI:
  2473. //Forced to ammo's element
  2474. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2475. break;
  2476. }
  2477. }
  2478. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2479. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2480. if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
  2481. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2482. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2483. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2484. if (is_attack_left_handed(src, skill_id)) {
  2485. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2486. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2487. }
  2488. }
  2489. }
  2490. return wd;
  2491. }
  2492. #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);
  2493. #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);
  2494. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2495. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2496. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2497. #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);
  2498. #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);
  2499. //Adds an absolute value to damage. 100 = +100 damage
  2500. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2501. #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);
  2502. #ifdef RENEWAL
  2503. #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);
  2504. #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);
  2505. #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);
  2506. #else
  2507. #define RE_ALLATK_ADD(wd, a) {;}
  2508. #define RE_ALLATK_RATE(wd, a) {;}
  2509. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2510. #endif
  2511. /*==================================
  2512. * Calculate weapon mastery damages
  2513. *----------------------------------
  2514. * Credits:
  2515. * Original coder Skotlex
  2516. * Initial refactoring by Baalberith
  2517. * Refined and optimized by helvetica
  2518. */
  2519. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2520. {
  2521. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2522. struct status_change *sc = status_get_sc(src);
  2523. struct status_data *sstatus = status_get_status_data(src);
  2524. int t_class = status_get_class(target);
  2525. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2526. skill_id != MO_INVESTIGATE &&
  2527. skill_id != MO_EXTREMITYFIST &&
  2528. skill_id != CR_GRANDCROSS)
  2529. { //Add mastery damage
  2530. uint16 skill;
  2531. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2532. #ifdef RENEWAL
  2533. wd.masteryAtk = battle_addmastery(sd,target,wd.weaponAtk,0);
  2534. #endif
  2535. if (is_attack_left_handed(src, skill_id)) {
  2536. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2537. #ifdef RENEWAL
  2538. wd.masteryAtk2 = battle_addmastery(sd,target,wd.weaponAtk2,1);
  2539. #endif
  2540. }
  2541. #ifdef RENEWAL
  2542. //General skill masteries
  2543. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2544. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2545. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2546. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2547. if (skill_id != CR_SHIELDBOOMERANG)
  2548. 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);
  2549. if (skill_id == MO_FINGEROFFENSIVE) {
  2550. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2551. } else
  2552. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2553. #endif
  2554. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2555. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2556. #ifdef RENEWAL
  2557. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2558. #endif
  2559. }
  2560. switch(skill_id) {
  2561. case RA_WUGDASH:
  2562. case RA_WUGSTRIKE:
  2563. case RA_WUGBITE:
  2564. if (sd) {
  2565. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2566. ATK_ADD(wd.damage, wd.damage2, 30 * skill);
  2567. #ifdef RENEWAL
  2568. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * skill);
  2569. #endif
  2570. }
  2571. break;
  2572. }
  2573. if (sc) { // Status change considered as masteries
  2574. uint8 i;
  2575. #ifdef RENEWAL
  2576. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2577. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2578. #endif
  2579. if (sc->data[SC_MIRACLE])
  2580. i = 2; //Star anger
  2581. else
  2582. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2583. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) {
  2584. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2585. if (i == 2)
  2586. skillratio += sstatus->str; //Star Anger
  2587. if (skill < 4)
  2588. skillratio /= 12 - 3 * skill;
  2589. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2590. #ifdef RENEWAL
  2591. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2592. #endif
  2593. }
  2594. if(sc->data[SC_CAMOUFLAGE]) {
  2595. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2596. #ifdef RENEWAL
  2597. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2598. #endif
  2599. }
  2600. if(sc->data[SC_GN_CARTBOOST]) {
  2601. ATK_ADD(wd.damage, wd.damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2602. #ifdef RENEWAL
  2603. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2604. #endif
  2605. }
  2606. }
  2607. }
  2608. return wd;
  2609. }
  2610. #ifdef RENEWAL
  2611. /*=========================================
  2612. * Calculate the various Renewal ATK parts
  2613. *-----------------------------------------
  2614. * Credits:
  2615. * Original coder Skotlex
  2616. * Initial refactoring by Baalberith
  2617. * Refined and optimized by helvetica
  2618. */
  2619. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2620. {
  2621. struct status_data *sstatus = status_get_status_data(src);
  2622. struct status_data *tstatus = status_get_status_data(target);
  2623. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2624. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2625. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2626. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2627. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2628. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2629. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2630. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2631. } else { // status atk is considered neutral on normal attacks [helvetica]
  2632. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2633. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2634. }
  2635. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2636. wd.weaponAtk = battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2637. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2638. wd.weaponAtk2 = battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2639. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2640. wd.equipAtk = battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2641. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2642. wd.equipAtk2 = battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2643. //Mastery ATK is a special kind of ATK that has no elemental properties
  2644. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2645. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2646. wd.damage = 0;
  2647. wd.damage2 = 0;
  2648. return wd;
  2649. }
  2650. #endif
  2651. /*==========================================================
  2652. * Calculate basic ATK that goes into the skill ATK formula
  2653. *----------------------------------------------------------
  2654. * Credits:
  2655. * Original coder Skotlex
  2656. * Initial refactoring by Baalberith
  2657. * Refined and optimized by helvetica
  2658. */
  2659. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2660. {
  2661. struct status_change *sc = status_get_sc(src);
  2662. struct status_data *sstatus = status_get_status_data(src);
  2663. struct status_data *tstatus = status_get_status_data(target);
  2664. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2665. uint16 i;
  2666. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2667. switch (skill_id) { //Calc base damage according to skill
  2668. case PA_SACRIFICE:
  2669. wd.damage = sstatus->max_hp* 9/100;
  2670. wd.damage2 = 0;
  2671. #ifdef RENEWAL
  2672. wd.weaponAtk = wd.damage;
  2673. wd.weaponAtk2 = wd.damage2;
  2674. #endif
  2675. break;
  2676. #ifdef RENEWAL
  2677. case LK_SPIRALPIERCE:
  2678. case ML_SPIRALPIERCE:
  2679. if (sd) {
  2680. short index = sd->equip_index[EQI_HAND_R];
  2681. if (index >= 0 &&
  2682. sd->inventory_data[index] &&
  2683. sd->inventory_data[index]->type == IT_WEAPON)
  2684. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2685. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2686. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2687. } else {
  2688. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2689. }
  2690. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2691. case SZ_SMALL: //Small: 125%
  2692. ATK_RATE(wd.damage, wd.damage2, 125);
  2693. RE_ALLATK_RATE(wd, 125);
  2694. break;
  2695. //case SZ_MEDIUM: //Medium: 100%
  2696. case SZ_BIG: //Large: 75%
  2697. ATK_RATE(wd.damage, wd.damage2, 75);
  2698. RE_ALLATK_RATE(wd, 75);
  2699. break;
  2700. }
  2701. #else
  2702. case NJ_ISSEN:
  2703. wd.damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2704. wd.damage2 = 0;
  2705. break;
  2706. case LK_SPIRALPIERCE:
  2707. case ML_SPIRALPIERCE:
  2708. if (sd) {
  2709. short index = sd->equip_index[EQI_HAND_R];
  2710. if (index >= 0 &&
  2711. sd->inventory_data[index] &&
  2712. sd->inventory_data[index]->type == IT_WEAPON)
  2713. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2714. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2715. } else {
  2716. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2717. }
  2718. i = sstatus->str/10;
  2719. i*=i;
  2720. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2721. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2722. case SZ_SMALL: //Small: 125%
  2723. ATK_RATE(wd.damage, wd.damage2, 125);
  2724. break;
  2725. //case SZ_MEDIUM: //Medium: 100%
  2726. case SZ_BIG: //Large: 75%
  2727. ATK_RATE(wd.damage, wd.damage2, 75);
  2728. break;
  2729. }
  2730. #endif
  2731. break;
  2732. case CR_SHIELDBOOMERANG:
  2733. case PA_SHIELDCHAIN:
  2734. wd.damage = sstatus->batk;
  2735. if (sd) {
  2736. short index = sd->equip_index[EQI_HAND_L];
  2737. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2738. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight / 10);
  2739. #ifdef RENEWAL
  2740. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sd->inventory_data[index]->weight / 10);
  2741. #endif
  2742. }
  2743. } else
  2744. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2745. break;
  2746. case RK_DRAGONBREATH:
  2747. case RK_DRAGONBREATH_WATER:
  2748. {
  2749. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2750. if(status_get_lv(src) > 100)
  2751. damagevalue = damagevalue * status_get_lv(src) / 150;
  2752. if(sd)
  2753. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2754. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2755. #ifdef RENEWAL
  2756. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2757. #endif
  2758. wd.flag |= BF_LONG;
  2759. }
  2760. break;
  2761. case NC_SELFDESTRUCTION: {
  2762. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2763. if(status_get_lv(src) > 100)
  2764. damagevalue = damagevalue * status_get_lv(src) / 100;
  2765. damagevalue = damagevalue + sstatus->hp;
  2766. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2767. #ifdef RENEWAL
  2768. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2769. #endif
  2770. }
  2771. break;
  2772. case KO_HAPPOKUNAI:
  2773. if(sd) {
  2774. short index = sd->equip_index[EQI_AMMO];
  2775. int damagevalue = 3 * (
  2776. #ifdef RENEWAL
  2777. 2 *
  2778. #endif
  2779. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2780. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2781. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2782. #ifdef RENEWAL
  2783. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2784. #endif
  2785. } else
  2786. ATK_ADD(wd.damage, wd.damage2, 5000);
  2787. break;
  2788. case HFLI_SBR44: //[orn]
  2789. if(src->type == BL_HOM)
  2790. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2791. break;
  2792. default:
  2793. #ifdef RENEWAL
  2794. if (sd)
  2795. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2796. else {
  2797. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2798. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2799. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2800. if (is_attack_left_handed(src, skill_id))
  2801. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2802. }
  2803. #else
  2804. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2805. (is_skill_using_arrow(src, skill_id)?2:0)|
  2806. (skill_id == HW_MAGICCRASHER?4:0)|
  2807. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2808. (skill_id == MO_EXTREMITYFIST?8:0)|
  2809. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2810. if (is_skill_using_arrow(src, skill_id) && sd) {
  2811. switch(sd->status.weapon) {
  2812. case W_BOW:
  2813. case W_REVOLVER:
  2814. case W_GATLING:
  2815. case W_SHOTGUN:
  2816. case W_GRENADE:
  2817. break;
  2818. default:
  2819. i |= 16; // for ex. shuriken must not be influenced by DEX
  2820. break;
  2821. }
  2822. }
  2823. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2824. if (is_attack_left_handed(src, skill_id))
  2825. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2826. #endif
  2827. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2828. if(wd.miscflag > 0) {
  2829. wd.damage /= wd.miscflag;
  2830. #ifdef RENEWAL
  2831. wd.statusAtk /= wd.miscflag;
  2832. wd.weaponAtk /= wd.miscflag;
  2833. wd.equipAtk /= wd.miscflag;
  2834. wd.masteryAtk /= wd.miscflag;
  2835. #endif
  2836. } else
  2837. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2838. }
  2839. //Add any bonuses that modify the base atk (pre-skills)
  2840. if(sd) {
  2841. int skill;
  2842. if (sd->bonus.atk_rate) {
  2843. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2844. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2845. }
  2846. #ifndef RENEWAL
  2847. 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]
  2848. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2849. }
  2850. #endif
  2851. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2852. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2853. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2854. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2855. }
  2856. }
  2857. }
  2858. break;
  2859. } //End switch(skill_id)
  2860. return wd;
  2861. }
  2862. //For quick div adjustment.
  2863. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  2864. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  2865. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  2866. /*================================================= [Playtester]
  2867. * Applies DAMAGE_DIV_FIX and checks for min damage
  2868. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2869. * @param skill_id: ID of the skill that deals damage
  2870. * @return Modified damage struct
  2871. *------------------------------------------------*/
  2872. static struct Damage battle_apply_div_fix(struct Damage d, uint16 skill_id)
  2873. {
  2874. if(d.damage) {
  2875. DAMAGE_DIV_FIX(d.damage, d.div_);
  2876. //Min damage
  2877. if(d.damage < d.div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_CN_METEOR || (battle_config.skill_min_damage&d.flag)))
  2878. d.damage = d.div_;
  2879. } else if (d.div_ < 0) {
  2880. d.div_ *= -1;
  2881. }
  2882. return d;
  2883. }
  2884. /*=======================================
  2885. * Check for and calculate multi attacks
  2886. *---------------------------------------
  2887. * Credits:
  2888. * Original coder Skotlex
  2889. * Initial refactoring by Baalberith
  2890. * Refined and optimized by helvetica
  2891. */
  2892. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2893. {
  2894. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2895. struct status_change *sc = status_get_sc(src);
  2896. struct status_change *tsc = status_get_sc(target);
  2897. struct status_data *tstatus = status_get_status_data(target);
  2898. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2899. short i;
  2900. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2901. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2902. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2903. { //Success chance is not added, the higher one is used [Skotlex]
  2904. int max_rate = max(5*skill_lv,sd->bonus.double_rate);
  2905. if(sc && sc->data[SC_KAGEMUSYA]) max_rate= max(max_rate,sc->data[SC_KAGEMUSYA]->val1*3);
  2906. if( rnd()%100 < max_rate ) {
  2907. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2908. wd.type = DMG_MULTI_HIT;
  2909. }
  2910. }
  2911. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2912. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2913. && rnd()%100 < 5*skill_lv ) //Success rate
  2914. {
  2915. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2916. wd.type = DMG_MULTI_HIT;
  2917. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2918. }
  2919. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2920. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  2921. {
  2922. int chance = rnd()%100;
  2923. switch(sc->data[SC_FEARBREEZE]->val1) {
  2924. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2925. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2926. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2927. case 2:
  2928. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2929. }
  2930. wd.div_ = min(wd.div_,sd->inventory.u.items_inventory[i].amount);
  2931. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2932. if (wd.div_ > 1)
  2933. wd.type = DMG_MULTI_HIT;
  2934. }
  2935. }
  2936. switch (skill_id) {
  2937. case RA_AIMEDBOLT:
  2938. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2939. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2940. break;
  2941. case SC_JYUMONJIKIRI:
  2942. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2943. wd.div_ = wd.div_ * -1;// needs more info
  2944. break;
  2945. }
  2946. return wd;
  2947. }
  2948. /*======================================================
  2949. * Calculate skill level ratios for weapon-based skills
  2950. *------------------------------------------------------
  2951. * Credits:
  2952. * Original coder Skotlex
  2953. * Initial refactoring by Baalberith
  2954. * Refined and optimized by helvetica
  2955. */
  2956. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2957. {
  2958. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2959. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2960. struct status_change *sc = status_get_sc(src);
  2961. struct status_change *tsc = status_get_sc(target);
  2962. struct status_data *sstatus = status_get_status_data(src);
  2963. struct status_data *tstatus = status_get_status_data(target);
  2964. int skillratio = 100;
  2965. int i;
  2966. //Skill damage modifiers that stack linearly
  2967. if(sc && skill_id != PA_SACRIFICE) {
  2968. if(sc->data[SC_OVERTHRUST])
  2969. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2970. if(sc->data[SC_MAXOVERTHRUST])
  2971. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2972. if(sc->data[SC_BERSERK])
  2973. #ifndef RENEWAL
  2974. skillratio += 100;
  2975. #else
  2976. skillratio += 200;
  2977. if (sc && sc->data[SC_TRUESIGHT])
  2978. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  2979. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  2980. skillratio += sc->data[SC_CONCENTRATION]->val2;
  2981. #endif
  2982. if (sc->data[SC_CRUSHSTRIKE] && (!skill_id || skill_id == KN_AUTOCOUNTER)) {
  2983. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2984. short index = sd->equip_index[EQI_HAND_R];
  2985. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2986. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sstatus->rhw.atk +
  2987. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  2988. }
  2989. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  2990. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  2991. }
  2992. //!TODO: Verify this placement & skills that affected by these effects [Cydh]
  2993. if (sc->data[SC_HEAT_BARREL])
  2994. skillratio += 200;
  2995. if (sc->data[SC_P_ALTER])
  2996. skillratio += sc->data[SC_P_ALTER]->val2;
  2997. }
  2998. switch(skill_id) {
  2999. case SM_BASH:
  3000. case MS_BASH:
  3001. skillratio += 30 * skill_lv;
  3002. break;
  3003. case SM_MAGNUM:
  3004. case MS_MAGNUM:
  3005. if(wd.miscflag == 1)
  3006. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3007. else
  3008. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3009. break;
  3010. case MC_MAMMONITE:
  3011. skillratio += 50 * skill_lv;
  3012. break;
  3013. case HT_POWER:
  3014. skillratio += -50 + 8 * sstatus->str;
  3015. break;
  3016. case AC_DOUBLE:
  3017. case MA_DOUBLE:
  3018. skillratio += 10 * (skill_lv - 1);
  3019. break;
  3020. case AC_SHOWER:
  3021. case MA_SHOWER:
  3022. #ifdef RENEWAL
  3023. skillratio += 50 + 10 * skill_lv;
  3024. #else
  3025. skillratio += -25 + 5 * skill_lv;
  3026. #endif
  3027. break;
  3028. case AC_CHARGEARROW:
  3029. case MA_CHARGEARROW:
  3030. skillratio += 50;
  3031. break;
  3032. #ifndef RENEWAL
  3033. case HT_FREEZINGTRAP:
  3034. case MA_FREEZINGTRAP:
  3035. skillratio += -50 + 10 * skill_lv;
  3036. break;
  3037. #endif
  3038. case KN_PIERCE:
  3039. case ML_PIERCE:
  3040. skillratio += 10 * skill_lv;
  3041. break;
  3042. case MER_CRASH:
  3043. skillratio += 10 * skill_lv;
  3044. break;
  3045. case KN_SPEARSTAB:
  3046. skillratio += 20 * skill_lv;
  3047. break;
  3048. case KN_SPEARBOOMERANG:
  3049. skillratio += 50 * skill_lv;
  3050. break;
  3051. case KN_BRANDISHSPEAR:
  3052. case ML_BRANDISH: {
  3053. int ratio = 100 + 20 * skill_lv;
  3054. skillratio += -100 + ratio;
  3055. if(skill_lv > 3 && wd.miscflag == 0)
  3056. skillratio += ratio / 2;
  3057. if(skill_lv > 6 && wd.miscflag == 0)
  3058. skillratio += ratio / 4;
  3059. if(skill_lv > 9 && wd.miscflag == 0)
  3060. skillratio += ratio / 8;
  3061. if(skill_lv > 6 && wd.miscflag == 1)
  3062. skillratio += ratio / 2;
  3063. if(skill_lv > 9 && wd.miscflag == 1)
  3064. skillratio += ratio / 4;
  3065. if(skill_lv > 9 && wd.miscflag == 2)
  3066. skillratio += ratio / 2;
  3067. break;
  3068. }
  3069. case KN_BOWLINGBASH:
  3070. case MS_BOWLINGBASH:
  3071. skillratio += 40 * skill_lv;
  3072. break;
  3073. case AS_GRIMTOOTH:
  3074. skillratio += 20 * skill_lv;
  3075. break;
  3076. case AS_POISONREACT:
  3077. skillratio += 30 * skill_lv;
  3078. break;
  3079. case AS_SONICBLOW:
  3080. skillratio += 300 + 40 * skill_lv;
  3081. break;
  3082. case TF_SPRINKLESAND:
  3083. skillratio += 30;
  3084. break;
  3085. case MC_CARTREVOLUTION:
  3086. skillratio += 50;
  3087. if(sd && sd->cart_weight)
  3088. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3089. else if (!sd)
  3090. skillratio += 100; //Max damage for non players.
  3091. break;
  3092. case NPC_PIERCINGATT:
  3093. skillratio += -25; //75% base damage
  3094. break;
  3095. case NPC_COMBOATTACK:
  3096. skillratio += 25 * skill_lv;
  3097. break;
  3098. case NPC_RANDOMATTACK:
  3099. case NPC_WATERATTACK:
  3100. case NPC_GROUNDATTACK:
  3101. case NPC_FIREATTACK:
  3102. case NPC_WINDATTACK:
  3103. case NPC_POISONATTACK:
  3104. case NPC_HOLYATTACK:
  3105. case NPC_DARKNESSATTACK:
  3106. case NPC_UNDEADATTACK:
  3107. case NPC_TELEKINESISATTACK:
  3108. case NPC_BLOODDRAIN:
  3109. case NPC_ACIDBREATH:
  3110. case NPC_DARKNESSBREATH:
  3111. case NPC_FIREBREATH:
  3112. case NPC_ICEBREATH:
  3113. case NPC_THUNDERBREATH:
  3114. case NPC_HELLJUDGEMENT:
  3115. case NPC_PULSESTRIKE:
  3116. skillratio += 100 * (skill_lv - 1);
  3117. break;
  3118. case RG_BACKSTAP:
  3119. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3120. skillratio += (200 + 40 * skill_lv) / 2;
  3121. else
  3122. skillratio += 200 + 40 * skill_lv;
  3123. break;
  3124. case RG_RAID:
  3125. skillratio += 40 * skill_lv;
  3126. break;
  3127. case RG_INTIMIDATE:
  3128. skillratio += 30 * skill_lv;
  3129. break;
  3130. case CR_SHIELDCHARGE:
  3131. skillratio += 20 * skill_lv;
  3132. break;
  3133. case CR_SHIELDBOOMERANG:
  3134. skillratio += 30 * skill_lv;
  3135. break;
  3136. case NPC_DARKCROSS:
  3137. case CR_HOLYCROSS:
  3138. #ifdef RENEWAL
  3139. if(sd && sd->status.weapon == W_2HSPEAR)
  3140. skillratio += 70 * skill_lv;
  3141. else
  3142. #endif
  3143. skillratio += 35 * skill_lv;
  3144. break;
  3145. case AM_DEMONSTRATION:
  3146. skillratio += 20 * skill_lv;
  3147. break;
  3148. case AM_ACIDTERROR:
  3149. skillratio += 40 * skill_lv;
  3150. break;
  3151. case MO_FINGEROFFENSIVE:
  3152. skillratio += 50 * skill_lv;
  3153. break;
  3154. case MO_INVESTIGATE:
  3155. skillratio += 75 * skill_lv;
  3156. break;
  3157. case MO_EXTREMITYFIST:
  3158. skillratio += 100 * (7 + sstatus->sp / 10);
  3159. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3160. break;
  3161. case MO_TRIPLEATTACK:
  3162. skillratio += 20 * skill_lv;
  3163. break;
  3164. case MO_CHAINCOMBO:
  3165. skillratio += 50 + 50 * skill_lv;
  3166. break;
  3167. case MO_COMBOFINISH:
  3168. skillratio += 140 + 60 * skill_lv;
  3169. break;
  3170. case BA_MUSICALSTRIKE:
  3171. case DC_THROWARROW:
  3172. skillratio += 25 + 25 * skill_lv;
  3173. break;
  3174. case CH_TIGERFIST:
  3175. skillratio += -60 + 100 * skill_lv;
  3176. break;
  3177. case CH_CHAINCRUSH:
  3178. skillratio += 300 + 100 * skill_lv;
  3179. break;
  3180. case CH_PALMSTRIKE:
  3181. skillratio += 100 + 100 * skill_lv;
  3182. break;
  3183. case LK_HEADCRUSH:
  3184. skillratio += 40 * skill_lv;
  3185. break;
  3186. case LK_JOINTBEAT:
  3187. i = 10 * skill_lv - 50;
  3188. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  3189. if (wd.miscflag&BREAK_NECK)
  3190. i *= 2;
  3191. skillratio += i;
  3192. break;
  3193. #ifdef RENEWAL
  3194. // Renewal: skill ratio applies to entire damage [helvetica]
  3195. case LK_SPIRALPIERCE:
  3196. case ML_SPIRALPIERCE:
  3197. skillratio += 50 * skill_lv;
  3198. break;
  3199. #endif
  3200. case ASC_METEORASSAULT:
  3201. skillratio += -60 + 40 * skill_lv;
  3202. break;
  3203. case SN_SHARPSHOOTING:
  3204. case MA_SHARPSHOOTING:
  3205. skillratio += 100 + 50 * skill_lv;
  3206. break;
  3207. case CG_ARROWVULCAN:
  3208. skillratio += 100 + 100 * skill_lv;
  3209. break;
  3210. case AS_SPLASHER:
  3211. skillratio += 400 + 50 * skill_lv;
  3212. if(sd)
  3213. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3214. break;
  3215. #ifndef RENEWAL
  3216. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3217. case ASC_BREAKER:
  3218. skillratio += -100 + 100 * skill_lv;
  3219. break;
  3220. #endif
  3221. case PA_SACRIFICE:
  3222. skillratio += -10 + 10 * skill_lv;
  3223. break;
  3224. case PA_SHIELDCHAIN:
  3225. skillratio += 30 * skill_lv;
  3226. break;
  3227. case WS_CARTTERMINATION:
  3228. i = 10 * (16 - skill_lv);
  3229. if (i < 1) i = 1;
  3230. //Preserve damage ratio when max cart weight is changed.
  3231. if (sd && sd->cart_weight)
  3232. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3233. else if (!sd)
  3234. skillratio += 80000 / i - 100;
  3235. break;
  3236. case TK_DOWNKICK:
  3237. case TK_STORMKICK:
  3238. skillratio += 60 + 20 * skill_lv;
  3239. break;
  3240. case TK_TURNKICK:
  3241. case TK_COUNTER:
  3242. skillratio += 90 + 30 * skill_lv;
  3243. break;
  3244. case TK_JUMPKICK:
  3245. //Different damage formulas depending on damage trigger
  3246. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3247. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3248. else if (wd.miscflag) {
  3249. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3250. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3251. skillratio *= 2;
  3252. }
  3253. else
  3254. skillratio += -70 + 10 * skill_lv;
  3255. break;
  3256. case GS_TRIPLEACTION:
  3257. skillratio += 50 * skill_lv;
  3258. break;
  3259. case GS_BULLSEYE:
  3260. //Only works well against brute/demihumans non bosses.
  3261. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3262. skillratio += 400;
  3263. break;
  3264. case GS_TRACKING:
  3265. skillratio += 100 * (skill_lv + 1);
  3266. break;
  3267. case GS_PIERCINGSHOT:
  3268. #ifdef RENEWAL
  3269. if (sd && sd->weapontype1 == W_RIFLE)
  3270. skillratio += 50 + 30 * skill_lv;
  3271. else
  3272. #endif
  3273. skillratio += 20 * skill_lv;
  3274. break;
  3275. case GS_RAPIDSHOWER:
  3276. skillratio += 400 + 50 * skill_lv;
  3277. break;
  3278. case GS_DESPERADO:
  3279. skillratio += 50 * (skill_lv - 1);
  3280. break;
  3281. case GS_DUST:
  3282. skillratio += 50 * skill_lv;
  3283. break;
  3284. case GS_FULLBUSTER:
  3285. skillratio += 100 * (skill_lv + 2);
  3286. break;
  3287. case GS_SPREADATTACK:
  3288. #ifdef RENEWAL
  3289. skillratio += 20 * skill_lv;
  3290. #else
  3291. skillratio += 20 * (skill_lv - 1);
  3292. #endif
  3293. break;
  3294. #ifdef RENEWAL
  3295. case GS_GROUNDDRIFT:
  3296. skillratio += 100 + 20 * skill_lv;
  3297. break;
  3298. #endif
  3299. case NJ_HUUMA:
  3300. skillratio += 50 + 150 * skill_lv;
  3301. break;
  3302. case NJ_TATAMIGAESHI:
  3303. skillratio += 10 * skill_lv;
  3304. #ifdef RENEWAL
  3305. skillratio *= 2;
  3306. #endif
  3307. break;
  3308. case NJ_KASUMIKIRI:
  3309. skillratio += 10 * skill_lv;
  3310. break;
  3311. case NJ_KIRIKAGE:
  3312. skillratio += 100 * (skill_lv - 1);
  3313. break;
  3314. #ifdef RENEWAL
  3315. case NJ_KUNAI:
  3316. skillratio += 200;
  3317. break;
  3318. #endif
  3319. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3320. int k = (wd.miscflag-1)/3;
  3321. if (k < 0)
  3322. k = 0;
  3323. else if (k > 4)
  3324. k = 4;
  3325. skillratio += 100 * k;
  3326. }
  3327. break;
  3328. case HT_PHANTASMIC:
  3329. skillratio += 50;
  3330. break;
  3331. case MO_BALKYOUNG:
  3332. skillratio += 200;
  3333. break;
  3334. case HFLI_MOON: //[orn]
  3335. skillratio += 10 + 110 * skill_lv;
  3336. break;
  3337. case HFLI_SBR44: //[orn]
  3338. skillratio += 100 * (skill_lv - 1);
  3339. break;
  3340. case NPC_VAMPIRE_GIFT:
  3341. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3342. break;
  3343. case RK_SONICWAVE:
  3344. skillratio += -100 + (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3345. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3346. break;
  3347. case RK_HUNDREDSPEAR:
  3348. skillratio += 500 + (80 * skill_lv);
  3349. if (sd) {
  3350. short index = sd->equip_index[EQI_HAND_R];
  3351. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3352. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3353. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3354. } // (1 + [(Casters Base Level - 100) / 200])
  3355. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3356. break;
  3357. case RK_WINDCUTTER:
  3358. skillratio += -100 + (skill_lv + 2) * 50;
  3359. RE_LVL_DMOD(100);
  3360. break;
  3361. case RK_IGNITIONBREAK:
  3362. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3363. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3364. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3365. i = distance_bl(src,target);
  3366. if (i < 2)
  3367. skillratio += -100 + 300 * skill_lv;
  3368. else if (i < 4)
  3369. skillratio += -100 + 250 * skill_lv;
  3370. else
  3371. skillratio += -100 + 200 * skill_lv;
  3372. skillratio = skillratio * status_get_lv(src) / 100;
  3373. // Elemental check, 1.5x damage if your weapon element is fire.
  3374. if (sstatus->rhw.ele == ELE_FIRE)
  3375. skillratio += 100 * skill_lv;
  3376. break;
  3377. case RK_STORMBLAST:
  3378. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + (status_get_int(src) / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  3379. break;
  3380. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3381. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3382. RE_LVL_DMOD(150); // Base level bonus.
  3383. break;
  3384. case GC_CROSSIMPACT:
  3385. skillratio += 900 + 100 * skill_lv;
  3386. RE_LVL_DMOD(120);
  3387. break;
  3388. case GC_COUNTERSLASH:
  3389. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3390. skillratio += 200 + (100 * skill_lv);
  3391. RE_LVL_DMOD(120);
  3392. break;
  3393. case GC_VENOMPRESSURE:
  3394. skillratio += 900;
  3395. break;
  3396. case GC_PHANTOMMENACE:
  3397. skillratio += 200;
  3398. break;
  3399. case GC_ROLLINGCUTTER:
  3400. skillratio += -50 + 50 * skill_lv;
  3401. RE_LVL_DMOD(100);
  3402. break;
  3403. case GC_CROSSRIPPERSLASHER:
  3404. skillratio += 300 + 80 * skill_lv;
  3405. RE_LVL_DMOD(100);
  3406. if (sc && sc->data[SC_ROLLINGCUTTER])
  3407. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3408. break;
  3409. case GC_DARKCROW:
  3410. skillratio += 100 * (skill_lv - 1);
  3411. break;
  3412. case AB_DUPLELIGHT_MELEE:
  3413. skillratio += 10 * skill_lv;
  3414. break;
  3415. case RA_ARROWSTORM:
  3416. skillratio += 900 + 80 * skill_lv;
  3417. RE_LVL_DMOD(100);
  3418. break;
  3419. case RA_AIMEDBOLT:
  3420. skillratio += 400 + 50 * skill_lv;
  3421. RE_LVL_DMOD(100);
  3422. break;
  3423. case RA_CLUSTERBOMB:
  3424. skillratio += 100 + 100 * skill_lv;
  3425. break;
  3426. case RA_WUGDASH:// ATK 300%
  3427. skillratio += 200;
  3428. break;
  3429. case RA_WUGSTRIKE:
  3430. skillratio += -100 + 200 * skill_lv;
  3431. break;
  3432. case RA_WUGBITE:
  3433. skillratio += 300 + 200 * skill_lv;
  3434. if (skill_lv == 5)
  3435. skillratio += 100;
  3436. break;
  3437. case RA_SENSITIVEKEEN:
  3438. skillratio += 50 * skill_lv;
  3439. break;
  3440. case NC_BOOSTKNUCKLE:
  3441. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3442. RE_LVL_DMOD(120);
  3443. break;
  3444. case NC_PILEBUNKER:
  3445. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3446. RE_LVL_DMOD(100);
  3447. break;
  3448. case NC_VULCANARM:
  3449. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3450. RE_LVL_DMOD(120);
  3451. break;
  3452. case NC_FLAMELAUNCHER:
  3453. case NC_COLDSLOWER:
  3454. skillratio += 200 + 300 * skill_lv;
  3455. RE_LVL_DMOD(150);
  3456. break;
  3457. case NC_ARMSCANNON:
  3458. switch( tstatus->size ) {
  3459. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3460. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3461. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3462. }
  3463. RE_LVL_DMOD(120);
  3464. break;
  3465. case NC_AXEBOOMERANG:
  3466. skillratio += 150 + 50 * skill_lv;
  3467. if (sd) {
  3468. short index = sd->equip_index[EQI_HAND_R];
  3469. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3470. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3471. }
  3472. RE_LVL_DMOD(100);
  3473. break;
  3474. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3475. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3476. RE_LVL_DMOD(100);
  3477. skillratio += 300 + 100 * skill_lv;
  3478. break;
  3479. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3480. skillratio += 450 + 50 * skill_lv;
  3481. RE_LVL_DMOD(100);
  3482. break;
  3483. case NC_AXETORNADO:
  3484. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3485. RE_LVL_DMOD(100);
  3486. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3487. skillratio = skillratio * 75 / 100;
  3488. break;
  3489. case SC_FATALMENACE:
  3490. skillratio += 100 * skill_lv;
  3491. RE_LVL_DMOD(100);
  3492. break;
  3493. case SC_TRIANGLESHOT:
  3494. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3495. RE_LVL_DMOD(120);
  3496. break;
  3497. case SC_FEINTBOMB:
  3498. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3499. RE_LVL_DMOD(120);
  3500. break;
  3501. case LG_CANNONSPEAR:
  3502. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3503. RE_LVL_DMOD(100);
  3504. break;
  3505. case LG_BANISHINGPOINT:
  3506. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3507. RE_LVL_DMOD(100);
  3508. break;
  3509. case LG_SHIELDPRESS:
  3510. skillratio += -100 + 150 * skill_lv + status_get_str(src);
  3511. if (sd) {
  3512. short index = sd->equip_index[EQI_HAND_L];
  3513. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3514. skillratio += sd->inventory_data[index]->weight / 10;
  3515. }
  3516. RE_LVL_DMOD(100);
  3517. break;
  3518. case LG_PINPOINTATTACK:
  3519. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3520. RE_LVL_DMOD(120);
  3521. break;
  3522. case LG_RAGEBURST:
  3523. if (sd && sd->spiritball_old)
  3524. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3525. else
  3526. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3527. RE_LVL_DMOD(100);
  3528. break;
  3529. case LG_SHIELDSPELL:
  3530. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3531. short index = sd->equip_index[EQI_HAND_L];
  3532. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3533. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3534. skillratio += sd->inventory_data[index]->def * 10;
  3535. } else
  3536. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3537. break;
  3538. case LG_MOONSLASHER:
  3539. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3540. RE_LVL_DMOD(100);
  3541. break;
  3542. case LG_OVERBRAND:
  3543. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3544. RE_LVL_DMOD(100);
  3545. break;
  3546. case LG_OVERBRAND_BRANDISH:
  3547. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3548. RE_LVL_DMOD(100);
  3549. break;
  3550. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3551. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3552. break;
  3553. case LG_RAYOFGENESIS:
  3554. skillratio += 200 + 300 * skill_lv;
  3555. RE_LVL_DMOD(100);
  3556. break;
  3557. case LG_EARTHDRIVE:
  3558. if (sd) {
  3559. short index = sd->equip_index[EQI_HAND_L];
  3560. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3561. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3562. }
  3563. RE_LVL_DMOD(100);
  3564. break;
  3565. case LG_HESPERUSLIT:
  3566. if (sc) {
  3567. if (sc->data[SC_INSPIRATION])
  3568. skillratio += 1100;
  3569. if (sc->data[SC_BANDING]) {
  3570. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3571. if (sc->data[SC_BANDING]->val2 > 5)
  3572. skillratio = skillratio * 150 / 100;
  3573. }
  3574. RE_LVL_DMOD(100);
  3575. }
  3576. break;
  3577. case SR_EARTHSHAKER:
  3578. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3579. //[(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3580. skillratio += -100 + 150 * skill_lv;
  3581. RE_LVL_DMOD(100);
  3582. skillratio += status_get_int(src) * 3;
  3583. } else { //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3584. skillratio += -100 + 50 * skill_lv;
  3585. RE_LVL_DMOD(100);
  3586. skillratio += status_get_int(src) * 2;
  3587. }
  3588. break;
  3589. case SR_DRAGONCOMBO:
  3590. skillratio += 40 * skill_lv;
  3591. RE_LVL_DMOD(100);
  3592. break;
  3593. case SR_FALLENEMPIRE:
  3594. // ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3595. skillratio += 150 * skill_lv;
  3596. RE_LVL_DMOD(150);
  3597. break;
  3598. case SR_TIGERCANNON:
  3599. {
  3600. unsigned int hp = sstatus->max_hp * abs(skill_get_hp_rate(skill_id, skill_lv)) / 100,
  3601. sp = sstatus->max_sp * abs(skill_get_sp_rate(skill_id, skill_lv)) / 100;
  3602. if (wd.miscflag&8)
  3603. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3604. skillratio += -100 + (hp + sp) / 2;
  3605. else
  3606. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3607. skillratio += -100 + (hp + sp) / 4;
  3608. RE_LVL_DMOD(100);
  3609. }
  3610. break;
  3611. case SR_SKYNETBLOW:
  3612. if (wd.miscflag&8)
  3613. //ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3614. skillratio += -100 + 100 * skill_lv + sstatus->agi + 150;
  3615. else
  3616. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3617. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  3618. RE_LVL_DMOD(100);
  3619. break;
  3620. case SR_RAMPAGEBLASTER:
  3621. if (sc && sc->data[SC_EXPLOSIONSPIRITS]) {
  3622. skillratio += -100 + (20 * sc->data[SC_EXPLOSIONSPIRITS]->val1 + 20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3623. RE_LVL_DMOD(120);
  3624. } else {
  3625. skillratio += -100 + (20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3626. RE_LVL_DMOD(150);
  3627. }
  3628. break;
  3629. case SR_KNUCKLEARROW:
  3630. 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)] %
  3631. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3632. if (tsd && tsd->weight)
  3633. skillratio += 100 * tsd->weight / tsd->max_weight;
  3634. RE_LVL_DMOD(150);
  3635. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3636. skillratio += 400 + 100 * skill_lv;
  3637. RE_LVL_DMOD(100);
  3638. }
  3639. break;
  3640. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3641. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3642. RE_LVL_DMOD(100);
  3643. break;
  3644. case SR_GATEOFHELL:
  3645. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3646. skillratio += -100 + 800 * skill_lv;
  3647. else
  3648. skillratio += -100 + 500 * skill_lv;
  3649. RE_LVL_DMOD(100);
  3650. break;
  3651. case SR_GENTLETOUCH_QUIET:
  3652. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3653. RE_LVL_DMOD(100);
  3654. break;
  3655. case SR_HOWLINGOFLION:
  3656. skillratio += -100 + 300 * skill_lv;
  3657. RE_LVL_DMOD(150);
  3658. break;
  3659. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3660. skillratio += -100 + 200 * skill_lv;
  3661. if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND)
  3662. skillratio += skill_lv * 50;
  3663. RE_LVL_DMOD(100);
  3664. break;
  3665. case WM_REVERBERATION_MELEE:
  3666. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3667. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3668. RE_LVL_DMOD(100);
  3669. break;
  3670. case WM_SEVERE_RAINSTORM_MELEE:
  3671. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3672. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3673. RE_LVL_DMOD(100);
  3674. break;
  3675. case WM_GREAT_ECHO:
  3676. skillratio += 300 + 200 * skill_lv;
  3677. if (sd) {
  3678. int chorusbonus = battle_calc_chorusbonus(sd);
  3679. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3680. if (chorusbonus >= 1 && chorusbonus <= 5)
  3681. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3682. }
  3683. RE_LVL_DMOD(100);
  3684. break;
  3685. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3686. skillratio += -100 + 50 * skill_lv;
  3687. if(sd && sd->cart_weight)
  3688. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3689. }
  3690. break;
  3691. case GN_CARTCANNON:
  3692. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3693. skillratio += -100 + 60 * skill_lv + ((sd) ? pc_checkskill(sd, GN_REMODELING_CART) : 1) * 50 * status_get_int(src) / 40;
  3694. break;
  3695. case GN_SPORE_EXPLOSION:
  3696. skillratio += 100 + status_get_int(src) + 100 * skill_lv;
  3697. RE_LVL_DMOD(100);
  3698. break;
  3699. case GN_WALLOFTHORN:
  3700. skillratio += 10 * skill_lv;
  3701. break;
  3702. case GN_CRAZYWEED_ATK:
  3703. skillratio += 400 + 100 * skill_lv;
  3704. break;
  3705. case GN_SLINGITEM_RANGEMELEEATK:
  3706. if( sd ) {
  3707. switch( sd->itemid ) {
  3708. case ITEMID_APPLE_BOMB:
  3709. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  3710. break;
  3711. case ITEMID_COCONUT_BOMB:
  3712. case ITEMID_PINEAPPLE_BOMB:
  3713. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  3714. break;
  3715. case ITEMID_MELON_BOMB:
  3716. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  3717. break;
  3718. case ITEMID_BANANA_BOMB:
  3719. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  3720. break;
  3721. case ITEMID_BLACK_LUMP:
  3722. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3723. break;
  3724. case ITEMID_BLACK_HARD_LUMP:
  3725. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3726. break;
  3727. case ITEMID_VERY_HARD_LUMP:
  3728. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3729. break;
  3730. }
  3731. RE_LVL_DMOD(100);
  3732. }
  3733. break;
  3734. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3735. skillratio += -100 + 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : 0);
  3736. RE_LVL_DMOD(100);
  3737. if (sc && sc->data[SC_BLAST_OPTION])
  3738. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3739. break;
  3740. // Physical Elemantal Spirits Attack Skills
  3741. case EL_CIRCLE_OF_FIRE:
  3742. case EL_FIRE_BOMB_ATK:
  3743. case EL_STONE_RAIN:
  3744. skillratio += 200;
  3745. break;
  3746. case EL_FIRE_WAVE_ATK:
  3747. skillratio += 500;
  3748. break;
  3749. case EL_TIDAL_WEAPON:
  3750. skillratio += 1400;
  3751. break;
  3752. case EL_WIND_SLASH:
  3753. skillratio += 100;
  3754. break;
  3755. case EL_HURRICANE:
  3756. skillratio += 600;
  3757. break;
  3758. case EL_TYPOON_MIS:
  3759. case EL_WATER_SCREW_ATK:
  3760. skillratio += 900;
  3761. break;
  3762. case EL_STONE_HAMMER:
  3763. skillratio += 400;
  3764. break;
  3765. case EL_ROCK_CRUSHER:
  3766. skillratio += 700;
  3767. break;
  3768. case KO_JYUMONJIKIRI:
  3769. skillratio += -100 + 150 * skill_lv;
  3770. RE_LVL_DMOD(120);
  3771. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3772. skillratio += skill_lv * status_get_lv(src);
  3773. break;
  3774. case KO_HUUMARANKA:
  3775. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3776. break;
  3777. case KO_SETSUDAN:
  3778. skillratio += 100 * (skill_lv - 1);
  3779. RE_LVL_DMOD(100);
  3780. if(tsc && tsc->data[SC_SPIRIT])
  3781. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3782. break;
  3783. case KO_BAKURETSU:
  3784. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3785. RE_LVL_DMOD(120);
  3786. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3787. break;
  3788. case KO_MAKIBISHI:
  3789. skillratio += -100 + 20 * skill_lv;
  3790. break;
  3791. case MH_NEEDLE_OF_PARALYZE:
  3792. skillratio += 600 + 100 * skill_lv;
  3793. break;
  3794. case MH_STAHL_HORN:
  3795. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3796. break;
  3797. case MH_LAVA_SLIDE:
  3798. skillratio += -100 + 70 * skill_lv;
  3799. break;
  3800. case MH_SONIC_CRAW:
  3801. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 150;
  3802. break;
  3803. case MH_SILVERVEIN_RUSH:
  3804. skillratio += -100 + 150 * skill_lv * status_get_lv(src) / 100;
  3805. break;
  3806. case MH_MIDNIGHT_FRENZY:
  3807. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 150;
  3808. break;
  3809. case MH_TINDER_BREAKER:
  3810. skillratio += -100 + (100 * skill_lv + 3 * status_get_str(src)) * status_get_lv(src) / 120;
  3811. break;
  3812. case MH_CBC:
  3813. skillratio += 300 * skill_lv + 4 * status_get_lv(src);
  3814. break;
  3815. case MH_MAGMA_FLOW:
  3816. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  3817. break;
  3818. case RL_MASS_SPIRAL:
  3819. skillratio += -100 + 200 * skill_lv;
  3820. break;
  3821. case RL_FIREDANCE:
  3822. skillratio += -100 + 100 * skill_lv;
  3823. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3824. break;
  3825. case RL_BANISHING_BUSTER:
  3826. skillratio += -100 + (400 * skill_lv); //(custom)
  3827. break;
  3828. case RL_S_STORM:
  3829. skillratio += -100 + (200 * skill_lv); //(custom)
  3830. break;
  3831. case RL_SLUGSHOT: {
  3832. uint16 w = 50;
  3833. int16 idx = -1;
  3834. if (sd && (idx = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[idx])
  3835. w = sd->inventory_data[idx]->weight / 10;
  3836. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3837. }
  3838. break;
  3839. case RL_D_TAIL:
  3840. skillratio += -100 + (2500 + 500 * skill_lv);
  3841. break;
  3842. case RL_R_TRIP:
  3843. skillratio += -100 + 150 * skill_lv; //(custom)
  3844. break;
  3845. case RL_R_TRIP_PLUSATK:
  3846. skillratio += -100 + 100 * skill_lv + rnd()%10 + 100; //(custom)
  3847. break;
  3848. case RL_H_MINE:
  3849. skillratio += 100 + 200 * skill_lv;
  3850. //If damaged by Flicker, explosion damage (800%:1100%:1400%:1700%:2000%)
  3851. if (sd && sd->flicker)
  3852. skillratio += 800 + (skill_lv - 1) * 300;
  3853. break;
  3854. case RL_HAMMER_OF_GOD:
  3855. //! TODO: Please check the right formula. [Cydh]
  3856. //kRO Update 2013-07-24. Ratio: 1600+lv*800
  3857. //kRO Update 2014-02-12. Coins increase the damage
  3858. skillratio += -100 + (2400 + (skill_lv - 1) * 800) + 10 *((sd) ? sd->spiritball_old : 1); //(custom)
  3859. break;
  3860. case RL_QD_SHOT:
  3861. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3862. break;
  3863. case RL_FIRE_RAIN:
  3864. skillratio += -100 + 2000 + (200 * (skill_lv - 1)) + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
  3865. break;
  3866. case RL_AM_BLAST:
  3867. skillratio += -100 + 300 * skill_lv + status_get_dex(src) / 5; //(custom)
  3868. break;
  3869. case SU_BITE:
  3870. skillratio += 100;
  3871. break;
  3872. case SU_SCRATCH:
  3873. skillratio += -50 + 50 * skill_lv;
  3874. break;
  3875. case SU_SCAROFTAROU:
  3876. skillratio += -100 + 100 * skill_lv;
  3877. break;
  3878. case SU_PICKYPECK:
  3879. case SU_PICKYPECK_DOUBLE_ATK:
  3880. skillratio += 100 + 100 * skill_lv;
  3881. if (status_get_max_hp(target) / 100 <= 50)
  3882. skillratio *= 2;
  3883. break;
  3884. case SU_LUNATICCARROTBEAT:
  3885. skillratio += 100 + 100 * skill_lv;
  3886. break;
  3887. }
  3888. return skillratio;
  3889. }
  3890. /*==================================================================================================
  3891. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3892. *--------------------------------------------------------------------------------------------------*
  3893. * Credits:
  3894. * Original coder Skotlex
  3895. * Initial refactoring by Baalberith
  3896. * Refined and optimized by helvetica
  3897. */
  3898. static int64 battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3899. {
  3900. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3901. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3902. struct status_data *sstatus = status_get_status_data(src);
  3903. struct status_data *tstatus = status_get_status_data(target);
  3904. int64 atk = 0;
  3905. //Constant/misc additions from skills
  3906. switch (skill_id) {
  3907. case MO_EXTREMITYFIST:
  3908. atk = 250 + 150 * skill_lv;
  3909. break;
  3910. #ifndef RENEWAL
  3911. case GS_MAGICALBULLET:
  3912. if (sstatus->matk_max > sstatus->matk_min)
  3913. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  3914. else
  3915. atk = sstatus->matk_min;
  3916. break;
  3917. #endif
  3918. case NJ_SYURIKEN:
  3919. atk = 4 * skill_lv;
  3920. break;
  3921. #ifdef RENEWAL
  3922. case HT_FREEZINGTRAP:
  3923. if(sd)
  3924. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  3925. break;
  3926. #endif
  3927. case GC_COUNTERSLASH:
  3928. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  3929. break;
  3930. case LG_SHIELDPRESS:
  3931. if (sd) {
  3932. int damagevalue = 0;
  3933. short index = sd->equip_index[EQI_HAND_L];
  3934. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3935. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  3936. atk = damagevalue;
  3937. }
  3938. break;
  3939. case SR_FALLENEMPIRE:
  3940. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3941. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  3942. if( tsd && tsd->weight )
  3943. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  3944. else
  3945. atk += ( status_get_lv(target) * 50 ); //mobs
  3946. break;
  3947. }
  3948. return atk;
  3949. }
  3950. /*==============================================================
  3951. * Stackable SC bonuses added on top of calculated skill damage
  3952. *--------------------------------------------------------------
  3953. * Credits:
  3954. * Original coder Skotlex
  3955. * Initial refactoring by Baalberith
  3956. * Refined and optimized by helvetica
  3957. */
  3958. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3959. {
  3960. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3961. struct status_change *sc = status_get_sc(src);
  3962. struct status_data *sstatus = status_get_status_data(src);
  3963. int inf3 = skill_get_inf3(skill_id);
  3964. // Kagerou/Oboro Earth Charm effect +15% wATK
  3965. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  3966. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->spiritcharm);
  3967. #ifdef RENEWAL
  3968. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->spiritcharm);
  3969. #endif
  3970. }
  3971. //The following are applied on top of current damage and are stackable.
  3972. if (sc) {
  3973. #ifdef RENEWAL
  3974. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  3975. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  3976. if (sc->data[SC_IMPOSITIO])
  3977. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_IMPOSITIO]->val2);
  3978. if (sc->data[SC_VOLCANO])
  3979. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_VOLCANO]->val2);
  3980. if (sc->data[SC_DRUMBATTLE])
  3981. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  3982. if (sc->data[SC_MADNESSCANCEL])
  3983. ATK_ADD(wd.equipAtk, wd.equipAtk2, 100);
  3984. if (sc->data[SC_GATLINGFEVER]) {
  3985. struct status_data *tstatus = status_get_status_data(target);
  3986. if (tstatus->size == SZ_SMALL) {
  3987. ATK_ADD(wd.equipAtk, wd.equipAtk2, 10 * sc->data[SC_GATLINGFEVER]->val1);
  3988. } else if (tstatus->size == SZ_MEDIUM) {
  3989. ATK_ADD(wd.equipAtk, wd.equipAtk2, 5 * sc->data[SC_GATLINGFEVER]->val1);
  3990. } else if (tstatus->size == SZ_BIG)
  3991. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_GATLINGFEVER]->val1);
  3992. }
  3993. #else
  3994. if (sc->data[SC_TRUESIGHT])
  3995. ATK_ADDRATE(wd.damage, wd.damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  3996. #endif
  3997. if (sc->data[SC_SPIRIT]) {
  3998. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  3999. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4000. RE_ALLATK_ADDRATE(wd, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4001. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4002. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  4003. RE_ALLATK_ADDRATE(wd, 100);
  4004. }
  4005. }
  4006. if (sc->data[SC_EDP]) {
  4007. switch(skill_id) {
  4008. case AS_SPLASHER:
  4009. case ASC_METEORASSAULT:
  4010. // Pre-Renewal only: Soul Breaker ignores EDP
  4011. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4012. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4013. #ifndef RENEWAL
  4014. case ASC_BREAKER:
  4015. #else
  4016. case AS_GRIMTOOTH:
  4017. case AS_VENOMKNIFE:
  4018. #endif
  4019. break; // skills above have no effect with EDP
  4020. #ifdef RENEWAL
  4021. // renewal EDP mode requires renewal enabled as well
  4022. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  4023. // * Sonic Blow
  4024. // * Soul Breaker
  4025. // * Counter Slash
  4026. // * Cross Impact
  4027. case AS_SONICBLOW:
  4028. case ASC_BREAKER:
  4029. case GC_COUNTERSLASH:
  4030. case GC_CROSSIMPACT:
  4031. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  4032. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  4033. default: // fall through to apply EDP bonuses
  4034. // Renewal EDP formula [helvetica]
  4035. // weapon atk * (1 + (edp level * .8))
  4036. // equip atk * (1 + (edp level * .6))
  4037. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4038. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4039. break;
  4040. #else
  4041. default:
  4042. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  4043. #endif
  4044. }
  4045. }
  4046. if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
  4047. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4048. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4049. }
  4050. if (sc->data[SC_DANCEWITHWUG]) {
  4051. if (inf3&INF3_SC_DANCEWITHWUG) {
  4052. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4053. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4054. }
  4055. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4056. #ifdef RENEWAL
  4057. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4058. #endif
  4059. }
  4060. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4061. ATK_ADD(wd.damage, wd.damage2, 200);
  4062. #ifdef RENEWAL
  4063. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  4064. #endif
  4065. }
  4066. if (sc->data[SC_EQC]) {
  4067. ATK_ADDRATE(wd.damage, wd.damage2, -sc->data[SC_EQC]->val2);
  4068. #ifdef RENEWAL
  4069. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, -sc->data[SC_EQC]->val2);
  4070. #endif
  4071. }
  4072. if(sc->data[SC_STYLE_CHANGE]) {
  4073. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4074. if(hd) {
  4075. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  4076. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4077. }
  4078. }
  4079. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4080. switch(skill_id) {
  4081. case RA_WUGDASH:
  4082. case RA_WUGSTRIKE:
  4083. case RA_WUGBITE:
  4084. break;
  4085. default:
  4086. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  4087. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4088. break;
  4089. }
  4090. }
  4091. if((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4092. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4093. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4094. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4095. }
  4096. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4097. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4098. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4099. }
  4100. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4101. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4102. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4103. }
  4104. }
  4105. if (sd && wd.flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4106. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GVG_GIANT]->val3);
  4107. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4108. }
  4109. }
  4110. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4111. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) {
  4112. if (pc_checkskill(sd, SU_SCAROFTAROU) == 5 && pc_checkskill(sd, SU_PICKYPECK) == 5 && pc_checkskill(sd, SU_ARCLOUSEDASH) == 5 && pc_checkskill(sd, SU_LUNATICCARROTBEAT) == 5) {
  4113. ATK_ADDRATE(wd.damage, wd.damage2, 20);
  4114. RE_ALLATK_ADDRATE(wd, 20);
  4115. }
  4116. }
  4117. }
  4118. return wd;
  4119. }
  4120. /*====================================
  4121. * Calc defense damage reduction
  4122. *------------------------------------
  4123. * Credits:
  4124. * Original coder Skotlex
  4125. * Initial refactoring by Baalberith
  4126. * Refined and optimized by helvetica
  4127. */
  4128. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4129. {
  4130. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4131. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4132. struct status_change *sc = status_get_sc(src);
  4133. struct status_change *tsc = status_get_sc(target);
  4134. struct status_data *sstatus = status_get_status_data(src);
  4135. struct status_data *tstatus = status_get_status_data(target);
  4136. //Defense reduction
  4137. short vit_def;
  4138. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4139. short def2 = tstatus->def2;
  4140. #ifdef RENEWAL
  4141. if( tsc && tsc->data[SC_ASSUMPTIO] )
  4142. def1 <<= 1; // only eDEF is doubled
  4143. #endif
  4144. if (sd) {
  4145. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4146. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4147. if (i) {
  4148. i = min(i,100); //cap it to 100 for 0 def min
  4149. def1 -= def1 * i / 100;
  4150. def2 -= def2 * i / 100;
  4151. }
  4152. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4153. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4154. short si = 10 * sd->spiritcharm;
  4155. def1 = (def1 * (100 + si)) / 100;
  4156. }
  4157. }
  4158. if (sc && sc->data[SC_EXPIATIO]) {
  4159. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4160. i = min(i,100); //cap it to 100 for 0 def min
  4161. def1 = (def1*(100-i))/100;
  4162. def2 = (def2*(100-i))/100;
  4163. }
  4164. if (tsc) {
  4165. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4166. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4167. def1 = (def1 * (100 + i)) / 100;
  4168. }
  4169. if( tsc->data[SC_CAMOUFLAGE] ){
  4170. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4171. i = min(i,100); //cap it to 100 for 0 def min
  4172. def1 = (def1*(100-i))/100;
  4173. def2 = (def2*(100-i))/100;
  4174. }
  4175. if (tsc->data[SC_GT_REVITALIZE])
  4176. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  4177. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4178. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4179. }
  4180. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4181. unsigned char target_count; //256 max targets should be a sane max
  4182. //Official servers limit the count to 22 targets
  4183. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4184. if(target_count >= battle_config.vit_penalty_count) {
  4185. if(battle_config.vit_penalty_type == 1) {
  4186. if( !tsc || !tsc->data[SC_STEELBODY] )
  4187. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4188. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4189. } else { //Assume type 2
  4190. if( !tsc || !tsc->data[SC_STEELBODY] )
  4191. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4192. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4193. }
  4194. }
  4195. if (skill_id == AM_ACIDTERROR)
  4196. #ifdef RENEWAL
  4197. def2 = 0; //Ignore only status defense. [FatalEror]
  4198. #else
  4199. def1 = 0; //Ignores only armor defense. [Skotlex]
  4200. #endif
  4201. if(def2 < 1)
  4202. def2 = 1;
  4203. }
  4204. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4205. if (tsd) { //Sd vit-eq
  4206. int skill;
  4207. #ifndef RENEWAL
  4208. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4209. vit_def = def2*(def2-15)/150;
  4210. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4211. #else
  4212. vit_def = def2;
  4213. #endif
  4214. 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
  4215. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4216. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4217. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4218. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4219. vit_def += skill*5;
  4220. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4221. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4222. vit_def += skill * 10;
  4223. if( src->type == BL_MOB && //Only affected from mob
  4224. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  4225. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  4226. vit_def += tsc->data[SC_P_ALTER]->val3;
  4227. } else { //Mob-Pet vit-eq
  4228. #ifndef RENEWAL
  4229. //VIT + rnd(0,[VIT/20]^2-1)
  4230. vit_def = (def2/20)*(def2/20);
  4231. if (tsc && tsc->data[SC_SKA])
  4232. vit_def += 100; //Eska increases the random part of the formula by 100
  4233. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4234. #else
  4235. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4236. vit_def = def2;
  4237. #endif
  4238. }
  4239. if (battle_config.weapon_defense_type) {
  4240. vit_def += def1*battle_config.weapon_defense_type;
  4241. def1 = 0;
  4242. }
  4243. #ifdef RENEWAL
  4244. /**
  4245. * RE DEF Reduction
  4246. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4247. * Pierce defence gains 1 atk per def/2
  4248. */
  4249. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4250. def1 = -399;
  4251. ATK_ADD2(wd.damage, wd.damage2,
  4252. 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,
  4253. 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
  4254. );
  4255. 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) )
  4256. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  4257. 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) )
  4258. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4259. #else
  4260. if (def1 > 100) def1 = 100;
  4261. ATK_RATE2(wd.damage, wd.damage2,
  4262. 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)),
  4263. 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))
  4264. );
  4265. ATK_ADD2(wd.damage, wd.damage2,
  4266. 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,
  4267. 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
  4268. );
  4269. #endif
  4270. return wd;
  4271. }
  4272. /*====================================
  4273. * Modifiers ignoring DEF
  4274. *------------------------------------
  4275. * Credits:
  4276. * Original coder Skotlex
  4277. * Initial refactoring by Baalberith
  4278. * Refined and optimized by helvetica
  4279. */
  4280. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4281. {
  4282. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4283. struct status_change *sc = status_get_sc(src);
  4284. struct status_data *sstatus = status_get_status_data(src);
  4285. // Post skill/vit reduction damage increases
  4286. if( sc ) { // SC skill damages
  4287. if(sc->data[SC_AURABLADE]
  4288. #ifndef RENEWAL
  4289. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4290. #endif
  4291. ) {
  4292. int lv = sc->data[SC_AURABLADE]->val1;
  4293. #ifdef RENEWAL
  4294. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4295. #endif
  4296. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  4297. }
  4298. }
  4299. #ifndef RENEWAL
  4300. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4301. //Refine bonus
  4302. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4303. if (skill_id == MO_FINGEROFFENSIVE) {
  4304. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  4305. } else {
  4306. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4307. }
  4308. }
  4309. #endif
  4310. //Set to min of 1
  4311. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  4312. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  4313. switch (skill_id) {
  4314. case AS_SONICBLOW:
  4315. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4316. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  4317. break;
  4318. case NC_AXETORNADO:
  4319. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4320. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  4321. break;
  4322. }
  4323. return wd;
  4324. }
  4325. /*=================================================================================
  4326. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4327. *---------------------------------------------------------------------------------
  4328. * Credits:
  4329. * Original coder Skotlex
  4330. * Initial refactoring by Baalberith
  4331. * Refined and optimized by helvetica
  4332. */
  4333. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4334. {
  4335. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4336. struct status_data *tstatus = status_get_status_data(target);
  4337. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4338. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4339. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4340. short class_ = status_get_class(target);
  4341. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4342. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4343. //Plants receive 1 damage when hit
  4344. if( attack_hits || wd.damage > 0 )
  4345. wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4346. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
  4347. if(sd->status.weapon == W_KATAR)
  4348. wd.damage2 = 0; //No backhand damage against plants
  4349. else {
  4350. wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4351. }
  4352. }
  4353. if (attack_hits && target->type == BL_MOB) {
  4354. struct status_change *sc = status_get_sc(target);
  4355. if (sc && !battle_check_sc(src, target, sc, &wd, 1, skill_id, skill_lv)) {
  4356. wd.damage = wd.damage2 = 0;
  4357. return wd;
  4358. }
  4359. }
  4360. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4361. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  4362. wd.damage = wd.damage2 = 0;
  4363. return wd;
  4364. }
  4365. if (wd.damage > 0) {
  4366. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4367. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4368. } else if (wd.damage2 > 0) {
  4369. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4370. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4371. }
  4372. return wd;
  4373. }
  4374. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4375. wd = battle_apply_div_fix(wd, skill_id);
  4376. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4377. if(wd.damage > 1 && wd.damage2 > 0) {
  4378. wd.damage = 1;
  4379. wd.damage2 = 1;
  4380. }
  4381. return wd;
  4382. }
  4383. /*========================================================================================
  4384. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4385. *----------------------------------------------------------------------------------------
  4386. * Credits:
  4387. * Original coder Skotlex
  4388. * Initial refactoring by Baalberith
  4389. * Refined and optimized by helvetica
  4390. */
  4391. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4392. {
  4393. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4394. if (sd) {
  4395. int skill;
  4396. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4397. wd.damage = wd.damage2;
  4398. wd.damage2 = 0;
  4399. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4400. skill = pc_checkskill(sd,TF_DOUBLE);
  4401. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4402. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4403. if (wd.damage) {
  4404. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4405. skill = pc_checkskill(sd,AS_RIGHT);
  4406. ATK_RATER(wd.damage, 50 + (skill * 10))
  4407. }
  4408. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4409. skill = pc_checkskill(sd,KO_RIGHT);
  4410. ATK_RATER(wd.damage, 70 + (skill * 10))
  4411. }
  4412. if(wd.damage < 1)
  4413. wd.damage = 1;
  4414. }
  4415. if (wd.damage2) {
  4416. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4417. skill = pc_checkskill(sd,AS_LEFT);
  4418. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4419. }
  4420. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4421. skill = pc_checkskill(sd,KO_LEFT);
  4422. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4423. }
  4424. if(wd.damage2 < 1)
  4425. wd.damage2 = 1;
  4426. }
  4427. }
  4428. }
  4429. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4430. wd.damage=0;
  4431. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4432. wd.damage2=0;
  4433. return wd;
  4434. }
  4435. /**
  4436. * Check if bl is devoted by someone
  4437. * @param bl
  4438. * @return 'd_bl' if devoted or NULL if not devoted
  4439. */
  4440. struct block_list *battle_check_devotion(struct block_list *bl) {
  4441. struct block_list *d_bl = NULL;
  4442. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4443. struct status_change *sc = status_get_sc(bl);
  4444. if (sc && sc->data[SC_DEVOTION])
  4445. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4446. }
  4447. return d_bl;
  4448. }
  4449. /*==========================================
  4450. * BG/GvG attack modifiers
  4451. *------------------------------------------
  4452. * Credits:
  4453. * Original coder Skotlex
  4454. * Initial refactoring by Baalberith
  4455. * Refined and optimized by helvetica
  4456. */
  4457. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4458. {
  4459. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4460. if( src != target && //Don't reflect your own damage (Grand Cross)
  4461. (!skill_id || skill_id ||
  4462. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4463. int64 damage = wd.damage + wd.damage2, rdamage = 0;
  4464. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4465. struct status_data *sstatus = status_get_status_data(src);
  4466. int tick = gettick(), rdelay = 0;
  4467. rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, false);
  4468. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4469. struct block_list *d_bl = battle_check_devotion(src);
  4470. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd.amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4471. if( tsd )
  4472. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4473. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4474. battle_delay_damage(tick, wd.amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4475. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4476. }
  4477. }
  4478. if(!wd.damage2) {
  4479. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4480. if( map_flag_gvg2(target->m) )
  4481. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4482. else if( map[target->m].flag.battleground )
  4483. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4484. }
  4485. else if(!wd.damage) {
  4486. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4487. if( map_flag_gvg2(target->m) )
  4488. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4489. else if( map[target->m].flag.battleground )
  4490. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4491. }
  4492. else {
  4493. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4494. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4495. if( map_flag_gvg2(target->m) )
  4496. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4497. else if( map[target->m].flag.battleground )
  4498. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4499. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4500. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4501. wd.damage-=wd.damage2;
  4502. }
  4503. }
  4504. return wd;
  4505. }
  4506. /*==========================================
  4507. * final ATK modifiers - after BG/GvG calc
  4508. *------------------------------------------
  4509. * Credits:
  4510. * Original coder Skotlex
  4511. * Initial refactoring by Baalberith
  4512. * Refined and optimized by helvetica
  4513. */
  4514. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4515. {
  4516. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4517. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4518. struct status_change *sc = status_get_sc(src);
  4519. struct status_change *tsc = status_get_sc(target);
  4520. struct status_data *sstatus = status_get_status_data(src);
  4521. struct status_data *tstatus = status_get_status_data(target);
  4522. #ifdef ADJUST_SKILL_DAMAGE
  4523. int skill_damage = 0;
  4524. #endif
  4525. //Reject Sword bugreport:4493 by Daegaladh
  4526. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4527. (src->type!=BL_PC || (
  4528. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4529. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4530. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4531. )) &&
  4532. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4533. )
  4534. {
  4535. ATK_RATER(wd.damage, 50)
  4536. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0,false));
  4537. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4538. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4539. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4540. }
  4541. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4542. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4543. int64 rdamage = 0;
  4544. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4545. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4546. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  4547. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4548. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  4549. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4550. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SKILL); // This is how official does
  4551. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4552. status_damage(target, src, rdamage, 0, 0, 0);
  4553. status_damage(src, target, rdamage/10, 0, 0, 1);
  4554. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4555. }
  4556. if( sc ) {
  4557. //SC_FUSION hp penalty [Komurka]
  4558. if (sc->data[SC_FUSION]) {
  4559. int hp= sstatus->max_hp;
  4560. if (sd && tsd) {
  4561. hp = 8*hp/100;
  4562. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4563. hp = sstatus->hp;
  4564. } else
  4565. hp = 2*hp/100; //2% hp loss per hit
  4566. status_zap(src, hp, 0);
  4567. }
  4568. // Only affecting non-skills
  4569. if (!skill_id && wd.dmg_lv > ATK_BLOCK) {
  4570. if (sc->data[SC_ENCHANTBLADE]) {
  4571. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  4572. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  4573. if (sstatus->matk_max > sstatus->matk_min)
  4574. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  4575. else
  4576. enchant_dmg = enchant_dmg + sstatus->matk_min;
  4577. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  4578. if (enchant_dmg > 0)
  4579. ATK_ADD(wd.damage, wd.damage2, enchant_dmg);
  4580. }
  4581. }
  4582. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4583. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4584. }
  4585. switch (skill_id) {
  4586. case LG_RAYOFGENESIS:
  4587. {
  4588. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4589. wd.damage += md.damage;
  4590. }
  4591. break;
  4592. #ifndef RENEWAL
  4593. case ASC_BREAKER:
  4594. { //Breaker's int-based damage (a misc attack?)
  4595. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4596. wd.damage += md.damage;
  4597. }
  4598. break;
  4599. #endif
  4600. }
  4601. // Skill damage adjustment
  4602. #ifdef ADJUST_SKILL_DAMAGE
  4603. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4604. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4605. #endif
  4606. return wd;
  4607. }
  4608. /*====================================================
  4609. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4610. *----------------------------------------------------
  4611. * Credits:
  4612. * Original coder Skotlex
  4613. * Initial refactoring by Baalberith
  4614. * Refined and optimized by helvetica
  4615. */
  4616. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4617. {
  4618. struct status_data *sstatus = status_get_status_data(src);
  4619. struct status_data *tstatus = status_get_status_data(target);
  4620. struct status_change *sc = status_get_sc(src);
  4621. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4622. struct Damage wd;
  4623. wd.type = DMG_NORMAL; //Normal attack
  4624. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4625. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4626. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4627. /*if(skill_id == KN_AUTOCOUNTER)
  4628. wd.amotion >>= 1; */
  4629. wd.dmotion = tstatus->dmotion;
  4630. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4631. wd.miscflag = wflag;
  4632. wd.flag = BF_WEAPON; //Initial Flag
  4633. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4634. wd.damage = wd.damage2 =
  4635. #ifdef RENEWAL
  4636. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4637. #endif
  4638. 0;
  4639. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4640. if(sd)
  4641. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4642. if (skill_id) {
  4643. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4644. switch(skill_id)
  4645. {
  4646. case MH_SONIC_CRAW:{
  4647. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4648. wd.div_ = hd->homunculus.spiritball;
  4649. }
  4650. break;
  4651. case MO_FINGEROFFENSIVE:
  4652. if(sd) {
  4653. if (battle_config.finger_offensive_type)
  4654. wd.div_ = 1;
  4655. else
  4656. wd.div_ = sd->spiritball_old;
  4657. }
  4658. break;
  4659. case KN_PIERCE:
  4660. case ML_PIERCE:
  4661. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4662. break;
  4663. case TF_DOUBLE: //For NPC used skill.
  4664. case GS_CHAINACTION:
  4665. wd.type = DMG_MULTI_HIT;
  4666. break;
  4667. case GS_GROUNDDRIFT:
  4668. wd.amotion = sstatus->amotion;
  4669. //Fall through
  4670. case KN_SPEARSTAB:
  4671. case KN_BOWLINGBASH:
  4672. case MS_BOWLINGBASH:
  4673. case MO_BALKYOUNG:
  4674. case TK_TURNKICK:
  4675. wd.blewcount = 0;
  4676. break;
  4677. case KN_AUTOCOUNTER:
  4678. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4679. break;
  4680. case LK_SPIRALPIERCE:
  4681. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4682. break;
  4683. // The number of hits is set to 3 by default for use in Inspiration status.
  4684. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4685. case LG_HESPERUSLIT:
  4686. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4687. wd.div_ = sc->data[SC_BANDING]->val2;
  4688. break;
  4689. }
  4690. } else {
  4691. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4692. }
  4693. return wd;
  4694. }
  4695. /**
  4696. * Check if we should reflect the damage and calculate it if so
  4697. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4698. * @param wd : weapon damage
  4699. * @param src : bl who did the attack
  4700. * @param target : target of the attack
  4701. * @param skill_id : id of casted skill, 0 = basic atk
  4702. * @param skill_lv : lvl of skill casted
  4703. */
  4704. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  4705. {
  4706. // Don't reflect your own damage (Grand Cross)
  4707. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  4708. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  4709. {
  4710. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4711. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4712. struct status_change *tsc = status_get_sc(target);
  4713. struct status_data *sstatus = status_get_status_data(src);
  4714. struct unit_data *ud = unit_bl2ud(target);
  4715. int tick = gettick(), rdelay = 0;
  4716. if (!tsc)
  4717. return;
  4718. // Calculate skill reflect damage separately
  4719. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  4720. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4721. if( rdamage > 0 ) {
  4722. struct block_list *d_bl = battle_check_devotion(src);
  4723. if (tsc->data[SC_MAXPAIN]) {
  4724. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  4725. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  4726. tsc->data[SC_MAXPAIN]->val2 = 0;
  4727. }
  4728. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4729. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  4730. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4731. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4732. if( tsd )
  4733. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4734. // It appears that official servers give skill reflect damage a longer delay
  4735. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  4736. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4737. }
  4738. }
  4739. }
  4740. }
  4741. /*============================================
  4742. * Calculate "weapon"-type attacks and skills
  4743. *--------------------------------------------
  4744. * Credits:
  4745. * Original coder Skotlex
  4746. * Initial refactoring by Baalberith
  4747. * Refined and optimized by helvetica
  4748. */
  4749. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4750. {
  4751. struct map_session_data *sd, *tsd;
  4752. struct Damage wd;
  4753. struct status_change *sc = status_get_sc(src);
  4754. struct status_change *tsc = status_get_sc(target);
  4755. struct status_data *tstatus = status_get_status_data(target);
  4756. int right_element, left_element;
  4757. bool infdef = false;
  4758. memset(&wd,0,sizeof(wd));
  4759. if (src == NULL || target == NULL) {
  4760. nullpo_info(NLP_MARK);
  4761. return wd;
  4762. }
  4763. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4764. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4765. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4766. if (sc && !sc->count)
  4767. sc = NULL; //Skip checking as there are no status changes active.
  4768. if (tsc && !tsc->count)
  4769. tsc = NULL; //Skip checking as there are no status changes active.
  4770. sd = BL_CAST(BL_PC, src);
  4771. tsd = BL_CAST(BL_PC, target);
  4772. //Check for Lucky Dodge
  4773. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4774. wd.type = DMG_LUCY_DODGE;
  4775. wd.dmg_lv = ATK_LUCKY;
  4776. if(wd.div_ < 0)
  4777. wd.div_ *= -1;
  4778. return wd;
  4779. }
  4780. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4781. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4782. // crit check is next since crits always hit on official [helvetica]
  4783. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4784. wd.type = DMG_CRITICAL;
  4785. // check if we're landing a hit
  4786. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4787. wd.dmg_lv = ATK_FLEE;
  4788. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  4789. int64 ratio = 0;
  4790. int i = 0;
  4791. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4792. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4793. ATK_RATE(wd.damage, wd.damage2, ratio);
  4794. RE_ALLATK_RATE(wd, ratio);
  4795. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4796. ATK_ADD(wd.damage, wd.damage2, ratio);
  4797. RE_ALLATK_ADD(wd, ratio);
  4798. #ifdef RENEWAL
  4799. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4800. struct status_data *sstatus = status_get_status_data(src);
  4801. if (sstatus->matk_max > sstatus->matk_min) {
  4802. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4803. } else
  4804. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4805. }
  4806. #endif
  4807. // add any miscellaneous player ATK bonuses
  4808. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4809. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4810. RE_ALLATK_ADDRATE(wd, i);
  4811. }
  4812. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  4813. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  4814. RE_ALLATK_ADDRATE(wd, -i);
  4815. }
  4816. #ifdef RENEWAL
  4817. // In Renewal we only cardfix to the weapon and equip ATK
  4818. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4819. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4820. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4821. if (is_attack_left_handed(src, skill_id)) {
  4822. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4823. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4824. }
  4825. // final attack bonuses that aren't affected by cards
  4826. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4827. if (sd) { //monsters, homuns and pets have their damage computed directly
  4828. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4829. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4830. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  4831. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4832. }
  4833. #else
  4834. // final attack bonuses that aren't affected by cards
  4835. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4836. #endif
  4837. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4838. 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))
  4839. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4840. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4841. }
  4842. }
  4843. #ifdef RENEWAL
  4844. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4845. #endif
  4846. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4847. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4848. return wd; //Enough, rest is not needed.
  4849. #ifdef RENEWAL
  4850. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4851. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4852. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4853. if (is_attack_left_handed(src, skill_id))
  4854. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4855. } else
  4856. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4857. }
  4858. #endif
  4859. #ifndef RENEWAL
  4860. if (skill_id == NJ_KUNAI) {
  4861. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4862. ATK_ADD(wd.damage, wd.damage2, 90);
  4863. nk |= NK_IGNORE_DEF;
  4864. }
  4865. #endif
  4866. switch (skill_id) {
  4867. case TK_DOWNKICK:
  4868. case TK_STORMKICK:
  4869. case TK_TURNKICK:
  4870. case TK_COUNTER:
  4871. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4872. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  4873. break;
  4874. case SR_TIGERCANNON:
  4875. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  4876. if (wd.miscflag&8) {
  4877. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  4878. } else
  4879. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  4880. break;
  4881. case SR_GATEOFHELL: {
  4882. struct status_data *sstatus = status_get_status_data(src);
  4883. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  4884. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  4885. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  4886. } else
  4887. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  4888. }
  4889. break;
  4890. }
  4891. if(sd) {
  4892. #ifndef RENEWAL
  4893. uint16 skill;
  4894. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  4895. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  4896. if (skill_id == TF_POISON)
  4897. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  4898. if (skill_id == GS_GROUNDDRIFT)
  4899. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  4900. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4901. 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);
  4902. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  4903. ATK_ADD(wd.damage, wd.damage2, 4);
  4904. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4905. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  4906. } else
  4907. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  4908. #endif
  4909. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  4910. short index = sd->equip_index[EQI_HAND_L];
  4911. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4912. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  4913. }
  4914. #ifndef RENEWAL
  4915. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4916. switch(skill_id) {
  4917. case RK_DRAGONBREATH:
  4918. case RK_DRAGONBREATH_WATER:
  4919. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  4920. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4921. if(is_attack_left_handed(src, skill_id))
  4922. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4923. }
  4924. break;
  4925. default:
  4926. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4927. if( is_attack_left_handed(src, skill_id ))
  4928. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4929. break;
  4930. }
  4931. #endif
  4932. }
  4933. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4934. switch(skill_id) {
  4935. #ifdef RENEWAL
  4936. case NJ_ISSEN:
  4937. case GS_MAGICALBULLET:
  4938. case ASC_BREAKER:
  4939. case CR_ACIDDEMONSTRATION:
  4940. case GN_FIRE_EXPANSION_ACID:
  4941. #endif
  4942. case SO_VARETYR_SPEAR:
  4943. break; //These skills will do a card fix later
  4944. default:
  4945. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4946. if(is_attack_left_handed(src, skill_id))
  4947. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4948. break;
  4949. }
  4950. }
  4951. #ifdef RENEWAL
  4952. // forced to neutral skills [helvetica]
  4953. // skills forced to neutral gain benefits from weapon element
  4954. // but final damage is considered "neutral" and resistances are applied again
  4955. switch (skill_id) {
  4956. case MC_CARTREVOLUTION:
  4957. case MO_INVESTIGATE:
  4958. case CR_ACIDDEMONSTRATION:
  4959. case SR_GATEOFHELL:
  4960. case GN_FIRE_EXPANSION_ACID:
  4961. case KO_BAKURETSU:
  4962. // Forced to neutral element
  4963. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4964. break;
  4965. case CR_SHIELDBOOMERANG:
  4966. case LK_SPIRALPIERCE:
  4967. case ML_SPIRALPIERCE:
  4968. case PA_SHIELDCHAIN:
  4969. case PA_SACRIFICE:
  4970. case RK_DRAGONBREATH:
  4971. case RK_DRAGONBREATH_WATER:
  4972. case NC_SELFDESTRUCTION:
  4973. case KO_HAPPOKUNAI: {
  4974. int64 tmp = wd.damage;
  4975. if (sd) {
  4976. if (skill_id == PA_SHIELDCHAIN) {
  4977. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4978. if (wd.damage > 0) {
  4979. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4980. if (!wd.damage)
  4981. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4982. }
  4983. } else if (skill_id == KO_HAPPOKUNAI) {
  4984. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4985. if (wd.damage > 0) {
  4986. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4987. if (!wd.damage)
  4988. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4989. }
  4990. } else
  4991. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4992. }
  4993. }
  4994. break;
  4995. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4996. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4997. break;
  4998. }
  4999. // perform multihit calculations
  5000. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  5001. #endif
  5002. // only do 1 dmg to plant, no need to calculate rest
  5003. if(infdef)
  5004. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  5005. //Apply DAMAGE_DIV_FIX and check for min damage
  5006. wd = battle_apply_div_fix(wd, skill_id);
  5007. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  5008. switch (skill_id) {
  5009. #ifdef RENEWAL
  5010. case NJ_ISSEN:
  5011. case GS_MAGICALBULLET:
  5012. case ASC_BREAKER:
  5013. case CR_ACIDDEMONSTRATION:
  5014. case GN_FIRE_EXPANSION_ACID:
  5015. #endif
  5016. case SO_VARETYR_SPEAR:
  5017. return wd; //These skills will do a GVG fix later
  5018. default:
  5019. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  5020. break;
  5021. }
  5022. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  5023. battle_absorb_damage(target, &wd);
  5024. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5025. return wd;
  5026. }
  5027. /*==========================================
  5028. * Calculate "magic"-type attacks and skills
  5029. *------------------------------------------
  5030. * Credits:
  5031. * Original coder DracoRPG
  5032. * Refined and optimized by helvetica
  5033. */
  5034. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5035. {
  5036. int i, nk;
  5037. #ifdef ADJUST_SKILL_DAMAGE
  5038. int skill_damage = 0;
  5039. #endif
  5040. short s_ele = 0;
  5041. TBL_PC *sd;
  5042. TBL_PC *tsd;
  5043. struct status_change *sc, *tsc;
  5044. struct Damage ad;
  5045. struct status_data *sstatus = status_get_status_data(src);
  5046. struct status_data *tstatus = status_get_status_data(target);
  5047. struct {
  5048. unsigned imdef : 1;
  5049. unsigned infdef : 1;
  5050. } flag;
  5051. memset(&ad,0,sizeof(ad));
  5052. memset(&flag,0,sizeof(flag));
  5053. if (src == NULL || target == NULL) {
  5054. nullpo_info(NLP_MARK);
  5055. return ad;
  5056. }
  5057. //Initial Values
  5058. ad.damage = 1;
  5059. ad.div_ = skill_get_num(skill_id,skill_lv);
  5060. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5061. ad.dmotion = tstatus->dmotion;
  5062. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5063. ad.flag = BF_MAGIC|BF_SKILL;
  5064. ad.dmg_lv = ATK_DEF;
  5065. nk = skill_get_nk(skill_id);
  5066. flag.imdef = (nk&NK_IGNORE_DEF ? 1 : 0);
  5067. sd = BL_CAST(BL_PC, src);
  5068. tsd = BL_CAST(BL_PC, target);
  5069. sc = status_get_sc(src);
  5070. tsc = status_get_sc(target);
  5071. //Initialize variables that will be used afterwards
  5072. s_ele = skill_get_ele(skill_id, skill_lv);
  5073. if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
  5074. s_ele = sstatus->rhw.ele;
  5075. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5076. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5077. } else if (s_ele == -2) //Use status element
  5078. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5079. else if (s_ele == -3) //Use random element
  5080. s_ele = rnd()%ELE_ALL;
  5081. switch(skill_id) {
  5082. case LG_SHIELDSPELL:
  5083. if (skill_lv == 2)
  5084. s_ele = ELE_HOLY;
  5085. break;
  5086. case SO_PSYCHIC_WAVE:
  5087. if( sc && sc->count ) {
  5088. if( sc->data[SC_HEATER_OPTION] )
  5089. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5090. else if( sc->data[SC_COOLER_OPTION] )
  5091. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5092. else if( sc->data[SC_BLAST_OPTION] )
  5093. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5094. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5095. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5096. }
  5097. break;
  5098. case KO_KAIHOU:
  5099. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5100. s_ele = sd->spiritcharm_type;
  5101. break;
  5102. }
  5103. //Set miscellaneous data that needs be filled
  5104. if(sd) {
  5105. sd->state.arrow_atk = 0;
  5106. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5107. }
  5108. //Skill Range Criteria
  5109. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5110. //Infinite defense (plant mode)
  5111. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5112. switch(skill_id) {
  5113. case MG_FIREWALL:
  5114. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5115. ad.blewcount = 0; //No knockback
  5116. //Fall through
  5117. case NJ_KAENSIN:
  5118. case PR_SANCTUARY:
  5119. ad.dmotion = 1; //No flinch animation.
  5120. break;
  5121. }
  5122. if (!flag.infdef) { //No need to do the math for plants
  5123. unsigned int skillratio = 100; //Skill dmg modifiers.
  5124. #ifdef RENEWAL
  5125. ad.damage = 0; //reinitialize..
  5126. #endif
  5127. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5128. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5129. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5130. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5131. //Adds an absolute value to damage. 100 = +100 damage
  5132. #define MATK_ADD(a) { ad.damage += a; }
  5133. //Calc base damage according to skill
  5134. switch (skill_id) {
  5135. case AL_HEAL:
  5136. case PR_BENEDICTIO:
  5137. case PR_SANCTUARY:
  5138. case AB_HIGHNESSHEAL:
  5139. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5140. break;
  5141. case PR_ASPERSIO:
  5142. ad.damage = 40;
  5143. break;
  5144. case ALL_RESURRECTION:
  5145. case PR_TURNUNDEAD:
  5146. //Undead check is on skill_castend_damageid code.
  5147. #ifdef RENEWAL
  5148. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5149. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5150. #else
  5151. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5152. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5153. #endif
  5154. if(i > 700)
  5155. i = 700;
  5156. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5157. ad.damage = tstatus->hp;
  5158. else {
  5159. #ifdef RENEWAL
  5160. if (sstatus->matk_max > sstatus->matk_min) {
  5161. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5162. } else {
  5163. MATK_ADD(sstatus->matk_min);
  5164. }
  5165. MATK_RATE(skill_lv);
  5166. #else
  5167. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5168. #endif
  5169. }
  5170. break;
  5171. case PF_SOULBURN:
  5172. ad.damage = tstatus->sp * 2;
  5173. break;
  5174. case AB_RENOVATIO:
  5175. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5176. break;
  5177. case GN_FIRE_EXPANSION_ACID:
  5178. #ifdef RENEWAL
  5179. {
  5180. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5181. ad.damage = (int64)(7 * ((wd.damage / skill_lv + ad.damage / skill_lv) * tstatus->vit / 100));
  5182. }
  5183. #else
  5184. if(tstatus->vit + sstatus->int_)
  5185. ad.damage = (int64)(7 * tstatus->vit * sstatus->int_ * sstatus->int_ / (10 * (tstatus->vit + sstatus->int_)));
  5186. else
  5187. ad.damage = 0;
  5188. if(tsd)
  5189. ad.damage >>= 1;
  5190. #endif
  5191. break;
  5192. case SU_SV_ROOTTWIST_ATK:
  5193. ad.damage = 100;
  5194. break;
  5195. default: {
  5196. if (sstatus->matk_max > sstatus->matk_min) {
  5197. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5198. } else {
  5199. MATK_ADD(sstatus->matk_min);
  5200. }
  5201. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  5202. if (mflag>0)
  5203. ad.damage /= mflag;
  5204. else
  5205. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5206. }
  5207. switch(skill_id) {
  5208. case MG_NAPALMBEAT:
  5209. skillratio += -30 + 10 * skill_lv;
  5210. break;
  5211. case MG_FIREBALL:
  5212. #ifdef RENEWAL
  5213. skillratio += 40 + 20 * skill_lv;
  5214. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5215. skillratio = skillratio * 3 / 4;
  5216. #else
  5217. skillratio += -30 + 10 * skill_lv;
  5218. #endif
  5219. break;
  5220. case MG_SOULSTRIKE:
  5221. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5222. skillratio += 5 * skill_lv;
  5223. break;
  5224. case MG_FIREWALL:
  5225. skillratio -= 50;
  5226. break;
  5227. case MG_FIREBOLT:
  5228. case MG_COLDBOLT:
  5229. case MG_LIGHTNINGBOLT:
  5230. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5231. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5232. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5233. ad.flag = BF_WEAPON|BF_SHORT;
  5234. ad.type = DMG_NORMAL;
  5235. }
  5236. break;
  5237. case MG_THUNDERSTORM:
  5238. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5239. #ifndef RENEWAL
  5240. skillratio -= 20;
  5241. #endif
  5242. break;
  5243. case MG_FROSTDIVER:
  5244. skillratio += 10 * skill_lv;
  5245. break;
  5246. case AL_HOLYLIGHT:
  5247. skillratio += 25;
  5248. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5249. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5250. break;
  5251. case AL_RUWACH:
  5252. skillratio += 45;
  5253. break;
  5254. case WZ_FROSTNOVA:
  5255. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5256. break;
  5257. case WZ_FIREPILLAR:
  5258. if (sd && ad.div_ > 0)
  5259. ad.div_ *= -1; //For players, damage is divided by number of hits
  5260. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5261. break;
  5262. case WZ_SIGHTRASHER:
  5263. skillratio += 20 * skill_lv;
  5264. break;
  5265. case WZ_WATERBALL:
  5266. skillratio += 30 * skill_lv;
  5267. break;
  5268. case WZ_STORMGUST:
  5269. skillratio += 40 * skill_lv;
  5270. break;
  5271. case HW_NAPALMVULCAN:
  5272. skillratio += 25;
  5273. break;
  5274. case SL_STIN: //Target size must be small (0) for full damage
  5275. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5276. break;
  5277. case SL_STUN: //Full damage is dealt on small/medium targets
  5278. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5279. break;
  5280. case SL_SMA: //Base damage is 40% + lv%
  5281. skillratio += -60 + status_get_lv(src);
  5282. break;
  5283. case NJ_KOUENKA:
  5284. skillratio -= 10;
  5285. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5286. skillratio += 20 * sd->spiritcharm;
  5287. break;
  5288. case NJ_KAENSIN:
  5289. skillratio -= 50;
  5290. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5291. skillratio += 10 * sd->spiritcharm;
  5292. break;
  5293. case NJ_BAKUENRYU:
  5294. skillratio += 50 + 150 * skill_lv;
  5295. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5296. skillratio += 45 * sd->spiritcharm;
  5297. break;
  5298. case NJ_HYOUSENSOU:
  5299. #ifdef RENEWAL
  5300. skillratio -= 30;
  5301. #endif
  5302. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5303. skillratio += 5 * sd->spiritcharm;
  5304. break;
  5305. case NJ_HYOUSYOURAKU:
  5306. skillratio += 50 * skill_lv;
  5307. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5308. skillratio += 25 * sd->spiritcharm;
  5309. break;
  5310. case NJ_RAIGEKISAI:
  5311. skillratio += 60 + 40 * skill_lv;
  5312. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5313. skillratio += 15 * sd->spiritcharm;
  5314. break;
  5315. case NJ_KAMAITACHI:
  5316. skillratio += 100 * skill_lv;
  5317. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5318. skillratio += 10 * sd->spiritcharm;
  5319. break;
  5320. case NJ_HUUJIN:
  5321. #ifdef RENEWAL
  5322. skillratio += 50;
  5323. #endif
  5324. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5325. skillratio += 20 * sd->spiritcharm;
  5326. break;
  5327. case NPC_ENERGYDRAIN:
  5328. skillratio += 100 * skill_lv;
  5329. break;
  5330. case NPC_EARTHQUAKE:
  5331. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5332. break;
  5333. #ifdef RENEWAL
  5334. case WZ_HEAVENDRIVE:
  5335. case WZ_METEOR:
  5336. skillratio += 25;
  5337. break;
  5338. case WZ_VERMILION:
  5339. if(sd) {
  5340. int per = 0;
  5341. while ((++per) < skill_lv)
  5342. skillratio += per * 5; //100% 105% 115% 130% 150% 175% 205% 240% 280% 325%
  5343. } else {
  5344. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5345. }
  5346. break;
  5347. #else
  5348. case WZ_VERMILION:
  5349. skillratio += 20 * skill_lv - 20;
  5350. break;
  5351. #endif
  5352. case AB_JUDEX:
  5353. skillratio += 200 + 20 * skill_lv;
  5354. RE_LVL_DMOD(100);
  5355. break;
  5356. case AB_ADORAMUS:
  5357. skillratio += 400 + 100 * skill_lv;
  5358. RE_LVL_DMOD(100);
  5359. break;
  5360. case AB_DUPLELIGHT_MAGIC:
  5361. skillratio += 100 + 20 * skill_lv;
  5362. break;
  5363. case WL_SOULEXPANSION:
  5364. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5365. RE_LVL_DMOD(100);
  5366. break;
  5367. case WL_FROSTMISTY:
  5368. skillratio += 100 + 100 * skill_lv;
  5369. RE_LVL_DMOD(100);
  5370. break;
  5371. case WL_JACKFROST:
  5372. if (tsc && tsc->data[SC_FREEZING]) {
  5373. skillratio += 900 + 300 * skill_lv;
  5374. RE_LVL_DMOD(100);
  5375. } else {
  5376. skillratio += 400 + 100 * skill_lv;
  5377. RE_LVL_DMOD(150);
  5378. }
  5379. break;
  5380. case WL_DRAINLIFE:
  5381. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5382. RE_LVL_DMOD(100);
  5383. break;
  5384. case WL_CRIMSONROCK:
  5385. skillratio += 1200 + 300 * skill_lv;
  5386. RE_LVL_DMOD(100);
  5387. break;
  5388. case WL_HELLINFERNO:
  5389. skillratio += -100 + 300 * skill_lv;
  5390. RE_LVL_DMOD(100);
  5391. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5392. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5393. if (mflag&ELE_DARK)
  5394. skillratio *= 4;
  5395. skillratio /= 5;
  5396. break;
  5397. case WL_COMET:
  5398. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5399. if (i <= 3)
  5400. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5401. else if (i <= 5)
  5402. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5403. else if (i <= 7)
  5404. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5405. else
  5406. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5407. if (sd && sd->status.party_id) {
  5408. struct map_session_data* psd;
  5409. int p_sd[MAX_PARTY], c;
  5410. c = 0;
  5411. memset(p_sd, 0, sizeof(p_sd));
  5412. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5413. c = (c > 1 ? rnd()%c : 0);
  5414. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5415. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5416. RE_LVL_DMOD(120);
  5417. skillratio += 2500;
  5418. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5419. }
  5420. }
  5421. break;
  5422. case WL_CHAINLIGHTNING_ATK:
  5423. skillratio += 400 + 100 * skill_lv;
  5424. RE_LVL_DMOD(100);
  5425. if (mflag > 0)
  5426. skillratio += 100 * (9 - mflag);
  5427. break;
  5428. case WL_EARTHSTRAIN:
  5429. skillratio += 1900 + 100 * skill_lv;
  5430. RE_LVL_DMOD(100);
  5431. break;
  5432. case WL_TETRAVORTEX_FIRE:
  5433. case WL_TETRAVORTEX_WATER:
  5434. case WL_TETRAVORTEX_WIND:
  5435. case WL_TETRAVORTEX_GROUND:
  5436. skillratio += 400 + 500 * skill_lv;
  5437. break;
  5438. case WL_SUMMON_ATK_FIRE:
  5439. case WL_SUMMON_ATK_WATER:
  5440. case WL_SUMMON_ATK_WIND:
  5441. case WL_SUMMON_ATK_GROUND:
  5442. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5443. RE_LVL_DMOD(100);
  5444. break;
  5445. case LG_RAYOFGENESIS:
  5446. if(sc) {
  5447. if(sc->data[SC_INSPIRATION])
  5448. skillratio += 1400;
  5449. if(sc->data[SC_BANDING])
  5450. skillratio += -100 + 300 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  5451. skillratio = skillratio * ((sd) ? sd->status.job_level / 25 : 1);
  5452. }
  5453. break;
  5454. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5455. if (sd && skill_lv == 2)
  5456. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5457. else
  5458. skillratio = 0;
  5459. break;
  5460. case WM_METALICSOUND:
  5461. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5462. RE_LVL_DMOD(100);
  5463. break;
  5464. case WM_REVERBERATION_MAGIC:
  5465. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5466. skillratio += 100 * skill_lv;
  5467. RE_LVL_DMOD(100);
  5468. break;
  5469. case SO_FIREWALK:
  5470. skillratio += -100 + 60 * skill_lv;
  5471. RE_LVL_DMOD(100);
  5472. if( sc && sc->data[SC_HEATER_OPTION] )
  5473. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5474. break;
  5475. case SO_ELECTRICWALK:
  5476. skillratio += -100 + 60 * skill_lv;
  5477. RE_LVL_DMOD(100);
  5478. if( sc && sc->data[SC_BLAST_OPTION] )
  5479. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5480. break;
  5481. case SO_EARTHGRAVE:
  5482. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5483. RE_LVL_DMOD(100);
  5484. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5485. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5486. break;
  5487. case SO_DIAMONDDUST:
  5488. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5489. RE_LVL_DMOD(100);
  5490. if( sc && sc->data[SC_COOLER_OPTION] )
  5491. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5492. break;
  5493. case SO_POISON_BUSTER:
  5494. skillratio += 900 + 300 * skill_lv;
  5495. RE_LVL_DMOD(120);
  5496. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5497. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5498. break;
  5499. case SO_PSYCHIC_WAVE:
  5500. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5501. RE_LVL_DMOD(100);
  5502. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5503. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5504. skillratio += 20;
  5505. break;
  5506. case SO_CLOUD_KILL:
  5507. skillratio += -100 + 40 * skill_lv;
  5508. RE_LVL_DMOD(100);
  5509. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5510. skillratio += (sd ? sd->status.job_level : 0);
  5511. break;
  5512. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5513. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5514. RE_LVL_DMOD(100);
  5515. if (sc && sc->data[SC_BLAST_OPTION])
  5516. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5517. break;
  5518. case GN_DEMONIC_FIRE:
  5519. if (skill_lv > 20) // Fire expansion Lv.2
  5520. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5521. else if (skill_lv > 10) { // Fire expansion Lv.1
  5522. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5523. RE_LVL_DMOD(100);
  5524. } else
  5525. skillratio += 10 + 20 * skill_lv;
  5526. break;
  5527. case KO_KAIHOU:
  5528. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5529. skillratio += -100 + 200 * sd->spiritcharm;
  5530. RE_LVL_DMOD(100);
  5531. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5532. }
  5533. break;
  5534. // Magical Elemental Spirits Attack Skills
  5535. case EL_FIRE_MANTLE:
  5536. case EL_WATER_SCREW:
  5537. skillratio += 900;
  5538. break;
  5539. case EL_FIRE_ARROW:
  5540. case EL_ROCK_CRUSHER_ATK:
  5541. skillratio += 200;
  5542. break;
  5543. case EL_FIRE_BOMB:
  5544. case EL_ICE_NEEDLE:
  5545. case EL_HURRICANE_ATK:
  5546. skillratio += 400;
  5547. break;
  5548. case EL_FIRE_WAVE:
  5549. case EL_TYPOON_MIS_ATK:
  5550. skillratio += 1100;
  5551. break;
  5552. case MH_ERASER_CUTTER:
  5553. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5554. break;
  5555. case MH_XENO_SLASHER:
  5556. if(skill_lv%2)
  5557. skillratio += 350 + 50 * skill_lv; //500:600:700
  5558. else
  5559. skillratio += 400 + 100 * skill_lv; //700:900
  5560. break;
  5561. case MH_HEILIGE_STANGE:
  5562. skillratio += 400 + 250 * skill_lv;
  5563. skillratio = (skillratio * status_get_lv(src)) / 150;
  5564. break;
  5565. case MH_POISON_MIST:
  5566. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5567. break;
  5568. case SU_SV_STEMSPEAR:
  5569. skillratio += 600;
  5570. break;
  5571. case SU_CN_METEOR:
  5572. skillratio += 100 + 100 * skill_lv;
  5573. break;
  5574. }
  5575. MATK_RATE(skillratio);
  5576. //Constant/misc additions from skills
  5577. if (skill_id == WZ_FIREPILLAR)
  5578. MATK_ADD(100 + 50 * skill_lv);
  5579. break;
  5580. }
  5581. }
  5582. #ifdef RENEWAL
  5583. switch(skill_id) { // These skills will do a card fix later
  5584. case CR_ACIDDEMONSTRATION:
  5585. case ASC_BREAKER:
  5586. break;
  5587. default:
  5588. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5589. break;
  5590. }
  5591. #endif
  5592. if(sd) {
  5593. //Damage bonuses
  5594. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5595. ad.damage += (int64)ad.damage*i/100;
  5596. //Ignore Defense?
  5597. if (!flag.imdef && (
  5598. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5599. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5600. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5601. ))
  5602. flag.imdef = 1;
  5603. }
  5604. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5605. ad.damage -= (int64)ad.damage*i/100;
  5606. if(!flag.imdef){
  5607. defType mdef = tstatus->mdef;
  5608. int mdef2= tstatus->mdef2;
  5609. #ifdef RENEWAL
  5610. if(tsc && tsc->data[SC_ASSUMPTIO])
  5611. mdef <<= 1; // only eMDEF is doubled
  5612. #endif
  5613. if(sd) {
  5614. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5615. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5616. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  5617. if (i)
  5618. {
  5619. if (i > 100) i = 100;
  5620. mdef -= mdef * i/100;
  5621. //mdef2-= mdef2* i/100;
  5622. }
  5623. }
  5624. #ifdef RENEWAL
  5625. /**
  5626. * RE MDEF Reduction
  5627. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5628. */
  5629. if (mdef < -99)
  5630. mdef = -99; // Avoid divide by 0
  5631. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5632. #else
  5633. if(battle_config.magic_defense_type)
  5634. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5635. else
  5636. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5637. #endif
  5638. }
  5639. #if 0 // Doesn't seem to be official
  5640. if (skill_id == NPC_EARTHQUAKE) {
  5641. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5642. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5643. if(mflag>0)
  5644. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5645. else
  5646. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5647. }
  5648. #endif
  5649. if(ad.damage<1)
  5650. ad.damage=1;
  5651. else if(sc) { //only applies when hit
  5652. switch(skill_id) {
  5653. case MG_LIGHTNINGBOLT:
  5654. case MG_THUNDERSTORM:
  5655. if(sc->data[SC_GUST_OPTION])
  5656. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5657. break;
  5658. case MG_FIREBOLT:
  5659. case MG_FIREWALL:
  5660. if(sc->data[SC_PYROTECHNIC_OPTION])
  5661. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5662. break;
  5663. case MG_COLDBOLT:
  5664. case MG_FROSTDIVER:
  5665. if(sc->data[SC_AQUAPLAY_OPTION])
  5666. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5667. break;
  5668. case WZ_EARTHSPIKE:
  5669. case WZ_HEAVENDRIVE:
  5670. if(sc->data[SC_PETROLOGY_OPTION])
  5671. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5672. break;
  5673. }
  5674. }
  5675. if (!(nk&NK_NO_ELEFIX) && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret]
  5676. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5677. //Apply the physical part of the skill's damage. [Skotlex]
  5678. switch(skill_id) {
  5679. case CR_GRANDCROSS:
  5680. case NPC_GRANDDARKNESS: {
  5681. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5682. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5683. if(src == target) {
  5684. if(src->type == BL_PC)
  5685. ad.damage = ad.damage / 2;
  5686. else
  5687. ad.damage = 0;
  5688. }
  5689. }
  5690. break;
  5691. case SO_VARETYR_SPEAR: {
  5692. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5693. ad.damage += wd.damage;
  5694. }
  5695. break;
  5696. }
  5697. #ifndef RENEWAL
  5698. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5699. #endif
  5700. } //Hint: Against plants damage will still be 1 at this point
  5701. //Apply DAMAGE_DIV_FIX and check for min damage
  5702. ad = battle_apply_div_fix(ad, skill_id);
  5703. switch(skill_id) { // These skills will do a GVG fix later
  5704. #ifdef RENEWAL
  5705. case ASC_BREAKER:
  5706. case CR_ACIDDEMONSTRATION:
  5707. return ad; //These skills will do a GVG fix later
  5708. #endif
  5709. default:
  5710. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5711. if (map_flag_gvg2(target->m))
  5712. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5713. else if (map[target->m].flag.battleground)
  5714. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5715. break;
  5716. }
  5717. // Skill damage adjustment
  5718. #ifdef ADJUST_SKILL_DAMAGE
  5719. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5720. MATK_ADDRATE(skill_damage);
  5721. #endif
  5722. battle_absorb_damage(target, &ad);
  5723. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5724. return ad;
  5725. }
  5726. /*==========================================
  5727. * Calculate "misc"-type attacks and skills
  5728. *------------------------------------------
  5729. * Credits:
  5730. * Original coder Skotlex
  5731. * Refined and optimized by helvetica
  5732. */
  5733. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5734. {
  5735. #ifdef ADJUST_SKILL_DAMAGE
  5736. int skill_damage = 0;
  5737. #endif
  5738. short i, nk;
  5739. short s_ele;
  5740. struct map_session_data *sd, *tsd;
  5741. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5742. struct status_data *sstatus = status_get_status_data(src);
  5743. struct status_data *tstatus = status_get_status_data(target);
  5744. struct status_change *ssc = status_get_sc(src);
  5745. memset(&md,0,sizeof(md));
  5746. if (src == NULL || target == NULL) {
  5747. nullpo_info(NLP_MARK);
  5748. return md;
  5749. }
  5750. //Some initial values
  5751. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  5752. md.dmotion = tstatus->dmotion;
  5753. md.div_ = skill_get_num(skill_id,skill_lv);
  5754. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  5755. md.dmg_lv = ATK_DEF;
  5756. md.flag = BF_MISC|BF_SKILL;
  5757. nk = skill_get_nk(skill_id);
  5758. sd = BL_CAST(BL_PC, src);
  5759. tsd = BL_CAST(BL_PC, target);
  5760. if(sd) {
  5761. sd->state.arrow_atk = 0;
  5762. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5763. }
  5764. s_ele = skill_get_ele(skill_id, skill_lv);
  5765. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5766. s_ele = ELE_NEUTRAL;
  5767. else if (s_ele == -3) //Use random element
  5768. s_ele = rnd()%ELE_ALL;
  5769. //Skill Range Criteria
  5770. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5771. switch (skill_id) {
  5772. case NC_MAGMA_ERUPTION: // 'Eruption' damage
  5773. md.damage = 800 + 200 * skill_lv;
  5774. break;
  5775. case TF_THROWSTONE:
  5776. md.damage = 50;
  5777. md.flag |= BF_WEAPON;
  5778. break;
  5779. #ifdef RENEWAL
  5780. case HT_LANDMINE:
  5781. case MA_LANDMINE:
  5782. case HT_BLASTMINE:
  5783. case HT_CLAYMORETRAP:
  5784. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  5785. md.damage += md.damage * (rnd()%20 - 10) / 100;
  5786. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  5787. break;
  5788. #else
  5789. case HT_LANDMINE:
  5790. case MA_LANDMINE:
  5791. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  5792. break;
  5793. case HT_BLASTMINE:
  5794. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  5795. break;
  5796. case HT_CLAYMORETRAP:
  5797. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  5798. break;
  5799. #endif
  5800. case HT_BLITZBEAT:
  5801. case SN_FALCONASSAULT:
  5802. {
  5803. uint16 skill;
  5804. //Blitz-beat Damage
  5805. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  5806. skill = 0;
  5807. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  5808. if(mflag > 1) //Autocasted Blitz
  5809. nk |= NK_SPLASHSPLIT;
  5810. if (skill_id == SN_FALCONASSAULT) {
  5811. //Div fix of Blitzbeat
  5812. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5813. //Falcon Assault Modifier
  5814. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  5815. }
  5816. }
  5817. break;
  5818. #ifdef RENEWAL
  5819. case GS_MAGICALBULLET:
  5820. {
  5821. //Official renewal formula [exneval]
  5822. //Damage = (Final ATK + Final MATK) * Skill modifiers - (eDEF + sDEF + eMDEF + sMDEF)
  5823. short totaldef, totalmdef;
  5824. struct Damage atk, matk;
  5825. atk = battle_calc_weapon_attack(src,target,skill_id,skill_lv,md.miscflag);
  5826. matk = battle_calc_magic_attack(src,target,skill_id,skill_lv,md.miscflag);
  5827. md.damage = atk.damage + matk.damage;
  5828. totaldef = (short)status_get_def(target) + tstatus->def2;
  5829. totalmdef = tstatus->mdef + tstatus->mdef2;
  5830. md.damage -= totaldef + totalmdef;
  5831. md.flag |= BF_WEAPON;
  5832. nk |= NK_IGNORE_FLEE; // Flee already checked in battle_calc_weapon_attack, so don't do it again here [exneval]
  5833. }
  5834. break;
  5835. #endif
  5836. case BA_DISSONANCE:
  5837. md.damage = 30 + skill_lv * 10;
  5838. if (sd)
  5839. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  5840. break;
  5841. case NPC_SELFDESTRUCTION:
  5842. md.damage = sstatus->hp;
  5843. break;
  5844. case NPC_SMOKING:
  5845. md.damage = 3;
  5846. break;
  5847. case NPC_DARKBREATH:
  5848. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  5849. break;
  5850. case NPC_EVILLAND:
  5851. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5852. break;
  5853. case ASC_BREAKER:
  5854. #ifdef RENEWAL
  5855. // Official Renewal formula [helvetica]
  5856. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5857. // atk part takes weapon element, matk part is non-elemental
  5858. // modified def formula
  5859. {
  5860. short totaldef, totalmdef;
  5861. struct Damage atk, matk;
  5862. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5863. nk |= NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5864. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5865. // (atk + matk) * (3 + (.5 * skill level))
  5866. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5867. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5868. totaldef = tstatus->def2 + (short)status_get_def(target);
  5869. totalmdef = tstatus->mdef + tstatus->mdef2;
  5870. md.damage -= totaldef + totalmdef;
  5871. }
  5872. #else
  5873. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  5874. nk |= NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5875. #endif
  5876. break;
  5877. case HW_GRAVITATION:
  5878. #ifdef RENEWAL
  5879. md.damage = 500 + 100 * skill_lv;
  5880. #else
  5881. md.damage = 200 + 200 * skill_lv;
  5882. #endif
  5883. md.dmotion = 0; //No flinch animation
  5884. break;
  5885. case PA_PRESSURE:
  5886. md.damage = 500 + 300 * skill_lv;
  5887. break;
  5888. case PA_GOSPEL:
  5889. if (mflag > 0)
  5890. md.damage = (rnd() % 4000) + 1500;
  5891. else {
  5892. md.damage = (rnd() % 5000) + 3000;
  5893. #ifdef RENEWAL
  5894. md.damage -= (int64)status_get_def(target);
  5895. #else
  5896. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  5897. #endif
  5898. md.damage -= tstatus->def2;
  5899. if (md.damage < 0)
  5900. md.damage = 0;
  5901. }
  5902. break;
  5903. case CR_ACIDDEMONSTRATION:
  5904. #ifdef RENEWAL
  5905. // Official Renewal formula [helvetica]
  5906. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5907. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5908. // is considered "neutral" for purposes of resistances
  5909. {
  5910. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5911. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5912. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5913. // AD benefits from endow/element but damage is forced back to neutral
  5914. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5915. }
  5916. #else
  5917. if(tstatus->vit+sstatus->int_) //crash fix
  5918. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5919. else
  5920. md.damage = 0;
  5921. if (tsd) md.damage>>=1;
  5922. #endif
  5923. break;
  5924. case NJ_ZENYNAGE:
  5925. case KO_MUCHANAGE:
  5926. md.damage = skill_get_zeny(skill_id, skill_lv);
  5927. if (!md.damage)
  5928. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  5929. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  5930. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  5931. md.damage = md.damage / 2;
  5932. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  5933. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  5934. else if (tsd && skill_id == NJ_ZENYNAGE)
  5935. md.damage = md.damage / 2;
  5936. break;
  5937. #ifdef RENEWAL
  5938. case NJ_ISSEN:
  5939. // Official Renewal formula [helvetica]
  5940. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5941. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5942. // modified def formula
  5943. {
  5944. short totaldef;
  5945. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5946. struct status_change *sc = status_get_sc(src);
  5947. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5948. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5949. md.div_ = -(i + 2); // mirror image count + 2
  5950. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5951. }
  5952. // modified def reduction, final damage = base damage - (edef + sdef)
  5953. totaldef = tstatus->def2 + (short)status_get_def(target);
  5954. md.damage -= totaldef;
  5955. md.flag |= BF_WEAPON;
  5956. }
  5957. break;
  5958. #endif
  5959. case GS_FLING:
  5960. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  5961. break;
  5962. case HVAN_EXPLOSION: //[orn]
  5963. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5964. break;
  5965. case RA_CLUSTERBOMB:
  5966. case RA_FIRINGTRAP:
  5967. case RA_ICEBOUNDTRAP:
  5968. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  5969. RE_LVL_TMDMOD();
  5970. if(sd) {
  5971. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5972. if(researchskill_lv)
  5973. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  5974. else
  5975. md.damage = 0;
  5976. } else
  5977. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  5978. nk |= NK_NO_ELEFIX|NK_IGNORE_FLEE|NK_NO_CARDFIX_DEF;
  5979. break;
  5980. case WM_SOUND_OF_DESTRUCTION:
  5981. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  5982. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  5983. break;
  5984. case GN_THORNS_TRAP:
  5985. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  5986. break;
  5987. case GN_HELLS_PLANT_ATK:
  5988. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5989. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( status_get_int(src) * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - ((sd) ? pc_checkskill(sd,AM_CANNIBALIZE) : 0)) );
  5990. break;
  5991. case RL_B_TRAP:
  5992. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  5993. md.damage = ((200 + status_get_dex(src)) * skill_lv * 10) + sstatus->hp; // (custom)
  5994. break;
  5995. case MH_EQC:
  5996. md.damage = max(tstatus->hp - sstatus->hp, 0);
  5997. break;
  5998. case NPC_MAXPAIN_ATK:
  5999. if (ssc && ssc->data[SC_MAXPAIN])
  6000. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6001. else
  6002. md.damage = 0;
  6003. break;
  6004. }
  6005. if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets
  6006. if(mflag > 0)
  6007. md.damage /= mflag;
  6008. else
  6009. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6010. }
  6011. if (!(nk&NK_IGNORE_FLEE)) {
  6012. struct status_change *sc = status_get_sc(target);
  6013. i = 0; //Temp for "hit or no hit"
  6014. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6015. i = 1;
  6016. else {
  6017. short
  6018. flee = tstatus->flee,
  6019. #ifdef RENEWAL
  6020. hitrate = 0; //Default hitrate
  6021. #else
  6022. hitrate = 80; //Default hitrate
  6023. #endif
  6024. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6025. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6026. if(attacker_count >= battle_config.agi_penalty_count) {
  6027. if (battle_config.agi_penalty_type == 1)
  6028. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6029. else //assume type 2: absolute reduction
  6030. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6031. if(flee < 1)
  6032. flee = 1;
  6033. }
  6034. }
  6035. hitrate += sstatus->hit - flee;
  6036. #ifdef RENEWAL
  6037. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6038. hitrate += pc_checkskill(sd,AC_VULTURE);
  6039. #endif
  6040. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6041. if(rnd()%100 < hitrate)
  6042. i = 1;
  6043. }
  6044. if (!i) {
  6045. md.damage = 0;
  6046. md.dmg_lv = ATK_FLEE;
  6047. }
  6048. }
  6049. switch(skill_id) {
  6050. #ifdef RENEWAL
  6051. case GS_MAGICALBULLET:
  6052. break; // Card fix already done
  6053. #endif
  6054. default:
  6055. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6056. break;
  6057. }
  6058. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6059. md.damage += (int64)md.damage*i/100;
  6060. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6061. md.damage -= (int64)md.damage*i/100;
  6062. if(!(nk&NK_NO_ELEFIX))
  6063. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6064. //Plant damage
  6065. if(md.damage < 0)
  6066. md.damage = 0;
  6067. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6068. md.damage = 1;
  6069. }
  6070. //Apply DAMAGE_DIV_FIX and check for min damage
  6071. md = battle_apply_div_fix(md, skill_id);
  6072. switch(skill_id) {
  6073. case RA_FIRINGTRAP:
  6074. case RA_ICEBOUNDTRAP:
  6075. if (md.damage == 1)
  6076. break;
  6077. case RA_CLUSTERBOMB:
  6078. {
  6079. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6080. md.damage += wd.damage;
  6081. }
  6082. break;
  6083. case NJ_ZENYNAGE:
  6084. if (sd) {
  6085. if (md.damage > sd->status.zeny)
  6086. md.damage = sd->status.zeny;
  6087. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6088. }
  6089. break;
  6090. }
  6091. switch(skill_id) {
  6092. #ifdef RENEWAL
  6093. case GS_MAGICALBULLET:
  6094. break; // GVG fix already done
  6095. #endif
  6096. default:
  6097. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6098. if(map_flag_gvg2(target->m))
  6099. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6100. else if(map[target->m].flag.battleground)
  6101. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6102. break;
  6103. }
  6104. // Skill damage adjustment
  6105. #ifdef ADJUST_SKILL_DAMAGE
  6106. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6107. md.damage += (int64)md.damage * skill_damage / 100;
  6108. #endif
  6109. battle_absorb_damage(target, &md);
  6110. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6111. return md;
  6112. }
  6113. /*==========================================
  6114. * Battle main entry, from skill_attack
  6115. *------------------------------------------
  6116. * Credits:
  6117. * Original coder unknown
  6118. * Initial refactoring by Baalberith
  6119. * Refined and optimized by helvetica
  6120. */
  6121. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6122. {
  6123. struct Damage d;
  6124. switch(attack_type) {
  6125. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6126. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6127. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6128. default:
  6129. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6130. memset(&d,0,sizeof(d));
  6131. break;
  6132. }
  6133. if( d.damage + d.damage2 < 1 )
  6134. { //Miss/Absorbed
  6135. //Weapon attacks should go through to cause additional effects.
  6136. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6137. d.dmg_lv = ATK_MISS;
  6138. d.dmotion = 0;
  6139. }
  6140. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6141. d.dmg_lv = ATK_DEF;
  6142. return d;
  6143. }
  6144. /*==========================================
  6145. * Final damage return function
  6146. *------------------------------------------
  6147. * Credits:
  6148. * Original coder unknown
  6149. * Initial refactoring by Baalberith
  6150. * Refined and optimized by helvetica
  6151. */
  6152. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6153. struct map_session_data* sd;
  6154. int64 rdamage = 0, damage = *dmg;
  6155. int max_damage = status_get_max_hp(bl);
  6156. struct status_change *sc, *ssc;
  6157. sd = BL_CAST(BL_PC, bl);
  6158. sc = status_get_sc(bl);
  6159. ssc = status_get_sc(src);
  6160. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6161. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  6162. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6163. rdamage = i64max(rdamage,1);
  6164. } else if( status_reflect && sc && sc->count ) {
  6165. if( sc->data[SC_REFLECTSHIELD] ) {
  6166. struct status_change_entry *sce_d;
  6167. struct block_list *d_bl = NULL;
  6168. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6169. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6170. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6171. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6172. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6173. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6174. return 0;
  6175. }
  6176. }
  6177. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  6178. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6179. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6180. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6181. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6182. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6183. }
  6184. } else {
  6185. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6186. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6187. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6188. rdamage = 0;
  6189. else {
  6190. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6191. if (rdamage < 1)
  6192. rdamage = 1;
  6193. }
  6194. }
  6195. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6196. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6197. int64 rd1 = 0;
  6198. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6199. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6200. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SKILL);
  6201. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6202. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6203. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6204. }
  6205. }
  6206. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6207. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6208. if (rdamage < 1) rdamage = 1;
  6209. }
  6210. }
  6211. }
  6212. } else {
  6213. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6214. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6215. if (rdamage < 1) rdamage = 1;
  6216. }
  6217. }
  6218. if (ssc && ssc->data[SC_INSPIRATION]) {
  6219. rdamage += damage / 100;
  6220. #ifdef RENEWAL
  6221. rdamage = cap_value(rdamage, 1, max_damage);
  6222. #else
  6223. rdamage = i64max(rdamage,1);
  6224. #endif
  6225. }
  6226. if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
  6227. rdamage = 0;
  6228. if (sc && sc->data[SC_MAXPAIN]) {
  6229. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6230. }
  6231. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6232. }
  6233. /**
  6234. * Calculate vanish from target
  6235. * @param sd: Player with vanish item
  6236. * @param target: Target to vanish HP/SP
  6237. * @param wd: Reference to Damage struct
  6238. */
  6239. bool battle_vanish(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6240. {
  6241. struct status_data *tstatus;
  6242. int race;
  6243. nullpo_retr(false, sd);
  6244. nullpo_retr(false, target);
  6245. nullpo_retr(false, wd);
  6246. tstatus = status_get_status_data(target);
  6247. race = status_get_race(target);
  6248. wd->isspdamage = false;
  6249. if (wd->flag) {
  6250. // bHPVanishRaceRate
  6251. short vellum_rate_hp = cap_value(sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6252. short vellum_hp = cap_value(sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6253. // bSPVanishRaceRate
  6254. short vellum_rate_sp = cap_value(sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6255. short vellum_sp = cap_value(sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6256. // The HP and SP vanish bonus from these items can't stack because of the special damage display.
  6257. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 10000 || rnd()%10000 < vellum_rate_hp)) {
  6258. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6259. wd->damage2 = 0;
  6260. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 10000 || rnd()%10000 < vellum_rate_sp)) {
  6261. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6262. wd->damage2 = 0;
  6263. wd->isspdamage = true;
  6264. } else // No damage
  6265. return false;
  6266. return true;
  6267. } else {
  6268. // bHPVanishRate
  6269. short vrate_hp = cap_value(sd->bonus.hp_vanish_rate * 10, 0, SHRT_MAX);
  6270. short v_hp = cap_value(sd->bonus.hp_vanish_per, SHRT_MIN, SHRT_MAX);
  6271. // bSPVanishRate
  6272. short vrate_sp = cap_value(sd->bonus.sp_vanish_rate * 10, 0, SHRT_MAX);
  6273. short v_sp = cap_value(sd->bonus.sp_vanish_per + sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6274. if (v_hp && vrate_hp && (vrate_hp >= 10000 || rnd()%10000 < vrate_hp))
  6275. v_hp = -v_hp;
  6276. else
  6277. v_hp = 0;
  6278. if (v_sp && vrate_sp && (vrate_sp >= 10000 || rnd()%10000 < vrate_sp))
  6279. v_sp = -v_sp;
  6280. else
  6281. v_sp = 0;
  6282. if ( v_hp < 0 || v_sp < 0 )
  6283. status_percent_damage(&sd->bl, target, (int8)v_hp, (int8)v_sp, false);
  6284. return false;
  6285. }
  6286. }
  6287. /*===========================================
  6288. * Perform battle drain effects (HP/SP loss)
  6289. *-------------------------------------------*/
  6290. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6291. {
  6292. struct weapon_data *wd;
  6293. struct Damage d;
  6294. int64 *damage;
  6295. int thp = 0, // HP gained
  6296. tsp = 0, // SP gained
  6297. //rhp = 0, // HP reduced from target
  6298. //rsp = 0, // SP reduced from target
  6299. hp = 0, sp = 0;
  6300. uint8 i = 0;
  6301. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6302. return;
  6303. memset(&d, 0, sizeof(d));
  6304. // Check for vanish HP/SP. !CHECKME: Which first, drain or vanish?
  6305. battle_vanish(sd, tbl, &d);
  6306. // Check for drain HP/SP
  6307. hp = sp = i = 0;
  6308. for (i = 0; i < 4; i++) {
  6309. //First two iterations: Right hand
  6310. if (i < 2) {
  6311. wd = &sd->right_weapon;
  6312. damage = &rdamage;
  6313. }
  6314. else {
  6315. wd = &sd->left_weapon;
  6316. damage = &ldamage;
  6317. }
  6318. if (*damage <= 0)
  6319. continue;
  6320. if( i == 1 || i == 3 ) {
  6321. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6322. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6323. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6324. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6325. if( hp ) {
  6326. //rhp += hp;
  6327. thp += hp;
  6328. }
  6329. if( sp ) {
  6330. //rsp += sp;
  6331. tsp += sp;
  6332. }
  6333. } else {
  6334. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6335. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6336. if( hp ) {
  6337. //rhp += hp;
  6338. thp += hp;
  6339. }
  6340. if( sp ) {
  6341. //rsp += sp;
  6342. tsp += sp;
  6343. }
  6344. }
  6345. }
  6346. if (!thp && !tsp)
  6347. return;
  6348. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6349. //if (rhp || rsp)
  6350. // status_zap(tbl, rhp, rsp);
  6351. }
  6352. /*===========================================
  6353. * Deals the same damage to targets in area.
  6354. *-------------------------------------------
  6355. * Credits:
  6356. * Original coder pakpil
  6357. */
  6358. int battle_damage_area(struct block_list *bl, va_list ap) {
  6359. unsigned int tick;
  6360. int64 damage;
  6361. int amotion, dmotion;
  6362. struct block_list *src;
  6363. nullpo_ret(bl);
  6364. tick = va_arg(ap, unsigned int);
  6365. src = va_arg(ap,struct block_list *);
  6366. amotion = va_arg(ap,int);
  6367. dmotion = va_arg(ap,int);
  6368. damage = va_arg(ap,int);
  6369. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6370. return 0;
  6371. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6372. map_freeblock_lock();
  6373. if( src->type == BL_PC )
  6374. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6375. if( amotion )
  6376. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6377. else
  6378. status_fix_damage(src,bl,damage,0);
  6379. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6380. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6381. map_freeblock_unlock();
  6382. }
  6383. return 0;
  6384. }
  6385. /*==========================================
  6386. * Do a basic physical attack (call through unit_attack_timer)
  6387. *------------------------------------------*/
  6388. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  6389. struct map_session_data *sd = NULL, *tsd = NULL;
  6390. struct status_data *sstatus, *tstatus;
  6391. struct status_change *sc, *tsc;
  6392. int64 damage;
  6393. int skillv;
  6394. struct Damage wd;
  6395. bool vanish_damage = false;
  6396. nullpo_retr(ATK_NONE, src);
  6397. nullpo_retr(ATK_NONE, target);
  6398. if (src->prev == NULL || target->prev == NULL)
  6399. return ATK_NONE;
  6400. sd = BL_CAST(BL_PC, src);
  6401. tsd = BL_CAST(BL_PC, target);
  6402. sstatus = status_get_status_data(src);
  6403. tstatus = status_get_status_data(target);
  6404. sc = status_get_sc(src);
  6405. tsc = status_get_sc(target);
  6406. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6407. sc = NULL;
  6408. if (tsc && !tsc->count)
  6409. tsc = NULL;
  6410. if (sd)
  6411. {
  6412. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6413. if (sd->state.arrow_atk)
  6414. {
  6415. short index = sd->equip_index[EQI_AMMO];
  6416. if (index < 0) {
  6417. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6418. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6419. else
  6420. clif_arrow_fail(sd,0);
  6421. return ATK_NONE;
  6422. }
  6423. //Ammo check by Ishizu-chan
  6424. if (sd->inventory_data[index]) {
  6425. switch (sd->status.weapon) {
  6426. case W_BOW:
  6427. if (sd->inventory_data[index]->look != A_ARROW) {
  6428. clif_arrow_fail(sd,0);
  6429. return ATK_NONE;
  6430. }
  6431. break;
  6432. case W_REVOLVER:
  6433. case W_RIFLE:
  6434. case W_GATLING:
  6435. case W_SHOTGUN:
  6436. if (sd->inventory_data[index]->look != A_BULLET) {
  6437. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6438. return ATK_NONE;
  6439. }
  6440. break;
  6441. case W_GRENADE:
  6442. if (sd->inventory_data[index]->look != A_GRENADE) {
  6443. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6444. return ATK_NONE;
  6445. }
  6446. break;
  6447. }
  6448. }
  6449. }
  6450. }
  6451. if (sc && sc->count) {
  6452. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6453. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6454. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6455. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6456. }
  6457. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6458. uint8 dir = map_calc_dir(target,src->x,src->y);
  6459. int t_dir = unit_getdir(target);
  6460. int dist = distance_bl(src, target);
  6461. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6462. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6463. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6464. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6465. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6466. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6467. return ATK_BLOCK;
  6468. }
  6469. }
  6470. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && status_get_class_(src) != CLASS_BOSS && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6471. {
  6472. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6473. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6474. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6475. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6476. { //Target locked.
  6477. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6478. clif_bladestop(target, src->id, 1);
  6479. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6480. return ATK_BLOCK;
  6481. }
  6482. }
  6483. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6484. int triple_rate= 30 - skillv; //Base Rate
  6485. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6486. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6487. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6488. }
  6489. if (rnd()%100 < triple_rate) {
  6490. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6491. sd->ud.canact_tick = max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6492. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6493. return ATK_DEF;
  6494. return ATK_MISS;
  6495. }
  6496. }
  6497. if (sc) {
  6498. if (sc->data[SC_SACRIFICE]) {
  6499. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6500. damage_lv ret_val;
  6501. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6502. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6503. /**
  6504. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6505. * For further information: bugreport:4950
  6506. */
  6507. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6508. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6509. if( ret_val == ATK_NONE )
  6510. return ATK_MISS;
  6511. return ret_val;
  6512. }
  6513. if (sc->data[SC_MAGICALATTACK]) {
  6514. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6515. return ATK_DEF;
  6516. return ATK_MISS;
  6517. }
  6518. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6519. int spheres = 5;
  6520. if( sc->data[SC_RAISINGDRAGON] )
  6521. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6522. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6523. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6524. }
  6525. }
  6526. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6527. int spheres = 5;
  6528. if( tsc->data[SC_RAISINGDRAGON] )
  6529. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6530. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6531. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6532. }
  6533. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6534. 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)));
  6535. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6536. int hp_heal = tstatus->max_hp - tstatus->hp;
  6537. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6538. hp_heal = tsc->data[SC_KAAHI]->val2;
  6539. if (hp_heal)
  6540. status_heal(target, hp_heal, 0, 2);
  6541. }
  6542. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6543. wd.isspdamage = false; // Default normal attacks to non-SP Damage attack until battle_vanish is determined
  6544. if (sd && wd.damage + wd.damage2 > 0)
  6545. vanish_damage = battle_vanish(sd, target, &wd);
  6546. if( sc && sc->count ) {
  6547. if (sc->data[SC_EXEEDBREAK]) {
  6548. if (!is_infinite_defense(target, wd.flag) && !vanish_damage)
  6549. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6550. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6551. }
  6552. if( sc->data[SC_SPELLFIST] ) {
  6553. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vanish_damage ){
  6554. if (!is_infinite_defense(target, wd.flag)) {
  6555. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  6556. wd.damage = ad.damage;
  6557. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  6558. } else {
  6559. wd.damage = 1;
  6560. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  6561. }
  6562. } else
  6563. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6564. }
  6565. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vanish_damage )
  6566. wd.damage *= 3; // Triple Damage
  6567. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6568. short idx = sd->equip_index[EQI_AMMO];
  6569. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6570. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6571. sc->data[SC_FEARBREEZE]->val4 = 0;
  6572. }
  6573. }
  6574. }
  6575. if (sd && sd->state.arrow_atk) //Consume arrow.
  6576. battle_consume_ammo(sd, 0, 0);
  6577. damage = wd.damage + wd.damage2;
  6578. if( damage > 0 && src != target )
  6579. {
  6580. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6581. { // Activates it only from melee damage
  6582. uint16 skill_id;
  6583. if( rnd()%2 == 1 )
  6584. skill_id = AB_DUPLELIGHT_MELEE;
  6585. else
  6586. skill_id = AB_DUPLELIGHT_MAGIC;
  6587. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6588. }
  6589. }
  6590. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  6591. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6592. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6593. if ( target->type == BL_SKILL && damage > 0 ) {
  6594. TBL_SKILL *su = (TBL_SKILL*)target;
  6595. if (su && su->group) {
  6596. if (su->group->skill_id == HT_BLASTMINE)
  6597. skill_blown(src, target, 3, -1, BLOWN_NONE);
  6598. if (su->group->skill_id == GN_WALLOFTHORN) {
  6599. if (--su->val2 <= 0)
  6600. skill_delunit(su);
  6601. }
  6602. }
  6603. }
  6604. map_freeblock_lock();
  6605. if( !(tsc && tsc->data[SC_DEVOTION]) && !vanish_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  6606. if( !status_isdead(target) )
  6607. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6608. if( wd.dmg_lv > ATK_BLOCK )
  6609. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6610. } else
  6611. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  6612. if( tsc ) {
  6613. if( tsc->data[SC_DEVOTION] ) {
  6614. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6615. struct block_list *d_bl = map_id2bl(sce->val1);
  6616. if( d_bl && (
  6617. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6618. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6619. ) && check_distance_bl(target, d_bl, sce->val3) )
  6620. {
  6621. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  6622. status_fix_damage(NULL, d_bl, damage, 0);
  6623. }
  6624. else
  6625. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6626. }
  6627. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  6628. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6629. if (ed) {
  6630. 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_SKILL);
  6631. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6632. }
  6633. }
  6634. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  6635. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6636. if (e_bl && !status_isdead(e_bl)) {
  6637. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  6638. status_fix_damage(NULL, e_bl, damage, 0);
  6639. }
  6640. }
  6641. }
  6642. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6643. int sp = 0;
  6644. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6645. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6646. int i = rnd()%100;
  6647. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6648. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6649. //reduction only for skill_lv > 1
  6650. if (skill_lv > 1) {
  6651. if (i >= 50) skill_lv /= 2;
  6652. else if (i >= 15) skill_lv--;
  6653. }
  6654. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6655. if (status_charge(src, 0, sp)) {
  6656. struct unit_data *ud = unit_bl2ud(src);
  6657. switch (skill_get_casttype(skill_id)) {
  6658. case CAST_GROUND:
  6659. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6660. break;
  6661. case CAST_NODAMAGE:
  6662. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6663. break;
  6664. case CAST_DAMAGE:
  6665. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6666. break;
  6667. }
  6668. if (ud) {
  6669. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  6670. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  6671. ud->canact_tick = max(tick + autospell_tick, ud->canact_tick);
  6672. if (battle_config.display_status_timers && sd)
  6673. clif_status_change(src, SI_ACTIONDELAY, 1, autospell_tick, 0, 0, 0);
  6674. }
  6675. }
  6676. }
  6677. }
  6678. if (sd) {
  6679. uint16 r_skill = 0, sk_idx = 0;
  6680. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6681. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  6682. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  6683. {
  6684. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6685. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6686. int type;
  6687. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6688. int maxcount = 0;
  6689. if( !(BL_PC&battle_config.skill_reiteration) &&
  6690. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6691. type = -1;
  6692. if( BL_PC&battle_config.skill_nofootset &&
  6693. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6694. type = -1;
  6695. if( BL_PC&battle_config.land_skill_limit &&
  6696. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6697. ) {
  6698. int v;
  6699. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6700. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6701. maxcount--;
  6702. }
  6703. if( maxcount == 0 )
  6704. type = -1;
  6705. }
  6706. if( type != CAST_GROUND ){
  6707. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6708. map_freeblock_unlock();
  6709. return wd.dmg_lv;
  6710. }
  6711. }
  6712. if (sd->state.autocast == 0) {
  6713. sd->state.autocast = 1;
  6714. skill_consume_requirement(sd, r_skill, r_lv, 3);
  6715. switch (type) {
  6716. case CAST_GROUND:
  6717. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6718. break;
  6719. case CAST_NODAMAGE:
  6720. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6721. break;
  6722. case CAST_DAMAGE:
  6723. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6724. break;
  6725. }
  6726. }
  6727. sd->state.autocast = 0;
  6728. sd->ud.canact_tick = max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  6729. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6730. }
  6731. }
  6732. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6733. if (battle_config.left_cardfix_to_right)
  6734. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6735. else
  6736. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6737. }
  6738. }
  6739. if (tsc) {
  6740. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6741. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6742. || sstatus->def_ele == ELE_POISON) &&
  6743. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6744. status_check_skilluse(target, src, TF_POISON, 0)
  6745. ) { //Poison React
  6746. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6747. if (sstatus->def_ele == ELE_POISON) {
  6748. sce->val2 = 0;
  6749. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6750. } else {
  6751. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6752. --sce->val2;
  6753. }
  6754. if (sce->val2 <= 0)
  6755. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6756. }
  6757. }
  6758. map_freeblock_unlock();
  6759. return wd.dmg_lv;
  6760. }
  6761. /*=========================
  6762. * Check for undead status
  6763. *-------------------------
  6764. * Credits:
  6765. * Original coder Skotlex
  6766. * Refactored by Baalberith
  6767. */
  6768. int battle_check_undead(int race,int element)
  6769. {
  6770. if(battle_config.undead_detect_type == 0) {
  6771. if(element == ELE_UNDEAD)
  6772. return 1;
  6773. }
  6774. else if(battle_config.undead_detect_type == 1) {
  6775. if(race == RC_UNDEAD)
  6776. return 1;
  6777. }
  6778. else {
  6779. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6780. return 1;
  6781. }
  6782. return 0;
  6783. }
  6784. /*================================================================
  6785. * Returns the upmost level master starting with the given object
  6786. *----------------------------------------------------------------*/
  6787. struct block_list* battle_get_master(struct block_list *src)
  6788. {
  6789. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6790. do {
  6791. prev = src;
  6792. switch (src->type) {
  6793. case BL_PET:
  6794. if (((TBL_PET*)src)->master)
  6795. src = (struct block_list*)((TBL_PET*)src)->master;
  6796. break;
  6797. case BL_MOB:
  6798. if (((TBL_MOB*)src)->master_id)
  6799. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6800. break;
  6801. case BL_HOM:
  6802. if (((TBL_HOM*)src)->master)
  6803. src = (struct block_list*)((TBL_HOM*)src)->master;
  6804. break;
  6805. case BL_MER:
  6806. if (((TBL_MER*)src)->master)
  6807. src = (struct block_list*)((TBL_MER*)src)->master;
  6808. break;
  6809. case BL_ELEM:
  6810. if (((TBL_ELEM*)src)->master)
  6811. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6812. break;
  6813. case BL_SKILL:
  6814. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6815. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6816. break;
  6817. }
  6818. } while (src && src != prev);
  6819. return prev;
  6820. }
  6821. /*==========================================
  6822. * Checks the state between two targets
  6823. * (enemy, friend, party, guild, etc)
  6824. *------------------------------------------
  6825. * Usage:
  6826. * See battle.h for possible values/combinations
  6827. * to be used here (BCT_* constants)
  6828. * Return value is:
  6829. * 1: flag holds true (is enemy, party, etc)
  6830. * -1: flag fails
  6831. * 0: Invalid target (non-targetable ever)
  6832. *
  6833. * Credits:
  6834. * Original coder unknown
  6835. * Rewritten by Skotlex
  6836. */
  6837. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6838. {
  6839. int16 m; //map
  6840. int state = 0; //Initial state none
  6841. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6842. struct block_list *s_bl = src, *t_bl = target;
  6843. struct unit_data *ud = NULL;
  6844. nullpo_ret(src);
  6845. nullpo_ret(target);
  6846. ud = unit_bl2ud(target);
  6847. m = target->m;
  6848. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6849. //objects involved.
  6850. if( (t_bl = battle_get_master(target)) == NULL )
  6851. t_bl = target;
  6852. if( (s_bl = battle_get_master(src)) == NULL )
  6853. s_bl = src;
  6854. if ( s_bl->type == BL_PC ) {
  6855. switch( t_bl->type ) {
  6856. case BL_MOB: // Source => PC, Target => MOB
  6857. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6858. return 0;
  6859. break;
  6860. case BL_PC:
  6861. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6862. return 0;
  6863. break;
  6864. default:/* anything else goes */
  6865. break;
  6866. }
  6867. }
  6868. switch( target->type ) { // Checks on actual target
  6869. case BL_PC: {
  6870. struct status_change* sc = status_get_sc(src);
  6871. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6872. return -1; //Cannot be targeted yet.
  6873. if( sc && sc->count ) {
  6874. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6875. return -1;
  6876. }
  6877. }
  6878. break;
  6879. case BL_MOB:
  6880. {
  6881. struct mob_data *md = ((TBL_MOB*)target);
  6882. if (ud && ud->immune_attack)
  6883. return 0;
  6884. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6885. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6886. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  6887. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6888. ){ //Targettable by players
  6889. state |= BCT_ENEMY;
  6890. strip_enemy = 0;
  6891. }
  6892. break;
  6893. }
  6894. case BL_SKILL:
  6895. {
  6896. TBL_SKILL *su = (TBL_SKILL*)target;
  6897. uint16 skill_id = battle_getcurrentskill(src);
  6898. if( !su || !su->group)
  6899. return 0;
  6900. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) {
  6901. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  6902. ;
  6903. }
  6904. else if (skill_get_inf2(skill_id)&INF2_HIT_TRAP) { // Only a few skills can target traps
  6905. switch (skill_id) {
  6906. case RK_DRAGONBREATH:
  6907. case RK_DRAGONBREATH_WATER:
  6908. case NC_SELFDESTRUCTION:
  6909. case NC_AXETORNADO:
  6910. case SR_SKYNETBLOW:
  6911. // Can only hit traps in PVP/GVG maps
  6912. if (!map[m].flag.pvp && !map[m].flag.gvg)
  6913. return 0;
  6914. break;
  6915. }
  6916. }
  6917. else
  6918. return 0;
  6919. state |= BCT_ENEMY;
  6920. strip_enemy = 0;
  6921. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  6922. switch (skill_id) {
  6923. case RK_DRAGONBREATH:
  6924. case RK_DRAGONBREATH_WATER:
  6925. case NC_SELFDESTRUCTION:
  6926. case NC_AXETORNADO:
  6927. case SR_SKYNETBLOW:
  6928. // Can only hit icewall in PVP/GVG maps
  6929. if (!map[m].flag.pvp && !map[m].flag.gvg)
  6930. return 0;
  6931. break;
  6932. case HT_CLAYMORETRAP:
  6933. // Can't hit icewall
  6934. return 0;
  6935. default:
  6936. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  6937. if ((flag&BCT_ALL) == BCT_ALL && !(skill_get_inf2(skill_id)&INF2_HIT_TRAP))
  6938. return -1;
  6939. }
  6940. state |= BCT_ENEMY;
  6941. strip_enemy = 0;
  6942. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  6943. return 0;
  6944. }
  6945. break;
  6946. case BL_MER:
  6947. case BL_HOM:
  6948. case BL_ELEM:
  6949. if (ud && ud->immune_attack)
  6950. return 0;
  6951. break;
  6952. //All else not specified is an invalid target.
  6953. default:
  6954. return 0;
  6955. } //end switch actual target
  6956. switch( t_bl->type ) { //Checks on target master
  6957. case BL_PC: {
  6958. struct map_session_data *sd;
  6959. struct status_change *sc = NULL;
  6960. if( t_bl == s_bl )
  6961. break;
  6962. sd = BL_CAST(BL_PC, t_bl);
  6963. sc = status_get_sc(t_bl);
  6964. if( (sd->state.monster_ignore || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  6965. return 0; // Global immunity only to Attacks
  6966. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6967. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6968. if( sd->state.killable ) {
  6969. state |= BCT_ENEMY; // Everything can kill it
  6970. strip_enemy = 0;
  6971. }
  6972. break;
  6973. }
  6974. case BL_MOB:
  6975. {
  6976. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6977. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  6978. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6979. break;
  6980. }
  6981. default: break; //other type doesn't have slave yet
  6982. } //end switch master target
  6983. switch( src->type ) { //Checks on actual src type
  6984. case BL_PET:
  6985. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6986. return 0; //Pet may not attack non-mobs.
  6987. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6988. return 0; //pet may not attack Guardians/Emperium
  6989. break;
  6990. case BL_SKILL: {
  6991. struct skill_unit *su = (struct skill_unit *)src;
  6992. struct status_change* sc = status_get_sc(target);
  6993. if (!su || !su->group)
  6994. return 0;
  6995. if (su->group->src_id == target->id) {
  6996. int inf2 = skill_get_inf2(su->group->skill_id);
  6997. if (inf2&INF2_NO_TARGET_SELF)
  6998. return -1;
  6999. if (inf2&INF2_TARGET_SELF)
  7000. return 1;
  7001. }
  7002. //Status changes that prevent traps from triggering
  7003. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  7004. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7005. return -1;
  7006. }
  7007. }
  7008. break;
  7009. case BL_MER:
  7010. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7011. return 0; //mercenary may not attack Emperium
  7012. break;
  7013. } //end switch actual src
  7014. switch( s_bl->type )
  7015. { //Checks on source master
  7016. case BL_PC:
  7017. {
  7018. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7019. if( s_bl != t_bl )
  7020. {
  7021. if( sd->state.killer )
  7022. {
  7023. state |= BCT_ENEMY; // Can kill anything
  7024. strip_enemy = 0;
  7025. }
  7026. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  7027. {
  7028. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7029. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7030. else
  7031. return 0; // You can't target anything out of your duel
  7032. }
  7033. }
  7034. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  7035. return 0; //If you don't belong to a guild, can't target emperium.
  7036. if( t_bl->type != BL_PC )
  7037. state |= BCT_ENEMY; //Natural enemy.
  7038. break;
  7039. }
  7040. case BL_MOB:
  7041. {
  7042. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7043. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  7044. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7045. if( !md->special_state.ai )
  7046. { //Normal mobs
  7047. if(
  7048. ( 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 ) ) ||
  7049. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7050. )
  7051. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7052. else
  7053. state |= BCT_ENEMY; //However, all else are enemies.
  7054. }
  7055. else
  7056. {
  7057. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7058. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7059. }
  7060. break;
  7061. }
  7062. default:
  7063. //Need some sort of default behaviour for unhandled types.
  7064. if (t_bl->type != s_bl->type)
  7065. state |= BCT_ENEMY;
  7066. break;
  7067. } //end switch on src master
  7068. if( (flag&BCT_ALL) == BCT_ALL )
  7069. { //All actually stands for all attackable chars, icewall and traps
  7070. if(target->type&(BL_CHAR|BL_SKILL))
  7071. return 1;
  7072. else
  7073. return -1;
  7074. }
  7075. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7076. return -1;
  7077. if( t_bl == s_bl )
  7078. { //No need for further testing.
  7079. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7080. if( state&BCT_ENEMY && strip_enemy )
  7081. state&=~BCT_ENEMY;
  7082. return (flag&state)?1:-1;
  7083. }
  7084. if( map_flag_vs(m) )
  7085. { //Check rivalry settings.
  7086. int sbg_id = 0, tbg_id = 0;
  7087. if( map[m].flag.battleground )
  7088. {
  7089. sbg_id = bg_team_get_id(s_bl);
  7090. tbg_id = bg_team_get_id(t_bl);
  7091. }
  7092. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7093. {
  7094. int s_party = status_get_party_id(s_bl);
  7095. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  7096. state |= BCT_PARTY;
  7097. else
  7098. state |= BCT_ENEMY;
  7099. }
  7100. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7101. {
  7102. int s_guild = status_get_guild_id(s_bl);
  7103. int t_guild = status_get_guild_id(t_bl);
  7104. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  7105. state |= BCT_GUILD;
  7106. else
  7107. state |= BCT_ENEMY;
  7108. }
  7109. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  7110. state &= ~BCT_ENEMY;
  7111. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7112. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7113. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7114. if (
  7115. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7116. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7117. (int)sd->status.base_level < battle_config.pk_min_level ||
  7118. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7119. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7120. )
  7121. state &= ~BCT_ENEMY;
  7122. }
  7123. }//end map_flag_vs chk rivality
  7124. else
  7125. { //Non pvp/gvg, check party/guild settings.
  7126. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7127. {
  7128. int s_party = status_get_party_id(s_bl);
  7129. if(s_party && s_party == status_get_party_id(t_bl))
  7130. state |= BCT_PARTY;
  7131. }
  7132. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7133. {
  7134. int s_guild = status_get_guild_id(s_bl);
  7135. int t_guild = status_get_guild_id(t_bl);
  7136. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7137. state |= BCT_GUILD;
  7138. }
  7139. } //end non pvp/gvg chk rivality
  7140. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7141. state = BCT_NEUTRAL;
  7142. //Alliance state takes precedence over enemy one.
  7143. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7144. state&=~BCT_ENEMY;
  7145. return (flag&state)?1:-1;
  7146. }
  7147. /*==========================================
  7148. * Check if can attack from this range
  7149. * Basic check then calling path_search for obstacle etc..
  7150. *------------------------------------------
  7151. */
  7152. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7153. {
  7154. int d;
  7155. nullpo_retr(false, src);
  7156. nullpo_retr(false, bl);
  7157. if( src->m != bl->m )
  7158. return false;
  7159. #ifndef CIRCULAR_AREA
  7160. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7161. if ( !check_distance_client_bl(src, bl, range) )
  7162. return false;
  7163. } else
  7164. #endif
  7165. if( !check_distance_bl(src, bl, range) )
  7166. return false;
  7167. if( (d = distance_bl(src, bl)) < 2 )
  7168. return true; // No need for path checking.
  7169. if( d > AREA_SIZE )
  7170. return false; // Avoid targetting objects beyond your range of sight.
  7171. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7172. }
  7173. /*=============================================
  7174. * Battle.conf settings and default/max values
  7175. *---------------------------------------------
  7176. */
  7177. static const struct _battle_data {
  7178. const char* str;
  7179. int* val;
  7180. int defval;
  7181. int min;
  7182. int max;
  7183. } battle_data[] = {
  7184. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7185. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7186. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7187. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7188. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  7189. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7190. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7191. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7192. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7193. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7194. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7195. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7196. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7197. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7198. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7199. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7200. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7201. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7202. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7203. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7204. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7205. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7206. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7207. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7208. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7209. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7210. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7211. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7212. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7213. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7214. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7215. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7216. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7217. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7218. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7219. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7220. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7221. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7222. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7223. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7224. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7225. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7226. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7227. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7228. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7229. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7230. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7231. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7232. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7233. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7234. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7235. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7236. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7237. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7238. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7239. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7240. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7241. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7242. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7243. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7244. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7245. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7246. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7247. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7248. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7249. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7250. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7251. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7252. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7253. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7254. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7255. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7256. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7257. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7258. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7259. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7260. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7261. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7262. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7263. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7264. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7265. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7266. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7267. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7268. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7269. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7270. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7271. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7272. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7273. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7274. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7275. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7276. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7277. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7278. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7279. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7280. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  7281. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7282. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7283. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7284. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7285. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7286. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7287. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7288. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7289. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7290. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7291. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7292. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7293. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7294. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7295. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7296. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7297. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7298. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7299. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7300. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7301. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7302. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7303. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7304. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7305. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7306. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7307. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7308. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7309. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7310. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  7311. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7312. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7313. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7314. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7315. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7316. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7317. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  7318. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7319. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7320. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7321. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7322. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7323. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7324. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7325. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7326. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7327. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7328. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7329. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7330. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7331. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7332. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7333. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7334. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7335. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7336. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7337. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7338. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7339. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7340. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7341. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7342. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7343. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7344. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7345. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7346. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7347. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7348. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7349. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7350. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7351. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7352. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7353. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7354. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7355. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7356. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7357. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7358. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7359. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7360. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7361. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7362. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7363. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7364. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7365. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  7366. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7367. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7368. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7369. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7370. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7371. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7372. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7373. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7374. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7375. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7376. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7377. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7378. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7379. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7380. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7381. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7382. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7383. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7384. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  7385. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7386. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7387. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7388. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7389. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7390. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7391. // eAthena additions
  7392. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7393. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  7394. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7395. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  7396. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7397. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  7398. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7399. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  7400. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7401. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7402. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  7403. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7404. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  7405. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7406. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  7407. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7408. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  7409. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7410. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7411. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7412. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7413. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7414. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7415. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7416. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7417. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7418. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7419. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7420. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7421. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7422. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7423. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7424. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7425. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7426. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7427. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7428. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7429. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7430. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7431. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7432. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7433. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7434. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7435. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7436. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7437. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7438. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7439. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7440. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7441. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7442. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7443. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7444. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7445. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7446. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  7447. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  7448. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7449. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7450. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7451. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7452. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7453. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7454. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7455. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7456. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7457. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7458. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7459. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7460. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7461. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7462. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7463. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7464. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7465. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7466. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7467. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7468. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7469. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7470. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7471. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7472. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7473. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7474. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7475. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7476. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7477. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7478. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7479. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7480. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7481. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7482. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7483. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7484. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7485. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7486. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7487. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7488. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7489. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7490. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7491. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7492. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7493. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7494. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7495. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7496. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7497. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7498. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7499. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7500. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7501. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7502. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7503. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7504. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7505. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7506. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7507. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7508. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7509. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7510. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7511. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7512. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7513. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7514. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7515. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7516. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7517. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7518. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7519. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7520. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7521. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7522. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7523. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7524. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7525. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7526. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7527. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7528. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7529. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7530. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7531. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7532. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7533. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7534. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7535. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  7536. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7537. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7538. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7539. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7540. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7541. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7542. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7543. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7544. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7545. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7546. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7547. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7548. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7549. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7550. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7551. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7552. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7553. // BattleGround Settings
  7554. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7555. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7556. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7557. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7558. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7559. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7560. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7561. // rAthena
  7562. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7563. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7564. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7565. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7566. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7567. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  7568. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  7569. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7570. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  7571. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7572. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7573. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7574. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7575. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7576. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7577. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7578. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7579. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7580. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7581. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7582. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7583. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7584. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7585. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7586. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7587. #ifdef VIP_ENABLE
  7588. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  7589. #else
  7590. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  7591. #endif
  7592. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  7593. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  7594. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  7595. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  7596. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  7597. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  7598. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  7599. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  7600. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7601. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7602. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7603. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7604. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7605. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7606. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7607. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7608. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7609. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7610. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7611. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7612. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7613. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  7614. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7615. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7616. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7617. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7618. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7619. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7620. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7621. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7622. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7623. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7624. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7625. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7626. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7627. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7628. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7629. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7630. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7631. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7632. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7633. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7634. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7635. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7636. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7637. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7638. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7639. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7640. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7641. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7642. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  7643. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7644. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7645. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7646. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7647. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  7648. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  7649. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  7650. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  7651. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  7652. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  7653. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  7654. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  7655. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  7656. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  7657. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  7658. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  7659. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  7660. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  7661. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  7662. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  7663. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  7664. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  7665. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  7666. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  7667. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  7668. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  7669. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  7670. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  7671. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  7672. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  7673. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  7674. #include "../custom/battle_config_init.inc"
  7675. };
  7676. /*==========================
  7677. * Set battle settings
  7678. *--------------------------*/
  7679. int battle_set_value(const char* w1, const char* w2)
  7680. {
  7681. int val = config_switch(w2);
  7682. int i;
  7683. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7684. if (i == ARRAYLENGTH(battle_data))
  7685. return 0; // not found
  7686. if (val < battle_data[i].min || val > battle_data[i].max) {
  7687. 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);
  7688. val = battle_data[i].defval;
  7689. }
  7690. *battle_data[i].val = val;
  7691. return 1;
  7692. }
  7693. /*===========================
  7694. * Get battle settings
  7695. *---------------------------*/
  7696. int battle_get_value(const char* w1)
  7697. {
  7698. int i;
  7699. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7700. if (i == ARRAYLENGTH(battle_data))
  7701. return 0; // not found
  7702. else
  7703. return *battle_data[i].val;
  7704. }
  7705. /*======================
  7706. * Set default settings
  7707. *----------------------*/
  7708. void battle_set_defaults()
  7709. {
  7710. int i;
  7711. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7712. *battle_data[i].val = battle_data[i].defval;
  7713. }
  7714. /*==================================
  7715. * Cap certain battle.conf settings
  7716. *----------------------------------*/
  7717. void battle_adjust_conf()
  7718. {
  7719. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7720. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7721. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7722. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7723. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7724. battle_config.max_cart_weight *= 10;
  7725. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7726. battle_config.max_def = 100;
  7727. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7728. battle_config.min_hitrate = battle_config.max_hitrate;
  7729. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7730. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7731. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7732. battle_config.day_duration = 60000;
  7733. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7734. battle_config.night_duration = 60000;
  7735. #if PACKETVER < 20100427
  7736. if (battle_config.feature_buying_store) {
  7737. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7738. battle_config.feature_buying_store = 0;
  7739. }
  7740. #endif
  7741. #if PACKETVER < 20100803
  7742. if (battle_config.feature_search_stores) {
  7743. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7744. battle_config.feature_search_stores = 0;
  7745. }
  7746. #endif
  7747. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7748. if (battle_config.feature_auction) {
  7749. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
  7750. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7751. battle_config.feature_auction = 0;
  7752. }
  7753. #elif PACKETVER >= 20141112
  7754. if (battle_config.feature_auction) {
  7755. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  7756. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7757. battle_config.feature_auction = 0;
  7758. }
  7759. #endif
  7760. #if PACKETVER < 20130724
  7761. if (battle_config.feature_banking) {
  7762. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7763. battle_config.feature_banking = 0;
  7764. }
  7765. #endif
  7766. #if PACKETVER < 20131223
  7767. if (battle_config.mvp_exp_reward_message) {
  7768. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  7769. battle_config.mvp_exp_reward_message = 0;
  7770. }
  7771. #endif
  7772. #if PACKETVER < 20141022
  7773. if (battle_config.feature_roulette) {
  7774. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  7775. battle_config.feature_roulette = 0;
  7776. }
  7777. #endif
  7778. #ifndef CELL_NOSTACK
  7779. if (battle_config.custom_cell_stack_limit != 1)
  7780. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7781. #endif
  7782. }
  7783. /*=====================================
  7784. * Read battle.conf settings from file
  7785. *-------------------------------------*/
  7786. int battle_config_read(const char* cfgName)
  7787. {
  7788. FILE* fp;
  7789. static int count = 0;
  7790. if (count == 0)
  7791. battle_set_defaults();
  7792. count++;
  7793. fp = fopen(cfgName,"r");
  7794. if (fp == NULL)
  7795. ShowError("File not found: %s\n", cfgName);
  7796. else {
  7797. char line[1024], w1[1024], w2[1024];
  7798. while(fgets(line, sizeof(line), fp)) {
  7799. if (line[0] == '/' && line[1] == '/')
  7800. continue;
  7801. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7802. continue;
  7803. if (strcmpi(w1, "import") == 0)
  7804. battle_config_read(w2);
  7805. else if
  7806. (battle_set_value(w1, w2) == 0)
  7807. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7808. }
  7809. fclose(fp);
  7810. }
  7811. count--;
  7812. if (count == 0)
  7813. battle_adjust_conf();
  7814. return 0;
  7815. }
  7816. /*==========================
  7817. * initialize battle timer
  7818. *--------------------------*/
  7819. void do_init_battle(void)
  7820. {
  7821. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7822. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7823. }
  7824. /*==================
  7825. * end battle timer
  7826. *------------------*/
  7827. void do_final_battle(void)
  7828. {
  7829. ers_destroy(delay_damage_ers);
  7830. }