battle.cpp 355 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. /**
  36. * Returns the current/list skill used by the bl
  37. * @param bl
  38. * @return skill_id
  39. */
  40. uint16 battle_getcurrentskill(struct block_list *bl)
  41. {
  42. struct unit_data *ud;
  43. if( bl->type == BL_SKILL ) {
  44. struct skill_unit *su = (struct skill_unit*)bl;
  45. return (su && su->group?su->group->skill_id:0);
  46. }
  47. ud = unit_bl2ud(bl);
  48. return (ud?ud->skill_id:0);
  49. }
  50. /**
  51. * Get random targeting enemy
  52. * @param bl
  53. * @param ap
  54. * @return Found target (1) or not found (0)
  55. */
  56. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  57. {
  58. struct block_list **bl_list;
  59. struct unit_data *ud;
  60. int target_id;
  61. int *c;
  62. bl_list = va_arg(ap, struct block_list **);
  63. c = va_arg(ap, int *);
  64. target_id = va_arg(ap, int);
  65. if (bl->id == target_id)
  66. return 0;
  67. if (*c >= 24)
  68. return 0;
  69. if ( !(ud = unit_bl2ud(bl)) )
  70. return 0;
  71. if (ud->target == target_id || ud->skilltarget == target_id) {
  72. bl_list[(*c)++] = bl;
  73. return 1;
  74. }
  75. return 0;
  76. }
  77. /**
  78. * Returns list of targets
  79. * @param target
  80. * @return Target list
  81. */
  82. struct block_list* battle_gettargeted(struct block_list *target)
  83. {
  84. struct block_list *bl_list[24];
  85. int c = 0;
  86. nullpo_retr(NULL, target);
  87. memset(bl_list, 0, sizeof(bl_list));
  88. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  89. if ( c == 0 )
  90. return NULL;
  91. if( c > 24 )
  92. c = 24;
  93. return bl_list[rnd()%c];
  94. }
  95. /**
  96. * Returns the ID of the current targeted character of the passed bl
  97. * @param bl
  98. * @return Target Unit ID
  99. * @author [Skotlex]
  100. */
  101. int battle_gettarget(struct block_list* bl)
  102. {
  103. switch (bl->type) {
  104. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  105. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  106. case BL_PET: return ((struct pet_data*)bl)->target_id;
  107. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  108. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  109. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  110. }
  111. return 0;
  112. }
  113. /**
  114. * Get random enemy
  115. * @param bl
  116. * @param ap
  117. * @return Found target (1) or not found (0)
  118. */
  119. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  120. {
  121. struct block_list **bl_list;
  122. struct block_list *target;
  123. int *c;
  124. bl_list = va_arg(ap, struct block_list **);
  125. c = va_arg(ap, int *);
  126. target = va_arg(ap, struct block_list *);
  127. if (bl->id == target->id)
  128. return 0;
  129. if (*c >= 24)
  130. return 0;
  131. if (status_isdead(bl))
  132. return 0;
  133. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  134. bl_list[(*c)++] = bl;
  135. return 1;
  136. }
  137. return 0;
  138. }
  139. /**
  140. * Returns list of enemies within given range
  141. * @param target
  142. * @param type
  143. * @param range
  144. * @return Target list
  145. * @author [Skotlex]
  146. */
  147. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  153. if ( c == 0 )
  154. return NULL;
  155. if( c > 24 )
  156. c = 24;
  157. return bl_list[rnd()%c];
  158. }
  159. /**
  160. * Get random enemy within area
  161. * @param bl
  162. * @param ap
  163. * @return Found target (1) or not found (0)
  164. */
  165. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  166. {
  167. struct block_list **bl_list, *src;
  168. int *c, ignore_id;
  169. bl_list = va_arg(ap, struct block_list **);
  170. c = va_arg(ap, int *);
  171. src = va_arg(ap, struct block_list *);
  172. ignore_id = va_arg(ap, int);
  173. if( bl->id == src->id || bl->id == ignore_id )
  174. return 0; // Ignores Caster and a possible pre-target
  175. if( *c >= 23 )
  176. return 0;
  177. if( status_isdead(bl) )
  178. return 0;
  179. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  180. bl_list[(*c)++] = bl;
  181. return 1;
  182. }
  183. return 0;
  184. }
  185. /**
  186. * Returns list of enemies within an area
  187. * @param src
  188. * @param x
  189. * @param y
  190. * @param range
  191. * @param type
  192. * @param ignore_id
  193. * @return Target list
  194. */
  195. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  196. {
  197. struct block_list *bl_list[24];
  198. int c = 0;
  199. memset(bl_list, 0, sizeof(bl_list));
  200. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  201. if( c == 0 )
  202. return NULL;
  203. if( c >= 24 )
  204. c = 23;
  205. return bl_list[rnd()%c];
  206. }
  207. /*========================================== [Playtester]
  208. * Deals damage without delay, applies additional effects and triggers monster events
  209. * This function is called from battle_delay_damage or battle_delay_damage_sub
  210. * @param src: Source of damage
  211. * @param target: Target of damage
  212. * @param damage: Damage to be dealt
  213. * @param delay: Damage delay
  214. * @param skill_lv: Level of skill used
  215. * @param skill_id: ID o skill used
  216. * @param dmg_lv: State of the attack (miss, etc.)
  217. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  218. * @param additional_effects: Whether additional effect should be applied
  219. * @param isspdamage: If the damage is done to SP
  220. * @param tick: Current tick
  221. *------------------------------------------*/
  222. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  223. map_freeblock_lock();
  224. if (isspdamage)
  225. status_fix_spdamage(src, target, damage, delay, skill_id);
  226. else
  227. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  228. if (attack_type && !status_isdead(target) && additional_effects)
  229. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  230. if (dmg_lv > ATK_BLOCK && attack_type)
  231. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  232. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  233. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  234. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  235. struct mob_data* md = BL_CAST(BL_MOB, target);
  236. md->norm_attacked_id = md->attacked_id;
  237. }
  238. map_freeblock_unlock();
  239. }
  240. /// Damage Delayed Structure
  241. struct delay_damage {
  242. int src_id;
  243. int target_id;
  244. int64 damage;
  245. t_tick delay;
  246. unsigned short distance;
  247. uint16 skill_lv;
  248. uint16 skill_id;
  249. enum damage_lv dmg_lv;
  250. unsigned short attack_type;
  251. bool additional_effects;
  252. enum bl_type src_type;
  253. bool isspdamage;
  254. };
  255. TIMER_FUNC(battle_delay_damage_sub){
  256. struct delay_damage *dat = (struct delay_damage *)data;
  257. if ( dat ) {
  258. struct block_list* src = map_id2bl(dat->src_id);
  259. struct block_list* target = map_id2bl(dat->target_id);
  260. if (target && !status_isdead(target)) {
  261. if( src && target->m == src->m &&
  262. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  263. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  264. {
  265. //Deal damage
  266. 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);
  267. } 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
  268. map_freeblock_lock();
  269. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  270. map_freeblock_unlock();
  271. }
  272. }
  273. struct map_session_data *sd = BL_CAST(BL_PC, src);
  274. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  275. sd->state.hold_recalc = false;
  276. status_calc_pc(sd, SCO_FORCE);
  277. }
  278. }
  279. ers_free(delay_damage_ers, dat);
  280. return 0;
  281. }
  282. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  283. {
  284. struct delay_damage *dat;
  285. struct status_change *sc;
  286. struct block_list *d_tbl = NULL;
  287. struct block_list *e_tbl = NULL;
  288. nullpo_ret(src);
  289. nullpo_ret(target);
  290. sc = status_get_sc(target);
  291. if (sc) {
  292. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  293. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  294. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  295. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  296. }
  297. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  298. damage > 0 && skill_id != CR_REFLECTSHIELD
  299. #ifndef RENEWAL
  300. && skill_id != PA_PRESSURE
  301. #endif
  302. ) {
  303. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  304. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  305. pc_setstand( tsd, true );
  306. skill_sit( tsd, 0 );
  307. }
  308. damage = 0;
  309. }
  310. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  311. //Deal damage
  312. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  313. return 0;
  314. }
  315. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  316. dat->src_id = src->id;
  317. dat->target_id = target->id;
  318. dat->skill_id = skill_id;
  319. dat->skill_lv = skill_lv;
  320. dat->attack_type = attack_type;
  321. dat->damage = damage;
  322. dat->dmg_lv = dmg_lv;
  323. dat->delay = ddelay;
  324. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  325. dat->additional_effects = additional_effects;
  326. dat->src_type = src->type;
  327. dat->isspdamage = isspdamage;
  328. if (src->type != BL_PC && amotion > 1000)
  329. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  330. if( src->type == BL_PC )
  331. ((TBL_PC*)src)->delayed_damage++;
  332. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  333. return 0;
  334. }
  335. /**
  336. * Get attribute ratio
  337. * @param atk_elem Attack element enum e_element
  338. * @param def_type Defense element enum e_element
  339. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  340. */
  341. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  342. {
  343. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  344. return 100;
  345. return attr_fix_table[def_lv-1][atk_elem][def_type];
  346. }
  347. /**
  348. * Does attribute fix modifiers.
  349. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  350. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  351. * @param src
  352. * @param target
  353. * @param damage
  354. * @param atk_elem
  355. * @param def_type
  356. * @param def_lv
  357. * @param flag
  358. * @return damage
  359. */
  360. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  361. {
  362. struct status_change *sc = NULL, *tsc = NULL;
  363. int ratio;
  364. if (src) sc = status_get_sc(src);
  365. if (target) tsc = status_get_sc(target);
  366. if (!CHK_ELEMENT(atk_elem))
  367. atk_elem = rnd()%ELE_ALL;
  368. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  369. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  370. return damage;
  371. }
  372. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  373. if (sc && sc->count) { //increase dmg by src status
  374. switch(atk_elem){
  375. case ELE_FIRE:
  376. if (sc->data[SC_VOLCANO])
  377. #ifdef RENEWAL
  378. ratio += sc->data[SC_VOLCANO]->val3;
  379. #else
  380. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  381. #endif
  382. break;
  383. case ELE_WIND:
  384. if (sc->data[SC_VIOLENTGALE])
  385. #ifdef RENEWAL
  386. ratio += sc->data[SC_VIOLENTGALE]->val3;
  387. #else
  388. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  389. #endif
  390. break;
  391. case ELE_WATER:
  392. if (sc->data[SC_DELUGE])
  393. #ifdef RENEWAL
  394. ratio += sc->data[SC_DELUGE]->val3;
  395. #else
  396. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  397. #endif
  398. break;
  399. case ELE_GHOST:
  400. if (sc->data[SC_TELEKINESIS_INTENSE])
  401. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  402. break;
  403. }
  404. }
  405. if( target && target->type == BL_SKILL ) {
  406. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  407. struct skill_unit *su = (struct skill_unit*)target;
  408. struct skill_unit_group *sg;
  409. struct block_list *src2;
  410. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  411. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  412. return 0;
  413. if( sg->unit_id != UNT_FIREWALL ) {
  414. int x,y;
  415. x = sg->val3 >> 16;
  416. y = sg->val3 & 0xffff;
  417. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  418. sg->val3 = -1;
  419. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  420. }
  421. }
  422. }
  423. if (tsc && tsc->count) { //increase dmg by target status
  424. switch(atk_elem) {
  425. case ELE_FIRE:
  426. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  427. #ifdef RENEWAL
  428. ratio += 100;
  429. #else
  430. damage *= 2;
  431. #endif
  432. //Remove a unit group or end whole status change
  433. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  434. }
  435. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  436. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  437. if (tsc->data[SC_CRYSTALIZE])
  438. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  439. if (tsc->data[SC_EARTH_INSIGNIA])
  440. #ifdef RENEWAL
  441. ratio += 50;
  442. #else
  443. damage += (int64)(damage * 50 / 100);
  444. #endif
  445. break;
  446. case ELE_HOLY:
  447. if (tsc->data[SC_ORATIO])
  448. #ifdef RENEWAL
  449. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  450. #else
  451. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  452. #endif
  453. break;
  454. case ELE_POISON:
  455. if (tsc->data[SC_VENOMIMPRESS])
  456. #ifdef RENEWAL
  457. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  458. #else
  459. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  460. #endif
  461. break;
  462. case ELE_WIND:
  463. if (tsc->data[SC_WATER_INSIGNIA])
  464. #ifdef RENEWAL
  465. ratio += 50;
  466. #else
  467. damage += (int64)(damage * 50 / 100);
  468. #endif
  469. if (tsc->data[SC_CRYSTALIZE]) {
  470. uint16 skill_id = battle_getcurrentskill(src);
  471. if (skill_get_type(skill_id)&BF_MAGIC)
  472. #ifdef RENEWAL
  473. ratio += 50;
  474. #else
  475. damage += (int64)(damage * 50 / 100);
  476. #endif
  477. }
  478. break;
  479. case ELE_WATER:
  480. if (tsc->data[SC_FIRE_INSIGNIA])
  481. #ifdef RENEWAL
  482. ratio += 50;
  483. #else
  484. damage += (int64)(damage * 50 / 100);
  485. #endif
  486. break;
  487. case ELE_EARTH:
  488. if (tsc->data[SC_WIND_INSIGNIA])
  489. #ifdef RENEWAL
  490. ratio += 50;
  491. #else
  492. damage += (int64)(damage * 50 / 100);
  493. #endif
  494. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  495. break;
  496. case ELE_NEUTRAL:
  497. if (tsc->data[SC_ANTI_M_BLAST])
  498. #ifdef RENEWAL
  499. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  500. #else
  501. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  502. #endif
  503. break;
  504. case ELE_DARK:
  505. if (tsc->data[SC_SOULCURSE]) {
  506. if (status_get_class_(target) == CLASS_BOSS)
  507. #ifdef RENEWAL
  508. ratio += 20;
  509. #else
  510. damage += (int64)(damage * 20 / 100);
  511. #endif
  512. else
  513. #ifdef RENEWAL
  514. ratio += 100;
  515. #else
  516. damage *= 2;
  517. #endif
  518. }
  519. break;
  520. }
  521. }
  522. if (battle_config.attr_recover == 0 && ratio < 0)
  523. ratio = 0;
  524. #ifdef RENEWAL
  525. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  526. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  527. #else
  528. damage = (int64)((damage*ratio)/100);
  529. #endif
  530. //Damage can be negative, see battle_config.attr_recover
  531. return damage;
  532. }
  533. /**
  534. * Calculates card bonuses damage adjustments.
  535. * @param attack_type @see enum e_battle_flag
  536. * @param src Attacker
  537. * @param target Target
  538. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  539. * @param rh_ele Right-hand weapon element
  540. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  541. * @param damage Original damage
  542. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  543. * 3: Calculates attacker bonuses in both hands.
  544. * 2: Calculates attacker bonuses in right-hand only.
  545. * 0 or 1: Only calculates target bonuses.
  546. * @param flag Misc value of skill & damage flags
  547. * @return damage Damage diff between original damage and after calculation
  548. */
  549. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  550. struct map_session_data *sd, ///< Attacker session data if BL_PC
  551. *tsd; ///< Target session data if BL_PC
  552. short cardfix = 1000;
  553. int s_class, ///< Attacker class
  554. t_class; ///< Target class
  555. enum e_race2 s_race2, /// Attacker Race2
  556. t_race2; ///< Target Race2
  557. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  558. struct status_data *sstatus, ///< Attacker status data
  559. *tstatus; ///< Target status data
  560. int64 original_damage;
  561. if( !damage )
  562. return 0;
  563. original_damage = damage;
  564. sd = BL_CAST(BL_PC, src);
  565. tsd = BL_CAST(BL_PC, target);
  566. t_class = status_get_class(target);
  567. s_class = status_get_class(src);
  568. sstatus = status_get_status_data(src);
  569. tstatus = status_get_status_data(target);
  570. s_race2 = status_get_race2(src);
  571. t_race2 = status_get_race2(target);
  572. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  573. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  574. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  575. switch( attack_type ) {
  576. case BF_MAGIC:
  577. // Affected by attacker ATK bonuses
  578. if( sd && !nk[NK_IGNOREATKCARD] ) {
  579. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  580. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  581. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  582. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  583. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  584. }
  585. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  586. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  587. for (const auto &it : sd->add_mdmg) {
  588. if (it.id == t_class) {
  589. cardfix = cardfix * (100 + it.val) / 100;
  590. break;
  591. }
  592. }
  593. APPLY_CARDFIX(damage, cardfix);
  594. }
  595. // Affected by target DEF bonuses
  596. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  597. cardfix = 1000; // reset var for target
  598. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  599. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  600. for (const auto &it : tsd->subele2) {
  601. if (it.ele != rh_ele)
  602. continue;
  603. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  604. ((it.flag)&flag)&BF_RANGEMASK &&
  605. ((it.flag)&flag)&BF_SKILLMASK))
  606. continue;
  607. ele_fix += it.rate;
  608. }
  609. if (s_defele != ELE_NONE)
  610. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  611. cardfix = cardfix * (100 - ele_fix) / 100;
  612. }
  613. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  614. cardfix = cardfix * (100 - tsd->magic_subsize[sstatus->size] - tsd->magic_subsize[SZ_ALL]) / 100;
  615. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  616. int race_fix = tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL];
  617. for (const auto &it : tsd->subrace3) {
  618. if (it.race != sstatus->race)
  619. continue;
  620. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  621. ((it.flag)&flag)&BF_RANGEMASK &&
  622. ((it.flag)&flag)&BF_SKILLMASK))
  623. continue;
  624. race_fix += it.rate;
  625. }
  626. cardfix = cardfix * (100 - race_fix) / 100;
  627. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  628. for (const auto &it : tsd->add_mdef) {
  629. if (it.id == s_class) {
  630. cardfix = cardfix * (100 - it.val) / 100;
  631. break;
  632. }
  633. }
  634. #ifndef RENEWAL
  635. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  636. if( flag&BF_SHORT )
  637. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  638. else
  639. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  640. #endif
  641. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  642. if( tsd->sc.data[SC_MDEF_RATE] )
  643. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  644. APPLY_CARDFIX(damage, cardfix);
  645. }
  646. break;
  647. case BF_WEAPON:
  648. // Affected by attacker ATK bonuses
  649. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  650. short cardfix_ = 1000;
  651. if( sd->state.arrow_atk ) { // Ranged attack
  652. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  653. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  654. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  655. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  656. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  657. for (const auto &it : sd->right_weapon.addele2) {
  658. if (it.ele != tstatus->def_ele)
  659. continue;
  660. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  661. ((it.flag)&flag)&BF_RANGEMASK &&
  662. ((it.flag)&flag)&BF_SKILLMASK))
  663. continue;
  664. ele_fix += it.rate;
  665. }
  666. cardfix = cardfix * (100 + ele_fix) / 100;
  667. }
  668. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  669. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  670. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  671. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  672. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  673. } else { // Melee attack
  674. int skill = 0;
  675. // Calculates each right & left hand weapon bonuses separatedly
  676. if( !battle_config.left_cardfix_to_right ) {
  677. // Right-handed weapon
  678. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  679. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  680. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  681. for (const auto &it : sd->right_weapon.addele2) {
  682. if (it.ele != tstatus->def_ele)
  683. continue;
  684. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  685. ((it.flag)&flag)&BF_RANGEMASK &&
  686. ((it.flag)&flag)&BF_SKILLMASK))
  687. continue;
  688. ele_fix += it.rate;
  689. }
  690. cardfix = cardfix * (100 + ele_fix) / 100;
  691. }
  692. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  693. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  694. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  695. if( left&1 ) { // Left-handed weapon
  696. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  697. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  698. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  699. for (const auto &it : sd->left_weapon.addele2) {
  700. if (it.ele != tstatus->def_ele)
  701. continue;
  702. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  703. ((it.flag)&flag)&BF_RANGEMASK &&
  704. ((it.flag)&flag)&BF_SKILLMASK))
  705. continue;
  706. ele_fix_lh += it.rate;
  707. }
  708. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  709. }
  710. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  711. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  712. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  713. }
  714. }
  715. // Calculates right & left hand weapon as unity
  716. else {
  717. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  718. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  719. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  720. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  721. for (const auto &it : sd->right_weapon.addele2) {
  722. if (it.ele != tstatus->def_ele)
  723. continue;
  724. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  725. ((it.flag)&flag)&BF_RANGEMASK &&
  726. ((it.flag)&flag)&BF_SKILLMASK))
  727. continue;
  728. ele_fix += it.rate;
  729. }
  730. for (const auto &it : sd->left_weapon.addele2) {
  731. if (it.ele != tstatus->def_ele)
  732. continue;
  733. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  734. ((it.flag)&flag)&BF_RANGEMASK &&
  735. ((it.flag)&flag)&BF_SKILLMASK))
  736. continue;
  737. ele_fix += it.rate;
  738. }
  739. cardfix = cardfix * (100 + ele_fix) / 100;
  740. //}
  741. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  742. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  743. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  744. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  745. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  746. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  747. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  748. }
  749. 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]
  750. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  751. }
  752. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  753. for (const auto &it : sd->right_weapon.add_dmg) {
  754. if (it.id == t_class) {
  755. cardfix = cardfix * (100 + it.val) / 100;
  756. break;
  757. }
  758. }
  759. if( left&1 ) {
  760. for (const auto &it : sd->left_weapon.add_dmg) {
  761. if (it.id == t_class) {
  762. cardfix_ = cardfix_ * (100 + it.val) / 100;
  763. break;
  764. }
  765. }
  766. }
  767. #ifndef RENEWAL
  768. if (flag & BF_SHORT)
  769. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  770. if( flag&BF_LONG )
  771. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  772. #endif
  773. if (left&1) {
  774. APPLY_CARDFIX(damage, cardfix_);
  775. } else {
  776. APPLY_CARDFIX(damage, cardfix);
  777. }
  778. }
  779. // Affected by target DEF bonuses
  780. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  781. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  782. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  783. for (const auto &it : tsd->subele2) {
  784. if (it.ele != rh_ele)
  785. continue;
  786. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  787. ((it.flag)&flag)&BF_RANGEMASK &&
  788. ((it.flag)&flag)&BF_SKILLMASK))
  789. continue;
  790. ele_fix += it.rate;
  791. }
  792. cardfix = cardfix * (100 - ele_fix) / 100;
  793. if( left&1 && lh_ele != rh_ele ) {
  794. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  795. for (const auto &it : tsd->subele2) {
  796. if (it.ele != lh_ele)
  797. continue;
  798. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  799. ((it.flag)&flag)&BF_RANGEMASK &&
  800. ((it.flag)&flag)&BF_SKILLMASK))
  801. continue;
  802. ele_fix_lh += it.rate;
  803. }
  804. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  805. }
  806. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  807. }
  808. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  809. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  810. int race_fix = tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL];
  811. for (const auto &it : tsd->subrace3) {
  812. if (it.race != sstatus->race)
  813. continue;
  814. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  815. ((it.flag)&flag)&BF_RANGEMASK &&
  816. ((it.flag)&flag)&BF_SKILLMASK))
  817. continue;
  818. race_fix += it.rate;
  819. }
  820. cardfix = cardfix * (100 - race_fix) / 100;
  821. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  822. for (const auto &it : tsd->add_def) {
  823. if (it.id == s_class) {
  824. cardfix = cardfix * (100 - it.val) / 100;
  825. break;
  826. }
  827. }
  828. if( flag&BF_SHORT )
  829. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  830. else // BF_LONG (there's no other choice)
  831. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  832. if( tsd->sc.data[SC_DEF_RATE] )
  833. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  834. APPLY_CARDFIX(damage, cardfix);
  835. }
  836. break;
  837. case BF_MISC:
  838. // Affected by target DEF bonuses
  839. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  840. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  841. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  842. for (const auto &it : tsd->subele2) {
  843. if (it.ele != rh_ele)
  844. continue;
  845. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  846. ((it.flag)&flag)&BF_RANGEMASK &&
  847. ((it.flag)&flag)&BF_SKILLMASK))
  848. continue;
  849. ele_fix += it.rate;
  850. }
  851. if (s_defele != ELE_NONE)
  852. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  853. cardfix = cardfix * (100 - ele_fix) / 100;
  854. }
  855. int race_fix = tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL];
  856. for (const auto &it : tsd->subrace3) {
  857. if (it.race != sstatus->race)
  858. continue;
  859. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  860. ((it.flag)&flag)&BF_RANGEMASK &&
  861. ((it.flag)&flag)&BF_SKILLMASK))
  862. continue;
  863. race_fix += it.rate;
  864. }
  865. cardfix = cardfix * (100 - race_fix) / 100;
  866. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  867. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  868. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  869. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  870. if( flag&BF_SHORT )
  871. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  872. else // BF_LONG (there's no other choice)
  873. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  874. APPLY_CARDFIX(damage, cardfix);
  875. }
  876. break;
  877. }
  878. #undef APPLY_CARDFIX
  879. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  880. }
  881. /**
  882. * Absorb damage based on criteria
  883. * @param bl
  884. * @param d Damage
  885. **/
  886. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  887. int64 dmg_ori = 0, dmg_new = 0;
  888. nullpo_retv(bl);
  889. nullpo_retv(d);
  890. if (!d->damage && !d->damage2)
  891. return;
  892. switch (bl->type) {
  893. case BL_PC:
  894. {
  895. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  896. if (!sd)
  897. return;
  898. if (sd->bonus.absorb_dmg_maxhp) {
  899. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  900. dmg_ori = dmg_new = d->damage + d->damage2;
  901. if (dmg_ori > hp)
  902. dmg_new = dmg_ori - hp;
  903. }
  904. }
  905. break;
  906. }
  907. if (dmg_ori == dmg_new)
  908. return;
  909. if (!d->damage2)
  910. d->damage = dmg_new;
  911. else if (!d->damage)
  912. d->damage2 = dmg_new;
  913. else {
  914. d->damage = dmg_new;
  915. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  916. if (d->damage2 < 1)
  917. d->damage2 = 1;
  918. d->damage = d->damage - d->damage2;
  919. }
  920. }
  921. /**
  922. * Check Safety Wall and Pneuma effect.
  923. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  924. * @param src Attacker
  925. * @param target Target of attack
  926. * @param sc STatus Change
  927. * @param d Damage data
  928. * @param damage Damage received
  929. * @param skill_id
  930. * @param skill_lv
  931. * @return True:Damage inflicted, False:Missed
  932. **/
  933. 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) {
  934. if (!sc)
  935. return true;
  936. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  937. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  938. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  939. if (group) {
  940. if (skill_id_val == MH_STEINWAND) {
  941. if (--group->val2 <= 0)
  942. skill_delunitgroup(group);
  943. d->dmg_lv = ATK_BLOCK;
  944. if( (group->val3 - damage) > 0 )
  945. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  946. else
  947. skill_delunitgroup(group);
  948. return false;
  949. }
  950. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  951. d->dmg_lv = ATK_BLOCK;
  952. #ifdef RENEWAL
  953. if ( ( group->val2 - damage) > 0 ) {
  954. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  955. } else
  956. skill_delunitgroup(group);
  957. return false;
  958. #else
  959. if (--group->val2 <= 0)
  960. skill_delunitgroup(group);
  961. return false;
  962. #endif
  963. }
  964. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  965. }
  966. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  967. #ifndef RENEWAL
  968. || skill_id == CR_ACIDDEMONSTRATION
  969. #endif
  970. )) {
  971. d->dmg_lv = ATK_MISS;
  972. return false;
  973. }
  974. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  975. d->dmg_lv = ATK_BLOCK;
  976. return false;
  977. }
  978. return true;
  979. }
  980. /**
  981. * Check damage through status.
  982. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  983. * After this we apply bg/gvg reduction
  984. * @param src
  985. * @param bl
  986. * @param d
  987. * @param damage
  988. * @param skill_id
  989. * @param skill_lv
  990. * @return damage
  991. */
  992. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  993. {
  994. struct map_session_data *sd = NULL;
  995. struct status_change *sc, *tsc;
  996. struct status_change_entry *sce;
  997. int div_ = d->div_, flag = d->flag;
  998. nullpo_ret(bl);
  999. if( !damage )
  1000. return 0;
  1001. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1002. return 0;
  1003. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1004. && skill_get_casttype(skill_id) == CAST_GROUND )
  1005. return 0;
  1006. if (bl->type == BL_PC) {
  1007. sd=(struct map_session_data *)bl;
  1008. //Special no damage states
  1009. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1010. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1011. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1012. damage -= damage * sd->special_state.no_magic_damage / 100;
  1013. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1014. damage -= damage * sd->special_state.no_misc_damage / 100;
  1015. if(!damage)
  1016. return 0;
  1017. }
  1018. sc = status_get_sc(bl); //check target status
  1019. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1020. return 1;
  1021. if (sc && sc->data[SC_MAXPAIN])
  1022. return 0;
  1023. switch (skill_id) {
  1024. #ifndef RENEWAL
  1025. case PA_PRESSURE:
  1026. case HW_GRAVITATION:
  1027. #endif
  1028. case SP_SOULEXPLOSION:
  1029. return damage; //These skills bypass everything else.
  1030. }
  1031. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1032. // So can defense sphere's but what the heck is that??? [Rytech]
  1033. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1034. return damage;
  1035. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  1036. #ifdef RENEWAL
  1037. if (sc->data[SC_BASILICA_CELL]
  1038. #else
  1039. if (sc->data[SC_BASILICA]
  1040. #endif
  1041. && !status_bl_has_mode(src,MD_STATUS_IMMUNE) && skill_id != SP_SOULEXPLOSION ) {
  1042. d->dmg_lv = ATK_BLOCK;
  1043. return 0;
  1044. }
  1045. if( sc->data[SC_WHITEIMPRISON] ) { // Pre-Renewal: Gravitation and Pressure do damage without removing the effect
  1046. if( skill_id == MG_NAPALMBEAT ||
  1047. skill_id == MG_SOULSTRIKE ||
  1048. skill_id == WL_SOULEXPANSION ||
  1049. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1050. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  1051. {
  1052. if( skill_id == WL_SOULEXPANSION )
  1053. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1054. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  1055. } else {
  1056. d->dmg_lv = ATK_BLOCK;
  1057. return 0;
  1058. }
  1059. }
  1060. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  1061. d->dmg_lv = ATK_BLOCK;
  1062. return 0;
  1063. }
  1064. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  1065. return 0;
  1066. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE]) || sc->data[SC_GRAVITYCONTROL]) {
  1067. d->dmg_lv = ATK_BLOCK;
  1068. return 0;
  1069. }
  1070. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  1071. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  1072. sc_start(src, bl, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, 1));
  1073. d->dmg_lv = ATK_BLOCK;
  1074. return 0;
  1075. }
  1076. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD) && rnd()%100 < sce->val2) {
  1077. int delay;
  1078. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1079. struct block_list *d_bl = NULL;
  1080. // different delay depending on skill level [celest]
  1081. if (sce->val1 <= 5)
  1082. delay = 300;
  1083. else if (sce->val1 > 5 && sce->val1 <= 9)
  1084. delay = 200;
  1085. else
  1086. delay = 100;
  1087. if (sd && pc_issit(sd))
  1088. pc_setstand(sd, true);
  1089. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1090. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1091. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1092. check_distance_bl(bl,d_bl,sce_d->val3) )
  1093. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1094. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  1095. unit_set_walkdelay(d_bl,gettick(),delay,1);
  1096. d->dmg_lv = ATK_MISS;
  1097. return 0;
  1098. } else {
  1099. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  1100. unit_set_walkdelay(bl,gettick(),delay,1);
  1101. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  1102. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE);
  1103. d->dmg_lv = ATK_MISS;
  1104. return 0;
  1105. }
  1106. }
  1107. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  1108. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  1109. d->dmg_lv = ATK_BLOCK;
  1110. if( sce->val3 <= 0 ) { // Shield Down
  1111. sce->val2--;
  1112. if( sce->val2 >= 0 ) {
  1113. clif_millenniumshield(bl,sce->val2);
  1114. if( !sce->val2 )
  1115. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  1116. else
  1117. sce->val3 = 1000; // Next shield
  1118. }
  1119. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  1120. }
  1121. return 0;
  1122. }
  1123. // attack blocked by Parrying
  1124. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  1125. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  1126. return 0;
  1127. }
  1128. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  1129. if (sd && pc_issit(sd))
  1130. pc_setstand(sd, true); //Stand it to dodge.
  1131. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1132. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1133. return 0;
  1134. }
  1135. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1136. return 0;
  1137. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1138. return 0;
  1139. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1140. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1141. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1142. //Shouldn't end until Breaker's non-weapon part connects.
  1143. #ifndef RENEWAL
  1144. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1145. #endif
  1146. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1147. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1148. return 0;
  1149. }
  1150. #ifdef RENEWAL // Flat +400% damage from melee
  1151. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1152. damage <<= 2;
  1153. #endif
  1154. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1155. clif_specialeffect(bl, EF_STORMKICK4, AREA); // Still need confirm it.
  1156. return 0;
  1157. }
  1158. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1159. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1160. if (!status_isdead(src))
  1161. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1162. if (sce) {
  1163. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1164. skill_blown(src,bl,sce->val3,-1,BLOWN_NONE);
  1165. }
  1166. //Both need to be consumed if they are active.
  1167. if (sce && --(sce->val2) <= 0)
  1168. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1169. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1170. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1171. return 0;
  1172. }
  1173. //Now damage increasing effects
  1174. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1175. if (src->type != BL_MER || !skill_id)
  1176. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1177. #ifndef RENEWAL
  1178. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1179. #endif
  1180. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1181. }
  1182. #ifdef RENEWAL
  1183. if( sc->data[SC_RAID] ) {
  1184. if (status_get_class_(bl) == CLASS_BOSS)
  1185. damage += damage * 15 / 100;
  1186. else
  1187. damage += damage * 30 / 100;
  1188. }
  1189. #endif
  1190. if( damage ) {
  1191. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1192. if( sc->data[SC_DEEPSLEEP] ) {
  1193. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1194. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1195. }
  1196. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1197. switch(tsd->status.weapon) {
  1198. case W_MACE:
  1199. case W_2HMACE:
  1200. case W_1HAXE:
  1201. case W_2HAXE:
  1202. damage += damage / 2;
  1203. break;
  1204. case W_MUSICAL:
  1205. case W_WHIP:
  1206. if(!tsd->state.arrow_atk)
  1207. break;
  1208. case W_BOW:
  1209. case W_REVOLVER:
  1210. case W_RIFLE:
  1211. case W_GATLING:
  1212. case W_SHOTGUN:
  1213. case W_GRENADE:
  1214. case W_DAGGER:
  1215. case W_1HSWORD:
  1216. case W_2HSWORD:
  1217. damage -= damage / 2;
  1218. break;
  1219. }
  1220. }
  1221. if( sc->data[SC_VOICEOFSIREN] )
  1222. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1223. }
  1224. if (sc->data[SC_SOUNDOFDESTRUCTION])
  1225. damage <<= 1;
  1226. if (sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1227. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1228. // Damage reductions
  1229. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1230. #ifndef RENEWAL
  1231. if( sc->data[SC_ASSUMPTIO] ) {
  1232. if( map_flag_vs(bl->m) )
  1233. damage = (int64)damage*2/3; //Receive 66% damage
  1234. else
  1235. damage >>= 1; //Receive 50% damage
  1236. }
  1237. #endif
  1238. if (sc->data[SC_DEFENDER] && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1239. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1240. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1241. damage -= damage * 20 / 100;
  1242. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1243. if(flag&BF_SKILL) //25% reduction
  1244. damage -= damage * 25 / 100;
  1245. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1246. damage >>= 2; //75% reduction
  1247. }
  1248. if(sc->data[SC_ARMORCHANGE]) {
  1249. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1250. if(flag&BF_WEAPON)
  1251. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1252. else if(flag&BF_MAGIC)
  1253. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1254. }
  1255. if(sc->data[SC_SMOKEPOWDER]) {
  1256. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1257. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1258. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1259. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1260. }
  1261. if (sc->data[SC_WATER_BARRIER])
  1262. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1263. if (sc->data[SC_SU_STOOP])
  1264. damage -= damage * 90 / 100;
  1265. // Compressed code, fixed by map.hpp [Epoque]
  1266. if (src->type == BL_MOB) {
  1267. enum e_race2 race2 = status_get_race2(src);
  1268. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_DEF]))
  1269. damage -= damage * sce->val1 / 100;
  1270. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_DEF]))
  1271. damage -= damage * sce->val1 / 100;
  1272. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_DEF])
  1273. return 0;
  1274. if (race2 == RC2_OGH_HIDDEN && (sce = sc->data[SC_GLASTHEIM_HIDDEN]))
  1275. damage -= damage * sce->val1 / 100;
  1276. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N1]))
  1277. damage -= damage * sce->val2 / 100;
  1278. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N2]))
  1279. damage -= damage * sce->val2 / 100;
  1280. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N3]))
  1281. damage -= damage * sce->val2 / 100;
  1282. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1283. damage -= damage * sce->val2 / 100;
  1284. }
  1285. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1286. sce->val3&flag && sce->val4&flag)
  1287. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1288. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1289. #ifdef RENEWAL
  1290. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1291. #else
  1292. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1293. #endif
  1294. ) )
  1295. {
  1296. struct status_data *status = status_get_status_data(bl);
  1297. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1298. per /=20; //Uses 20% SP intervals.
  1299. //SP Cost: 1% + 0.5% per every 20% SP
  1300. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1301. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1302. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1303. }
  1304. if(sc->data[SC_GRANITIC_ARMOR])
  1305. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1306. if(sc->data[SC_PAIN_KILLER]) {
  1307. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1308. damage = i64max(damage, 1);
  1309. }
  1310. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1311. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1312. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1313. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1314. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1315. else if (flag&(BF_WEAPON|BF_SHORT))
  1316. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1317. }
  1318. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1319. if (flag&BF_WEAPON)
  1320. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1321. if (flag&BF_MAGIC)
  1322. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1323. }
  1324. #ifdef RENEWAL
  1325. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1326. if( sc->data[SC_STEELBODY] )
  1327. damage = damage > 10 ? damage / 10 : 1;
  1328. #endif
  1329. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1330. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1331. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1332. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1333. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1334. }
  1335. //Finally Kyrie because it may, or not, reduce damage to 0.
  1336. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1337. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1338. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1339. if(sce->val2>=0)
  1340. damage=0;
  1341. else
  1342. damage=-sce->val2;
  1343. }
  1344. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1345. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1346. }
  1347. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  1348. clif_specialeffect(bl, EF_GUARD, AREA);
  1349. sce->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1350. if (sce->val3 >= 0)
  1351. damage = 0;
  1352. else
  1353. damage = -sce->val3;
  1354. if (sce->val3 <= 0)
  1355. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  1356. }
  1357. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1358. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1359. if (sce->val2 >= 0)
  1360. damage = 0;
  1361. else
  1362. damage = -sce->val2;
  1363. if (sce->val2 <= 0)
  1364. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1365. }
  1366. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  1367. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1368. if (sce->val2 >= 0)
  1369. damage = 0;
  1370. else
  1371. damage = -sce->val2;
  1372. if (sce->val2 <= 0)
  1373. status_change_end(bl, SC_DIMENSION1, INVALID_TIMER);
  1374. }
  1375. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  1376. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1377. if (sce->val2 >= 0)
  1378. damage = 0;
  1379. else
  1380. damage = -sce->val2;
  1381. if (sce->val2 <= 0)
  1382. status_change_end(bl, SC_DIMENSION2, INVALID_TIMER);
  1383. }
  1384. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1385. damage = 0;
  1386. if (!damage)
  1387. return 0;
  1388. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1389. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1390. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1391. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1392. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1393. clif_blown(bl);
  1394. unit_setdir(bl, dir);
  1395. }
  1396. d->dmg_lv = ATK_DEF;
  1397. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1398. return 0;
  1399. }
  1400. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1401. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1402. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1403. int spheres = 5;
  1404. if( sc->data[SC_RAISINGDRAGON] )
  1405. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1406. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1407. }
  1408. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1409. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1410. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1411. hom_addspiritball(hd, 10);
  1412. }
  1413. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1414. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1415. } //End of target SC_ check
  1416. //SC effects from caster side.
  1417. sc = status_get_sc(src);
  1418. tsc = status_get_sc(src);
  1419. if (sc && sc->count) {
  1420. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1421. damage += damage * 75 / 100;
  1422. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1423. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1424. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1425. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1426. // [Epoque]
  1427. if (bl->type == BL_MOB) {
  1428. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1429. enum e_race2 race2 = status_get_race2(bl);
  1430. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_ATK]))
  1431. damage += damage * sce->val1 / 100;
  1432. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_ATK]))
  1433. damage += damage * sce->val1 / 100;
  1434. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_ATK])
  1435. damage <<= 1;
  1436. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N1]))
  1437. damage += damage * sce->val1 / 100;
  1438. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N2]))
  1439. damage += damage * sce->val1 / 100;
  1440. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N3]))
  1441. damage += damage * sce->val1 / 100;
  1442. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1443. damage += damage * sce->val1 / 100;
  1444. }
  1445. }
  1446. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1447. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1448. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1449. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1450. }
  1451. if (sc->data[SC_POISONINGWEAPON] && flag&BF_SHORT && (skill_id == 0 || skill_id == GC_VENOMPRESSURE) && damage > 0) {
  1452. damage += damage * 10 / 100;
  1453. if (rnd() % 100 < sc->data[SC_POISONINGWEAPON]->val3)
  1454. sc_start4(src, bl, (sc_type)sc->data[SC_POISONINGWEAPON]->val2, 100, sc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  1455. }
  1456. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1457. status_change_spread(src, bl, 0);
  1458. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1459. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1460. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1461. }
  1462. if (flag & BF_WEAPON && (sce = sc->data[SC_ADD_ATK_DAMAGE]))
  1463. damage += damage * sce->val1 / 100;
  1464. if (flag & BF_MAGIC && (sce = sc->data[SC_ADD_MATK_DAMAGE]))
  1465. damage += damage * sce->val1 / 100;
  1466. if (sc->data[SC_DANCEWITHWUG] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1467. damage += damage * sc->data[SC_DANCEWITHWUG]->val1 / 100;
  1468. if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
  1469. damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  1470. } //End of caster SC_ check
  1471. if (tsc && tsc->count) {
  1472. struct map_session_data *tsd = (struct map_session_data *)src;
  1473. if (tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF])
  1474. damage += damage * 75 / 100;
  1475. if (tsd && (sce = tsc->data[SC_SOULREAPER])) {
  1476. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1477. clif_specialeffect(src, 1208, AREA);
  1478. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1479. }
  1480. }
  1481. }
  1482. //PK damage rates
  1483. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1484. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1485. if (flag&BF_WEAPON)
  1486. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1487. if (flag&BF_MAGIC)
  1488. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1489. if (flag&BF_MISC)
  1490. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1491. } else { //Normal attacks get reductions based on range.
  1492. if (flag & BF_SHORT)
  1493. damage = damage * battle_config.pk_short_damage_rate / 100;
  1494. if (flag & BF_LONG)
  1495. damage = damage * battle_config.pk_long_damage_rate / 100;
  1496. }
  1497. damage = i64max(damage,1);
  1498. }
  1499. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1500. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1501. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1502. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1503. )
  1504. damage = div_;
  1505. }
  1506. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1507. if (damage > 0 )
  1508. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1509. if (skill_id)
  1510. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1511. }
  1512. if (sd && pc_ismadogear(sd)) {
  1513. short element = skill_get_ele(skill_id, skill_lv);
  1514. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1515. struct status_data *sstatus = NULL;
  1516. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1517. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1518. else if( (sstatus = status_get_status_data(src)) ) {
  1519. element = sstatus->rhw.ele;
  1520. }
  1521. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1522. element = status_get_attack_sc_element(src,status_get_sc(src));
  1523. else if( element == ELE_RANDOM ) //Use random element
  1524. element = rnd()%ELE_ALL;
  1525. pc_overheat(sd, (element == ELE_FIRE ? 3 : 1));
  1526. }
  1527. return damage;
  1528. }
  1529. /**
  1530. * Determines whether battleground target can be hit
  1531. * @param src: Source of attack
  1532. * @param bl: Target of attack
  1533. * @param skill_id: Skill ID used
  1534. * @param flag: Special flags
  1535. * @return Can be hit (true) or can't be hit (false)
  1536. */
  1537. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1538. {
  1539. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1540. struct unit_data *ud = unit_bl2ud(bl);
  1541. if (ud && ud->immune_attack)
  1542. return false;
  1543. if (md && md->bg_id) {
  1544. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) && flag&BF_SKILL) //Skill immunity.
  1545. return false;
  1546. if (src->type == BL_PC) {
  1547. struct map_session_data *sd = map_id2sd(src->id);
  1548. if (sd && sd->bg_id == md->bg_id)
  1549. return false;
  1550. }
  1551. }
  1552. return true;
  1553. }
  1554. /**
  1555. * Calculates BG related damage adjustments.
  1556. * @param src
  1557. * @param bl
  1558. * @param damage
  1559. * @param skill_id
  1560. * @param flag
  1561. * @return damage
  1562. * Credits:
  1563. * Original coder Skotlex
  1564. * Initial refactoring by Baalberith
  1565. * Refined and optimized by helvetica
  1566. */
  1567. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1568. {
  1569. if( !damage )
  1570. return 0;
  1571. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1572. return 0;
  1573. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1574. return damage; //skill that ignore bg map reduction
  1575. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1576. if( flag&BF_WEAPON )
  1577. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1578. if( flag&BF_MAGIC )
  1579. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1580. if( flag&BF_MISC )
  1581. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1582. } else { //Normal attacks get reductions based on range.
  1583. if( flag&BF_SHORT )
  1584. damage = damage * battle_config.bg_short_damage_rate / 100;
  1585. if( flag&BF_LONG )
  1586. damage = damage * battle_config.bg_long_damage_rate / 100;
  1587. }
  1588. damage = i64max(damage,1); //min 1 damage
  1589. return damage;
  1590. }
  1591. /**
  1592. * Determines whether target can be hit
  1593. * @param src
  1594. * @param bl
  1595. * @param skill_id
  1596. * @param flag
  1597. * @return Can be hit (true) or can't be hit (false)
  1598. */
  1599. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1600. {
  1601. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1602. struct unit_data *ud = unit_bl2ud(bl);
  1603. int class_ = status_get_class(bl);
  1604. if (ud && ud->immune_attack)
  1605. return false;
  1606. if(md && md->guardian_data) {
  1607. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1608. return false;
  1609. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1610. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1611. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1612. return false;
  1613. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1614. return false; // [MouseJstr]
  1615. }
  1616. }
  1617. return true;
  1618. }
  1619. /**
  1620. * Calculates GVG related damage adjustments.
  1621. * @param src
  1622. * @param bl
  1623. * @param damage
  1624. * @param skill_id
  1625. * @param flag
  1626. * @return damage
  1627. */
  1628. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1629. {
  1630. if (!damage) //No reductions to make.
  1631. return 0;
  1632. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1633. return 0;
  1634. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1635. return damage;
  1636. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1637. if (flag&BF_WEAPON)
  1638. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1639. if (flag&BF_MAGIC)
  1640. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1641. if (flag&BF_MISC)
  1642. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1643. } else { //Normal attacks get reductions based on range.
  1644. if (flag & BF_SHORT)
  1645. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1646. if (flag & BF_LONG)
  1647. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1648. }
  1649. damage = i64max(damage,1);
  1650. return damage;
  1651. }
  1652. /**
  1653. * HP/SP drain calculation
  1654. * @param damage Damage inflicted to the enemy
  1655. * @param rate Success chance 1000 = 100%
  1656. * @param per HP/SP drained
  1657. * @return diff
  1658. */
  1659. static int battle_calc_drain(int64 damage, int rate, int per)
  1660. {
  1661. int64 diff = 0;
  1662. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1663. diff = (damage * per) / 100;
  1664. if (diff == 0) {
  1665. if (per > 0)
  1666. diff = 1;
  1667. else
  1668. diff = -1;
  1669. }
  1670. }
  1671. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1672. }
  1673. /**
  1674. * Passive skill damage increases
  1675. * @param sd
  1676. * @param target
  1677. * @param dmg
  1678. * @param type
  1679. * @return damage
  1680. */
  1681. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1682. {
  1683. int64 damage;
  1684. struct status_data *status = status_get_status_data(target);
  1685. int weapon, skill;
  1686. #ifdef RENEWAL
  1687. damage = 0;
  1688. #else
  1689. damage = dmg;
  1690. #endif
  1691. nullpo_ret(sd);
  1692. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1693. target->type == BL_MOB && //This bonus doesn't work against players.
  1694. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1695. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1696. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1697. damage += (skill * 5);
  1698. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1699. damage += (skill * 10);
  1700. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1701. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1702. damage += (skill * 4);
  1703. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1704. damage += sd->status.str;
  1705. }
  1706. #ifdef RENEWAL
  1707. //Weapon Research bonus applies to all weapons
  1708. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1709. damage += (skill * 2);
  1710. #endif
  1711. // Kagerou/Oboro Spirit Charm bonus
  1712. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1713. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1714. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1715. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1716. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1717. damage += damage * 30 / 100;
  1718. }
  1719. if(type == 0)
  1720. weapon = sd->weapontype1;
  1721. else
  1722. weapon = sd->weapontype2;
  1723. switch(weapon) {
  1724. case W_1HSWORD:
  1725. #ifdef RENEWAL
  1726. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1727. damage += (skill * 3);
  1728. #endif
  1729. case W_DAGGER:
  1730. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1731. damage += (skill * 4);
  1732. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1733. damage += skill * 10;
  1734. break;
  1735. case W_2HSWORD:
  1736. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1737. damage += (skill * 4);
  1738. break;
  1739. case W_1HSPEAR:
  1740. case W_2HSPEAR:
  1741. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1742. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1743. damage += (skill * 4);
  1744. else
  1745. damage += (skill * 5);
  1746. // Increase damage by level of KN_SPEARMASTERY * 10
  1747. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1748. damage += (skill * 10);
  1749. }
  1750. break;
  1751. case W_1HAXE:
  1752. case W_2HAXE:
  1753. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1754. damage += (skill * 3);
  1755. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1756. damage += (skill * 5);
  1757. break;
  1758. case W_MACE:
  1759. case W_2HMACE:
  1760. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1761. damage += (skill * 3);
  1762. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1763. damage += (skill * 4);
  1764. break;
  1765. case W_FIST:
  1766. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1767. damage += (skill * 10);
  1768. // No break, fallthrough to Knuckles
  1769. case W_KNUCKLE:
  1770. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1771. damage += (skill * 3);
  1772. break;
  1773. case W_MUSICAL:
  1774. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1775. damage += (skill * 3);
  1776. break;
  1777. case W_WHIP:
  1778. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1779. damage += (skill * 3);
  1780. break;
  1781. case W_BOOK:
  1782. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1783. damage += (skill * 3);
  1784. break;
  1785. case W_KATAR:
  1786. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1787. damage += (skill * 3);
  1788. break;
  1789. }
  1790. return damage;
  1791. }
  1792. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1793. * @param sd Player
  1794. * @param damage Current damage
  1795. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1796. */
  1797. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1798. if (!sd)
  1799. return;
  1800. //rodatazone says that Overrefine bonuses are part of baseatk
  1801. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1802. if (lr_type == EQI_HAND_L) {
  1803. if (sd->left_weapon.overrefine)
  1804. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1805. if (sd->weapon_damage_rate[sd->weapontype2])
  1806. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1807. }
  1808. else if (lr_type == EQI_HAND_R) {
  1809. if (sd->right_weapon.overrefine)
  1810. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1811. if (sd->weapon_damage_rate[sd->weapontype1])
  1812. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1813. }
  1814. }
  1815. #ifdef RENEWAL
  1816. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1817. {
  1818. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1819. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1820. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1821. }
  1822. static int battle_calc_status_attack(struct status_data *status, short hand)
  1823. {
  1824. //left-hand penalty on sATK is always 50% [Baalberith]
  1825. if (hand == EQI_HAND_L)
  1826. return status->batk;
  1827. else
  1828. return 2 * status->batk;
  1829. }
  1830. /**
  1831. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1832. * @param src Block list of attacker
  1833. * @param tstatus Target's status data
  1834. * @param wa Weapon attack data
  1835. * @param sd Player
  1836. * @return Base weapon damage
  1837. */
  1838. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1839. {
  1840. struct status_data *status = status_get_status_data(src);
  1841. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1842. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1843. uint16 atkmax = atkmin;
  1844. int64 damage = atkmin;
  1845. uint16 weapon_perfection = 0;
  1846. struct status_change *sc = status_get_sc(src);
  1847. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1848. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1849. atkmin = max(0, (int)(atkmin - variance));
  1850. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1851. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1852. damage = atkmax;
  1853. else
  1854. damage = rnd_value(atkmin, atkmax);
  1855. }
  1856. if (sc && sc->data[SC_WEAPONPERFECTION])
  1857. weapon_perfection = 1;
  1858. battle_add_weapon_damage(sd, &damage, type);
  1859. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1860. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1861. }
  1862. #endif
  1863. /*==========================================
  1864. * Calculates the standard damage of a normal attack assuming it hits,
  1865. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1866. * This applies to pre-renewal and non-sd in renewal
  1867. *------------------------------------------
  1868. * Pass damage2 as NULL to not calc it.
  1869. * Flag values:
  1870. * &1 : Critical hit
  1871. * &2 : Arrow attack
  1872. * &4 : Skill is Magic Crasher
  1873. * &8 : Skip target size adjustment (Extremity Fist?)
  1874. * &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)
  1875. *
  1876. * Credits:
  1877. * Original coder Skotlex
  1878. * Initial refactoring by Baalberith
  1879. * Refined and optimized by helvetica
  1880. */
  1881. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1882. {
  1883. unsigned int atkmin = 0, atkmax = 0;
  1884. short type = 0;
  1885. int64 damage = 0;
  1886. struct map_session_data *sd = NULL;
  1887. nullpo_retr(damage, src);
  1888. sd = BL_CAST(BL_PC, src);
  1889. if (!sd) { //Mobs/Pets
  1890. if(flag&4) {
  1891. atkmin = status->matk_min;
  1892. atkmax = status->matk_max;
  1893. } else {
  1894. atkmin = wa->atk;
  1895. atkmax = wa->atk2;
  1896. }
  1897. if (atkmin > atkmax)
  1898. atkmin = atkmax;
  1899. } else { //PCs
  1900. atkmax = wa->atk;
  1901. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1902. if (!(flag&1) || (flag&2)) { //Normal attacks
  1903. atkmin = status->dex;
  1904. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1905. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1906. if (atkmin > atkmax)
  1907. atkmin = atkmax;
  1908. if(flag&2 && !(flag&16)) { //Bows
  1909. atkmin = atkmin*atkmax/100;
  1910. if (atkmin > atkmax)
  1911. atkmax = atkmin;
  1912. }
  1913. }
  1914. }
  1915. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1916. atkmin = atkmax;
  1917. //Weapon Damage calculation
  1918. if (!(flag&1))
  1919. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1920. else
  1921. damage = atkmax;
  1922. if (sd) {
  1923. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1924. if (flag&2 && sd->bonus.arrow_atk)
  1925. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1926. // Size fix only for players
  1927. if (!(sd->special_state.no_sizefix || (flag&8)))
  1928. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1929. } else if (src->type == BL_ELEM) {
  1930. struct status_change *ele_sc = status_get_sc(src);
  1931. int ele_class = status_get_class(src);
  1932. if (ele_sc) {
  1933. switch (ele_class) {
  1934. case ELEMENTALID_AGNI_S:
  1935. case ELEMENTALID_AGNI_M:
  1936. case ELEMENTALID_AGNI_L:
  1937. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  1938. damage += damage * 20 / 100;
  1939. break;
  1940. case ELEMENTALID_AQUA_S:
  1941. case ELEMENTALID_AQUA_M:
  1942. case ELEMENTALID_AQUA_L:
  1943. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  1944. damage += damage * 20 / 100;
  1945. break;
  1946. case ELEMENTALID_VENTUS_S:
  1947. case ELEMENTALID_VENTUS_M:
  1948. case ELEMENTALID_VENTUS_L:
  1949. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  1950. damage += damage * 20 / 100;
  1951. break;
  1952. case ELEMENTALID_TERA_S:
  1953. case ELEMENTALID_TERA_M:
  1954. case ELEMENTALID_TERA_L:
  1955. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  1956. damage += damage * 20 / 100;
  1957. break;
  1958. }
  1959. }
  1960. }
  1961. //Finally, add baseatk
  1962. if(flag&4)
  1963. damage += status->matk_min;
  1964. else
  1965. damage += status->batk;
  1966. if (sd)
  1967. battle_add_weapon_damage(sd, &damage, type);
  1968. #ifdef RENEWAL
  1969. if (flag&1)
  1970. damage = (damage * 14) / 10;
  1971. #endif
  1972. return damage;
  1973. }
  1974. /*==========================================
  1975. * Consumes ammo for the given skill.
  1976. *------------------------------------------
  1977. * Credits:
  1978. * Original coder Skotlex
  1979. * Initial refactoring by Baalberith
  1980. * Refined and optimized by helvetica
  1981. */
  1982. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1983. {
  1984. int qty = 1;
  1985. if (!battle_config.arrow_decrement)
  1986. return;
  1987. if (skill) {
  1988. qty = skill_get_ammo_qty(skill, lv);
  1989. if (!qty) qty = 1;
  1990. }
  1991. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1992. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1993. sd->state.arrow_atk = 0;
  1994. }
  1995. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1996. {
  1997. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1998. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  1999. return BF_SHORT;
  2000. // When monsters use Arrow Shower or Bomb, it is always short range
  2001. if (src->type == BL_MOB && (skill_id == AC_SHOWER || skill_id == AM_DEMONSTRATION))
  2002. return BF_SHORT;
  2003. // Cast range is 7 cells and player jumps to target but skill is considered melee
  2004. if (skill_id == GC_CROSSIMPACT)
  2005. return BF_SHORT;
  2006. //Skill Range Criteria
  2007. if (battle_config.skillrange_by_distance &&
  2008. (src->type&battle_config.skillrange_by_distance)
  2009. ) { //based on distance between src/target [Skotlex]
  2010. if (check_distance_bl(src, target, 3))
  2011. return BF_SHORT;
  2012. return BF_LONG;
  2013. }
  2014. //based on used skill's range
  2015. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2016. return BF_SHORT;
  2017. return BF_LONG;
  2018. }
  2019. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  2020. {
  2021. if (sd->skillblown.empty())
  2022. return 0;
  2023. //Apply the bonus blewcount. [Skotlex]
  2024. for (const auto &it : sd->skillblown) {
  2025. if (it.id == skill_id)
  2026. return it.val;
  2027. }
  2028. return 0;
  2029. }
  2030. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2031. switch( bl->type ){
  2032. case BL_PC:
  2033. return SKILLDMG_PC;
  2034. case BL_MOB:
  2035. if( status_get_class_(bl) == CLASS_BOSS ){
  2036. return SKILLDMG_BOSS;
  2037. }else{
  2038. return SKILLDMG_MOB;
  2039. }
  2040. default:
  2041. return SKILLDMG_OTHER;
  2042. }
  2043. }
  2044. /**
  2045. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2046. * @param src
  2047. * @param target
  2048. * @param skill_id
  2049. * @return Skill damage rate
  2050. */
  2051. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2052. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2053. if (!skill || !skill->damage.map)
  2054. return 0;
  2055. s_skill_damage *damage = &skill->damage;
  2056. //check the adjustment works for specified type
  2057. if (!(damage->caster&src->type))
  2058. return 0;
  2059. map_data *mapdata = map_getmapdata(src->m);
  2060. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2061. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2062. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2063. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2064. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2065. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2066. {
  2067. return damage->rate[battle_skill_damage_type(target)];
  2068. }
  2069. return 0;
  2070. }
  2071. /**
  2072. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2073. * @param src
  2074. * @param target
  2075. * @param skill_id
  2076. * @return Skill damage rate
  2077. */
  2078. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2079. map_data *mapdata = map_getmapdata(src->m);
  2080. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2081. return 0;
  2082. int rate = 0;
  2083. // Damage rate for all skills at this map
  2084. if (mapdata->damage_adjust.caster&src->type)
  2085. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2086. if (mapdata->skill_damage.empty())
  2087. return rate;
  2088. // Damage rate for specified skill at this map
  2089. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2090. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2091. }
  2092. return rate;
  2093. }
  2094. /**
  2095. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2096. * @param src
  2097. * @param target
  2098. * @param skill_id
  2099. * @return Total damage rate
  2100. */
  2101. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2102. nullpo_ret(src);
  2103. if (!target || !skill_id)
  2104. return 0;
  2105. skill_id = skill_dummy2skill_id(skill_id);
  2106. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2107. }
  2108. /**
  2109. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2110. * @param sd: Player who has Chorus skill active
  2111. * @return Bonus value based on party count
  2112. */
  2113. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2114. #ifdef RENEWAL // No bonus in renewal
  2115. return 0;
  2116. #endif
  2117. int members = 0;
  2118. if (!sd || !sd->status.party_id)
  2119. return 0;
  2120. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2121. if (members < 3)
  2122. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2123. if (members > 7)
  2124. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2125. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2126. }
  2127. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2128. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2129. /*=======================================================
  2130. * Should infinite defense be applied on target? (plant)
  2131. *-------------------------------------------------------
  2132. * Credits:
  2133. * Original coder Skotlex
  2134. * Initial refactoring by Baalberith
  2135. * Refined and optimized by helvetica
  2136. * flag - see e_battle_flag
  2137. */
  2138. bool is_infinite_defense(struct block_list *target, int flag)
  2139. {
  2140. struct status_data *tstatus = status_get_status_data(target);
  2141. if(target->type == BL_SKILL) {
  2142. TBL_SKILL *su = ((TBL_SKILL*)target);
  2143. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2144. return true;
  2145. }
  2146. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2147. return true;
  2148. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2149. return true;
  2150. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2151. return true;
  2152. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2153. return true;
  2154. return false;
  2155. }
  2156. /*========================
  2157. * Is attack arrow based?
  2158. *------------------------
  2159. * Credits:
  2160. * Original coder Skotlex
  2161. * Initial refactoring by Baalberith
  2162. * Refined and optimized by helvetica
  2163. */
  2164. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2165. {
  2166. if(src != NULL) {
  2167. struct status_data *sstatus = status_get_status_data(src);
  2168. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2169. 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));
  2170. } else
  2171. return false;
  2172. }
  2173. /*=========================================
  2174. * Is attack right handed? By default yes.
  2175. *-----------------------------------------
  2176. * Credits:
  2177. * Original coder Skotlex
  2178. * Initial refactoring by Baalberith
  2179. * Refined and optimized by helvetica
  2180. */
  2181. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2182. {
  2183. if(src != NULL) {
  2184. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2185. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2186. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2187. return false;
  2188. }
  2189. return true;
  2190. }
  2191. /*=======================================
  2192. * Is attack left handed? By default no.
  2193. *---------------------------------------
  2194. * Credits:
  2195. * Original coder Skotlex
  2196. * Initial refactoring by Baalberith
  2197. * Refined and optimized by helvetica
  2198. */
  2199. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2200. {
  2201. if(src != NULL) {
  2202. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2203. if(!skill_id) {
  2204. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2205. if (sd) {
  2206. if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2207. return true;
  2208. if (sd->status.weapon == W_KATAR)
  2209. return true;
  2210. }
  2211. struct status_data *sstatus = status_get_status_data(src);
  2212. if (sstatus->lhw.atk)
  2213. return true;
  2214. }
  2215. }
  2216. return false;
  2217. }
  2218. /*=============================
  2219. * Do we score a critical hit?
  2220. *-----------------------------
  2221. * Credits:
  2222. * Original coder Skotlex
  2223. * Initial refactoring by Baalberith
  2224. * Refined and optimized by helvetica
  2225. */
  2226. 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)
  2227. {
  2228. if (!first_call)
  2229. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2230. #ifdef RENEWAL
  2231. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2232. return true;
  2233. #endif
  2234. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2235. return false;
  2236. struct status_data *sstatus = status_get_status_data(src);
  2237. if( sstatus->cri )
  2238. {
  2239. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2240. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2241. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2242. return false;
  2243. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2244. return false;
  2245. }
  2246. struct status_data *tstatus = status_get_status_data(target);
  2247. struct status_change *sc = status_get_sc(src);
  2248. struct status_change *tsc = status_get_sc(target);
  2249. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2250. short cri = sstatus->cri;
  2251. if (sd) {
  2252. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2253. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2254. cri += sd->bonus.arrow_cri;
  2255. cri += sd->bonus.critical_rangeatk;
  2256. }
  2257. }
  2258. if(sc && sc->data[SC_CAMOUFLAGE])
  2259. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2260. //The official equation is *2, but that only applies when sd's do critical.
  2261. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2262. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2263. if( tsc && tsc->data[SC_SLEEP] )
  2264. cri <<= 1;
  2265. switch(skill_id) {
  2266. case 0:
  2267. if(sc && !sc->data[SC_AUTOCOUNTER])
  2268. break;
  2269. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2270. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2271. case KN_AUTOCOUNTER:
  2272. if(battle_config.auto_counter_type &&
  2273. (battle_config.auto_counter_type&src->type))
  2274. return true;
  2275. else
  2276. cri <<= 1;
  2277. break;
  2278. case SN_SHARPSHOOTING:
  2279. case MA_SHARPSHOOTING:
  2280. #ifdef RENEWAL
  2281. cri += 300; // !TODO: Confirm new bonus
  2282. #else
  2283. cri += 200;
  2284. #endif
  2285. break;
  2286. case NJ_KIRIKAGE:
  2287. cri += 250 + 50*skill_lv;
  2288. break;
  2289. #ifdef RENEWAL
  2290. case ASC_BREAKER:
  2291. #endif
  2292. case RK_IGNITIONBREAK:
  2293. case GC_CROSSIMPACT:
  2294. cri /= 2;
  2295. break;
  2296. }
  2297. if(tsd && tsd->bonus.critical_def)
  2298. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2299. return (rnd()%1000 < cri);
  2300. }
  2301. return false;
  2302. }
  2303. /*==========================================================
  2304. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2305. *----------------------------------------------------------
  2306. * Credits:
  2307. * Original coder Skotlex
  2308. * Initial refactoring by Baalberith
  2309. * Refined and optimized by helvetica
  2310. */
  2311. 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)
  2312. {
  2313. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2314. return 2;
  2315. if(src != NULL) {
  2316. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2317. struct status_data *tstatus = status_get_status_data(target);
  2318. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2319. #ifndef RENEWAL
  2320. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2321. #endif
  2322. )
  2323. { //Elemental/Racial adjustments
  2324. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2325. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2326. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2327. )
  2328. if (weapon_position == EQI_HAND_R)
  2329. return 1;
  2330. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2331. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2332. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2333. )
  2334. { //Pass effect onto right hand if configured so. [Skotlex]
  2335. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2336. if (weapon_position == EQI_HAND_R)
  2337. return 1;
  2338. }
  2339. else if (weapon_position == EQI_HAND_L)
  2340. return 1;
  2341. }
  2342. }
  2343. }
  2344. return 0;
  2345. }
  2346. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2347. {
  2348. if (skill_id == 0) {
  2349. if (is_splash) {
  2350. std::bitset<NK_MAX> tmp_nk;
  2351. tmp_nk.set(NK_IGNOREATKCARD);
  2352. tmp_nk.set(NK_IGNOREFLEE);
  2353. return tmp_nk;
  2354. } else
  2355. return 0;
  2356. } else
  2357. return skill_db.find(skill_id)->nk;
  2358. }
  2359. /*=============================
  2360. * Checks if attack is hitting
  2361. *-----------------------------
  2362. * Credits:
  2363. * Original coder Skotlex
  2364. * Initial refactoring by Baalberith
  2365. * Refined and optimized by helvetica
  2366. */
  2367. 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)
  2368. {
  2369. struct status_data *sstatus = status_get_status_data(src);
  2370. struct status_data *tstatus = status_get_status_data(target);
  2371. struct status_change *sc = status_get_sc(src);
  2372. struct status_change *tsc = status_get_sc(target);
  2373. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2374. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2375. short flee, hitrate;
  2376. if (!first_call)
  2377. return (wd->dmg_lv != ATK_FLEE);
  2378. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2379. return true;
  2380. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2381. return true;
  2382. else if (sc && sc->data[SC_FUSION])
  2383. return true;
  2384. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2385. return true;
  2386. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2387. return true;
  2388. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2389. return true;
  2390. else if (nk[NK_IGNOREFLEE])
  2391. return true;
  2392. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2393. return false;
  2394. flee = tstatus->flee;
  2395. #ifdef RENEWAL
  2396. hitrate = 0; //Default hitrate
  2397. #else
  2398. hitrate = 80; //Default hitrate
  2399. #endif
  2400. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2401. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2402. if(attacker_count >= battle_config.agi_penalty_count) {
  2403. if (battle_config.agi_penalty_type == 1)
  2404. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2405. else //assume type 2: absolute reduction
  2406. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2407. if(flee < 1)
  2408. flee = 1;
  2409. }
  2410. }
  2411. hitrate += sstatus->hit - flee;
  2412. //Fogwall's hit penalty is only for normal ranged attacks.
  2413. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2414. hitrate -= 50;
  2415. if(sd && is_skill_using_arrow(src, skill_id))
  2416. hitrate += sd->bonus.arrow_hit;
  2417. #ifdef RENEWAL
  2418. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2419. hitrate += pc_checkskill(sd,AC_VULTURE);
  2420. #endif
  2421. if(skill_id) {
  2422. switch(skill_id) { //Hit skill modifiers
  2423. //It is proven that bonus is applied on final hitrate, not hit.
  2424. case SM_BASH:
  2425. case MS_BASH:
  2426. hitrate += hitrate * 5 * skill_lv / 100;
  2427. break;
  2428. case MS_MAGNUM:
  2429. case SM_MAGNUM:
  2430. hitrate += hitrate * 10 * skill_lv / 100;
  2431. break;
  2432. case KN_AUTOCOUNTER:
  2433. case PA_SHIELDCHAIN:
  2434. case NPC_WATERATTACK:
  2435. case NPC_GROUNDATTACK:
  2436. case NPC_FIREATTACK:
  2437. case NPC_WINDATTACK:
  2438. case NPC_POISONATTACK:
  2439. case NPC_HOLYATTACK:
  2440. case NPC_DARKNESSATTACK:
  2441. case NPC_UNDEADATTACK:
  2442. case NPC_TELEKINESISATTACK:
  2443. case NPC_BLEEDING:
  2444. hitrate += hitrate * 20 / 100;
  2445. break;
  2446. case NPC_FIREBREATH:
  2447. case NPC_ICEBREATH:
  2448. case NPC_THUNDERBREATH:
  2449. case NPC_ACIDBREATH:
  2450. case NPC_DARKNESSBREATH:
  2451. hitrate *= 2;
  2452. break;
  2453. case KN_PIERCE:
  2454. case ML_PIERCE:
  2455. hitrate += hitrate * 5 * skill_lv / 100;
  2456. break;
  2457. case AS_SONICBLOW:
  2458. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2459. hitrate += hitrate * 50 / 100;
  2460. break;
  2461. #ifdef RENEWAL
  2462. case RG_BACKSTAP:
  2463. hitrate += skill_lv; // !TODO: What's the rate increase?
  2464. break;
  2465. #endif
  2466. case RK_SONICWAVE:
  2467. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2468. break;
  2469. case MC_CARTREVOLUTION:
  2470. case GN_CART_TORNADO:
  2471. case GN_CARTCANNON:
  2472. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2473. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2474. break;
  2475. case LG_BANISHINGPOINT:
  2476. hitrate += 3 * skill_lv;
  2477. break;
  2478. case GC_VENOMPRESSURE:
  2479. hitrate += 10 + 4 * skill_lv;
  2480. break;
  2481. case SC_FATALMENACE:
  2482. if (skill_lv < 6)
  2483. hitrate -= 35 - 5 * skill_lv;
  2484. else if (skill_lv > 6)
  2485. hitrate += 5 * skill_lv - 30;
  2486. break;
  2487. case RL_SLUGSHOT:
  2488. {
  2489. int8 dist = distance_bl(src, target);
  2490. if (dist > 3) {
  2491. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2492. // -10:-9:-8:-7:-6
  2493. dist -= 3;
  2494. hitrate -= ((11 - skill_lv) * dist);
  2495. }
  2496. }
  2497. break;
  2498. }
  2499. } 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]
  2500. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2501. if (sd) {
  2502. int skill = 0;
  2503. // Weaponry Research hidden bonus
  2504. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2505. hitrate += hitrate * ( 2 * skill ) / 100;
  2506. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2507. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2508. hitrate += 3 * skill;
  2509. }
  2510. if (sc) {
  2511. if (sc->data[SC_MTF_ASPD])
  2512. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2513. if (sc->data[SC_MTF_ASPD2])
  2514. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2515. }
  2516. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2517. return (rnd()%100 < hitrate);
  2518. }
  2519. /*==========================================
  2520. * If attack ignores def.
  2521. *------------------------------------------
  2522. * Credits:
  2523. * Original coder Skotlex
  2524. * Initial refactoring by Baalberith
  2525. * Refined and optimized by helvetica
  2526. */
  2527. 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)
  2528. {
  2529. struct status_data *tstatus = status_get_status_data(target);
  2530. struct status_change *sc = status_get_sc(src);
  2531. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2532. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2533. #ifndef RENEWAL
  2534. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2535. return true;
  2536. else
  2537. #endif
  2538. if (sc && sc->data[SC_FUSION])
  2539. return true;
  2540. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2541. { //Ignore Defense?
  2542. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2543. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2544. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2545. if (weapon_position == EQI_HAND_R)
  2546. return true;
  2547. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2548. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2549. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2550. {
  2551. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2552. if (weapon_position == EQI_HAND_R)
  2553. return true;
  2554. } else if (weapon_position == EQI_HAND_L)
  2555. return true;
  2556. }
  2557. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2558. return true;
  2559. return nk[NK_IGNOREDEFENSE] != 0;
  2560. }
  2561. /*================================================
  2562. * Should skill attack consider VVS and masteries?
  2563. *------------------------------------------------
  2564. * Credits:
  2565. * Original coder Skotlex
  2566. * Initial refactoring by Baalberith
  2567. * Refined and optimized by helvetica
  2568. */
  2569. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2570. {
  2571. if (
  2572. #ifndef RENEWAL
  2573. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2574. #endif
  2575. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2576. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2577. return false;
  2578. return true;
  2579. }
  2580. #ifdef RENEWAL
  2581. /*========================================
  2582. * Calculate equipment ATK for renewal ATK
  2583. *----------------------------------------
  2584. * Credits:
  2585. * Original coder Skotlex
  2586. * Initial refactoring by Baalberith
  2587. * Refined and optimized by helvetica
  2588. */
  2589. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2590. {
  2591. if(src != NULL) {
  2592. int eatk = 0;
  2593. struct status_data *status = status_get_status_data(src);
  2594. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2595. if (sd) // add arrow atk if using an applicable skill
  2596. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2597. return eatk + status->eatk;
  2598. }
  2599. return 0; // shouldn't happen but just in case
  2600. }
  2601. #endif
  2602. /*========================================
  2603. * Returns the element type of attack
  2604. *----------------------------------------
  2605. * Credits:
  2606. * Original coder Skotlex
  2607. * Initial refactoring by Baalberith
  2608. * Refined and optimized by helvetica
  2609. */
  2610. 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)
  2611. {
  2612. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2613. struct status_change *sc = status_get_sc(src);
  2614. struct status_data *sstatus = status_get_status_data(src);
  2615. int element = skill_get_ele(skill_id, skill_lv);
  2616. //Take weapon's element
  2617. if( !skill_id || element == ELE_WEAPON ) {
  2618. if (weapon_position == EQI_HAND_R)
  2619. element = sstatus->rhw.ele;
  2620. else
  2621. element = sstatus->lhw.ele;
  2622. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2623. element = sd->bonus.arrow_ele;
  2624. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2625. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2626. // on official endows override all other elements [helvetica]
  2627. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2628. element = sc->data[SC_ENCHANTARMS]->val1;
  2629. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2630. element = status_get_attack_sc_element(src,sc);
  2631. else if( element == ELE_RANDOM ) //Use random element
  2632. element = rnd()%ELE_ALL;
  2633. switch( skill_id ) {
  2634. case GS_GROUNDDRIFT:
  2635. element = wd->miscflag; //element comes in flag.
  2636. break;
  2637. case LK_SPIRALPIERCE:
  2638. if (!sd)
  2639. element = ELE_NEUTRAL; //forced neutral for monsters
  2640. break;
  2641. case RK_DRAGONBREATH:
  2642. if (sc) {
  2643. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Giant Growth
  2644. element = ELE_DARK;
  2645. else if (sc->data[SC_GIANTGROWTH])
  2646. element = ELE_HOLY;
  2647. }
  2648. break;
  2649. case RK_DRAGONBREATH_WATER:
  2650. if (sc) {
  2651. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Fighting Spirit
  2652. element = ELE_NEUTRAL;
  2653. else if (sc->data[SC_FIGHTINGSPIRIT])
  2654. element = ELE_GHOST;
  2655. }
  2656. break;
  2657. case LG_HESPERUSLIT:
  2658. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2659. element = ELE_HOLY;
  2660. break;
  2661. case SJ_PROMINENCEKICK:
  2662. element = ELE_FIRE;
  2663. break;
  2664. case RL_H_MINE:
  2665. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2666. element = ELE_FIRE;
  2667. break;
  2668. }
  2669. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2670. element = ELE_HOLY;
  2671. // calc_flag means the element should be calculated for damage only
  2672. if (calc_for_damage_only)
  2673. return element;
  2674. #ifdef RENEWAL
  2675. if (skill_id == CR_SHIELDBOOMERANG)
  2676. element = ELE_NEUTRAL;
  2677. #endif
  2678. return element;
  2679. }
  2680. /*========================================
  2681. * Do element damage modifier calculation
  2682. *----------------------------------------
  2683. * Credits:
  2684. * Original coder Skotlex
  2685. * Initial refactoring by Baalberith
  2686. * Refined and optimized by helvetica
  2687. */
  2688. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2689. {
  2690. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2691. struct status_change *sc = status_get_sc(src);
  2692. struct status_data *sstatus = status_get_status_data(src);
  2693. struct status_data *tstatus = status_get_status_data(target);
  2694. int element = skill_get_ele(skill_id, skill_lv);
  2695. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2696. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2697. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2698. //Elemental attribute fix
  2699. if(!nk[NK_IGNOREELEMENT]) {
  2700. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2701. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2702. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2703. if(battle_config.attack_attr_none&src->type)
  2704. if(((!skill_id && !right_element) || (skill_id && (element == ELE_WEAPON || !right_element))) &&
  2705. (wd->flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2706. return;
  2707. if(wd->damage > 0) {
  2708. //Forced to its element
  2709. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2710. switch( skill_id ) {
  2711. case MC_CARTREVOLUTION:
  2712. case SR_GATEOFHELL:
  2713. case SR_TIGERCANNON:
  2714. case KO_BAKURETSU:
  2715. //case NC_MAGMA_ERUPTION:
  2716. //Forced to neutral element
  2717. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2718. break;
  2719. case GN_CARTCANNON:
  2720. case KO_HAPPOKUNAI:
  2721. //Forced to ammo's element
  2722. 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);
  2723. break;
  2724. }
  2725. }
  2726. if (is_attack_left_handed(src, skill_id) && wd->damage2 > 0)
  2727. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2728. if (sc && sc->data[SC_WATK_ELEMENT] && (wd->damage || wd->damage2)) {
  2729. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2730. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2731. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2732. if (is_attack_left_handed(src, skill_id)) {
  2733. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2734. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2735. }
  2736. }
  2737. }
  2738. }
  2739. #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);
  2740. #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);
  2741. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2742. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2743. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2744. #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);
  2745. #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);
  2746. //Adds an absolute value to damage. 100 = +100 damage
  2747. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2748. #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);
  2749. #ifdef RENEWAL
  2750. #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);
  2751. #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);
  2752. #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);
  2753. #else
  2754. #define RE_ALLATK_ADD(wd, a) {;}
  2755. #define RE_ALLATK_RATE(wd, a) {;}
  2756. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2757. #endif
  2758. /*==================================
  2759. * Calculate weapon mastery damages
  2760. *----------------------------------
  2761. * Credits:
  2762. * Original coder Skotlex
  2763. * Initial refactoring by Baalberith
  2764. * Refined and optimized by helvetica
  2765. */
  2766. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2767. {
  2768. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2769. struct status_change *sc = status_get_sc(src);
  2770. struct status_data *sstatus = status_get_status_data(src);
  2771. int t_class = status_get_class(target);
  2772. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2773. skill_id != MO_INVESTIGATE &&
  2774. skill_id != MO_EXTREMITYFIST &&
  2775. skill_id != CR_GRANDCROSS)
  2776. { //Add mastery damage
  2777. uint16 skill;
  2778. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2779. #ifdef RENEWAL
  2780. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2781. #endif
  2782. if (is_attack_left_handed(src, skill_id)) {
  2783. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2784. #ifdef RENEWAL
  2785. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2786. #endif
  2787. }
  2788. #ifdef RENEWAL
  2789. //General skill masteries
  2790. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2791. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2792. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2793. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2794. if (skill_id != CR_SHIELDBOOMERANG)
  2795. 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);
  2796. if (skill_id == MO_FINGEROFFENSIVE) {
  2797. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2798. } else
  2799. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2800. #endif
  2801. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2802. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2803. #ifdef RENEWAL
  2804. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2805. #endif
  2806. }
  2807. if (skill_id == NV_BREAKTHROUGH) {
  2808. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2809. #ifdef RENEWAL
  2810. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2811. #endif
  2812. }
  2813. switch(skill_id) {
  2814. case RA_WUGDASH:
  2815. case RA_WUGSTRIKE:
  2816. case RA_WUGBITE:
  2817. if (sd) {
  2818. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2819. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2820. #ifdef RENEWAL
  2821. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2822. #endif
  2823. }
  2824. break;
  2825. }
  2826. if (sc) { // Status change considered as masteries
  2827. #ifdef RENEWAL
  2828. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2829. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2830. #endif
  2831. if(sc->data[SC_CAMOUFLAGE]) {
  2832. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2833. #ifdef RENEWAL
  2834. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2835. #endif
  2836. }
  2837. if(sc->data[SC_GN_CARTBOOST]) {
  2838. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2839. #ifdef RENEWAL
  2840. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2841. #endif
  2842. }
  2843. if (sc->data[SC_P_ALTER]) {
  2844. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2845. #ifdef RENEWAL
  2846. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2847. #endif
  2848. }
  2849. }
  2850. }
  2851. }
  2852. #ifdef RENEWAL
  2853. /*=========================================
  2854. * Calculate the various Renewal ATK parts
  2855. *-----------------------------------------
  2856. * Credits:
  2857. * Original coder Skotlex
  2858. * Initial refactoring by Baalberith
  2859. * Refined and optimized by helvetica
  2860. */
  2861. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2862. {
  2863. struct status_data *sstatus = status_get_status_data(src);
  2864. struct status_data *tstatus = status_get_status_data(target);
  2865. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2866. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2867. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2868. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2869. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2870. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2871. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2872. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2873. } else { // status atk is considered neutral on normal attacks [helvetica]
  2874. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2875. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2876. }
  2877. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2878. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2879. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2880. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2881. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  2882. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2883. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2884. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2885. //Mastery ATK is a special kind of ATK that has no elemental properties
  2886. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2887. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2888. wd->damage = 0;
  2889. wd->damage2 = 0;
  2890. }
  2891. #endif
  2892. /*==========================================================
  2893. * Calculate basic ATK that goes into the skill ATK formula
  2894. *----------------------------------------------------------
  2895. * Credits:
  2896. * Original coder Skotlex
  2897. * Initial refactoring by Baalberith
  2898. * Refined and optimized by helvetica
  2899. */
  2900. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2901. {
  2902. struct status_change *sc = status_get_sc(src);
  2903. struct status_data *sstatus = status_get_status_data(src);
  2904. struct status_data *tstatus = status_get_status_data(target);
  2905. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2906. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2907. uint16 i;
  2908. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2909. switch (skill_id) { //Calc base damage according to skill
  2910. case PA_SACRIFICE:
  2911. wd->damage = sstatus->max_hp* 9/100;
  2912. wd->damage2 = 0;
  2913. #ifdef RENEWAL
  2914. wd->weaponAtk = wd->damage;
  2915. wd->weaponAtk2 = wd->damage2;
  2916. #endif
  2917. break;
  2918. #ifdef RENEWAL
  2919. case LK_SPIRALPIERCE:
  2920. case ML_SPIRALPIERCE:
  2921. if (sd) {
  2922. short index = sd->equip_index[EQI_HAND_R];
  2923. if (index >= 0 &&
  2924. sd->inventory_data[index] &&
  2925. sd->inventory_data[index]->type == IT_WEAPON)
  2926. wd->equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2927. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2928. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  2929. } else {
  2930. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2931. }
  2932. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2933. // !TODO: Confirm new size modifiers
  2934. case SZ_SMALL: //Small: 125%
  2935. ATK_RATE(wd->damage, wd->damage2, 125);
  2936. RE_ALLATK_RATE(wd, 125);
  2937. break;
  2938. //case SZ_MEDIUM: //Medium: 100%
  2939. case SZ_BIG: //Large: 75%
  2940. ATK_RATE(wd->damage, wd->damage2, 75);
  2941. RE_ALLATK_RATE(wd, 75);
  2942. break;
  2943. }
  2944. #else
  2945. case NJ_ISSEN:
  2946. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2947. wd->damage2 = 0;
  2948. break;
  2949. case LK_SPIRALPIERCE:
  2950. case ML_SPIRALPIERCE:
  2951. if (sd) {
  2952. short index = sd->equip_index[EQI_HAND_R];
  2953. if (index >= 0 &&
  2954. sd->inventory_data[index] &&
  2955. sd->inventory_data[index]->type == IT_WEAPON)
  2956. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2957. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2958. } else {
  2959. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2960. }
  2961. i = sstatus->str/10;
  2962. i*=i;
  2963. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  2964. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2965. case SZ_SMALL: //Small: 125%
  2966. ATK_RATE(wd->damage, wd->damage2, 125);
  2967. break;
  2968. //case SZ_MEDIUM: //Medium: 100%
  2969. case SZ_BIG: //Large: 75%
  2970. ATK_RATE(wd->damage, wd->damage2, 75);
  2971. break;
  2972. }
  2973. #endif
  2974. break;
  2975. case CR_SHIELDBOOMERANG:
  2976. case PA_SHIELDCHAIN:
  2977. wd->damage = sstatus->batk;
  2978. if (sd) {
  2979. short index = sd->equip_index[EQI_HAND_L];
  2980. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2981. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  2982. #ifdef RENEWAL
  2983. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  2984. #endif
  2985. }
  2986. } else
  2987. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  2988. break;
  2989. case RK_DRAGONBREATH:
  2990. case RK_DRAGONBREATH_WATER:
  2991. {
  2992. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2993. if(status_get_lv(src) > 100)
  2994. damagevalue = damagevalue * status_get_lv(src) / 150;
  2995. if(sd)
  2996. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2997. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2998. #ifdef RENEWAL
  2999. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3000. #endif
  3001. wd->flag |= BF_LONG;
  3002. }
  3003. break;
  3004. case NC_SELFDESTRUCTION: {
  3005. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3006. if(status_get_lv(src) > 100)
  3007. damagevalue = damagevalue * status_get_lv(src) / 100;
  3008. damagevalue = damagevalue + sstatus->hp;
  3009. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3010. #ifdef RENEWAL
  3011. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3012. #endif
  3013. }
  3014. break;
  3015. case KO_HAPPOKUNAI:
  3016. if(sd) {
  3017. short index = sd->equip_index[EQI_AMMO];
  3018. int damagevalue = 3 * (
  3019. #ifdef RENEWAL
  3020. 2 *
  3021. #endif
  3022. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3023. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3024. if (sc && sc->data[SC_KAGEMUSYA])
  3025. damagevalue += damagevalue * sc->data[SC_KAGEMUSYA]->val2 / 100;
  3026. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3027. #ifdef RENEWAL
  3028. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3029. #endif
  3030. } else
  3031. ATK_ADD(wd->damage, wd->damage2, 5000);
  3032. break;
  3033. case HFLI_SBR44: //[orn]
  3034. if(src->type == BL_HOM)
  3035. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3036. break;
  3037. default:
  3038. #ifdef RENEWAL
  3039. if (sd)
  3040. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3041. else {
  3042. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3043. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  3044. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3045. if (is_attack_left_handed(src, skill_id))
  3046. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3047. }
  3048. #else
  3049. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3050. (is_skill_using_arrow(src, skill_id)?2:0)|
  3051. (skill_id == HW_MAGICCRASHER?4:0)|
  3052. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  3053. (skill_id == MO_EXTREMITYFIST?8:0)|
  3054. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  3055. if (is_skill_using_arrow(src, skill_id) && sd) {
  3056. switch(sd->status.weapon) {
  3057. case W_BOW:
  3058. case W_REVOLVER:
  3059. case W_GATLING:
  3060. case W_SHOTGUN:
  3061. case W_GRENADE:
  3062. break;
  3063. default:
  3064. i |= 16; // for ex. shuriken must not be influenced by DEX
  3065. break;
  3066. }
  3067. }
  3068. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3069. if (is_attack_left_handed(src, skill_id))
  3070. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3071. #endif
  3072. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3073. if(wd->miscflag > 0) {
  3074. wd->damage /= wd->miscflag;
  3075. #ifdef RENEWAL
  3076. wd->statusAtk /= wd->miscflag;
  3077. wd->weaponAtk /= wd->miscflag;
  3078. wd->equipAtk /= wd->miscflag;
  3079. wd->masteryAtk /= wd->miscflag;
  3080. #endif
  3081. } else
  3082. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3083. }
  3084. //Add any bonuses that modify the base atk (pre-skills)
  3085. if(sd) {
  3086. int skill;
  3087. if (sd->bonus.atk_rate) {
  3088. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3089. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3090. }
  3091. #ifndef RENEWAL
  3092. 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]
  3093. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3094. }
  3095. #endif
  3096. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3097. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3098. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3099. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3100. }
  3101. }
  3102. }
  3103. #ifndef RENEWAL
  3104. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3105. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3106. }
  3107. #endif
  3108. break;
  3109. } //End switch(skill_id)
  3110. }
  3111. //For quick div adjustment.
  3112. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3113. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3114. #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);
  3115. /*================================================= [Playtester]
  3116. * Applies DAMAGE_DIV_FIX and checks for min damage
  3117. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3118. * @param skill_id: ID of the skill that deals damage
  3119. * @return Modified damage struct
  3120. *------------------------------------------------*/
  3121. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3122. {
  3123. if(d->damage) {
  3124. DAMAGE_DIV_FIX(d->damage, d->div_);
  3125. //Min damage
  3126. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3127. d->damage = d->div_;
  3128. } else if (d->div_ < 0) {
  3129. d->div_ *= -1;
  3130. }
  3131. }
  3132. /*=======================================
  3133. * Check for and calculate multi attacks
  3134. *---------------------------------------
  3135. * Credits:
  3136. * Original coder Skotlex
  3137. * Initial refactoring by Baalberith
  3138. * Refined and optimized by helvetica
  3139. */
  3140. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3141. {
  3142. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3143. struct status_change *sc = status_get_sc(src);
  3144. struct status_change *tsc = status_get_sc(target);
  3145. struct status_data *tstatus = status_get_status_data(target);
  3146. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3147. short i;
  3148. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3149. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3150. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3151. { //Success chance is not added, the higher one is used [Skotlex]
  3152. int max_rate = 0;
  3153. if (sc && sc->data[SC_KAGEMUSYA])
  3154. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3155. else
  3156. #ifdef RENEWAL
  3157. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3158. #else
  3159. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3160. #endif
  3161. if( rnd()%100 < max_rate ) {
  3162. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3163. wd->type = DMG_MULTI_HIT;
  3164. }
  3165. }
  3166. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3167. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3168. && rnd()%100 < 5*skill_lv ) //Success rate
  3169. {
  3170. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3171. wd->type = DMG_MULTI_HIT;
  3172. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3173. }
  3174. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3175. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3176. {
  3177. int chance = rnd()%100;
  3178. switch(sc->data[SC_FEARBREEZE]->val1) {
  3179. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3180. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3181. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3182. case 2:
  3183. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3184. }
  3185. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3186. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3187. if (wd->div_ > 1)
  3188. wd->type = DMG_MULTI_HIT;
  3189. }
  3190. }
  3191. switch (skill_id) {
  3192. case RK_WINDCUTTER:
  3193. if (sd && sd->weapontype1 == W_2HSWORD)
  3194. wd->div_ = 2;
  3195. break;
  3196. case RA_AIMEDBOLT:
  3197. wd->div_ = 2 + tstatus->size + rnd()%2;
  3198. break;
  3199. case SC_FATALMENACE:
  3200. if (sd && sd->weapontype1 == W_DAGGER)
  3201. wd->div_++;
  3202. break;
  3203. case SR_RIDEINLIGHTNING:
  3204. wd->div_ = (sd ? max(1, sd->spiritball_old) : 1);
  3205. break;
  3206. case RL_QD_SHOT:
  3207. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3208. break;
  3209. case KO_JYUMONJIKIRI:
  3210. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3211. wd->div_ = wd->div_ * -1;// needs more info
  3212. break;
  3213. }
  3214. }
  3215. /*======================================================
  3216. * Calculate skill level ratios for weapon-based skills
  3217. *------------------------------------------------------
  3218. * Credits:
  3219. * Original coder Skotlex
  3220. * Initial refactoring by Baalberith
  3221. * Refined and optimized by helvetica
  3222. */
  3223. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3224. {
  3225. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3226. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3227. struct status_change *sc = status_get_sc(src);
  3228. struct status_change *tsc = status_get_sc(target);
  3229. struct status_data *sstatus = status_get_status_data(src);
  3230. struct status_data *tstatus = status_get_status_data(target);
  3231. int skillratio = 100;
  3232. int i;
  3233. //Skill damage modifiers that stack linearly
  3234. if(sc && skill_id != PA_SACRIFICE) {
  3235. if(sc->data[SC_OVERTHRUST])
  3236. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3237. if(sc->data[SC_MAXOVERTHRUST])
  3238. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3239. if(sc->data[SC_BERSERK])
  3240. #ifndef RENEWAL
  3241. skillratio += 100;
  3242. #else
  3243. skillratio += 200;
  3244. if (sc && sc->data[SC_TRUESIGHT])
  3245. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3246. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3247. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3248. #endif
  3249. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3250. if (sc->data[SC_CRUSHSTRIKE]) {
  3251. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3252. short index = sd->equip_index[EQI_HAND_R];
  3253. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3254. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3255. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3256. }
  3257. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3258. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3259. } else {
  3260. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3261. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3262. skillratio += 125;
  3263. else
  3264. skillratio += 250;
  3265. }
  3266. }
  3267. }
  3268. }
  3269. switch(skill_id) {
  3270. case SM_BASH:
  3271. case MS_BASH:
  3272. skillratio += 30 * skill_lv;
  3273. break;
  3274. case SM_MAGNUM:
  3275. case MS_MAGNUM:
  3276. if(wd->miscflag == 1)
  3277. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3278. else
  3279. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3280. break;
  3281. case MC_MAMMONITE:
  3282. skillratio += 50 * skill_lv;
  3283. break;
  3284. case HT_POWER:
  3285. skillratio += -50 + 8 * sstatus->str;
  3286. break;
  3287. case AC_DOUBLE:
  3288. case MA_DOUBLE:
  3289. skillratio += 10 * (skill_lv - 1);
  3290. break;
  3291. case AC_SHOWER:
  3292. case MA_SHOWER:
  3293. #ifdef RENEWAL
  3294. skillratio += 50 + 10 * skill_lv;
  3295. #else
  3296. skillratio += -25 + 5 * skill_lv;
  3297. #endif
  3298. break;
  3299. case AC_CHARGEARROW:
  3300. case MA_CHARGEARROW:
  3301. skillratio += 50;
  3302. break;
  3303. #ifndef RENEWAL
  3304. case HT_FREEZINGTRAP:
  3305. case MA_FREEZINGTRAP:
  3306. skillratio += -50 + 10 * skill_lv;
  3307. break;
  3308. #endif
  3309. case KN_PIERCE:
  3310. case ML_PIERCE:
  3311. skillratio += 10 * skill_lv;
  3312. break;
  3313. case MER_CRASH:
  3314. skillratio += 10 * skill_lv;
  3315. break;
  3316. case KN_SPEARSTAB:
  3317. skillratio += 20 * skill_lv;
  3318. break;
  3319. case KN_SPEARBOOMERANG:
  3320. skillratio += 50 * skill_lv;
  3321. break;
  3322. #ifdef RENEWAL
  3323. case KN_BRANDISHSPEAR:
  3324. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3325. break;
  3326. #else
  3327. case KN_BRANDISHSPEAR:
  3328. #endif
  3329. case ML_BRANDISH:
  3330. {
  3331. int ratio = 100 + 20 * skill_lv;
  3332. skillratio += -100 + ratio;
  3333. if(skill_lv > 3 && wd->miscflag == 0)
  3334. skillratio += ratio / 2;
  3335. if(skill_lv > 6 && wd->miscflag == 0)
  3336. skillratio += ratio / 4;
  3337. if(skill_lv > 9 && wd->miscflag == 0)
  3338. skillratio += ratio / 8;
  3339. if(skill_lv > 6 && wd->miscflag == 1)
  3340. skillratio += ratio / 2;
  3341. if(skill_lv > 9 && wd->miscflag == 1)
  3342. skillratio += ratio / 4;
  3343. if(skill_lv > 9 && wd->miscflag == 2)
  3344. skillratio += ratio / 2;
  3345. }
  3346. break;
  3347. case KN_BOWLINGBASH:
  3348. case MS_BOWLINGBASH:
  3349. skillratio += 40 * skill_lv;
  3350. break;
  3351. case AS_GRIMTOOTH:
  3352. skillratio += 20 * skill_lv;
  3353. break;
  3354. case AS_POISONREACT:
  3355. skillratio += 30 * skill_lv;
  3356. break;
  3357. case AS_SONICBLOW:
  3358. skillratio += 300 + 40 * skill_lv;
  3359. #ifdef RENEWAL
  3360. if (tstatus->hp < tstatus->max_hp >> 1)
  3361. skillratio += skillratio / 2;
  3362. #endif
  3363. break;
  3364. case TF_SPRINKLESAND:
  3365. skillratio += 30;
  3366. break;
  3367. case MC_CARTREVOLUTION:
  3368. skillratio += 50;
  3369. if(sd && sd->cart_weight)
  3370. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3371. else if (!sd)
  3372. skillratio += 100; //Max damage for non players.
  3373. break;
  3374. case NPC_PIERCINGATT:
  3375. skillratio += -25; //75% base damage
  3376. break;
  3377. case NPC_COMBOATTACK:
  3378. skillratio += 25 * skill_lv;
  3379. break;
  3380. case NPC_RANDOMATTACK:
  3381. case NPC_WATERATTACK:
  3382. case NPC_GROUNDATTACK:
  3383. case NPC_FIREATTACK:
  3384. case NPC_WINDATTACK:
  3385. case NPC_POISONATTACK:
  3386. case NPC_HOLYATTACK:
  3387. case NPC_DARKNESSATTACK:
  3388. case NPC_UNDEADATTACK:
  3389. case NPC_TELEKINESISATTACK:
  3390. case NPC_BLOODDRAIN:
  3391. case NPC_ACIDBREATH:
  3392. case NPC_DARKNESSBREATH:
  3393. case NPC_FIREBREATH:
  3394. case NPC_ICEBREATH:
  3395. case NPC_THUNDERBREATH:
  3396. case NPC_HELLJUDGEMENT:
  3397. case NPC_PULSESTRIKE:
  3398. skillratio += 100 * (skill_lv - 1);
  3399. break;
  3400. case NPC_REVERBERATION_ATK:
  3401. skillratio += 400 + 200 * skill_lv;
  3402. break;
  3403. case RG_BACKSTAP:
  3404. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3405. skillratio += (200 + 40 * skill_lv) / 2;
  3406. else
  3407. skillratio += 200 + 40 * skill_lv;
  3408. break;
  3409. case RG_RAID:
  3410. #ifdef RENEWAL
  3411. skillratio += -100 + 50 + skill_lv * 150;
  3412. #else
  3413. skillratio += 40 * skill_lv;
  3414. #endif
  3415. break;
  3416. case RG_INTIMIDATE:
  3417. skillratio += 30 * skill_lv;
  3418. break;
  3419. case CR_SHIELDCHARGE:
  3420. skillratio += 20 * skill_lv;
  3421. break;
  3422. case CR_SHIELDBOOMERANG:
  3423. #ifdef RENEWAL
  3424. skillratio += -100 + skill_lv * 80;
  3425. #else
  3426. skillratio += 30 * skill_lv;
  3427. #endif
  3428. break;
  3429. case NPC_DARKCROSS:
  3430. case CR_HOLYCROSS:
  3431. #ifdef RENEWAL
  3432. if(sd && sd->status.weapon == W_2HSPEAR)
  3433. skillratio += 70 * skill_lv;
  3434. else
  3435. #endif
  3436. skillratio += 35 * skill_lv;
  3437. break;
  3438. case AM_DEMONSTRATION:
  3439. skillratio += 20 * skill_lv;
  3440. break;
  3441. case AM_ACIDTERROR:
  3442. #ifdef RENEWAL
  3443. skillratio += -100 + 200 * skill_lv;
  3444. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3445. skillratio += 100; // !TODO: What's this bonus increase?
  3446. #else
  3447. skillratio += 40 * skill_lv;
  3448. #endif
  3449. break;
  3450. case MO_FINGEROFFENSIVE:
  3451. #ifdef RENEWAL
  3452. skillratio += 500 + skill_lv * 200;
  3453. if (tsc && tsc->data[SC_BLADESTOP])
  3454. skillratio += skillratio / 2;
  3455. #else
  3456. skillratio += 50 * skill_lv;
  3457. #endif
  3458. break;
  3459. case MO_INVESTIGATE:
  3460. #ifdef RENEWAL
  3461. skillratio += -100 + 100 * skill_lv;
  3462. if (tsc && tsc->data[SC_BLADESTOP])
  3463. skillratio += skillratio / 2;
  3464. #else
  3465. skillratio += 75 * skill_lv;
  3466. #endif
  3467. break;
  3468. case MO_EXTREMITYFIST:
  3469. skillratio += 100 * (7 + sstatus->sp / 10);
  3470. #ifdef RENEWAL
  3471. if (wd->miscflag&1)
  3472. skillratio *= 2; // More than 5 spirit balls active
  3473. #endif
  3474. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3475. break;
  3476. case MO_TRIPLEATTACK:
  3477. skillratio += 20 * skill_lv;
  3478. break;
  3479. case MO_CHAINCOMBO:
  3480. #ifdef RENEWAL
  3481. skillratio += 150 + 50 * skill_lv;
  3482. #else
  3483. skillratio += 50 + 50 * skill_lv;
  3484. #endif
  3485. break;
  3486. case MO_COMBOFINISH:
  3487. #ifdef RENEWAL
  3488. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3489. #else
  3490. skillratio += 140 + 60 * skill_lv;
  3491. #endif
  3492. if (sc->data[SC_GT_ENERGYGAIN])
  3493. skillratio += skillratio * 50 / 100;
  3494. break;
  3495. case BA_MUSICALSTRIKE:
  3496. case DC_THROWARROW:
  3497. #ifdef RENEWAL
  3498. skillratio += 10 + 40 * skill_lv;
  3499. #else
  3500. skillratio += 25 + 25 * skill_lv;
  3501. #endif
  3502. break;
  3503. case CH_TIGERFIST:
  3504. #ifdef RENEWAL
  3505. skillratio += 400 + 150 * skill_lv;
  3506. RE_LVL_DMOD(100);
  3507. #else
  3508. skillratio += -60 + 100 * skill_lv;
  3509. #endif
  3510. if (sc->data[SC_GT_ENERGYGAIN])
  3511. skillratio += skillratio * 50 / 100;
  3512. break;
  3513. case CH_CHAINCRUSH:
  3514. #ifdef RENEWAL
  3515. skillratio += -100 + 200 * skill_lv;
  3516. RE_LVL_DMOD(100);
  3517. #else
  3518. skillratio += 300 + 100 * skill_lv;
  3519. #endif
  3520. if (sc->data[SC_GT_ENERGYGAIN])
  3521. skillratio += skillratio * 50 / 100;
  3522. break;
  3523. case CH_PALMSTRIKE:
  3524. #ifdef RENEWAL
  3525. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3526. RE_LVL_DMOD(100);
  3527. #else
  3528. skillratio += 100 + 100 * skill_lv;
  3529. #endif
  3530. break;
  3531. case LK_HEADCRUSH:
  3532. skillratio += 40 * skill_lv;
  3533. break;
  3534. case LK_JOINTBEAT:
  3535. skillratio += 10 * skill_lv - 50;
  3536. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3537. skillratio <<= 1;
  3538. break;
  3539. #ifdef RENEWAL
  3540. // Renewal: skill ratio applies to entire damage [helvetica]
  3541. case LK_SPIRALPIERCE:
  3542. case ML_SPIRALPIERCE:
  3543. skillratio += 50 + 50 * skill_lv;
  3544. RE_LVL_DMOD(100);
  3545. break;
  3546. #endif
  3547. case ASC_METEORASSAULT:
  3548. #ifdef RENEWAL
  3549. skillratio += 100 + 120 * skill_lv;
  3550. RE_LVL_DMOD(100);
  3551. #else
  3552. skillratio += -60 + 40 * skill_lv;
  3553. #endif
  3554. break;
  3555. case SN_SHARPSHOOTING:
  3556. case MA_SHARPSHOOTING:
  3557. #ifdef RENEWAL
  3558. skillratio += 50 + 200 * skill_lv;
  3559. RE_LVL_DMOD(100);
  3560. #else
  3561. skillratio += 100 + 50 * skill_lv;
  3562. #endif
  3563. break;
  3564. case GN_FIRE_EXPANSION_ACID:
  3565. #ifdef RENEWAL
  3566. case CR_ACIDDEMONSTRATION:
  3567. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  3568. if (target->type == BL_PC)
  3569. skillratio /= 2;
  3570. break;
  3571. #endif
  3572. case CG_ARROWVULCAN:
  3573. #ifdef RENEWAL
  3574. skillratio += 400 + 100 * skill_lv;
  3575. RE_LVL_DMOD(100);
  3576. #else
  3577. skillratio += 100 + 100 * skill_lv;
  3578. #endif
  3579. break;
  3580. case AS_SPLASHER:
  3581. #ifdef RENEWAL
  3582. skillratio += -100 + 400 + 100 * skill_lv;
  3583. #else
  3584. skillratio += 400 + 50 * skill_lv;
  3585. #endif
  3586. if(sd)
  3587. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3588. break;
  3589. case ASC_BREAKER:
  3590. #ifdef RENEWAL
  3591. skillratio += -100 + 140 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  3592. RE_LVL_DMOD(100);
  3593. #else
  3594. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3595. skillratio += -100 + 100 * skill_lv;
  3596. #endif
  3597. break;
  3598. case PA_SACRIFICE:
  3599. skillratio += -10 + 10 * skill_lv;
  3600. break;
  3601. case PA_SHIELDCHAIN:
  3602. #ifdef RENEWAL
  3603. skillratio = 60 + 40 * skill_lv;
  3604. RE_LVL_DMOD(100);
  3605. #else
  3606. skillratio += 30 * skill_lv;
  3607. #endif
  3608. break;
  3609. case WS_CARTTERMINATION:
  3610. i = 10 * (16 - skill_lv);
  3611. if (i < 1) i = 1;
  3612. //Preserve damage ratio when max cart weight is changed.
  3613. if (sd && sd->cart_weight)
  3614. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3615. else if (!sd)
  3616. skillratio += 80000 / i - 100;
  3617. break;
  3618. case TK_DOWNKICK:
  3619. case TK_STORMKICK:
  3620. skillratio += 60 + 20 * skill_lv;
  3621. break;
  3622. case TK_TURNKICK:
  3623. case TK_COUNTER:
  3624. skillratio += 90 + 30 * skill_lv;
  3625. break;
  3626. case TK_JUMPKICK:
  3627. //Different damage formulas depending on damage trigger
  3628. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3629. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3630. else if (wd->miscflag) {
  3631. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3632. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3633. skillratio *= 2;
  3634. }
  3635. else
  3636. skillratio += -70 + 10 * skill_lv;
  3637. break;
  3638. case GS_TRIPLEACTION:
  3639. skillratio += 50 * skill_lv;
  3640. break;
  3641. case GS_BULLSEYE:
  3642. //Only works well against brute/demihumans non bosses.
  3643. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3644. skillratio += 400;
  3645. break;
  3646. case GS_TRACKING:
  3647. skillratio += 100 * (skill_lv + 1);
  3648. break;
  3649. case GS_PIERCINGSHOT:
  3650. #ifdef RENEWAL
  3651. if (sd && sd->weapontype1 == W_RIFLE)
  3652. skillratio += 150 + 30 * skill_lv;
  3653. else
  3654. skillratio += 100 + 20 * skill_lv;
  3655. #else
  3656. skillratio += 20 * skill_lv;
  3657. #endif
  3658. break;
  3659. case GS_RAPIDSHOWER:
  3660. skillratio += 400 + 50 * skill_lv;
  3661. break;
  3662. case GS_DESPERADO:
  3663. skillratio += 50 * (skill_lv - 1);
  3664. if (sc && sc->data[SC_FALLEN_ANGEL])
  3665. skillratio *= 2;
  3666. break;
  3667. case GS_DUST:
  3668. skillratio += 50 * skill_lv;
  3669. break;
  3670. case GS_FULLBUSTER:
  3671. skillratio += 100 * (skill_lv + 2);
  3672. break;
  3673. case GS_SPREADATTACK:
  3674. #ifdef RENEWAL
  3675. skillratio += 30 * skill_lv;
  3676. #else
  3677. skillratio += 20 * (skill_lv - 1);
  3678. #endif
  3679. break;
  3680. #ifdef RENEWAL
  3681. case GS_GROUNDDRIFT:
  3682. skillratio += 100 + 20 * skill_lv;
  3683. break;
  3684. #endif
  3685. case NJ_HUUMA:
  3686. #ifdef RENEWAL
  3687. skillratio += -150 + 250 * skill_lv;
  3688. #else
  3689. skillratio += 50 + 150 * skill_lv;
  3690. #endif
  3691. break;
  3692. case NJ_TATAMIGAESHI:
  3693. skillratio += 10 * skill_lv;
  3694. #ifdef RENEWAL
  3695. skillratio *= 2;
  3696. #endif
  3697. break;
  3698. case NJ_KASUMIKIRI:
  3699. #ifdef RENEWAL
  3700. skillratio += 20 * skill_lv;
  3701. #else
  3702. skillratio += 10 * skill_lv;
  3703. #endif
  3704. break;
  3705. case NJ_KIRIKAGE:
  3706. #ifdef RENEWAL
  3707. skillratio += -50 + 150 * skill_lv;
  3708. #else
  3709. skillratio += 100 * (skill_lv - 1);
  3710. #endif
  3711. break;
  3712. #ifdef RENEWAL
  3713. case NJ_SYURIKEN:
  3714. skillratio += 5 * skill_lv;
  3715. break;
  3716. case NJ_KUNAI:
  3717. skillratio += -100 + 100 * skill_lv;
  3718. break;
  3719. #endif
  3720. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3721. int k = (wd->miscflag-1)/3;
  3722. if (k < 0)
  3723. k = 0;
  3724. else if (k > 4)
  3725. k = 4;
  3726. skillratio += 100 * k;
  3727. }
  3728. break;
  3729. case HT_PHANTASMIC:
  3730. skillratio += 50;
  3731. break;
  3732. case MO_BALKYOUNG:
  3733. skillratio += 200;
  3734. break;
  3735. case HFLI_MOON: //[orn]
  3736. skillratio += 10 + 110 * skill_lv;
  3737. break;
  3738. case HFLI_SBR44: //[orn]
  3739. skillratio += 100 * (skill_lv - 1);
  3740. break;
  3741. case NPC_VAMPIRE_GIFT:
  3742. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3743. break;
  3744. case RK_SONICWAVE:
  3745. skillratio += -100 + 500 + 100 * skill_lv;
  3746. RE_LVL_DMOD(100);
  3747. break;
  3748. case RK_HUNDREDSPEAR:
  3749. skillratio += -100 + 600 + 200 * skill_lv;
  3750. if (sd)
  3751. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3752. RE_LVL_DMOD(100);
  3753. break;
  3754. case RK_WINDCUTTER:
  3755. if (sd) {
  3756. if (sd->weapontype1 == W_2HSWORD)
  3757. skillratio += -100 + 250 * skill_lv;
  3758. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  3759. skillratio += -100 + 400 * skill_lv;
  3760. else
  3761. skillratio += -100 + 300 * skill_lv;
  3762. } else
  3763. skillratio += -100 + 300 * skill_lv;
  3764. RE_LVL_DMOD(100);
  3765. break;
  3766. case RK_IGNITIONBREAK:
  3767. skillratio += -100 + 400 * skill_lv;
  3768. RE_LVL_DMOD(100);
  3769. break;
  3770. case RK_STORMBLAST:
  3771. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] %
  3772. RE_LVL_DMOD(100);
  3773. break;
  3774. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3775. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3776. RE_LVL_DMOD(150); // Base level bonus.
  3777. break;
  3778. case GC_CROSSIMPACT:
  3779. skillratio += -100 + 1000 + 150 * skill_lv;
  3780. RE_LVL_DMOD(100);
  3781. break;
  3782. case GC_COUNTERSLASH:
  3783. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3784. skillratio += -100 + 300 + 150 * skill_lv;
  3785. RE_LVL_DMOD(120);
  3786. break;
  3787. case GC_VENOMPRESSURE:
  3788. skillratio += 900;
  3789. break;
  3790. case GC_PHANTOMMENACE:
  3791. skillratio += 200;
  3792. break;
  3793. case GC_ROLLINGCUTTER:
  3794. skillratio += -100 + 50 + 80 * skill_lv;
  3795. RE_LVL_DMOD(100);
  3796. break;
  3797. case GC_CROSSRIPPERSLASHER:
  3798. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  3799. RE_LVL_DMOD(100);
  3800. if (sc && sc->data[SC_ROLLINGCUTTER])
  3801. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * 200;
  3802. break;
  3803. case GC_DARKCROW:
  3804. skillratio += 100 * (skill_lv - 1);
  3805. break;
  3806. case AB_DUPLELIGHT_MELEE:
  3807. skillratio += 50 + 15 * skill_lv;
  3808. break;
  3809. case RA_ARROWSTORM:
  3810. case NPC_ARROWSTORM:
  3811. skillratio += 900 + 80 * skill_lv;
  3812. RE_LVL_DMOD(100);
  3813. break;
  3814. case RA_AIMEDBOLT:
  3815. skillratio += 100 + 20 * skill_lv + 500;
  3816. RE_LVL_DMOD(100);
  3817. break;
  3818. case RA_CLUSTERBOMB:
  3819. skillratio += 100 + 100 * skill_lv;
  3820. break;
  3821. case RA_WUGDASH:// ATK 300%
  3822. skillratio += 200;
  3823. break;
  3824. case RA_WUGSTRIKE:
  3825. skillratio += -100 + 200 * skill_lv;
  3826. break;
  3827. case RA_WUGBITE:
  3828. skillratio += 300 + 200 * skill_lv;
  3829. if (skill_lv == 5)
  3830. skillratio += 100;
  3831. break;
  3832. case RA_SENSITIVEKEEN:
  3833. skillratio += 50 * skill_lv;
  3834. break;
  3835. case NC_BOOSTKNUCKLE:
  3836. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3837. RE_LVL_DMOD(120);
  3838. break;
  3839. case NC_PILEBUNKER:
  3840. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3841. RE_LVL_DMOD(100);
  3842. break;
  3843. case NC_VULCANARM:
  3844. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3845. RE_LVL_DMOD(120);
  3846. break;
  3847. case NC_FLAMELAUNCHER:
  3848. case NC_COLDSLOWER:
  3849. skillratio += 200 + 300 * skill_lv;
  3850. RE_LVL_DMOD(150);
  3851. break;
  3852. case NC_ARMSCANNON:
  3853. switch( tstatus->size ) {
  3854. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3855. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3856. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3857. }
  3858. RE_LVL_DMOD(120);
  3859. break;
  3860. case NC_AXEBOOMERANG:
  3861. skillratio += 150 + 50 * skill_lv;
  3862. if (sd) {
  3863. short index = sd->equip_index[EQI_HAND_R];
  3864. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3865. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3866. }
  3867. RE_LVL_DMOD(100);
  3868. break;
  3869. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3870. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3871. RE_LVL_DMOD(100);
  3872. skillratio += 300 + 100 * skill_lv;
  3873. break;
  3874. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3875. skillratio += 350 + 50 * skill_lv;
  3876. break;
  3877. case NC_AXETORNADO:
  3878. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3879. RE_LVL_DMOD(100);
  3880. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3881. skillratio = skillratio * 75 / 100;
  3882. break;
  3883. case SC_FATALMENACE:
  3884. skillratio += 100 * skill_lv;
  3885. RE_LVL_DMOD(100);
  3886. break;
  3887. case SC_TRIANGLESHOT:
  3888. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3889. RE_LVL_DMOD(120);
  3890. break;
  3891. case SC_FEINTBOMB:
  3892. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3893. RE_LVL_DMOD(120);
  3894. break;
  3895. case LG_CANNONSPEAR:
  3896. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3897. RE_LVL_DMOD(100);
  3898. break;
  3899. case LG_BANISHINGPOINT:
  3900. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3901. RE_LVL_DMOD(100);
  3902. break;
  3903. case LG_SHIELDPRESS:
  3904. skillratio += -100 + 200 * skill_lv + sstatus->str;
  3905. if (sd) {
  3906. short index = sd->equip_index[EQI_HAND_L];
  3907. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3908. skillratio += sd->inventory_data[index]->weight / 10;
  3909. }
  3910. RE_LVL_DMOD(100);
  3911. break;
  3912. case LG_PINPOINTATTACK:
  3913. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3914. RE_LVL_DMOD(120);
  3915. break;
  3916. case LG_RAGEBURST:
  3917. if (sd && sd->spiritball_old)
  3918. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3919. else
  3920. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3921. RE_LVL_DMOD(100);
  3922. break;
  3923. case LG_SHIELDSPELL:
  3924. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3925. short index = sd->equip_index[EQI_HAND_L];
  3926. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3927. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3928. skillratio += sd->inventory_data[index]->def * 10;
  3929. } else
  3930. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3931. break;
  3932. case LG_MOONSLASHER:
  3933. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3934. RE_LVL_DMOD(100);
  3935. break;
  3936. case LG_OVERBRAND:
  3937. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3938. RE_LVL_DMOD(100);
  3939. break;
  3940. case LG_OVERBRAND_BRANDISH:
  3941. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3942. RE_LVL_DMOD(100);
  3943. break;
  3944. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3945. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3946. break;
  3947. case LG_EARTHDRIVE:
  3948. if (sd) {
  3949. short index = sd->equip_index[EQI_HAND_L];
  3950. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3951. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3952. }
  3953. RE_LVL_DMOD(100);
  3954. break;
  3955. case LG_HESPERUSLIT:
  3956. if (sc) {
  3957. if (sc->data[SC_INSPIRATION])
  3958. skillratio += 1100;
  3959. if (sc->data[SC_BANDING]) {
  3960. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3961. if (sc->data[SC_BANDING]->val2 > 5)
  3962. skillratio = skillratio * 150 / 100;
  3963. }
  3964. RE_LVL_DMOD(100);
  3965. }
  3966. break;
  3967. case SR_EARTHSHAKER:
  3968. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3969. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  3970. skillratio += -100 + 300 * skill_lv;
  3971. RE_LVL_DMOD(100);
  3972. skillratio += status_get_str(src) * 3;
  3973. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  3974. skillratio += -100 + 400 * skill_lv;
  3975. RE_LVL_DMOD(100);
  3976. skillratio += status_get_str(src) * 2;
  3977. }
  3978. break;
  3979. case SR_DRAGONCOMBO:
  3980. skillratio += 40 * skill_lv;
  3981. RE_LVL_DMOD(100);
  3982. break;
  3983. case SR_FALLENEMPIRE:
  3984. // ATK [(Skill Level x 250 + 100) x Caster Base Level / 150] %
  3985. skillratio += -100 + 250 * skill_lv + 100;
  3986. RE_LVL_DMOD(150);
  3987. break;
  3988. case SR_TIGERCANNON:
  3989. {
  3990. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  3991. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  3992. if (wd->miscflag&8)
  3993. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3994. skillratio += -100 + (hp + sp) / 2;
  3995. else
  3996. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3997. skillratio += -100 + (hp + sp) / 4;
  3998. RE_LVL_DMOD(100);
  3999. }
  4000. if (sc->data[SC_GT_REVITALIZE])
  4001. skillratio += skillratio * 30 / 100;
  4002. break;
  4003. case SR_SKYNETBLOW:
  4004. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  4005. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  4006. RE_LVL_DMOD(100);
  4007. break;
  4008. case SR_RAMPAGEBLASTER:
  4009. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  4010. skillratio += 1400 + 550 * skill_lv;
  4011. RE_LVL_DMOD(120);
  4012. } else {
  4013. skillratio += 900 + 350 * skill_lv;
  4014. RE_LVL_DMOD(150);
  4015. }
  4016. if (sc->data[SC_GT_CHANGE])
  4017. skillratio += skillratio * 30 / 100;
  4018. break;
  4019. case SR_KNUCKLEARROW:
  4020. 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)] %
  4021. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4022. if (tsd && tsd->weight)
  4023. skillratio += 100 * tsd->weight / tsd->max_weight;
  4024. RE_LVL_DMOD(150);
  4025. } else {
  4026. if (status_get_class_(target) == CLASS_BOSS)
  4027. skillratio += 400 + 200 * skill_lv;
  4028. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4029. skillratio += 400 + 100 * skill_lv;
  4030. RE_LVL_DMOD(100);
  4031. }
  4032. if (sc->data[SC_GT_CHANGE])
  4033. skillratio += skillratio * 30 / 100;
  4034. break;
  4035. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4036. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  4037. RE_LVL_DMOD(100);
  4038. break;
  4039. case SR_GATEOFHELL:
  4040. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  4041. skillratio += -100 + 800 * skill_lv;
  4042. else
  4043. skillratio += -100 + 500 * skill_lv;
  4044. RE_LVL_DMOD(100);
  4045. if (sc->data[SC_GT_REVITALIZE])
  4046. skillratio += skillratio * 30 / 100;
  4047. break;
  4048. case SR_GENTLETOUCH_QUIET:
  4049. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  4050. RE_LVL_DMOD(100);
  4051. break;
  4052. case SR_HOWLINGOFLION:
  4053. skillratio += -100 + 300 * skill_lv;
  4054. RE_LVL_DMOD(150);
  4055. break;
  4056. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 40) + Additional Damage} x Caster Base Level / 100] %
  4057. skillratio += -100 + 40 * skill_lv;
  4058. if (sd && sd->status.weapon == W_KNUCKLE)
  4059. skillratio += skillratio * 25 / 100;
  4060. RE_LVL_DMOD(100);
  4061. break;
  4062. case WM_SEVERE_RAINSTORM_MELEE:
  4063. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  4064. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  4065. if (wd->miscflag&4) // Whip/Instrument equipped
  4066. skillratio += 100; // !TODO: What's the weapon bonus?
  4067. RE_LVL_DMOD(100);
  4068. break;
  4069. case WM_GREAT_ECHO:
  4070. skillratio += -100 + 250 + 500 * skill_lv;
  4071. if (sd) {
  4072. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4073. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4074. skillratio <<= 1;
  4075. }
  4076. RE_LVL_DMOD(100);
  4077. break;
  4078. case GN_CART_TORNADO: { // ATK [( Skill Level x 100 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4079. skillratio += -100 + 100 * skill_lv;
  4080. if(sd && sd->cart_weight)
  4081. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4082. }
  4083. break;
  4084. case GN_CARTCANNON:
  4085. // ATK [{( INT / (6 - ( Cart Remodeling Skill Level ) )} + ( Cart Cannon Skill Level x 350 )] %
  4086. skillratio += -100 + 350 * skill_lv + sstatus->int_ / (6 - (sd ? pc_checkskill(sd, GN_REMODELING_CART) : 1));
  4087. RE_LVL_DMOD(100);
  4088. break;
  4089. case GN_SPORE_EXPLOSION:
  4090. skillratio += -100 + 180 * skill_lv;
  4091. if (wd->miscflag & 8)
  4092. skillratio += 200 + sstatus->int_; // Target receives extra damage
  4093. RE_LVL_DMOD(100);
  4094. break;
  4095. case GN_WALLOFTHORN:
  4096. skillratio += 10 * skill_lv;
  4097. break;
  4098. case GN_CRAZYWEED_ATK:
  4099. skillratio += -100 + 700 + 100 * skill_lv;
  4100. RE_LVL_DMOD(100);
  4101. break;
  4102. case GN_SLINGITEM_RANGEMELEEATK:
  4103. if( sd ) {
  4104. switch( sd->itemid ) {
  4105. case ITEMID_APPLE_BOMB:
  4106. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4107. break;
  4108. case ITEMID_COCONUT_BOMB:
  4109. case ITEMID_PINEAPPLE_BOMB:
  4110. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4111. break;
  4112. case ITEMID_MELON_BOMB:
  4113. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4114. break;
  4115. case ITEMID_BANANA_BOMB:
  4116. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4117. break;
  4118. case ITEMID_BLACK_LUMP:
  4119. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4120. break;
  4121. case ITEMID_BLACK_HARD_LUMP:
  4122. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4123. break;
  4124. case ITEMID_VERY_HARD_LUMP:
  4125. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4126. break;
  4127. }
  4128. RE_LVL_DMOD(100);
  4129. }
  4130. break;
  4131. case GN_HELLS_PLANT_ATK:
  4132. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4133. RE_LVL_DMOD(100);
  4134. break;
  4135. // Physical Elemantal Spirits Attack Skills
  4136. case EL_CIRCLE_OF_FIRE:
  4137. case EL_FIRE_BOMB_ATK:
  4138. case EL_STONE_RAIN:
  4139. skillratio += 200;
  4140. break;
  4141. case EL_FIRE_WAVE_ATK:
  4142. skillratio += 500;
  4143. break;
  4144. case EL_TIDAL_WEAPON:
  4145. skillratio += 1400;
  4146. break;
  4147. case EL_WIND_SLASH:
  4148. skillratio += 100;
  4149. break;
  4150. case EL_HURRICANE:
  4151. skillratio += 600;
  4152. break;
  4153. case EL_TYPOON_MIS:
  4154. case EL_WATER_SCREW_ATK:
  4155. skillratio += 900;
  4156. break;
  4157. case EL_STONE_HAMMER:
  4158. skillratio += 400;
  4159. break;
  4160. case EL_ROCK_CRUSHER:
  4161. skillratio += 700;
  4162. break;
  4163. case KO_JYUMONJIKIRI:
  4164. skillratio += -100 + 200 * skill_lv;
  4165. RE_LVL_DMOD(120);
  4166. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4167. skillratio += skill_lv * status_get_lv(src);
  4168. if (sc && sc->data[SC_KAGEMUSYA])
  4169. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4170. break;
  4171. case KO_HUUMARANKA:
  4172. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4173. RE_LVL_DMOD(100);
  4174. if (sc && sc->data[SC_KAGEMUSYA])
  4175. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4176. break;
  4177. case KO_SETSUDAN:
  4178. skillratio += 100 * (skill_lv - 1);
  4179. RE_LVL_DMOD(100);
  4180. if (tsc) {
  4181. struct status_change_entry *sce;
  4182. if ((sce = tsc->data[SC_SPIRIT]) || (sce = tsc->data[SC_SOULGOLEM]) || (sce = tsc->data[SC_SOULSHADOW]) || (sce = tsc->data[SC_SOULFALCON]) || (sce = tsc->data[SC_SOULFAIRY])) // Bonus damage added when target is soul linked.
  4183. skillratio += 200 * sce->val1;
  4184. }
  4185. break;
  4186. case KO_BAKURETSU:
  4187. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4188. RE_LVL_DMOD(120);
  4189. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4190. if (sc && sc->data[SC_KAGEMUSYA])
  4191. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4192. break;
  4193. case KO_MAKIBISHI:
  4194. skillratio += -100 + 20 * skill_lv;
  4195. break;
  4196. case MH_NEEDLE_OF_PARALYZE:
  4197. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4198. break;
  4199. case MH_STAHL_HORN:
  4200. skillratio += 900 + 100 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  4201. break;
  4202. case MH_LAVA_SLIDE:
  4203. skillratio += -100 + 70 * skill_lv;
  4204. break;
  4205. case MH_SONIC_CRAW:
  4206. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4207. break;
  4208. case MH_SILVERVEIN_RUSH:
  4209. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  4210. break;
  4211. case MH_MIDNIGHT_FRENZY:
  4212. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  4213. break;
  4214. case MH_MAGMA_FLOW:
  4215. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4216. break;
  4217. case RL_MASS_SPIRAL:
  4218. skillratio += -100 + 200 * skill_lv;
  4219. break;
  4220. case RL_FIREDANCE:
  4221. skillratio += 100 + 100 * skill_lv;
  4222. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4223. RE_LVL_DMOD(100);
  4224. break;
  4225. case RL_BANISHING_BUSTER:
  4226. skillratio += -100 + 1000 + 200 * skill_lv;
  4227. RE_LVL_DMOD(100);
  4228. break;
  4229. case RL_S_STORM:
  4230. skillratio += -100 + 1700 + 200 * skill_lv;
  4231. break;
  4232. case RL_SLUGSHOT:
  4233. if (target->type == BL_PC)
  4234. skillratio += -100 + 1200 * skill_lv;
  4235. else
  4236. skillratio += -100 + 2000 * skill_lv;
  4237. skillratio *= 2 + tstatus->size;
  4238. break;
  4239. case RL_D_TAIL:
  4240. skillratio += -100 + 500 + 200 * skill_lv;
  4241. if (sd && (wd->miscflag & 8))
  4242. skillratio *= 2;
  4243. RE_LVL_DMOD(100);
  4244. break;
  4245. case RL_R_TRIP:
  4246. skillratio += -100 + 350 * skill_lv;
  4247. RE_LVL_DMOD(100);
  4248. break;
  4249. case RL_R_TRIP_PLUSATK:
  4250. skillratio += -100 + 300 + 300 * skill_lv;
  4251. break;
  4252. case RL_H_MINE:
  4253. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4254. skillratio += -100 + 500 + 300 * skill_lv;
  4255. else // 200 + 200 * SkillLv
  4256. skillratio += -100 + 200 + 200 * skill_lv;
  4257. break;
  4258. case RL_HAMMER_OF_GOD:
  4259. skillratio += -100 + 100 * skill_lv;
  4260. if (sd) {
  4261. if (wd->miscflag & 8)
  4262. skillratio += 400 * sd->spiritball_old;
  4263. else
  4264. skillratio += 150 * sd->spiritball_old;
  4265. }
  4266. RE_LVL_DMOD(100);
  4267. break;
  4268. case RL_FIRE_RAIN:
  4269. case RL_AM_BLAST:
  4270. skillratio += -100 + 3500 + 300 * skill_lv;
  4271. break;
  4272. case SU_BITE:
  4273. skillratio += 100;
  4274. break;
  4275. case SU_SCRATCH:
  4276. skillratio += -50 + 50 * skill_lv;
  4277. break;
  4278. case SU_SCAROFTAROU:
  4279. skillratio += -100 + 100 * skill_lv;
  4280. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4281. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4282. break;
  4283. case SU_PICKYPECK:
  4284. case SU_PICKYPECK_DOUBLE_ATK:
  4285. skillratio += 100 + 100 * skill_lv;
  4286. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4287. skillratio *= 2;
  4288. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4289. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4290. break;
  4291. case SU_LUNATICCARROTBEAT:
  4292. case SU_LUNATICCARROTBEAT2:
  4293. skillratio += 100 + 100 * skill_lv;
  4294. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4295. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4296. break;
  4297. case SU_SVG_SPIRIT:
  4298. skillratio += 150 + 150 * skill_lv;
  4299. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4300. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4301. break;
  4302. case SJ_FULLMOONKICK:
  4303. skillratio += 1000 + 100 * skill_lv;
  4304. RE_LVL_DMOD(100);
  4305. if (sc && sc->data[SC_LIGHTOFMOON])
  4306. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4307. break;
  4308. case SJ_NEWMOONKICK:
  4309. skillratio += 600 + 100 * skill_lv;
  4310. break;
  4311. case SJ_STAREMPEROR:
  4312. skillratio += 700 + 200 * skill_lv;
  4313. break;
  4314. case SJ_SOLARBURST:
  4315. skillratio += 900 + 220 * skill_lv;
  4316. RE_LVL_DMOD(100);
  4317. if (sc && sc->data[SC_LIGHTOFSUN])
  4318. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4319. break;
  4320. case SJ_PROMINENCEKICK:
  4321. skillratio += 50 + 50 * skill_lv;
  4322. break;
  4323. case SJ_FALLINGSTAR_ATK:
  4324. case SJ_FALLINGSTAR_ATK2:
  4325. skillratio += 100 * skill_lv;
  4326. RE_LVL_DMOD(100);
  4327. if (sc && sc->data[SC_LIGHTOFSTAR])
  4328. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4329. break;
  4330. }
  4331. return skillratio;
  4332. }
  4333. /*==================================================================================================
  4334. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4335. *--------------------------------------------------------------------------------------------------*
  4336. * Credits:
  4337. * Original coder Skotlex
  4338. * Initial refactoring by Baalberith
  4339. * Refined and optimized by helvetica
  4340. */
  4341. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4342. {
  4343. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4344. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4345. struct status_data *sstatus = status_get_status_data(src);
  4346. struct status_data *tstatus = status_get_status_data(target);
  4347. int64 atk = 0;
  4348. //Constant/misc additions from skills
  4349. switch (skill_id) {
  4350. case MO_EXTREMITYFIST:
  4351. atk = 250 + 150 * skill_lv;
  4352. break;
  4353. #ifndef RENEWAL
  4354. case GS_MAGICALBULLET:
  4355. if (sstatus->matk_max > sstatus->matk_min)
  4356. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4357. else
  4358. atk = sstatus->matk_min;
  4359. break;
  4360. case NJ_SYURIKEN:
  4361. atk = 4 * skill_lv;
  4362. break;
  4363. #endif
  4364. #ifdef RENEWAL
  4365. case HT_FREEZINGTRAP:
  4366. if(sd)
  4367. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4368. break;
  4369. #endif
  4370. case GC_COUNTERSLASH:
  4371. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4372. break;
  4373. case LG_SHIELDPRESS:
  4374. if (sd) {
  4375. int damagevalue = 0;
  4376. short index = sd->equip_index[EQI_HAND_L];
  4377. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4378. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4379. atk = damagevalue;
  4380. }
  4381. break;
  4382. case SR_FALLENEMPIRE:
  4383. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4384. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  4385. if( tsd && tsd->weight )
  4386. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  4387. else
  4388. atk += ( status_get_lv(target) * 50 ); //mobs
  4389. break;
  4390. }
  4391. return atk;
  4392. }
  4393. /*==============================================================
  4394. * Stackable SC bonuses added on top of calculated skill damage
  4395. *--------------------------------------------------------------
  4396. * Credits:
  4397. * Original coder Skotlex
  4398. * Initial refactoring by Baalberith
  4399. * Refined and optimized by helvetica
  4400. */
  4401. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4402. {
  4403. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4404. struct status_change *sc = status_get_sc(src);
  4405. struct status_data *sstatus = status_get_status_data(src);
  4406. struct status_data *tstatus = status_get_status_data(target);
  4407. uint8 anger_id = 0; // SLS Anger
  4408. // Kagerou/Oboro Earth Charm effect +15% wATK
  4409. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4410. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4411. #ifdef RENEWAL
  4412. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4413. #endif
  4414. }
  4415. //The following are applied on top of current damage and are stackable.
  4416. if (sc) {
  4417. #ifdef RENEWAL
  4418. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4419. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4420. if (sc->data[SC_DRUMBATTLE])
  4421. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4422. if (sc->data[SC_MADNESSCANCEL])
  4423. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4424. if (sc->data[SC_MAGICALBULLET]) {
  4425. short tmdef = tstatus->mdef + tstatus->mdef2;
  4426. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4427. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4428. } else {
  4429. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4430. }
  4431. }
  4432. if (sc->data[SC_GATLINGFEVER])
  4433. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4434. #else
  4435. if (sc->data[SC_TRUESIGHT])
  4436. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4437. #endif
  4438. if (sc->data[SC_SPIRIT]) {
  4439. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4440. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4441. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4442. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4443. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4444. RE_ALLATK_ADDRATE(wd, 100);
  4445. }
  4446. }
  4447. if (sc->data[SC_GT_CHANGE])
  4448. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4449. if (sc->data[SC_EDP]) {
  4450. switch(skill_id) {
  4451. case AS_SPLASHER:
  4452. case ASC_METEORASSAULT:
  4453. // Pre-Renewal only: Soul Breaker ignores EDP
  4454. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4455. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4456. #ifndef RENEWAL
  4457. case ASC_BREAKER:
  4458. #else
  4459. case AS_GRIMTOOTH:
  4460. case AS_VENOMKNIFE:
  4461. #endif
  4462. break; // skills above have no effect with EDP
  4463. #ifdef RENEWAL
  4464. default: // fall through to apply EDP bonuses
  4465. // Renewal EDP formula [helvetica]
  4466. // weapon atk * (1 + (edp level * .8))
  4467. // equip atk * (1 + (edp level * .6))
  4468. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4469. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4470. break;
  4471. #else
  4472. default:
  4473. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4474. #endif
  4475. }
  4476. }
  4477. if (sc->data[SC_DANCEWITHWUG]) {
  4478. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  4479. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4480. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4481. }
  4482. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4483. #ifdef RENEWAL
  4484. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4485. #endif
  4486. }
  4487. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4488. ATK_ADD(wd->damage, wd->damage2, 200);
  4489. #ifdef RENEWAL
  4490. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4491. #endif
  4492. }
  4493. if (sc->data[SC_EQC]) {
  4494. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4495. #ifdef RENEWAL
  4496. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4497. #endif
  4498. }
  4499. if(sc->data[SC_STYLE_CHANGE]) {
  4500. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4501. if(hd) {
  4502. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4503. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4504. }
  4505. }
  4506. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4507. switch(skill_id) {
  4508. case RA_WUGDASH:
  4509. case RA_WUGSTRIKE:
  4510. case RA_WUGBITE:
  4511. break;
  4512. default:
  4513. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4514. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4515. break;
  4516. }
  4517. }
  4518. if (sc->data[SC_HEAT_BARREL]) {
  4519. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4520. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4521. }
  4522. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4523. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4524. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4525. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4526. }
  4527. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4528. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4529. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4530. }
  4531. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4532. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4533. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4534. }
  4535. }
  4536. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4537. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4538. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4539. }
  4540. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0) {
  4541. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_PYREXIA]->val2);
  4542. RE_ALLATK_ADDRATE(wd, sc->data[SC_PYREXIA]->val2);
  4543. }
  4544. if (sc->data[SC_MIRACLE])
  4545. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4546. }
  4547. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4548. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  4549. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4550. RE_ALLATK_ADDRATE(wd, 20);
  4551. }
  4552. }
  4553. if (sd != nullptr && !anger_id)
  4554. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4555. uint16 anger_level;
  4556. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4557. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4558. if (anger_id == 2)
  4559. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4560. if (anger_level < 4)
  4561. skillratio /= 12 - 3 * anger_level;
  4562. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4563. #ifdef RENEWAL
  4564. RE_ALLATK_ADDRATE(wd, skillratio);
  4565. #endif
  4566. }
  4567. }
  4568. /*====================================
  4569. * Calc defense damage reduction
  4570. *------------------------------------
  4571. * Credits:
  4572. * Original coder Skotlex
  4573. * Initial refactoring by Baalberith
  4574. * Refined and optimized by helvetica
  4575. */
  4576. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4577. {
  4578. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4579. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4580. struct status_change *sc = status_get_sc(src);
  4581. struct status_change *tsc = status_get_sc(target);
  4582. struct status_data *sstatus = status_get_status_data(src);
  4583. struct status_data *tstatus = status_get_status_data(target);
  4584. //Defense reduction
  4585. short vit_def;
  4586. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4587. short def2 = tstatus->def2;
  4588. if (sd) {
  4589. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4590. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4591. if (i) {
  4592. i = min(i,100); //cap it to 100 for 0 def min
  4593. def1 -= def1 * i / 100;
  4594. def2 -= def2 * i / 100;
  4595. }
  4596. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4597. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4598. short si = 10 * sd->spiritcharm;
  4599. def1 = (def1 * (100 + si)) / 100;
  4600. }
  4601. }
  4602. if (sc && sc->data[SC_EXPIATIO]) {
  4603. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4604. i = min(i,100); //cap it to 100 for 0 def min
  4605. def1 = (def1*(100-i))/100;
  4606. def2 = (def2*(100-i))/100;
  4607. }
  4608. if (tsc) {
  4609. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4610. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4611. def1 = (def1 * (100 + i)) / 100;
  4612. }
  4613. if( tsc->data[SC_CAMOUFLAGE] ){
  4614. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4615. i = min(i,100); //cap it to 100 for 0 def min
  4616. def1 = (def1*(100-i))/100;
  4617. def2 = (def2*(100-i))/100;
  4618. }
  4619. if (tsc->data[SC_GT_REVITALIZE])
  4620. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4621. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4622. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4623. }
  4624. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4625. unsigned char target_count; //256 max targets should be a sane max
  4626. //Official servers limit the count to 22 targets
  4627. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4628. if(target_count >= battle_config.vit_penalty_count) {
  4629. if(battle_config.vit_penalty_type == 1) {
  4630. if( !tsc || !tsc->data[SC_STEELBODY] )
  4631. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4632. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4633. } else { //Assume type 2
  4634. if( !tsc || !tsc->data[SC_STEELBODY] )
  4635. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4636. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4637. }
  4638. }
  4639. if (skill_id == AM_ACIDTERROR)
  4640. #ifdef RENEWAL
  4641. def2 = 0; //Ignore only status defense. [FatalEror]
  4642. #else
  4643. def1 = 0; //Ignores only armor defense. [Skotlex]
  4644. #endif
  4645. if(def2 < 1)
  4646. def2 = 1;
  4647. }
  4648. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4649. if (tsd) { //Sd vit-eq
  4650. int skill;
  4651. #ifndef RENEWAL
  4652. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4653. vit_def = def2*(def2-15)/150;
  4654. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4655. #else
  4656. vit_def = def2;
  4657. #endif
  4658. 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
  4659. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4660. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4661. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4662. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4663. vit_def += skill*5;
  4664. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4665. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4666. vit_def += skill * 10;
  4667. } else { //Mob-Pet vit-eq
  4668. #ifndef RENEWAL
  4669. //VIT + rnd(0,[VIT/20]^2-1)
  4670. vit_def = (def2/20)*(def2/20);
  4671. if (tsc && tsc->data[SC_SKA])
  4672. vit_def += 100; //Eska increases the random part of the formula by 100
  4673. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4674. #else
  4675. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4676. vit_def = def2;
  4677. #endif
  4678. }
  4679. if (battle_config.weapon_defense_type) {
  4680. vit_def += def1*battle_config.weapon_defense_type;
  4681. def1 = 0;
  4682. }
  4683. #ifdef RENEWAL
  4684. /**
  4685. * RE DEF Reduction
  4686. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4687. * Pierce defence gains 1 atk per def/2
  4688. */
  4689. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4690. def1 = -399;
  4691. ATK_ADD2(wd->damage, wd->damage2,
  4692. 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,
  4693. 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
  4694. );
  4695. 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) )
  4696. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4697. 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) )
  4698. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4699. #else
  4700. if (def1 > 100) def1 = 100;
  4701. ATK_RATE2(wd->damage, wd->damage2,
  4702. 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)),
  4703. 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))
  4704. );
  4705. ATK_ADD2(wd->damage, wd->damage2,
  4706. 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,
  4707. 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
  4708. );
  4709. #endif
  4710. }
  4711. /*====================================
  4712. * Modifiers ignoring DEF
  4713. *------------------------------------
  4714. * Credits:
  4715. * Original coder Skotlex
  4716. * Initial refactoring by Baalberith
  4717. * Refined and optimized by helvetica
  4718. */
  4719. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4720. {
  4721. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4722. struct status_change *sc = status_get_sc(src);
  4723. struct status_data *sstatus = status_get_status_data(src);
  4724. // Post skill/vit reduction damage increases
  4725. if( sc ) { // SC skill damages
  4726. if(sc->data[SC_AURABLADE]
  4727. #ifndef RENEWAL
  4728. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4729. #endif
  4730. ) {
  4731. #ifdef RENEWAL
  4732. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  4733. #else
  4734. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  4735. #endif
  4736. }
  4737. }
  4738. #ifndef RENEWAL
  4739. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4740. //Refine bonus
  4741. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4742. if (skill_id == MO_FINGEROFFENSIVE) {
  4743. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4744. } else {
  4745. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4746. }
  4747. }
  4748. #endif
  4749. //Set to min of 1
  4750. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4751. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4752. switch (skill_id) {
  4753. case AS_SONICBLOW:
  4754. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4755. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4756. break;
  4757. case NC_AXETORNADO:
  4758. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4759. ATK_ADDRATE(wd->damage, wd->damage2, 25);
  4760. break;
  4761. }
  4762. }
  4763. /*=================================================================================
  4764. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4765. *---------------------------------------------------------------------------------
  4766. * Credits:
  4767. * Original coder Skotlex
  4768. * Initial refactoring by Baalberith
  4769. * Refined and optimized by helvetica
  4770. */
  4771. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4772. {
  4773. struct status_data *tstatus = status_get_status_data(target);
  4774. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4775. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4776. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4777. short class_ = status_get_class(target);
  4778. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4779. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4780. //Plants receive 1 damage when hit
  4781. if( attack_hits || wd->damage > 0 )
  4782. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4783. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4784. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4785. if (sd && sd->status.weapon == W_KATAR)
  4786. wd->damage2 = 0; //No backhand damage against plants
  4787. else
  4788. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4789. }
  4790. if (attack_hits && target->type == BL_MOB) {
  4791. struct status_change *sc = status_get_sc(target);
  4792. if (sc && !battle_check_sc(src, target, sc, wd, 1, skill_id, skill_lv)) {
  4793. wd->damage = wd->damage2 = 0;
  4794. return;
  4795. }
  4796. }
  4797. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4798. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4799. wd->damage = wd->damage2 = 0;
  4800. return;
  4801. }
  4802. if (wd->damage > 0) {
  4803. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4804. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4805. } else if (wd->damage2 > 0) {
  4806. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4807. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4808. }
  4809. return;
  4810. }
  4811. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4812. battle_apply_div_fix(wd, skill_id);
  4813. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4814. if(wd->damage > 1 && wd->damage2 > 0) {
  4815. wd->damage = 1;
  4816. wd->damage2 = 1;
  4817. }
  4818. }
  4819. /*========================================================================================
  4820. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4821. *----------------------------------------------------------------------------------------
  4822. * Credits:
  4823. * Original coder Skotlex
  4824. * Initial refactoring by Baalberith
  4825. * Refined and optimized by helvetica
  4826. */
  4827. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4828. {
  4829. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4830. if (sd) {
  4831. int skill;
  4832. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4833. wd->damage = wd->damage2;
  4834. wd->damage2 = 0;
  4835. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4836. skill = pc_checkskill(sd,TF_DOUBLE);
  4837. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4838. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4839. if (wd->damage) {
  4840. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4841. skill = pc_checkskill(sd,AS_RIGHT);
  4842. ATK_RATER(wd->damage, 50 + (skill * 10))
  4843. }
  4844. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4845. skill = pc_checkskill(sd,KO_RIGHT);
  4846. ATK_RATER(wd->damage, 70 + (skill * 10))
  4847. }
  4848. if(wd->damage < 1)
  4849. wd->damage = 1;
  4850. }
  4851. if (wd->damage2) {
  4852. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4853. skill = pc_checkskill(sd,AS_LEFT);
  4854. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4855. }
  4856. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4857. skill = pc_checkskill(sd,KO_LEFT);
  4858. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  4859. }
  4860. if(wd->damage2 < 1)
  4861. wd->damage2 = 1;
  4862. }
  4863. }
  4864. }
  4865. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  4866. wd->damage=0;
  4867. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  4868. wd->damage2=0;
  4869. }
  4870. /**
  4871. * Check if bl is devoted by someone
  4872. * @param bl
  4873. * @return 'd_bl' if devoted or NULL if not devoted
  4874. */
  4875. struct block_list *battle_check_devotion(struct block_list *bl) {
  4876. struct block_list *d_bl = NULL;
  4877. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4878. struct status_change *sc = status_get_sc(bl);
  4879. if (sc && sc->data[SC_DEVOTION])
  4880. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4881. }
  4882. return d_bl;
  4883. }
  4884. /*==========================================
  4885. * BG/GvG attack modifiers
  4886. *------------------------------------------
  4887. * Credits:
  4888. * Original coder Skotlex
  4889. * Initial refactoring by Baalberith
  4890. * Refined and optimized by helvetica
  4891. */
  4892. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4893. {
  4894. if( wd->damage + wd->damage2 ) { //There is a total damage value
  4895. if( src != target && //Don't reflect your own damage (Grand Cross)
  4896. (!skill_id || skill_id ||
  4897. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4898. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4899. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4900. struct status_data *sstatus = status_get_status_data(src);
  4901. t_tick tick = gettick(), rdelay = 0;
  4902. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  4903. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4904. struct block_list *d_bl = battle_check_devotion(src);
  4905. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4906. if( tsd )
  4907. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4908. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4909. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4910. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4911. }
  4912. }
  4913. struct map_data *mapdata = map_getmapdata(target->m);
  4914. if(!wd->damage2) {
  4915. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  4916. if( mapdata_flag_gvg2(mapdata) )
  4917. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4918. else if( mapdata->flag[MF_BATTLEGROUND] )
  4919. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4920. }
  4921. else if(!wd->damage) {
  4922. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  4923. if( mapdata_flag_gvg2(mapdata) )
  4924. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4925. else if( mapdata->flag[MF_BATTLEGROUND] )
  4926. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4927. }
  4928. else {
  4929. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  4930. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  4931. if( mapdata_flag_gvg2(mapdata) )
  4932. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4933. else if( mapdata->flag[MF_BATTLEGROUND] )
  4934. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4935. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  4936. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  4937. wd->damage-=wd->damage2;
  4938. }
  4939. }
  4940. }
  4941. /*==========================================
  4942. * final ATK modifiers - after BG/GvG calc
  4943. *------------------------------------------
  4944. * Credits:
  4945. * Original coder Skotlex
  4946. * Initial refactoring by Baalberith
  4947. * Refined and optimized by helvetica
  4948. */
  4949. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4950. {
  4951. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4952. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4953. struct status_change *sc = status_get_sc(src);
  4954. struct status_change *tsc = status_get_sc(target);
  4955. struct status_data *sstatus = status_get_status_data(src);
  4956. struct status_data *tstatus = status_get_status_data(target);
  4957. int skill_damage = 0;
  4958. //Reject Sword bugreport:4493 by Daegaladh
  4959. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4960. (src->type!=BL_PC || (
  4961. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4962. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4963. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4964. )) &&
  4965. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4966. )
  4967. {
  4968. ATK_RATER(wd->damage, 50)
  4969. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  4970. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4971. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4972. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4973. }
  4974. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4975. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4976. int64 rdamage = 0;
  4977. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4978. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4979. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  4980. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4981. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  4982. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4983. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  4984. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4985. status_damage(target, src, rdamage, 0, 0, 0, 0);
  4986. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  4987. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4988. }
  4989. if( sc ) {
  4990. //SC_FUSION hp penalty [Komurka]
  4991. if (sc->data[SC_FUSION]) {
  4992. unsigned int hp = sstatus->max_hp;
  4993. if (sd && tsd) {
  4994. hp = hp / 13;
  4995. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4996. hp = sstatus->hp;
  4997. } else
  4998. hp = 2*hp/100; //2% hp loss per hit
  4999. status_zap(src, hp, 0);
  5000. }
  5001. // Only affecting non-skills
  5002. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5003. if (sc->data[SC_ENCHANTBLADE]) {
  5004. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5005. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  5006. if (sstatus->matk_max > sstatus->matk_min)
  5007. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5008. else
  5009. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5010. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5011. if (enchant_dmg > 0)
  5012. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5013. }
  5014. }
  5015. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5016. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5017. }
  5018. #ifndef RENEWAL
  5019. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5020. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5021. wd->damage += md.damage;
  5022. }
  5023. #endif
  5024. // Skill damage adjustment
  5025. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5026. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5027. }
  5028. /*====================================================
  5029. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5030. *----------------------------------------------------
  5031. * Credits:
  5032. * Original coder Skotlex
  5033. * Initial refactoring by Baalberith
  5034. * Refined and optimized by helvetica
  5035. */
  5036. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5037. {
  5038. struct status_data *sstatus = status_get_status_data(src);
  5039. struct status_data *tstatus = status_get_status_data(target);
  5040. struct status_change *sc = status_get_sc(src);
  5041. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5042. struct Damage wd;
  5043. wd.type = DMG_NORMAL; //Normal attack
  5044. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5045. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5046. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5047. /*if(skill_id == KN_AUTOCOUNTER)
  5048. wd.amotion >>= 1; */
  5049. wd.dmotion = tstatus->dmotion;
  5050. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5051. wd.miscflag = wflag;
  5052. wd.flag = BF_WEAPON; //Initial Flag
  5053. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5054. wd.isspdamage = false;
  5055. wd.damage = wd.damage2 =
  5056. #ifdef RENEWAL
  5057. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  5058. #endif
  5059. 0;
  5060. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  5061. if(sd)
  5062. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  5063. if (skill_id) {
  5064. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5065. switch(skill_id)
  5066. {
  5067. #ifdef RENEWAL
  5068. case RG_BACKSTAP:
  5069. if (sd && sd->status.weapon == W_DAGGER)
  5070. wd.div_ = 2;
  5071. break;
  5072. #endif
  5073. case MH_SONIC_CRAW:{
  5074. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5075. wd.div_ = hd->homunculus.spiritball;
  5076. }
  5077. break;
  5078. case MO_FINGEROFFENSIVE:
  5079. if (sd) {
  5080. if (battle_config.finger_offensive_type)
  5081. wd.div_ = 1;
  5082. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  5083. wd.div_ = sd->spiritball + sd->spiritball_old;
  5084. }
  5085. break;
  5086. case KN_PIERCE:
  5087. case ML_PIERCE:
  5088. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  5089. break;
  5090. case TF_DOUBLE: //For NPC used skill.
  5091. case GS_CHAINACTION:
  5092. wd.type = DMG_MULTI_HIT;
  5093. break;
  5094. case GS_GROUNDDRIFT:
  5095. wd.amotion = sstatus->amotion;
  5096. //Fall through
  5097. case KN_SPEARSTAB:
  5098. case KN_BOWLINGBASH:
  5099. #ifdef RENEWAL
  5100. if (skill_id == KN_BOWLINGBASH && sd && sd->status.weapon == W_2HSWORD)
  5101. wd.div_ = cap_value(wd.miscflag, 2, 4);
  5102. #endif
  5103. case MS_BOWLINGBASH:
  5104. case MO_BALKYOUNG:
  5105. case TK_TURNKICK:
  5106. wd.blewcount = 0;
  5107. break;
  5108. #ifdef RENEWAL
  5109. case KN_BRANDISHSPEAR:
  5110. wd.flag |= BF_LONG;
  5111. break;
  5112. #endif
  5113. case KN_AUTOCOUNTER:
  5114. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  5115. break;
  5116. case LK_SPIRALPIERCE:
  5117. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5118. break;
  5119. case RK_WINDCUTTER:
  5120. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  5121. wd.flag |= BF_LONG;
  5122. // The number of hits is set to 3 by default for use in Inspiration status.
  5123. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  5124. case LG_HESPERUSLIT:
  5125. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  5126. wd.div_ = sc->data[SC_BANDING]->val2;
  5127. break;
  5128. }
  5129. } else {
  5130. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  5131. }
  5132. return wd;
  5133. }
  5134. /**
  5135. * Check if we should reflect the damage and calculate it if so
  5136. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5137. * @param wd : weapon damage
  5138. * @param src : bl who did the attack
  5139. * @param target : target of the attack
  5140. * @param skill_id : id of casted skill, 0 = basic atk
  5141. * @param skill_lv : lvl of skill casted
  5142. */
  5143. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5144. {
  5145. // Don't reflect your own damage (Grand Cross)
  5146. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5147. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5148. {
  5149. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5150. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5151. struct status_change *tsc = status_get_sc(target);
  5152. struct status_data *sstatus = status_get_status_data(src);
  5153. struct unit_data *ud = unit_bl2ud(target);
  5154. t_tick tick = gettick(), rdelay = 0;
  5155. if (!tsc)
  5156. return;
  5157. // Calculate skill reflect damage separately
  5158. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  5159. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5160. if( rdamage > 0 ) {
  5161. struct block_list *d_bl = battle_check_devotion(src);
  5162. status_change *sc = status_get_sc(src);
  5163. if (sc && sc->data[SC_VITALITYACTIVATION])
  5164. rdamage /= 2;
  5165. if (tsc->data[SC_MAXPAIN]) {
  5166. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5167. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5168. tsc->data[SC_MAXPAIN]->val2 = 0;
  5169. }
  5170. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5171. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5172. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5173. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5174. if( tsd )
  5175. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5176. // It appears that official servers give skill reflect damage a longer delay
  5177. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5178. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5179. }
  5180. }
  5181. }
  5182. }
  5183. /*============================================
  5184. * Calculate "weapon"-type attacks and skills
  5185. *--------------------------------------------
  5186. * Credits:
  5187. * Original coder Skotlex
  5188. * Initial refactoring by Baalberith
  5189. * Refined and optimized by helvetica
  5190. */
  5191. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5192. {
  5193. struct map_session_data *sd, *tsd;
  5194. struct Damage wd;
  5195. struct status_change *sc = status_get_sc(src);
  5196. struct status_change *tsc = status_get_sc(target);
  5197. struct status_data *tstatus = status_get_status_data(target);
  5198. int right_element, left_element;
  5199. bool infdef = false;
  5200. memset(&wd,0,sizeof(wd));
  5201. if (src == NULL || target == NULL) {
  5202. nullpo_info(NLP_MARK);
  5203. return wd;
  5204. }
  5205. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5206. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5207. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5208. if (sc && !sc->count)
  5209. sc = NULL; //Skip checking as there are no status changes active.
  5210. if (tsc && !tsc->count)
  5211. tsc = NULL; //Skip checking as there are no status changes active.
  5212. sd = BL_CAST(BL_PC, src);
  5213. tsd = BL_CAST(BL_PC, target);
  5214. //Check for Lucky Dodge
  5215. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5216. wd.type = DMG_LUCY_DODGE;
  5217. wd.dmg_lv = ATK_LUCKY;
  5218. if(wd.div_ < 0)
  5219. wd.div_ *= -1;
  5220. return wd;
  5221. }
  5222. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5223. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5224. // crit check is next since crits always hit on official [helvetica]
  5225. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5226. #if PACKETVER >= 20161207
  5227. if (wd.type&DMG_MULTI_HIT)
  5228. wd.type = DMG_MULTI_HIT_CRITICAL;
  5229. else
  5230. wd.type = DMG_CRITICAL;
  5231. #else
  5232. wd.type = DMG_CRITICAL;
  5233. #endif
  5234. }
  5235. // check if we're landing a hit
  5236. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5237. wd.dmg_lv = ATK_FLEE;
  5238. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5239. int64 ratio = 0;
  5240. int i = 0;
  5241. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5242. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5243. ATK_RATE(wd.damage, wd.damage2, ratio);
  5244. RE_ALLATK_RATE(&wd, ratio);
  5245. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5246. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  5247. #ifdef RENEWAL
  5248. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5249. struct status_data *sstatus = status_get_status_data(src);
  5250. if (sstatus->matk_max > sstatus->matk_min) {
  5251. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5252. } else
  5253. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5254. }
  5255. #endif
  5256. // add any miscellaneous player ATK bonuses
  5257. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5258. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5259. RE_ALLATK_ADDRATE(&wd, i);
  5260. }
  5261. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5262. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5263. RE_ALLATK_ADDRATE(&wd, -i);
  5264. }
  5265. #ifdef RENEWAL
  5266. // In Renewal we only cardfix to the weapon and equip ATK
  5267. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5268. 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);
  5269. 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);
  5270. if (is_attack_left_handed(src, skill_id)) {
  5271. 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);
  5272. 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);
  5273. }
  5274. // final attack bonuses that aren't affected by cards
  5275. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5276. if (sd) { //monsters, homuns and pets have their damage computed directly
  5277. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk + bonus_damage;
  5278. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2 + bonus_damage;
  5279. if (wd.flag & BF_SHORT)
  5280. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  5281. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5282. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5283. }
  5284. #else
  5285. // final attack bonuses that aren't affected by cards
  5286. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5287. #endif
  5288. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5289. 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))
  5290. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5291. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5292. }
  5293. }
  5294. #ifdef RENEWAL
  5295. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  5296. #endif
  5297. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5298. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5299. return wd; //Enough, rest is not needed.
  5300. #ifdef RENEWAL
  5301. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5302. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5303. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5304. if (is_attack_left_handed(src, skill_id))
  5305. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5306. } else
  5307. wd.damage = (int64)floor((float)(wd.damage * 140) / 100);
  5308. if (tsd && tsd->bonus.crit_def_rate != 0) {
  5309. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  5310. }
  5311. }
  5312. #endif
  5313. switch (skill_id) {
  5314. #ifndef RENEWAL
  5315. case NJ_KUNAI:
  5316. ATK_ADD(wd.damage, wd.damage2, 90);
  5317. break;
  5318. #endif
  5319. case TK_DOWNKICK:
  5320. case TK_STORMKICK:
  5321. case TK_TURNKICK:
  5322. case TK_COUNTER:
  5323. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5324. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5325. break;
  5326. case SR_TIGERCANNON:
  5327. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5328. if (wd.miscflag&8) {
  5329. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5330. } else
  5331. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5332. break;
  5333. case SR_GATEOFHELL: {
  5334. struct status_data *sstatus = status_get_status_data(src);
  5335. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  5336. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5337. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  5338. } else
  5339. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  5340. }
  5341. break;
  5342. case MH_TINDER_BREAKER:
  5343. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5344. break;
  5345. case MH_CBC:
  5346. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5347. break;
  5348. case MH_EQC:
  5349. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5350. break;
  5351. }
  5352. if(sd) {
  5353. #ifndef RENEWAL
  5354. uint16 skill;
  5355. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5356. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5357. if (skill_id == TF_POISON)
  5358. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5359. if (skill_id == GS_GROUNDDRIFT)
  5360. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5361. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5362. 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);
  5363. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5364. ATK_ADD(wd.damage, wd.damage2, 4);
  5365. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5366. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5367. } else
  5368. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5369. #endif
  5370. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5371. short index = sd->equip_index[EQI_HAND_L];
  5372. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5373. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5374. }
  5375. #ifndef RENEWAL
  5376. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5377. switch(skill_id) {
  5378. case RK_DRAGONBREATH:
  5379. case RK_DRAGONBREATH_WATER:
  5380. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5381. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5382. if(is_attack_left_handed(src, skill_id))
  5383. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5384. }
  5385. break;
  5386. default:
  5387. 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);
  5388. if( is_attack_left_handed(src, skill_id ))
  5389. 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);
  5390. break;
  5391. }
  5392. #endif
  5393. }
  5394. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5395. #ifdef RENEWAL
  5396. switch(skill_id) {
  5397. case NJ_ISSEN:
  5398. break; //These skills will do a card fix later
  5399. default:
  5400. #endif
  5401. 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);
  5402. if(is_attack_left_handed(src, skill_id))
  5403. 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);
  5404. #ifdef RENEWAL
  5405. break;
  5406. }
  5407. #endif
  5408. }
  5409. #ifdef RENEWAL
  5410. // forced to neutral skills [helvetica]
  5411. // skills forced to neutral gain benefits from weapon element
  5412. // but final damage is considered "neutral" and resistances are applied again
  5413. switch (skill_id) {
  5414. case MC_CARTREVOLUTION:
  5415. case MO_INVESTIGATE:
  5416. case SR_GATEOFHELL:
  5417. case KO_BAKURETSU:
  5418. //case NC_MAGMA_ERUPTION:
  5419. // Forced to neutral element
  5420. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5421. break;
  5422. case CR_SHIELDBOOMERANG:
  5423. case LK_SPIRALPIERCE:
  5424. case ML_SPIRALPIERCE:
  5425. case PA_SHIELDCHAIN:
  5426. case PA_SACRIFICE:
  5427. case RK_DRAGONBREATH:
  5428. case RK_DRAGONBREATH_WATER:
  5429. case NC_SELFDESTRUCTION:
  5430. case KO_HAPPOKUNAI: {
  5431. int64 tmp = wd.damage;
  5432. if (sd) {
  5433. if (skill_id == PA_SHIELDCHAIN) {
  5434. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5435. if (wd.damage > 0) {
  5436. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5437. if (!wd.damage)
  5438. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5439. }
  5440. } else if (skill_id == KO_HAPPOKUNAI) {
  5441. 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);
  5442. if (wd.damage > 0) {
  5443. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5444. if (!wd.damage)
  5445. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5446. }
  5447. } else
  5448. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5449. }
  5450. }
  5451. break;
  5452. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  5453. 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);
  5454. break;
  5455. }
  5456. // perform multihit calculations
  5457. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  5458. #endif
  5459. // only do 1 dmg to plant, no need to calculate rest
  5460. if(infdef){
  5461. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5462. return wd;
  5463. }
  5464. //Apply DAMAGE_DIV_FIX and check for min damage
  5465. battle_apply_div_fix(&wd, skill_id);
  5466. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5467. #ifdef RENEWAL
  5468. switch (skill_id) {
  5469. case NJ_ISSEN:
  5470. return wd; //These skills will do a GVG fix later
  5471. default:
  5472. #endif
  5473. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5474. #ifdef RENEWAL
  5475. break;
  5476. }
  5477. #endif
  5478. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5479. battle_absorb_damage(target, &wd);
  5480. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5481. return wd;
  5482. }
  5483. /*==========================================
  5484. * Calculate "magic"-type attacks and skills
  5485. *------------------------------------------
  5486. * Credits:
  5487. * Original coder DracoRPG
  5488. * Refined and optimized by helvetica
  5489. */
  5490. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5491. {
  5492. int i, skill_damage = 0;
  5493. short s_ele = 0;
  5494. TBL_PC *sd;
  5495. TBL_PC *tsd;
  5496. struct status_change *sc, *tsc;
  5497. struct Damage ad;
  5498. struct status_data *sstatus = status_get_status_data(src);
  5499. struct status_data *tstatus = status_get_status_data(target);
  5500. struct {
  5501. unsigned imdef : 1;
  5502. unsigned infdef : 1;
  5503. } flag;
  5504. memset(&ad,0,sizeof(ad));
  5505. memset(&flag,0,sizeof(flag));
  5506. if (src == NULL || target == NULL) {
  5507. nullpo_info(NLP_MARK);
  5508. return ad;
  5509. }
  5510. //Initial Values
  5511. ad.damage = 1;
  5512. ad.div_ = skill_get_num(skill_id,skill_lv);
  5513. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5514. ad.dmotion = tstatus->dmotion;
  5515. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5516. ad.flag = BF_MAGIC|BF_SKILL;
  5517. ad.dmg_lv = ATK_DEF;
  5518. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  5519. std::bitset<NK_MAX> nk;
  5520. if (skill)
  5521. nk = skill->nk;
  5522. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  5523. sd = BL_CAST(BL_PC, src);
  5524. tsd = BL_CAST(BL_PC, target);
  5525. sc = status_get_sc(src);
  5526. tsc = status_get_sc(target);
  5527. //Initialize variables that will be used afterwards
  5528. s_ele = skill_get_ele(skill_id, skill_lv);
  5529. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  5530. s_ele = sstatus->rhw.ele;
  5531. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5532. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5533. } else if (s_ele == ELE_ENDOWED) //Use status element
  5534. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5535. else if (s_ele == ELE_RANDOM) //Use random element
  5536. s_ele = rnd()%ELE_ALL;
  5537. switch(skill_id) {
  5538. case LG_SHIELDSPELL:
  5539. if (skill_lv == 2)
  5540. s_ele = ELE_HOLY;
  5541. break;
  5542. case WL_HELLINFERNO:
  5543. if (mflag&ELE_DARK)
  5544. s_ele = ELE_DARK;
  5545. break;
  5546. case WM_REVERBERATION:
  5547. if (sd)
  5548. s_ele = sd->bonus.arrow_ele;
  5549. break;
  5550. case SO_PSYCHIC_WAVE:
  5551. if( sc && sc->count ) {
  5552. if( sc->data[SC_HEATER_OPTION] )
  5553. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5554. else if( sc->data[SC_COOLER_OPTION] )
  5555. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5556. else if( sc->data[SC_BLAST_OPTION] )
  5557. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5558. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5559. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5560. }
  5561. break;
  5562. case KO_KAIHOU:
  5563. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5564. s_ele = sd->spiritcharm_type;
  5565. break;
  5566. }
  5567. //Set miscellaneous data that needs be filled
  5568. if(sd) {
  5569. sd->state.arrow_atk = 0;
  5570. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5571. }
  5572. //Skill Range Criteria
  5573. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5574. //Infinite defense (plant mode)
  5575. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5576. switch(skill_id) {
  5577. case MG_FIREWALL:
  5578. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5579. ad.blewcount = 0; //No knockback
  5580. //Fall through
  5581. case NJ_KAENSIN:
  5582. case PR_SANCTUARY:
  5583. ad.dmotion = 1; //No flinch animation.
  5584. break;
  5585. }
  5586. if (!flag.infdef) { //No need to do the math for plants
  5587. unsigned int skillratio = 100; //Skill dmg modifiers.
  5588. #ifdef RENEWAL
  5589. ad.damage = 0; //reinitialize..
  5590. #endif
  5591. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5592. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5593. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5594. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5595. //Adds an absolute value to damage. 100 = +100 damage
  5596. #define MATK_ADD(a) { ad.damage += a; }
  5597. //Calc base damage according to skill
  5598. switch (skill_id) {
  5599. case AL_HEAL:
  5600. case PR_BENEDICTIO:
  5601. case PR_SANCTUARY:
  5602. case AB_HIGHNESSHEAL:
  5603. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5604. break;
  5605. case PR_ASPERSIO:
  5606. ad.damage = 40;
  5607. break;
  5608. case ALL_RESURRECTION:
  5609. case PR_TURNUNDEAD:
  5610. //Undead check is on skill_castend_damageid code.
  5611. #ifdef RENEWAL
  5612. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5613. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5614. #else
  5615. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5616. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5617. #endif
  5618. if(i > 700)
  5619. i = 700;
  5620. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5621. ad.damage = tstatus->hp;
  5622. else {
  5623. #ifdef RENEWAL
  5624. if (sstatus->matk_max > sstatus->matk_min) {
  5625. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5626. } else {
  5627. MATK_ADD(sstatus->matk_min);
  5628. }
  5629. MATK_RATE(skill_lv);
  5630. #else
  5631. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5632. #endif
  5633. }
  5634. break;
  5635. case NPC_DARKBREATH:
  5636. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
  5637. break;
  5638. case PF_SOULBURN:
  5639. ad.damage = tstatus->sp * 2;
  5640. break;
  5641. case AB_RENOVATIO:
  5642. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5643. break;
  5644. case NPC_ICEMINE:
  5645. case NPC_FLAMECROSS:
  5646. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5647. break;
  5648. default: {
  5649. if (sstatus->matk_max > sstatus->matk_min) {
  5650. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5651. } else {
  5652. MATK_ADD(sstatus->matk_min);
  5653. }
  5654. if (sd) { // Soul energy spheres adds MATK.
  5655. MATK_ADD(3*sd->soulball);
  5656. }
  5657. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  5658. if (mflag>0)
  5659. ad.damage /= mflag;
  5660. else
  5661. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5662. }
  5663. switch(skill_id) {
  5664. case MG_NAPALMBEAT:
  5665. skillratio += -30 + 10 * skill_lv;
  5666. break;
  5667. case MG_FIREBALL:
  5668. #ifdef RENEWAL
  5669. skillratio += 40 + 20 * skill_lv;
  5670. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5671. skillratio = skillratio * 3 / 4;
  5672. #else
  5673. skillratio += -30 + 10 * skill_lv;
  5674. #endif
  5675. break;
  5676. case MG_SOULSTRIKE:
  5677. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5678. skillratio += 5 * skill_lv;
  5679. break;
  5680. case MG_FIREWALL:
  5681. skillratio -= 50;
  5682. break;
  5683. case MG_FIREBOLT:
  5684. case MG_COLDBOLT:
  5685. case MG_LIGHTNINGBOLT:
  5686. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5687. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5688. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5689. ad.flag = BF_WEAPON|BF_SHORT;
  5690. ad.type = DMG_NORMAL;
  5691. }
  5692. break;
  5693. case MG_THUNDERSTORM:
  5694. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5695. #ifndef RENEWAL
  5696. skillratio -= 20;
  5697. #endif
  5698. break;
  5699. case MG_FROSTDIVER:
  5700. skillratio += 10 * skill_lv;
  5701. break;
  5702. case AL_HOLYLIGHT:
  5703. skillratio += 25;
  5704. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5705. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5706. break;
  5707. case AL_RUWACH:
  5708. skillratio += 45;
  5709. break;
  5710. case WZ_FROSTNOVA:
  5711. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5712. break;
  5713. case WZ_FIREPILLAR:
  5714. if (sd && ad.div_ > 0)
  5715. ad.div_ *= -1; //For players, damage is divided by number of hits
  5716. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5717. break;
  5718. case WZ_SIGHTRASHER:
  5719. skillratio += 20 * skill_lv;
  5720. break;
  5721. case WZ_WATERBALL:
  5722. skillratio += 30 * skill_lv;
  5723. break;
  5724. case WZ_STORMGUST:
  5725. #ifdef RENEWAL
  5726. skillratio -= 30; // Offset only once
  5727. skillratio += 50 * skill_lv;
  5728. #else
  5729. skillratio += 40 * skill_lv;
  5730. #endif
  5731. break;
  5732. #ifdef RENEWAL
  5733. case WZ_EARTHSPIKE:
  5734. skillratio += 100;
  5735. break;
  5736. #endif
  5737. case HW_NAPALMVULCAN:
  5738. #ifdef RENEWAL
  5739. skillratio += -100 + 70 * skill_lv;
  5740. RE_LVL_DMOD(100);
  5741. #else
  5742. skillratio += 25;
  5743. #endif
  5744. break;
  5745. case SL_STIN: //Target size must be small (0) for full damage
  5746. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5747. break;
  5748. case SL_STUN: //Full damage is dealt on small/medium targets
  5749. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5750. break;
  5751. case SL_SMA: //Base damage is 40% + lv%
  5752. skillratio += -60 + status_get_lv(src);
  5753. break;
  5754. case NJ_KOUENKA:
  5755. skillratio -= 10;
  5756. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5757. skillratio += 10 * sd->spiritcharm;
  5758. break;
  5759. case NJ_KAENSIN:
  5760. skillratio -= 50;
  5761. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5762. skillratio += 20 * sd->spiritcharm;
  5763. break;
  5764. case NJ_BAKUENRYU:
  5765. skillratio += 50 + 150 * skill_lv;
  5766. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5767. skillratio += 100 * sd->spiritcharm;
  5768. break;
  5769. case NJ_HYOUSENSOU:
  5770. #ifdef RENEWAL
  5771. skillratio -= 30;
  5772. if (sc && sc->data[SC_SUITON])
  5773. skillratio += 2 * skill_lv;
  5774. #endif
  5775. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5776. skillratio += 20 * sd->spiritcharm;
  5777. break;
  5778. case NJ_HYOUSYOURAKU:
  5779. skillratio += 50 * skill_lv;
  5780. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5781. skillratio += 100 * sd->spiritcharm;
  5782. break;
  5783. case NJ_RAIGEKISAI:
  5784. #ifdef RENEWAL
  5785. skillratio += 100 * skill_lv;
  5786. #else
  5787. skillratio += 60 + 40 * skill_lv;
  5788. #endif
  5789. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5790. skillratio += 20 * sd->spiritcharm;
  5791. break;
  5792. case NJ_KAMAITACHI:
  5793. skillratio += 100 * skill_lv;
  5794. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5795. skillratio += 100 * sd->spiritcharm;
  5796. break;
  5797. case NJ_HUUJIN:
  5798. #ifdef RENEWAL
  5799. skillratio += 50;
  5800. #endif
  5801. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5802. skillratio += 10 * sd->spiritcharm;
  5803. break;
  5804. case NPC_ENERGYDRAIN:
  5805. skillratio += 100 * skill_lv;
  5806. break;
  5807. case NPC_EARTHQUAKE:
  5808. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5809. break;
  5810. #ifdef RENEWAL
  5811. case WZ_HEAVENDRIVE:
  5812. skillratio += 25;
  5813. break;
  5814. case WZ_METEOR:
  5815. skillratio += 25;
  5816. break;
  5817. case WZ_VERMILION:
  5818. if(sd)
  5819. skillratio += 300 + skill_lv * 100;
  5820. else
  5821. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5822. break;
  5823. case PR_MAGNUS:
  5824. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5825. skillratio += 30;
  5826. break;
  5827. case BA_DISSONANCE:
  5828. skillratio += skill_lv * 10;
  5829. if (sd)
  5830. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  5831. break;
  5832. case HW_GRAVITATION:
  5833. skillratio += -100 + 50 * skill_lv;
  5834. RE_LVL_DMOD(100);
  5835. break;
  5836. case PA_PRESSURE:
  5837. skillratio += -100 + 500 + 150 * skill_lv;
  5838. RE_LVL_DMOD(100);
  5839. break;
  5840. #else
  5841. case WZ_VERMILION:
  5842. skillratio += 20 * skill_lv - 20;
  5843. break;
  5844. #endif
  5845. case AB_JUDEX:
  5846. skillratio += -100 + 300 + 40 * skill_lv;
  5847. RE_LVL_DMOD(100);
  5848. break;
  5849. case AB_ADORAMUS:
  5850. skillratio += 230 + 70 * skill_lv;
  5851. RE_LVL_DMOD(100);
  5852. break;
  5853. case AB_DUPLELIGHT_MAGIC:
  5854. skillratio += 300 + 40 * skill_lv;
  5855. break;
  5856. case WL_SOULEXPANSION:
  5857. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5858. RE_LVL_DMOD(100);
  5859. break;
  5860. case WL_FROSTMISTY:
  5861. skillratio += 100 + 100 * skill_lv;
  5862. RE_LVL_DMOD(100);
  5863. break;
  5864. case WL_JACKFROST:
  5865. case NPC_JACKFROST:
  5866. if (tsc && tsc->data[SC_FREEZING]) {
  5867. skillratio += 900 + 300 * skill_lv;
  5868. RE_LVL_DMOD(100);
  5869. } else {
  5870. skillratio += 400 + 100 * skill_lv;
  5871. RE_LVL_DMOD(150);
  5872. }
  5873. break;
  5874. case WL_DRAINLIFE:
  5875. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5876. RE_LVL_DMOD(100);
  5877. break;
  5878. case WL_CRIMSONROCK:
  5879. skillratio += 1200 + 300 * skill_lv;
  5880. RE_LVL_DMOD(100);
  5881. break;
  5882. case WL_HELLINFERNO:
  5883. skillratio += -100 + 300 * skill_lv;
  5884. RE_LVL_DMOD(100);
  5885. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5886. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5887. if (mflag&ELE_DARK)
  5888. skillratio *= 4;
  5889. skillratio /= 5;
  5890. break;
  5891. case WL_COMET:
  5892. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5893. if (i <= 3)
  5894. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5895. else if (i <= 5)
  5896. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5897. else if (i <= 7)
  5898. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5899. else
  5900. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5901. if (sd && sd->status.party_id) {
  5902. struct map_session_data* psd;
  5903. int p_sd[MAX_PARTY], c;
  5904. c = 0;
  5905. memset(p_sd, 0, sizeof(p_sd));
  5906. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5907. c = (c > 1 ? rnd()%c : 0);
  5908. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5909. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5910. RE_LVL_DMOD(120);
  5911. skillratio += 2500;
  5912. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5913. }
  5914. }
  5915. break;
  5916. case WL_CHAINLIGHTNING_ATK:
  5917. skillratio += 400 + 100 * skill_lv;
  5918. RE_LVL_DMOD(100);
  5919. if (mflag > 0)
  5920. skillratio += 100 * mflag;
  5921. break;
  5922. case WL_EARTHSTRAIN:
  5923. skillratio += 1900 + 100 * skill_lv;
  5924. RE_LVL_DMOD(100);
  5925. break;
  5926. case WL_TETRAVORTEX_FIRE:
  5927. case WL_TETRAVORTEX_WATER:
  5928. case WL_TETRAVORTEX_WIND:
  5929. case WL_TETRAVORTEX_GROUND:
  5930. if (skill_lv < 6)
  5931. skillratio += -100 + 500 + 500 * skill_lv;
  5932. else
  5933. skillratio += -100 + 3000 + 200 * (skill_lv - 5);
  5934. break;
  5935. case WL_SUMMON_ATK_FIRE:
  5936. case WL_SUMMON_ATK_WATER:
  5937. case WL_SUMMON_ATK_WIND:
  5938. case WL_SUMMON_ATK_GROUND:
  5939. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5940. RE_LVL_DMOD(100);
  5941. break;
  5942. case LG_RAYOFGENESIS:
  5943. skillratio += -100 + 200 * skill_lv;
  5944. if(sc && sc->data[SC_INSPIRATION])
  5945. skillratio += 1400;
  5946. RE_LVL_DMOD(100);
  5947. break;
  5948. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5949. if (sd && skill_lv == 2)
  5950. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5951. else
  5952. skillratio = 0;
  5953. break;
  5954. case WM_METALICSOUND:
  5955. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5956. if (tsc && tsc->data[SC_SLEEP])
  5957. skillratio += 100; // !TODO: Confirm target sleeping bonus
  5958. RE_LVL_DMOD(100);
  5959. break;
  5960. case WM_REVERBERATION:
  5961. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  5962. skillratio += -100 + 700 + 300 * skill_lv;
  5963. RE_LVL_DMOD(100);
  5964. break;
  5965. case SO_FIREWALK:
  5966. skillratio += -100 + 60 * skill_lv;
  5967. RE_LVL_DMOD(100);
  5968. if( sc && sc->data[SC_HEATER_OPTION] )
  5969. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5970. break;
  5971. case SO_ELECTRICWALK:
  5972. skillratio += -100 + 60 * skill_lv;
  5973. RE_LVL_DMOD(100);
  5974. if( sc && sc->data[SC_BLAST_OPTION] )
  5975. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5976. break;
  5977. case SO_EARTHGRAVE:
  5978. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5979. RE_LVL_DMOD(100);
  5980. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5981. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5982. break;
  5983. case SO_DIAMONDDUST:
  5984. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5985. RE_LVL_DMOD(100);
  5986. if( sc && sc->data[SC_COOLER_OPTION] )
  5987. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5988. break;
  5989. case SO_POISON_BUSTER:
  5990. skillratio += 900 + 300 * skill_lv;
  5991. RE_LVL_DMOD(120);
  5992. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5993. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5994. break;
  5995. case SO_PSYCHIC_WAVE:
  5996. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5997. RE_LVL_DMOD(100);
  5998. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5999. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  6000. skillratio += 20;
  6001. break;
  6002. case SO_CLOUD_KILL:
  6003. skillratio += -100 + 40 * skill_lv;
  6004. RE_LVL_DMOD(100);
  6005. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  6006. skillratio += (sd ? sd->status.job_level : 0);
  6007. break;
  6008. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  6009. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  6010. RE_LVL_DMOD(100);
  6011. if (sc && sc->data[SC_BLAST_OPTION])
  6012. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6013. break;
  6014. case GN_DEMONIC_FIRE:
  6015. if (skill_lv > 20) // Fire expansion Lv.2
  6016. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  6017. else if (skill_lv > 10) { // Fire expansion Lv.1
  6018. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  6019. RE_LVL_DMOD(100);
  6020. } else
  6021. skillratio += 10 + 20 * skill_lv;
  6022. break;
  6023. case KO_KAIHOU:
  6024. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  6025. skillratio += -100 + 200 * sd->spiritcharm;
  6026. RE_LVL_DMOD(100);
  6027. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  6028. }
  6029. break;
  6030. // Magical Elemental Spirits Attack Skills
  6031. case EL_FIRE_MANTLE:
  6032. case EL_WATER_SCREW:
  6033. skillratio += 900;
  6034. break;
  6035. case EL_FIRE_ARROW:
  6036. case EL_ROCK_CRUSHER_ATK:
  6037. skillratio += 200;
  6038. break;
  6039. case EL_FIRE_BOMB:
  6040. case EL_ICE_NEEDLE:
  6041. case EL_HURRICANE_ATK:
  6042. skillratio += 400;
  6043. break;
  6044. case EL_FIRE_WAVE:
  6045. case EL_TYPOON_MIS_ATK:
  6046. skillratio += 1100;
  6047. break;
  6048. case MH_ERASER_CUTTER:
  6049. case MH_XENO_SLASHER:
  6050. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  6051. break;
  6052. case MH_HEILIGE_STANGE:
  6053. skillratio += -100 + 1000 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  6054. break;
  6055. case MH_POISON_MIST:
  6056. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  6057. break;
  6058. case SU_SV_STEMSPEAR:
  6059. skillratio += 600;
  6060. break;
  6061. case SU_CN_METEOR:
  6062. case SU_CN_METEOR2:
  6063. skillratio += 100 + 100 * skill_lv;
  6064. break;
  6065. case NPC_VENOMFOG:
  6066. skillratio += 600 + 100 * skill_lv;
  6067. break;
  6068. case NPC_COMET:
  6069. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  6070. i = cap_value(i, 1, 4);
  6071. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  6072. break;
  6073. case SP_CURSEEXPLOSION:
  6074. if (tsc && tsc->data[SC_SOULCURSE])
  6075. skillratio += 1400 + 200 * skill_lv;
  6076. else
  6077. skillratio += 300 + 100 * skill_lv;
  6078. break;
  6079. case SP_SPA:
  6080. skillratio += 400 + 250 * skill_lv;
  6081. RE_LVL_DMOD(100);
  6082. break;
  6083. case SP_SHA:
  6084. skillratio += -100 + 5 * skill_lv;
  6085. break;
  6086. case SP_SWHOO:
  6087. skillratio += 1000 + 200 * skill_lv;
  6088. RE_LVL_DMOD(100);
  6089. break;
  6090. }
  6091. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  6092. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  6093. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  6094. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  6095. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  6096. skillratio += 25;
  6097. }
  6098. MATK_RATE(skillratio);
  6099. //Constant/misc additions from skills
  6100. if (skill_id == WZ_FIREPILLAR)
  6101. MATK_ADD(100 + 50 * skill_lv);
  6102. break;
  6103. }
  6104. }
  6105. #ifdef RENEWAL
  6106. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6107. #endif
  6108. if(sd) {
  6109. //Damage bonuses
  6110. if ((i = pc_skillatk_bonus(sd, skill_id)))
  6111. ad.damage += (int64)ad.damage*i/100;
  6112. //Ignore Defense?
  6113. if (!flag.imdef && (
  6114. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  6115. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  6116. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  6117. ))
  6118. flag.imdef = 1;
  6119. }
  6120. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6121. ad.damage -= (int64)ad.damage*i/100;
  6122. if(!flag.imdef){
  6123. defType mdef = tstatus->mdef;
  6124. int mdef2= tstatus->mdef2;
  6125. if (sc && sc->data[SC_EXPIATIO]) {
  6126. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  6127. i = min(i, 100); //cap it to 100 for 5 mdef min
  6128. mdef -= mdef * i / 100;
  6129. //mdef2 -= mdef2 * i / 100;
  6130. }
  6131. if(sd) {
  6132. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  6133. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  6134. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  6135. if (i)
  6136. {
  6137. if (i > 100) i = 100;
  6138. mdef -= mdef * i/100;
  6139. //mdef2-= mdef2* i/100;
  6140. }
  6141. }
  6142. #ifdef RENEWAL
  6143. /**
  6144. * RE MDEF Reduction
  6145. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  6146. */
  6147. if (mdef < 0)
  6148. mdef = 0; // Negative eMDEF is treated as 0 on official
  6149. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  6150. #else
  6151. if(battle_config.magic_defense_type)
  6152. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  6153. else
  6154. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  6155. #endif
  6156. }
  6157. #if 0 // Doesn't seem to be official
  6158. if (skill_id == NPC_EARTHQUAKE) {
  6159. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  6160. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  6161. if(mflag>0)
  6162. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  6163. else
  6164. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6165. }
  6166. #endif
  6167. if(ad.damage<1)
  6168. ad.damage=1;
  6169. else if(sc) { //only applies when hit
  6170. switch(skill_id) {
  6171. case MG_LIGHTNINGBOLT:
  6172. case MG_THUNDERSTORM:
  6173. if(sc->data[SC_GUST_OPTION])
  6174. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6175. break;
  6176. case MG_FIREBOLT:
  6177. case MG_FIREWALL:
  6178. if(sc->data[SC_PYROTECHNIC_OPTION])
  6179. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6180. break;
  6181. case MG_COLDBOLT:
  6182. case MG_FROSTDIVER:
  6183. if(sc->data[SC_AQUAPLAY_OPTION])
  6184. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6185. break;
  6186. case WZ_EARTHSPIKE:
  6187. case WZ_HEAVENDRIVE:
  6188. if(sc->data[SC_PETROLOGY_OPTION])
  6189. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6190. break;
  6191. }
  6192. }
  6193. if (!nk[NK_IGNOREELEMENT])
  6194. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6195. //Apply the physical part of the skill's damage. [Skotlex]
  6196. switch(skill_id) {
  6197. case CR_GRANDCROSS:
  6198. case NPC_GRANDDARKNESS: {
  6199. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6200. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  6201. #ifdef RENEWAL
  6202. if (src == target)
  6203. ad.damage = 0;
  6204. #else
  6205. if(src == target) {
  6206. if(src->type == BL_PC)
  6207. ad.damage = ad.damage / 2;
  6208. else
  6209. ad.damage = 0;
  6210. }
  6211. #endif
  6212. }
  6213. break;
  6214. }
  6215. #ifndef RENEWAL
  6216. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6217. #endif
  6218. } //Hint: Against plants damage will still be 1 at this point
  6219. //Apply DAMAGE_DIV_FIX and check for min damage
  6220. battle_apply_div_fix(&ad, skill_id);
  6221. struct map_data *mapdata = map_getmapdata(target->m);
  6222. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  6223. if (mapdata_flag_gvg2(mapdata))
  6224. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  6225. else if (mapdata->flag[MF_BATTLEGROUND])
  6226. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  6227. // Skill damage adjustment
  6228. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6229. MATK_ADDRATE(skill_damage);
  6230. battle_absorb_damage(target, &ad);
  6231. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  6232. return ad;
  6233. }
  6234. /*==========================================
  6235. * Calculate "misc"-type attacks and skills
  6236. *------------------------------------------
  6237. * Credits:
  6238. * Original coder Skotlex
  6239. * Refined and optimized by helvetica
  6240. */
  6241. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6242. {
  6243. int skill_damage = 0;
  6244. short i, s_ele;
  6245. struct map_session_data *sd, *tsd;
  6246. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  6247. struct status_data *sstatus = status_get_status_data(src);
  6248. struct status_data *tstatus = status_get_status_data(target);
  6249. struct status_change *ssc = status_get_sc(src);
  6250. memset(&md,0,sizeof(md));
  6251. if (src == NULL || target == NULL) {
  6252. nullpo_info(NLP_MARK);
  6253. return md;
  6254. }
  6255. //Some initial values
  6256. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  6257. md.dmotion = tstatus->dmotion;
  6258. md.div_ = skill_get_num(skill_id,skill_lv);
  6259. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  6260. md.dmg_lv = ATK_DEF;
  6261. md.flag = BF_MISC|BF_SKILL;
  6262. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6263. std::bitset<NK_MAX> nk;
  6264. if (skill)
  6265. nk = skill->nk;
  6266. sd = BL_CAST(BL_PC, src);
  6267. tsd = BL_CAST(BL_PC, target);
  6268. if(sd) {
  6269. sd->state.arrow_atk = 0;
  6270. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  6271. }
  6272. s_ele = skill_get_ele(skill_id, skill_lv);
  6273. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  6274. s_ele = ELE_NEUTRAL;
  6275. else if (s_ele == ELE_RANDOM) //Use random element
  6276. s_ele = rnd()%ELE_ALL;
  6277. //Skill Range Criteria
  6278. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6279. switch (skill_id) {
  6280. case TF_THROWSTONE:
  6281. md.damage = 50;
  6282. md.flag |= BF_WEAPON;
  6283. break;
  6284. #ifdef RENEWAL
  6285. case HT_LANDMINE:
  6286. case MA_LANDMINE:
  6287. case HT_BLASTMINE:
  6288. case HT_CLAYMORETRAP:
  6289. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  6290. md.damage += md.damage * (rnd()%20 - 10) / 100;
  6291. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  6292. break;
  6293. #else
  6294. case HT_LANDMINE:
  6295. case MA_LANDMINE:
  6296. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  6297. break;
  6298. case HT_BLASTMINE:
  6299. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  6300. break;
  6301. case HT_CLAYMORETRAP:
  6302. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  6303. break;
  6304. #endif
  6305. case HT_BLITZBEAT:
  6306. case SN_FALCONASSAULT:
  6307. {
  6308. uint16 skill;
  6309. //Blitz-beat Damage
  6310. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  6311. skill = 0;
  6312. #ifdef RENEWAL
  6313. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  6314. RE_LVL_MDMOD(100);
  6315. #else
  6316. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  6317. if(mflag > 1) //Autocasted Blitz
  6318. nk.set(NK_SPLASHSPLIT);
  6319. #endif
  6320. if (skill_id == SN_FALCONASSAULT) {
  6321. //Div fix of Blitzbeat
  6322. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  6323. //Falcon Assault Modifier
  6324. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  6325. }
  6326. }
  6327. break;
  6328. #ifndef RENEWAL
  6329. case BA_DISSONANCE:
  6330. md.damage = 30 + skill_lv * 10;
  6331. if (sd)
  6332. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  6333. break;
  6334. #endif
  6335. case NPC_SELFDESTRUCTION:
  6336. md.damage = sstatus->hp;
  6337. break;
  6338. case NPC_SMOKING:
  6339. md.damage = 3;
  6340. break;
  6341. case NPC_EVILLAND:
  6342. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  6343. break;
  6344. #ifndef RENEWAL
  6345. case ASC_BREAKER:
  6346. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6347. nk.set(NK_IGNOREFLEE);
  6348. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  6349. break;
  6350. case HW_GRAVITATION:
  6351. md.damage = 200 + 200 * skill_lv;
  6352. md.dmotion = 0; //No flinch animation
  6353. break;
  6354. case PA_PRESSURE:
  6355. md.damage = 500 + 300 * skill_lv;
  6356. break;
  6357. #endif
  6358. case PA_GOSPEL:
  6359. if (mflag > 0)
  6360. md.damage = (rnd() % 4000) + 1500;
  6361. else {
  6362. md.damage = (rnd() % 5000) + 3000;
  6363. #ifdef RENEWAL
  6364. md.damage -= (int64)status_get_def(target);
  6365. #else
  6366. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6367. #endif
  6368. md.damage -= tstatus->def2;
  6369. if (md.damage < 0)
  6370. md.damage = 0;
  6371. }
  6372. break;
  6373. #ifndef RENEWAL
  6374. case CR_ACIDDEMONSTRATION:
  6375. if(tstatus->vit+sstatus->int_) //crash fix
  6376. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6377. else
  6378. md.damage = 0;
  6379. if (tsd) md.damage>>=1;
  6380. break;
  6381. #endif
  6382. case NJ_ZENYNAGE:
  6383. case KO_MUCHANAGE:
  6384. md.damage = skill_get_zeny(skill_id, skill_lv);
  6385. if (!md.damage)
  6386. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6387. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6388. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6389. md.damage = md.damage / 2;
  6390. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6391. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6392. else if (tsd && skill_id == NJ_ZENYNAGE)
  6393. md.damage = md.damage / 2;
  6394. break;
  6395. #ifdef RENEWAL
  6396. case NJ_ISSEN:
  6397. // Official Renewal formula [helvetica]
  6398. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6399. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6400. // modified def formula
  6401. {
  6402. short totaldef;
  6403. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6404. struct status_change *sc = status_get_sc(src);
  6405. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6406. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6407. md.div_ = -(i + 2); // mirror image count + 2
  6408. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6409. }
  6410. // modified def reduction, final damage = base damage - (edef + sdef)
  6411. totaldef = tstatus->def2 + (short)status_get_def(target);
  6412. md.damage -= totaldef;
  6413. md.flag |= BF_WEAPON;
  6414. }
  6415. break;
  6416. #endif
  6417. case GS_FLING:
  6418. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6419. break;
  6420. case HVAN_EXPLOSION: //[orn]
  6421. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6422. break;
  6423. case RA_CLUSTERBOMB:
  6424. case RA_FIRINGTRAP:
  6425. case RA_ICEBOUNDTRAP:
  6426. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6427. RE_LVL_TMDMOD();
  6428. if(sd) {
  6429. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6430. if(researchskill_lv)
  6431. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6432. else
  6433. md.damage = 0;
  6434. } else
  6435. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6436. nk.set(NK_IGNOREELEMENT);
  6437. nk.set(NK_IGNOREFLEE);
  6438. nk.set(NK_IGNOREDEFCARD);
  6439. break;
  6440. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6441. md.damage = 800 + 200 * skill_lv;
  6442. break;
  6443. case GN_THORNS_TRAP:
  6444. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6445. break;
  6446. case RL_B_TRAP:
  6447. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6448. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6449. if (status_bl_has_mode(target, MD_STATUS_IMMUNE))
  6450. md.damage /= 10;
  6451. break;
  6452. case NPC_MAXPAIN_ATK:
  6453. if (ssc && ssc->data[SC_MAXPAIN])
  6454. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6455. else
  6456. md.damage = 0;
  6457. break;
  6458. case SU_SV_ROOTTWIST_ATK:
  6459. md.damage = 100;
  6460. break;
  6461. case SP_SOULEXPLOSION:
  6462. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  6463. break;
  6464. case SJ_NOVAEXPLOSING:
  6465. // (Base ATK + Weapon ATK) * Ratio
  6466. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  6467. // Additional Damage
  6468. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  6469. break;
  6470. }
  6471. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  6472. if(mflag > 0)
  6473. md.damage /= mflag;
  6474. else
  6475. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6476. }
  6477. if (!nk[NK_IGNOREFLEE]) {
  6478. struct status_change *sc = status_get_sc(target);
  6479. i = 0; //Temp for "hit or no hit"
  6480. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6481. i = 1;
  6482. else {
  6483. short
  6484. flee = tstatus->flee,
  6485. #ifdef RENEWAL
  6486. hitrate = 0; //Default hitrate
  6487. #else
  6488. hitrate = 80; //Default hitrate
  6489. #endif
  6490. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6491. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6492. if(attacker_count >= battle_config.agi_penalty_count) {
  6493. if (battle_config.agi_penalty_type == 1)
  6494. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6495. else //assume type 2: absolute reduction
  6496. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6497. if(flee < 1)
  6498. flee = 1;
  6499. }
  6500. }
  6501. hitrate += sstatus->hit - flee;
  6502. #ifdef RENEWAL
  6503. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6504. hitrate += pc_checkskill(sd,AC_VULTURE);
  6505. #endif
  6506. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6507. if(rnd()%100 < hitrate)
  6508. i = 1;
  6509. }
  6510. if (!i) {
  6511. md.damage = 0;
  6512. md.dmg_lv = ATK_FLEE;
  6513. }
  6514. }
  6515. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6516. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6517. md.damage += (int64)md.damage*i/100;
  6518. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6519. md.damage -= (int64)md.damage*i/100;
  6520. if(!nk[NK_IGNOREELEMENT])
  6521. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6522. //Plant damage
  6523. if(md.damage < 0)
  6524. md.damage = 0;
  6525. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6526. md.damage = 1;
  6527. }
  6528. //Apply DAMAGE_DIV_FIX and check for min damage
  6529. battle_apply_div_fix(&md, skill_id);
  6530. switch(skill_id) {
  6531. case RA_FIRINGTRAP:
  6532. case RA_ICEBOUNDTRAP:
  6533. if (md.damage == 1)
  6534. break;
  6535. case RA_CLUSTERBOMB:
  6536. {
  6537. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6538. md.damage += wd.damage;
  6539. }
  6540. break;
  6541. case NJ_ZENYNAGE:
  6542. if (sd) {
  6543. if (md.damage > sd->status.zeny)
  6544. md.damage = sd->status.zeny;
  6545. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6546. }
  6547. break;
  6548. }
  6549. struct map_data *mapdata = map_getmapdata(target->m);
  6550. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6551. if(mapdata_flag_gvg2(mapdata))
  6552. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6553. else if(mapdata->flag[MF_BATTLEGROUND])
  6554. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6555. // Skill damage adjustment
  6556. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6557. md.damage += (int64)md.damage * skill_damage / 100;
  6558. battle_absorb_damage(target, &md);
  6559. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6560. return md;
  6561. }
  6562. /**
  6563. * Calculate vanish damage on a target
  6564. * @param sd: Player with vanish item
  6565. * @param target: Target to vanish HP/SP
  6566. * @param flag: Damage struct battle flag
  6567. */
  6568. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6569. {
  6570. nullpo_retv(sd);
  6571. nullpo_retv(target);
  6572. // bHPVanishRate
  6573. int16 vanish_hp = 0;
  6574. if (!sd->hp_vanish.empty()) {
  6575. for (auto &it : sd->hp_vanish) {
  6576. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6577. ((it.flag)&flag)&BF_RANGEMASK &&
  6578. ((it.flag)&flag)&BF_SKILLMASK))
  6579. continue;
  6580. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6581. vanish_hp += it.per;
  6582. }
  6583. }
  6584. // bSPVanishRate
  6585. int16 vanish_sp = 0;
  6586. if (!sd->sp_vanish.empty()) {
  6587. for (auto &it : sd->sp_vanish) {
  6588. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6589. ((it.flag)&flag)&BF_RANGEMASK &&
  6590. ((it.flag)&flag)&BF_SKILLMASK))
  6591. continue;
  6592. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6593. vanish_sp += it.per;
  6594. }
  6595. }
  6596. if (vanish_hp > 0 || vanish_sp > 0)
  6597. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6598. }
  6599. /*==========================================
  6600. * Battle main entry, from skill_attack
  6601. *------------------------------------------
  6602. * Credits:
  6603. * Original coder unknown
  6604. * Initial refactoring by Baalberith
  6605. * Refined and optimized by helvetica
  6606. */
  6607. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6608. {
  6609. struct Damage d;
  6610. switch(attack_type) {
  6611. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6612. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6613. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6614. default:
  6615. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6616. memset(&d,0,sizeof(d));
  6617. break;
  6618. }
  6619. if( d.damage + d.damage2 < 1 )
  6620. { //Miss/Absorbed
  6621. //Weapon attacks should go through to cause additional effects.
  6622. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6623. d.dmg_lv = ATK_MISS;
  6624. d.dmotion = 0;
  6625. }
  6626. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6627. d.dmg_lv = ATK_DEF;
  6628. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6629. if (sd && d.damage + d.damage2 > 1)
  6630. battle_vanish_damage(sd, target, d.flag);
  6631. return d;
  6632. }
  6633. /*==========================================
  6634. * Final damage return function
  6635. *------------------------------------------
  6636. * Credits:
  6637. * Original coder unknown
  6638. * Initial refactoring by Baalberith
  6639. * Refined and optimized by helvetica
  6640. */
  6641. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6642. struct map_session_data* sd;
  6643. int64 rdamage = 0, damage = *dmg;
  6644. int max_damage = status_get_max_hp(bl);
  6645. struct status_change *sc, *ssc;
  6646. sd = BL_CAST(BL_PC, bl);
  6647. sc = status_get_sc(bl);
  6648. ssc = status_get_sc(src);
  6649. if (sc) { // These statuses do not reflect any damage (off the target)
  6650. if (sc->data[SC_WHITEIMPRISON] || sc->data[SC_DARKCROW] ||
  6651. (sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF]))) // Nullify reflecting ability except for Shield Spell - Def
  6652. return 0;
  6653. }
  6654. if (ssc && (ssc->data[SC_REF_T_POTION] || ssc->data[SC_HELLS_PLANT]))
  6655. return 0;
  6656. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6657. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6658. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6659. rdamage = i64max(rdamage,1);
  6660. } else if( status_reflect && sc && sc->count ) {
  6661. if( sc->data[SC_REFLECTSHIELD] ) {
  6662. struct status_change_entry *sce_d;
  6663. struct block_list *d_bl = NULL;
  6664. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6665. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6666. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6667. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6668. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6669. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6670. return 0;
  6671. }
  6672. }
  6673. if( sc->data[SC_REFLECTDAMAGE] && !skill_get_inf2(skill_id, INF2_ISTRAP)) {
  6674. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6675. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6676. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6677. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6678. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6679. }
  6680. } else {
  6681. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6682. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6683. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6684. rdamage = 0;
  6685. else {
  6686. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6687. if (rdamage < 1)
  6688. rdamage = 1;
  6689. }
  6690. }
  6691. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6692. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6693. int64 rd1 = 0;
  6694. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6695. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6696. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  6697. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6698. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6699. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6700. }
  6701. }
  6702. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6703. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6704. if (rdamage < 1) rdamage = 1;
  6705. }
  6706. }
  6707. }
  6708. } else {
  6709. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6710. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6711. if (rdamage < 1) rdamage = 1;
  6712. }
  6713. }
  6714. if (ssc) {
  6715. if (ssc->data[SC_INSPIRATION]) {
  6716. rdamage += damage / 100;
  6717. #ifdef RENEWAL
  6718. rdamage = cap_value(rdamage, 1, max_damage);
  6719. #else
  6720. rdamage = i64max(rdamage, 1);
  6721. #endif
  6722. }
  6723. if (ssc->data[SC_VENOMBLEED] && ssc->data[SC_VENOMBLEED]->val3 == 0)
  6724. rdamage -= damage * ssc->data[SC_VENOMBLEED]->val2 / 100;
  6725. }
  6726. if (sc) {
  6727. if (sc->data[SC_MAXPAIN])
  6728. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6729. }
  6730. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6731. }
  6732. /**
  6733. * Calculate Vellum damage on a target
  6734. * @param sd: Player with vanish item
  6735. * @param target: Target to vanish HP/SP
  6736. * @param wd: Damage struct reference
  6737. * @return True on damage done or false if not
  6738. */
  6739. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6740. {
  6741. nullpo_retr(false, sd);
  6742. nullpo_retr(false, target);
  6743. nullpo_retr(false, wd);
  6744. struct status_data *tstatus = status_get_status_data(target);
  6745. // bHPVanishRaceRate
  6746. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6747. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6748. // bSPVanishRaceRate
  6749. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6750. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6751. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6752. // Vellum damage overrides any other damage done as well.
  6753. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6754. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6755. wd->damage2 = 0;
  6756. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6757. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6758. wd->damage2 = 0;
  6759. wd->isspdamage = true;
  6760. } else
  6761. return false;
  6762. return true;
  6763. }
  6764. /*===========================================
  6765. * Perform battle drain effects (HP/SP loss)
  6766. *-------------------------------------------*/
  6767. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6768. {
  6769. struct weapon_data *wd;
  6770. int64 *damage;
  6771. int thp = 0, // HP gained
  6772. tsp = 0, // SP gained
  6773. //rhp = 0, // HP reduced from target
  6774. //rsp = 0, // SP reduced from target
  6775. hp = 0, sp = 0;
  6776. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6777. return;
  6778. for (int i = 0; i < 4; i++) {
  6779. //First two iterations: Right hand
  6780. if (i < 2) {
  6781. wd = &sd->right_weapon;
  6782. damage = &rdamage;
  6783. } else {
  6784. wd = &sd->left_weapon;
  6785. damage = &ldamage;
  6786. }
  6787. if (*damage <= 0)
  6788. continue;
  6789. if (i == 1 || i == 3) {
  6790. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6791. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6792. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6793. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6794. if( hp ) {
  6795. //rhp += hp;
  6796. thp += hp;
  6797. }
  6798. if( sp ) {
  6799. //rsp += sp;
  6800. tsp += sp;
  6801. }
  6802. } else {
  6803. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6804. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6805. if( hp ) {
  6806. //rhp += hp;
  6807. thp += hp;
  6808. }
  6809. if( sp ) {
  6810. //rsp += sp;
  6811. tsp += sp;
  6812. }
  6813. }
  6814. }
  6815. if (!thp && !tsp)
  6816. return;
  6817. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6818. //if (rhp || rsp)
  6819. // status_zap(tbl, rhp, rsp);
  6820. }
  6821. /*===========================================
  6822. * Deals the same damage to targets in area.
  6823. *-------------------------------------------
  6824. * Credits:
  6825. * Original coder pakpil
  6826. */
  6827. int battle_damage_area(struct block_list *bl, va_list ap) {
  6828. t_tick tick;
  6829. int64 damage;
  6830. int amotion, dmotion;
  6831. struct block_list *src;
  6832. nullpo_ret(bl);
  6833. tick = va_arg(ap, t_tick);
  6834. src = va_arg(ap,struct block_list *);
  6835. amotion = va_arg(ap,int);
  6836. dmotion = va_arg(ap,int);
  6837. damage = va_arg(ap,int);
  6838. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6839. return 0;
  6840. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6841. map_freeblock_lock();
  6842. if( src->type == BL_PC )
  6843. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6844. if( amotion )
  6845. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6846. else
  6847. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  6848. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6849. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6850. map_freeblock_unlock();
  6851. }
  6852. return 0;
  6853. }
  6854. /*==========================================
  6855. * Do a basic physical attack (call through unit_attack_timer)
  6856. *------------------------------------------*/
  6857. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6858. struct map_session_data *sd = NULL, *tsd = NULL;
  6859. struct status_data *sstatus, *tstatus;
  6860. struct status_change *sc, *tsc;
  6861. int64 damage;
  6862. int skillv;
  6863. struct Damage wd;
  6864. bool vellum_damage = false;
  6865. nullpo_retr(ATK_NONE, src);
  6866. nullpo_retr(ATK_NONE, target);
  6867. if (src->prev == NULL || target->prev == NULL)
  6868. return ATK_NONE;
  6869. sd = BL_CAST(BL_PC, src);
  6870. tsd = BL_CAST(BL_PC, target);
  6871. sstatus = status_get_status_data(src);
  6872. tstatus = status_get_status_data(target);
  6873. sc = status_get_sc(src);
  6874. tsc = status_get_sc(target);
  6875. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6876. sc = NULL;
  6877. if (tsc && !tsc->count)
  6878. tsc = NULL;
  6879. if (sd)
  6880. {
  6881. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6882. if (sd->state.arrow_atk)
  6883. {
  6884. short index = sd->equip_index[EQI_AMMO];
  6885. if (index < 0) {
  6886. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6887. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6888. else
  6889. clif_arrow_fail(sd,0);
  6890. return ATK_NONE;
  6891. }
  6892. //Ammo check by Ishizu-chan
  6893. if (sd->inventory_data[index]) {
  6894. switch (sd->status.weapon) {
  6895. case W_BOW:
  6896. if (sd->inventory_data[index]->look != A_ARROW) {
  6897. clif_arrow_fail(sd,0);
  6898. return ATK_NONE;
  6899. }
  6900. break;
  6901. case W_REVOLVER:
  6902. case W_RIFLE:
  6903. case W_GATLING:
  6904. case W_SHOTGUN:
  6905. if (sd->inventory_data[index]->look != A_BULLET) {
  6906. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6907. return ATK_NONE;
  6908. }
  6909. break;
  6910. case W_GRENADE:
  6911. if (sd->inventory_data[index]->look !=
  6912. #ifdef RENEWAL
  6913. A_BULLET) {
  6914. #else
  6915. A_GRENADE) {
  6916. #endif
  6917. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6918. return ATK_NONE;
  6919. }
  6920. break;
  6921. }
  6922. }
  6923. }
  6924. }
  6925. if (sc && sc->count) {
  6926. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6927. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6928. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6929. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6930. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  6931. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  6932. }
  6933. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6934. uint8 dir = map_calc_dir(target,src->x,src->y);
  6935. int t_dir = unit_getdir(target);
  6936. int dist = distance_bl(src, target);
  6937. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6938. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6939. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6940. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6941. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6942. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6943. return ATK_BLOCK;
  6944. }
  6945. }
  6946. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  6947. #ifndef RENEWAL
  6948. status_get_class_(src) != CLASS_BOSS &&
  6949. #endif
  6950. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6951. {
  6952. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6953. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6954. #ifdef RENEWAL
  6955. if (status_get_class_(src) == CLASS_BOSS)
  6956. duration = 2000; // Only lasts 2 seconds for Boss monsters
  6957. #endif
  6958. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6959. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6960. { //Target locked.
  6961. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6962. clif_bladestop(target, src->id, 1);
  6963. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6964. return ATK_BLOCK;
  6965. }
  6966. }
  6967. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6968. #ifdef RENEWAL
  6969. int triple_rate = 30; //Base Rate
  6970. #else
  6971. int triple_rate = 30 - skillv; //Base Rate
  6972. #endif
  6973. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6974. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6975. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6976. }
  6977. if (rnd()%100 < triple_rate) {
  6978. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6979. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6980. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6981. return ATK_DEF;
  6982. return ATK_MISS;
  6983. }
  6984. }
  6985. if (sc) {
  6986. if (sc->data[SC_SACRIFICE]) {
  6987. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6988. damage_lv ret_val;
  6989. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6990. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6991. /**
  6992. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6993. * For further information: bugreport:4950
  6994. */
  6995. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6996. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6997. if( ret_val == ATK_NONE )
  6998. return ATK_MISS;
  6999. return ret_val;
  7000. }
  7001. if (sc->data[SC_MAGICALATTACK]) {
  7002. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  7003. return ATK_DEF;
  7004. return ATK_MISS;
  7005. }
  7006. if( sc->data[SC_GT_ENERGYGAIN] ) {
  7007. int spheres = 5;
  7008. if( sc->data[SC_RAISINGDRAGON] )
  7009. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  7010. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  7011. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7012. }
  7013. }
  7014. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  7015. int spheres = 5;
  7016. if( tsc->data[SC_RAISINGDRAGON] )
  7017. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  7018. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  7019. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7020. }
  7021. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  7022. 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)));
  7023. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  7024. int hp_heal = tstatus->max_hp - tstatus->hp;
  7025. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  7026. hp_heal = tsc->data[SC_KAAHI]->val2;
  7027. if (hp_heal)
  7028. status_heal(target, hp_heal, 0, 2);
  7029. }
  7030. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  7031. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  7032. vellum_damage = true;
  7033. if( sc && sc->count ) {
  7034. if (sc->data[SC_EXEEDBREAK]) {
  7035. if (!is_infinite_defense(target, wd.flag) && !vellum_damage)
  7036. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  7037. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  7038. }
  7039. if( sc->data[SC_SPELLFIST] ) {
  7040. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vellum_damage ){
  7041. if (!is_infinite_defense(target, wd.flag)) {
  7042. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  7043. wd.damage = ad.damage;
  7044. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  7045. } else {
  7046. wd.damage = 1;
  7047. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  7048. }
  7049. } else
  7050. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  7051. }
  7052. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  7053. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  7054. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  7055. short idx = sd->equip_index[EQI_AMMO];
  7056. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  7057. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  7058. sc->data[SC_FEARBREEZE]->val4 = 0;
  7059. }
  7060. }
  7061. }
  7062. if (sd && sd->state.arrow_atk) //Consume arrow.
  7063. battle_consume_ammo(sd, 0, 0);
  7064. damage = wd.damage + wd.damage2;
  7065. if( damage > 0 && src != target )
  7066. {
  7067. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  7068. { // Activates it only from melee damage
  7069. uint16 skill_id;
  7070. if( rnd()%2 == 1 )
  7071. skill_id = AB_DUPLELIGHT_MELEE;
  7072. else
  7073. skill_id = AB_DUPLELIGHT_MAGIC;
  7074. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  7075. }
  7076. }
  7077. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  7078. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  7079. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  7080. if ( target->type == BL_SKILL && damage > 0 ) {
  7081. TBL_SKILL *su = (TBL_SKILL*)target;
  7082. if (su && su->group) {
  7083. if (su->group->skill_id == HT_BLASTMINE)
  7084. skill_blown(src, target, 3, -1, BLOWN_NONE);
  7085. if (su->group->skill_id == GN_WALLOFTHORN) {
  7086. if (--su->val2 <= 0)
  7087. skill_delunit(su);
  7088. }
  7089. }
  7090. }
  7091. map_freeblock_lock();
  7092. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  7093. if( !status_isdead(target) )
  7094. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  7095. if( wd.dmg_lv > ATK_BLOCK )
  7096. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  7097. } else
  7098. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  7099. if( tsc ) {
  7100. if( tsc->data[SC_DEVOTION] ) {
  7101. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  7102. struct block_list *d_bl = map_id2bl(sce->val1);
  7103. if( d_bl && (
  7104. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  7105. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  7106. ) && check_distance_bl(target, d_bl, sce->val3) )
  7107. {
  7108. // Only trigger if the devoted player was hit
  7109. if( damage > 0 ){
  7110. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  7111. // The devoting player needs to stand up
  7112. if( dsd && pc_issit( dsd ) ){
  7113. pc_setstand( dsd, true );
  7114. skill_sit( dsd, 0 );
  7115. }
  7116. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false);
  7117. status_fix_damage(NULL, d_bl, damage, 0, CR_DEVOTION);
  7118. }
  7119. }
  7120. else
  7121. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  7122. }
  7123. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  7124. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  7125. if (ed) {
  7126. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SINGLE);
  7127. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  7128. }
  7129. }
  7130. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  7131. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  7132. if (e_bl && !status_isdead(e_bl)) {
  7133. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  7134. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  7135. }
  7136. }
  7137. }
  7138. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  7139. int sp = 0;
  7140. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  7141. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  7142. int i = rnd()%100;
  7143. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  7144. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  7145. //reduction only for skill_lv > 1
  7146. if (skill_lv > 1) {
  7147. if (i >= 50) skill_lv /= 2;
  7148. else if (i >= 15) skill_lv--;
  7149. }
  7150. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  7151. if (status_charge(src, 0, sp)) {
  7152. struct unit_data *ud = unit_bl2ud(src);
  7153. switch (skill_get_casttype(skill_id)) {
  7154. case CAST_GROUND:
  7155. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  7156. break;
  7157. case CAST_NODAMAGE:
  7158. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  7159. break;
  7160. case CAST_DAMAGE:
  7161. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  7162. break;
  7163. }
  7164. if (ud) {
  7165. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  7166. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  7167. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  7168. if (battle_config.display_status_timers && sd)
  7169. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  7170. }
  7171. }
  7172. }
  7173. }
  7174. if (sd) {
  7175. uint16 r_skill = 0, sk_idx = 0;
  7176. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  7177. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  7178. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  7179. {
  7180. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  7181. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  7182. int type;
  7183. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  7184. int maxcount = 0;
  7185. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  7186. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  7187. type = -1;
  7188. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  7189. type = -1;
  7190. if( BL_PC&battle_config.land_skill_limit &&
  7191. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  7192. ) {
  7193. int v;
  7194. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  7195. if(sd->ud.skillunit[v]->skill_id == r_skill)
  7196. maxcount--;
  7197. }
  7198. if( maxcount == 0 )
  7199. type = -1;
  7200. }
  7201. if( type != CAST_GROUND ){
  7202. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  7203. map_freeblock_unlock();
  7204. return wd.dmg_lv;
  7205. }
  7206. }
  7207. if (sd->state.autocast == 0) {
  7208. sd->state.autocast = 1;
  7209. skill_consume_requirement(sd, r_skill, r_lv, 3);
  7210. switch (type) {
  7211. case CAST_GROUND:
  7212. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  7213. break;
  7214. case CAST_NODAMAGE:
  7215. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  7216. break;
  7217. case CAST_DAMAGE:
  7218. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  7219. break;
  7220. }
  7221. }
  7222. sd->state.autocast = 0;
  7223. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  7224. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  7225. }
  7226. }
  7227. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  7228. if (sd)
  7229. sd->state.autocast = 1;
  7230. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  7231. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  7232. if (sd)
  7233. sd->state.autocast = 0;
  7234. }
  7235. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  7236. if (battle_config.left_cardfix_to_right)
  7237. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  7238. else
  7239. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  7240. }
  7241. }
  7242. if (tsc) {
  7243. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  7244. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  7245. || sstatus->def_ele == ELE_POISON) &&
  7246. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  7247. status_check_skilluse(target, src, TF_POISON, 0)
  7248. ) { //Poison React
  7249. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  7250. if (sstatus->def_ele == ELE_POISON) {
  7251. sce->val2 = 0;
  7252. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  7253. } else {
  7254. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  7255. --sce->val2;
  7256. }
  7257. if (sce->val2 <= 0)
  7258. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  7259. }
  7260. }
  7261. map_freeblock_unlock();
  7262. return wd.dmg_lv;
  7263. }
  7264. /*=========================
  7265. * Check for undead status
  7266. *-------------------------
  7267. * Credits:
  7268. * Original coder Skotlex
  7269. * Refactored by Baalberith
  7270. */
  7271. int battle_check_undead(int race,int element)
  7272. {
  7273. if(battle_config.undead_detect_type == 0) {
  7274. if(element == ELE_UNDEAD)
  7275. return 1;
  7276. }
  7277. else if(battle_config.undead_detect_type == 1) {
  7278. if(race == RC_UNDEAD)
  7279. return 1;
  7280. }
  7281. else {
  7282. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  7283. return 1;
  7284. }
  7285. return 0;
  7286. }
  7287. /*================================================================
  7288. * Returns the upmost level master starting with the given object
  7289. *----------------------------------------------------------------*/
  7290. struct block_list* battle_get_master(struct block_list *src)
  7291. {
  7292. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  7293. do {
  7294. prev = src;
  7295. switch (src->type) {
  7296. case BL_PET:
  7297. if (((TBL_PET*)src)->master)
  7298. src = (struct block_list*)((TBL_PET*)src)->master;
  7299. break;
  7300. case BL_MOB:
  7301. if (((TBL_MOB*)src)->master_id)
  7302. src = map_id2bl(((TBL_MOB*)src)->master_id);
  7303. break;
  7304. case BL_HOM:
  7305. if (((TBL_HOM*)src)->master)
  7306. src = (struct block_list*)((TBL_HOM*)src)->master;
  7307. break;
  7308. case BL_MER:
  7309. if (((TBL_MER*)src)->master)
  7310. src = (struct block_list*)((TBL_MER*)src)->master;
  7311. break;
  7312. case BL_ELEM:
  7313. if (((TBL_ELEM*)src)->master)
  7314. src = (struct block_list*)((TBL_ELEM*)src)->master;
  7315. break;
  7316. case BL_SKILL:
  7317. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  7318. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  7319. break;
  7320. }
  7321. } while (src && src != prev);
  7322. return prev;
  7323. }
  7324. /*==========================================
  7325. * Checks the state between two targets
  7326. * (enemy, friend, party, guild, etc)
  7327. *------------------------------------------
  7328. * Usage:
  7329. * See battle.hpp for possible values/combinations
  7330. * to be used here (BCT_* constants)
  7331. * Return value is:
  7332. * 1: flag holds true (is enemy, party, etc)
  7333. * -1: flag fails
  7334. * 0: Invalid target (non-targetable ever)
  7335. *
  7336. * Credits:
  7337. * Original coder unknown
  7338. * Rewritten by Skotlex
  7339. */
  7340. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  7341. {
  7342. int16 m; //map
  7343. int state = 0; //Initial state none
  7344. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  7345. struct block_list *s_bl = src, *t_bl = target;
  7346. struct unit_data *ud = NULL;
  7347. nullpo_ret(src);
  7348. nullpo_ret(target);
  7349. ud = unit_bl2ud(target);
  7350. m = target->m;
  7351. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  7352. //objects involved.
  7353. if( (t_bl = battle_get_master(target)) == NULL )
  7354. t_bl = target;
  7355. if( (s_bl = battle_get_master(src)) == NULL )
  7356. s_bl = src;
  7357. if ( s_bl->type == BL_PC ) {
  7358. switch( t_bl->type ) {
  7359. case BL_MOB: // Source => PC, Target => MOB
  7360. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  7361. return 0;
  7362. break;
  7363. case BL_PC:
  7364. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  7365. return 0;
  7366. break;
  7367. default:/* anything else goes */
  7368. break;
  7369. }
  7370. }
  7371. struct map_data *mapdata = map_getmapdata(m);
  7372. switch( target->type ) { // Checks on actual target
  7373. case BL_PC: {
  7374. struct status_change* sc = status_get_sc(src);
  7375. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7376. return -1; //Cannot be targeted yet.
  7377. if( sc && sc->count ) {
  7378. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7379. return -1;
  7380. }
  7381. }
  7382. break;
  7383. case BL_MOB:
  7384. {
  7385. struct mob_data *md = ((TBL_MOB*)target);
  7386. if (ud && ud->immune_attack)
  7387. return 0;
  7388. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7389. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7390. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7391. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7392. ){ //Targettable by players
  7393. state |= BCT_ENEMY;
  7394. strip_enemy = 0;
  7395. }
  7396. break;
  7397. }
  7398. case BL_SKILL:
  7399. {
  7400. TBL_SKILL *su = (TBL_SKILL*)target;
  7401. uint16 skill_id = battle_getcurrentskill(src);
  7402. if( !su || !su->group)
  7403. return 0;
  7404. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  7405. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7406. ;
  7407. }
  7408. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  7409. switch (skill_id) {
  7410. case RK_DRAGONBREATH:
  7411. case RK_DRAGONBREATH_WATER:
  7412. case NC_SELFDESTRUCTION:
  7413. case NC_AXETORNADO:
  7414. case SR_SKYNETBLOW:
  7415. // Can only hit traps in PVP/GVG maps
  7416. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7417. return 0;
  7418. break;
  7419. }
  7420. }
  7421. else
  7422. return 0;
  7423. state |= BCT_ENEMY;
  7424. strip_enemy = 0;
  7425. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7426. switch (skill_id) {
  7427. case RK_DRAGONBREATH:
  7428. case RK_DRAGONBREATH_WATER:
  7429. case NC_SELFDESTRUCTION:
  7430. case NC_AXETORNADO:
  7431. case SR_SKYNETBLOW:
  7432. // Can only hit icewall in PVP/GVG maps
  7433. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7434. return 0;
  7435. break;
  7436. case HT_CLAYMORETRAP:
  7437. // Can't hit icewall
  7438. return 0;
  7439. default:
  7440. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7441. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  7442. return -1;
  7443. }
  7444. state |= BCT_ENEMY;
  7445. strip_enemy = 0;
  7446. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7447. return 0;
  7448. }
  7449. break;
  7450. case BL_MER:
  7451. case BL_HOM:
  7452. case BL_ELEM:
  7453. if (ud && ud->immune_attack)
  7454. return 0;
  7455. break;
  7456. //All else not specified is an invalid target.
  7457. default:
  7458. return 0;
  7459. } //end switch actual target
  7460. switch( t_bl->type ) { //Checks on target master
  7461. case BL_PC: {
  7462. struct map_session_data *sd;
  7463. struct status_change *sc = NULL;
  7464. if( t_bl == s_bl )
  7465. break;
  7466. sd = BL_CAST(BL_PC, t_bl);
  7467. sc = status_get_sc(t_bl);
  7468. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7469. return 0; // Global immunity only to Attacks
  7470. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7471. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7472. if( sd->state.killable ) {
  7473. state |= BCT_ENEMY; // Everything can kill it
  7474. strip_enemy = 0;
  7475. }
  7476. break;
  7477. }
  7478. case BL_MOB:
  7479. {
  7480. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7481. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7482. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7483. break;
  7484. }
  7485. default: break; //other type doesn't have slave yet
  7486. } //end switch master target
  7487. switch( src->type ) { //Checks on actual src type
  7488. case BL_PET:
  7489. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7490. return 0; //Pet may not attack non-mobs.
  7491. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  7492. return 0; //pet may not attack Guardians/Emperium
  7493. break;
  7494. case BL_SKILL: {
  7495. struct skill_unit *su = (struct skill_unit *)src;
  7496. struct status_change* sc = status_get_sc(target);
  7497. if (!su || !su->group)
  7498. return 0;
  7499. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  7500. if (su->group->src_id == target->id) {
  7501. if (inf2[INF2_NOTARGETSELF])
  7502. return -1;
  7503. if (inf2[INF2_TARGETSELF])
  7504. return 1;
  7505. }
  7506. //Status changes that prevent traps from triggering
  7507. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  7508. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7509. return -1;
  7510. }
  7511. }
  7512. break;
  7513. case BL_MER:
  7514. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7515. return 0; //mercenary may not attack Emperium
  7516. break;
  7517. } //end switch actual src
  7518. switch( s_bl->type )
  7519. { //Checks on source master
  7520. case BL_PC:
  7521. {
  7522. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7523. if( s_bl != t_bl )
  7524. {
  7525. if( sd->state.killer )
  7526. {
  7527. state |= BCT_ENEMY; // Can kill anything
  7528. strip_enemy = 0;
  7529. }
  7530. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7531. {
  7532. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7533. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7534. else
  7535. return 0; // You can't target anything out of your duel
  7536. }
  7537. }
  7538. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7539. return 0; //If you don't belong to a guild, can't target emperium.
  7540. if( t_bl->type != BL_PC )
  7541. state |= BCT_ENEMY; //Natural enemy.
  7542. break;
  7543. }
  7544. case BL_MOB:
  7545. {
  7546. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7547. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7548. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7549. if( !md->special_state.ai )
  7550. { //Normal mobs
  7551. if(
  7552. ( 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 ) ) ||
  7553. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7554. )
  7555. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7556. else
  7557. state |= BCT_ENEMY; //However, all else are enemies.
  7558. }
  7559. else
  7560. {
  7561. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7562. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7563. }
  7564. break;
  7565. }
  7566. default:
  7567. //Need some sort of default behaviour for unhandled types.
  7568. if (t_bl->type != s_bl->type)
  7569. state |= BCT_ENEMY;
  7570. break;
  7571. } //end switch on src master
  7572. if( (flag&BCT_ALL) == BCT_ALL )
  7573. { //All actually stands for all attackable chars, icewall and traps
  7574. if(target->type&(BL_CHAR|BL_SKILL))
  7575. return 1;
  7576. else
  7577. return -1;
  7578. }
  7579. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7580. return -1;
  7581. if( t_bl == s_bl )
  7582. { //No need for further testing.
  7583. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7584. if( state&BCT_ENEMY && strip_enemy )
  7585. state&=~BCT_ENEMY;
  7586. return (flag&state)?1:-1;
  7587. }
  7588. if( mapdata_flag_vs(mapdata) )
  7589. { //Check rivalry settings.
  7590. int sbg_id = 0, tbg_id = 0;
  7591. if(mapdata->flag[MF_BATTLEGROUND] )
  7592. {
  7593. sbg_id = bg_team_get_id(s_bl);
  7594. tbg_id = bg_team_get_id(t_bl);
  7595. }
  7596. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7597. {
  7598. int s_party = status_get_party_id(s_bl);
  7599. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7600. state |= BCT_PARTY;
  7601. else
  7602. state |= BCT_ENEMY;
  7603. }
  7604. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7605. {
  7606. int s_guild = status_get_guild_id(s_bl);
  7607. int t_guild = status_get_guild_id(t_bl);
  7608. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7609. state |= BCT_GUILD;
  7610. else
  7611. state |= BCT_ENEMY;
  7612. }
  7613. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7614. state &= ~BCT_ENEMY;
  7615. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7616. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7617. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7618. if (
  7619. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7620. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7621. (int)sd->status.base_level < battle_config.pk_min_level ||
  7622. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7623. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7624. )
  7625. state &= ~BCT_ENEMY;
  7626. }
  7627. }//end map_flag_vs chk rivality
  7628. else
  7629. { //Non pvp/gvg, check party/guild settings.
  7630. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7631. {
  7632. int s_party = status_get_party_id(s_bl);
  7633. if(s_party && s_party == status_get_party_id(t_bl))
  7634. state |= BCT_PARTY;
  7635. }
  7636. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7637. {
  7638. int s_guild = status_get_guild_id(s_bl);
  7639. int t_guild = status_get_guild_id(t_bl);
  7640. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7641. state |= BCT_GUILD;
  7642. }
  7643. } //end non pvp/gvg chk rivality
  7644. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7645. state = BCT_NEUTRAL;
  7646. //Alliance state takes precedence over enemy one.
  7647. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7648. state&=~BCT_ENEMY;
  7649. return (flag&state)?1:-1;
  7650. }
  7651. /*==========================================
  7652. * Check if can attack from this range
  7653. * Basic check then calling path_search for obstacle etc..
  7654. *------------------------------------------
  7655. */
  7656. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7657. {
  7658. int d;
  7659. nullpo_retr(false, src);
  7660. nullpo_retr(false, bl);
  7661. if( src->m != bl->m )
  7662. return false;
  7663. #ifndef CIRCULAR_AREA
  7664. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7665. if ( !check_distance_client_bl(src, bl, range) )
  7666. return false;
  7667. } else
  7668. #endif
  7669. if( !check_distance_bl(src, bl, range) )
  7670. return false;
  7671. if( (d = distance_bl(src, bl)) < 2 )
  7672. return true; // No need for path checking.
  7673. if( d > AREA_SIZE )
  7674. return false; // Avoid targetting objects beyond your range of sight.
  7675. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7676. }
  7677. /*=============================================
  7678. * Battle.conf settings and default/max values
  7679. *---------------------------------------------
  7680. */
  7681. static const struct _battle_data {
  7682. const char* str;
  7683. int* val;
  7684. int defval;
  7685. int min;
  7686. int max;
  7687. } battle_data[] = {
  7688. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7689. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7690. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7691. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7692. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7693. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7694. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7695. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7696. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7697. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7698. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7699. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7700. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7701. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7702. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7703. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7704. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7705. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7706. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7707. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7708. #ifdef RENEWAL
  7709. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7710. #else
  7711. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7712. #endif
  7713. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7714. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7715. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7716. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7717. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7718. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7719. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7720. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7721. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7722. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7723. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7724. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7725. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7726. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7727. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7728. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7729. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7730. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7731. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7732. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7733. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7734. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7735. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7736. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7737. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7738. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7739. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7740. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7741. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7742. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7743. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7744. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7745. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7746. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7747. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7748. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7749. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7750. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7751. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7752. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7753. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7754. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7755. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7756. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7757. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7758. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7759. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7760. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7761. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7762. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7763. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7764. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7765. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7766. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7767. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7768. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7769. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7770. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7771. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7772. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7773. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7774. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7775. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7776. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7777. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7778. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7779. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7780. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7781. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7782. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7783. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7784. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7785. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7786. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7787. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7788. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7789. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7790. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7791. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7792. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7793. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7794. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7795. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7796. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7797. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7798. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7799. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7800. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7801. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7802. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7803. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7804. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7805. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7806. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7807. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7808. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7809. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7810. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7811. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7812. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7813. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7814. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7815. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7816. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7817. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7818. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7819. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7820. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7821. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7822. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7823. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7824. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7825. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7826. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7827. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7828. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7829. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7830. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7831. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7832. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7833. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7834. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7835. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7836. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7837. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7838. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7839. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7840. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7841. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7842. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7843. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7844. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7845. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7846. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7847. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7848. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7849. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7850. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7851. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7852. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7853. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7854. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7855. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7856. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7857. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7858. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7859. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7860. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7861. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7862. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7863. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7864. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7865. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7866. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7867. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7868. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7869. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7870. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7871. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7872. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7873. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7874. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7875. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7876. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7877. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7878. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  7879. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7880. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7881. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7882. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7883. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7884. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7885. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7886. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7887. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7888. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7889. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7890. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7891. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7892. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7893. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7894. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7895. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7896. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7897. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7898. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7899. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7900. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7901. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7902. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7903. // eAthena additions
  7904. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7905. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  7906. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7907. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  7908. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7909. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  7910. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7911. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  7912. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7913. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7914. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  7915. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7916. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  7917. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7918. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  7919. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7920. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  7921. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7922. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7923. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7924. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7925. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7926. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7927. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7928. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7929. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7930. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7931. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7932. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7933. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7934. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7935. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7936. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7937. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7938. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7939. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7940. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7941. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7942. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7943. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7944. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7945. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7946. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7947. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7948. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7949. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  7950. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7951. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7952. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7953. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7954. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  7955. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  7956. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7957. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7958. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7959. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7960. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7961. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7962. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7963. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7964. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7965. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7966. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7967. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7968. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7969. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7970. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7971. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7972. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7973. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7974. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7975. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7976. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7977. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7978. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7979. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7980. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7981. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7982. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7983. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7984. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7985. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7986. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7987. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7988. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7989. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7990. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7991. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7992. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7993. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7994. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7995. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7996. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7997. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7998. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7999. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  8000. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  8001. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  8002. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  8003. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  8004. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  8005. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  8006. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  8007. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  8008. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  8009. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  8010. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  8011. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  8012. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  8013. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  8014. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  8015. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  8016. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  8017. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  8018. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  8019. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  8020. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  8021. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  8022. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  8023. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  8024. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  8025. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  8026. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  8027. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  8028. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  8029. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  8030. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  8031. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  8032. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  8033. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  8034. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  8035. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  8036. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  8037. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  8038. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  8039. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  8040. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  8041. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  8042. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  8043. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  8044. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  8045. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  8046. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  8047. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  8048. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  8049. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  8050. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  8051. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  8052. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  8053. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  8054. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  8055. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  8056. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  8057. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  8058. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  8059. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  8060. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  8061. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  8062. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  8063. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  8064. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  8065. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  8066. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  8067. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  8068. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  8069. // BattleGround Settings
  8070. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  8071. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  8072. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  8073. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  8074. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  8075. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  8076. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  8077. // rAthena
  8078. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  8079. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  8080. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  8081. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  8082. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  8083. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  8084. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  8085. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  8086. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  8087. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  8088. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  8089. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  8090. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  8091. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  8092. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  8093. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  8094. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  8095. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  8096. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  8097. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  8098. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  8099. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  8100. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  8101. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  8102. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  8103. #ifdef VIP_ENABLE
  8104. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  8105. #else
  8106. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  8107. #endif
  8108. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  8109. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  8110. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  8111. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  8112. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  8113. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  8114. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  8115. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  8116. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  8117. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  8118. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  8119. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  8120. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  8121. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  8122. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  8123. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  8124. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  8125. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  8126. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  8127. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  8128. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  8129. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  8130. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  8131. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  8132. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  8133. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  8134. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  8135. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  8136. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  8137. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  8138. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  8139. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  8140. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  8141. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  8142. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8143. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8144. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  8145. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  8146. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  8147. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  8148. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  8149. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  8150. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  8151. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  8152. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  8153. { "idletime_option", &battle_config.idletime_option, 0x1F, 0x1, 0xFFF, },
  8154. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  8155. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  8156. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  8157. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  8158. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  8159. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  8160. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  8161. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  8162. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  8163. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  8164. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  8165. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  8166. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  8167. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  8168. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  8169. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  8170. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  8171. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  8172. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  8173. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  8174. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  8175. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  8176. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  8177. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  8178. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  8179. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  8180. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  8181. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  8182. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  8183. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  8184. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  8185. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  8186. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  8187. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  8188. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  8189. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  8190. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  8191. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  8192. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  8193. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  8194. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  8195. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  8196. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  8197. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  8198. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  8199. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  8200. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  8201. { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, },
  8202. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  8203. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  8204. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  8205. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  8206. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  8207. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  8208. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  8209. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  8210. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  8211. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  8212. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  8213. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  8214. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  8215. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  8216. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  8217. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  8218. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  8219. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  8220. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  8221. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  8222. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  8223. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  8224. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  8225. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  8226. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  8227. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  8228. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  8229. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  8230. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  8231. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  8232. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  8233. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  8234. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  8235. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  8236. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  8237. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  8238. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  8239. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  8240. #include "../custom/battle_config_init.inc"
  8241. };
  8242. /*==========================
  8243. * Set battle settings
  8244. *--------------------------*/
  8245. int battle_set_value(const char* w1, const char* w2)
  8246. {
  8247. int val = config_switch(w2);
  8248. int i;
  8249. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8250. if (i == ARRAYLENGTH(battle_data))
  8251. return 0; // not found
  8252. if (val < battle_data[i].min || val > battle_data[i].max) {
  8253. 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);
  8254. val = battle_data[i].defval;
  8255. }
  8256. *battle_data[i].val = val;
  8257. return 1;
  8258. }
  8259. /*===========================
  8260. * Get battle settings
  8261. *---------------------------*/
  8262. int battle_get_value(const char* w1)
  8263. {
  8264. int i;
  8265. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8266. if (i == ARRAYLENGTH(battle_data))
  8267. return 0; // not found
  8268. else
  8269. return *battle_data[i].val;
  8270. }
  8271. /*======================
  8272. * Set default settings
  8273. *----------------------*/
  8274. void battle_set_defaults()
  8275. {
  8276. int i;
  8277. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  8278. *battle_data[i].val = battle_data[i].defval;
  8279. }
  8280. /*==================================
  8281. * Cap certain battle.conf settings
  8282. *----------------------------------*/
  8283. void battle_adjust_conf()
  8284. {
  8285. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  8286. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  8287. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  8288. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  8289. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  8290. battle_config.max_cart_weight *= 10;
  8291. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  8292. battle_config.max_def = 100;
  8293. if (battle_config.min_hitrate > battle_config.max_hitrate)
  8294. battle_config.min_hitrate = battle_config.max_hitrate;
  8295. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  8296. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  8297. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  8298. battle_config.day_duration = 60000;
  8299. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  8300. battle_config.night_duration = 60000;
  8301. #if PACKETVER < 20100427
  8302. if (battle_config.feature_buying_store) {
  8303. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  8304. battle_config.feature_buying_store = 0;
  8305. }
  8306. #endif
  8307. #if PACKETVER < 20100803
  8308. if (battle_config.feature_search_stores) {
  8309. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  8310. battle_config.feature_search_stores = 0;
  8311. }
  8312. #endif
  8313. #if PACKETVER < 20120101
  8314. if (battle_config.feature_bgqueue) {
  8315. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  8316. battle_config.feature_bgqueue = 0;
  8317. }
  8318. #endif
  8319. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  8320. if (battle_config.feature_auction) {
  8321. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  8322. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8323. battle_config.feature_auction = 0;
  8324. }
  8325. #elif PACKETVER >= 20141112
  8326. if (battle_config.feature_auction) {
  8327. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  8328. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8329. battle_config.feature_auction = 0;
  8330. }
  8331. #endif
  8332. #if PACKETVER < 20130724
  8333. if (battle_config.feature_banking) {
  8334. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  8335. battle_config.feature_banking = 0;
  8336. }
  8337. #endif
  8338. #if PACKETVER < 20131223
  8339. if (battle_config.mvp_exp_reward_message) {
  8340. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  8341. battle_config.mvp_exp_reward_message = 0;
  8342. }
  8343. #endif
  8344. #if PACKETVER < 20141022
  8345. if (battle_config.feature_roulette) {
  8346. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  8347. battle_config.feature_roulette = 0;
  8348. }
  8349. #endif
  8350. #if PACKETVER < 20150513
  8351. if (battle_config.feature_achievement) {
  8352. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  8353. battle_config.feature_achievement = 0;
  8354. }
  8355. #endif
  8356. #if PACKETVER < 20141008
  8357. if (battle_config.feature_petevolution) {
  8358. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8359. battle_config.feature_petevolution = 0;
  8360. }
  8361. if (battle_config.feature_pet_autofeed) {
  8362. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8363. battle_config.feature_pet_autofeed = 0;
  8364. }
  8365. #endif
  8366. #if PACKETVER < 20170208
  8367. if (battle_config.feature_equipswitch) {
  8368. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  8369. battle_config.feature_equipswitch = 0;
  8370. }
  8371. #endif
  8372. #if PACKETVER < 20170920
  8373. if( battle_config.feature_homunculus_autofeed ){
  8374. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  8375. battle_config.feature_homunculus_autofeed = 0;
  8376. }
  8377. #endif
  8378. #if PACKETVER < 20180307
  8379. if( battle_config.feature_attendance ){
  8380. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  8381. battle_config.feature_attendance = 0;
  8382. }
  8383. #endif
  8384. #if PACKETVER < 20180321
  8385. if( battle_config.feature_privateairship ){
  8386. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  8387. battle_config.feature_privateairship = 0;
  8388. }
  8389. #endif
  8390. #ifndef CELL_NOSTACK
  8391. if (battle_config.custom_cell_stack_limit != 1)
  8392. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  8393. #endif
  8394. }
  8395. /*=====================================
  8396. * Read battle.conf settings from file
  8397. *-------------------------------------*/
  8398. int battle_config_read(const char* cfgName)
  8399. {
  8400. FILE* fp;
  8401. static int count = 0;
  8402. if (count == 0)
  8403. battle_set_defaults();
  8404. count++;
  8405. fp = fopen(cfgName,"r");
  8406. if (fp == NULL)
  8407. ShowError("File not found: %s\n", cfgName);
  8408. else {
  8409. char line[1024], w1[1024], w2[1024];
  8410. while(fgets(line, sizeof(line), fp)) {
  8411. if (line[0] == '/' && line[1] == '/')
  8412. continue;
  8413. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8414. continue;
  8415. if (strcmpi(w1, "import") == 0)
  8416. battle_config_read(w2);
  8417. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8418. const char* symbol = &w2[0];
  8419. if (ISPRINT(*symbol) && // no control characters
  8420. *symbol != '/' && // symbol of client commands
  8421. *symbol != '%' && // symbol of party chat
  8422. *symbol != '$' && // symbol of guild chat
  8423. *symbol != charcommand_symbol)
  8424. atcommand_symbol = *symbol;
  8425. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8426. const char* symbol = &w2[0];
  8427. if (ISPRINT(*symbol) && // no control characters
  8428. *symbol != '/' && // symbol of client commands
  8429. *symbol != '%' && // symbol of party chat
  8430. *symbol != '$' && // symbol of guild chat
  8431. *symbol != atcommand_symbol)
  8432. charcommand_symbol = *symbol;
  8433. }else if( battle_set_value(w1, w2) == 0 )
  8434. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8435. }
  8436. fclose(fp);
  8437. }
  8438. count--;
  8439. if (count == 0)
  8440. battle_adjust_conf();
  8441. return 0;
  8442. }
  8443. /*==========================
  8444. * initialize battle timer
  8445. *--------------------------*/
  8446. void do_init_battle(void)
  8447. {
  8448. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8449. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8450. }
  8451. /*==================
  8452. * end battle timer
  8453. *------------------*/
  8454. void do_final_battle(void)
  8455. {
  8456. ers_destroy(delay_damage_ers);
  8457. }