/src/map/battle.c
C | 7664 lines | 6652 code | 592 blank | 420 comment | 2604 complexity | e182503114f24bba27284fff9fc670df MD5 | raw file
Possible License(s): GPL-3.0, LGPL-2.0
- /**
- * This file is part of Hercules.
- * http://herc.ws - http://github.com/HerculesWS/Hercules
- *
- * Copyright (C) 2012-2016 Hercules Dev Team
- * Copyright (C) Athena Dev Teams
- *
- * Hercules is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #define HERCULES_CORE
- #include "config/core.h" // CELL_NOSTACK, CIRCULAR_AREA, CONSOLE_INPUT, HMAP_ZONE_DAMAGE_CAP_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_ASPD, RENEWAL_CAST, RENEWAL_DROP, RENEWAL_EDP, RENEWAL_EXP, RENEWAL_LVDMG, RE_LVL_DMOD(), RE_LVL_MDMOD(), RE_LVL_TMDMOD(), RE_SKILL_REDUCTION(), SCRIPT_CALLFUNC_CHECK, SECURE_NPCTIMEOUT, STATS_OPT_OUT
- #include "battle.h"
- #include "map/battleground.h"
- #include "map/chrif.h"
- #include "map/clif.h"
- #include "map/elemental.h"
- #include "map/guild.h"
- #include "map/homunculus.h"
- #include "map/itemdb.h"
- #include "map/map.h"
- #include "map/mercenary.h"
- #include "map/mob.h"
- #include "map/party.h"
- #include "map/path.h"
- #include "map/pc.h"
- #include "map/pet.h"
- #include "map/skill.h"
- #include "map/status.h"
- #include "common/HPM.h"
- #include "common/cbasetypes.h"
- #include "common/ers.h"
- #include "common/memmgr.h"
- #include "common/nullpo.h"
- #include "common/random.h"
- #include "common/showmsg.h"
- #include "common/socket.h"
- #include "common/strlib.h"
- #include "common/sysinfo.h"
- #include "common/timer.h"
- #include "common/utils.h"
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- struct Battle_Config battle_config;
- struct battle_interface battle_s;
- struct battle_interface *battle;
- /**
- * Returns the current/last skill in use by this bl.
- *
- * @param bl The bl to check.
- * @return The current/last skill ID.
- */
- int battle_getcurrentskill(struct block_list *bl)
- {
- const struct unit_data *ud;
- nullpo_ret(bl);
- if (bl->type == BL_SKILL) {
- const struct skill_unit *su = BL_UCCAST(BL_SKILL, bl);
- if (su->group == NULL)
- return 0;
- return su->group->skill_id;
- }
- ud = unit->bl2ud(bl);
- if (ud == NULL)
- return 0;
- return ud->skill_id;
- }
- /*==========================================
- * Get random targeting enemy
- *------------------------------------------*/
- int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
- struct block_list **bl_list;
- struct unit_data *ud;
- int target_id;
- int *c;
- nullpo_ret(bl);
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int *);
- target_id = va_arg(ap, int);
- if (bl->id == target_id)
- return 0;
- if (*c >= 24)
- return 0;
- if (!(ud = unit->bl2ud(bl)))
- return 0;
- if (ud->target == target_id || ud->skilltarget == target_id) {
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- struct block_list* battle_gettargeted(struct block_list *target) {
- struct block_list *bl_list[24];
- int c = 0;
- nullpo_retr(NULL, target);
- memset(bl_list, 0, sizeof(bl_list));
- map->foreachinrange(battle->get_targeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
- if ( c == 0 )
- return NULL;
- if( c > 24 )
- c = 24;
- return bl_list[rnd()%c];
- }
- //Returns the id of the current targeted character of the passed bl. [Skotlex]
- int battle_gettarget(struct block_list* bl) {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC: return BL_UCCAST(BL_PC, bl)->ud.target;
- case BL_MOB: return BL_UCCAST(BL_MOB, bl)->target_id;
- case BL_PET: return BL_UCCAST(BL_PET, bl)->target_id;
- case BL_HOM: return BL_UCCAST(BL_HOM, bl)->ud.target;
- case BL_MER: return BL_UCCAST(BL_MER, bl)->ud.target;
- case BL_ELEM: return BL_UCCAST(BL_ELEM, bl)->ud.target;
- }
- return 0;
- }
- int battle_getenemy_sub(struct block_list *bl, va_list ap) {
- struct block_list **bl_list;
- struct block_list *target;
- int *c;
- nullpo_ret(bl);
- bl_list = va_arg(ap, struct block_list **);
- c = va_arg(ap, int *);
- target = va_arg(ap, struct block_list *);
- if (bl->id == target->id)
- return 0;
- if (*c >= 24)
- return 0;
- if (status->isdead(bl))
- return 0;
- if (battle->check_target(target, bl, BCT_ENEMY) > 0) {
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
- struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
- struct block_list *bl_list[24];
- int c = 0;
- nullpo_retr(NULL, target);
- memset(bl_list, 0, sizeof(bl_list));
- map->foreachinrange(battle->get_enemy_sub, target, range, type, bl_list, &c, target);
- if ( c == 0 )
- return NULL;
- if( c > 24 )
- c = 24;
- return bl_list[rnd()%c];
- }
- int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
- struct block_list **bl_list, *src;
- int *c, ignore_id;
- nullpo_ret(bl);
- bl_list = va_arg(ap, struct block_list **);
- nullpo_ret(bl_list);
- c = va_arg(ap, int *);
- nullpo_ret(c);
- src = va_arg(ap, struct block_list *);
- ignore_id = va_arg(ap, int);
- if( bl->id == src->id || bl->id == ignore_id )
- return 0; // Ignores Caster and a possible pre-target
- if( *c >= 23 )
- return 0;
- if( status->isdead(bl) )
- return 0;
- if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
- bl_list[(*c)++] = bl;
- return 1;
- }
- return 0;
- }
- // Pick a random enemy
- struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
- struct block_list *bl_list[24];
- int c = 0;
- nullpo_retr(NULL, src);
- memset(bl_list, 0, sizeof(bl_list));
- map->foreachinarea(battle->get_enemy_area_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
- if( c == 0 )
- return NULL;
- if( c >= 24 )
- c = 23;
- return bl_list[rnd()%c];
- }
- int battle_delay_damage_sub(int tid, int64 tick, int id, intptr_t data) {
- struct delay_damage *dat = (struct delay_damage *)data;
- if ( dat ) {
- struct block_list *src = map->id2bl(dat->src_id);
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct block_list *target = map->id2bl(dat->target_id);
- if (target != NULL && !status->isdead(target)) {
- //Check to see if you haven't teleported. [Skotlex]
- if (src != NULL && (
- battle_config.fix_warp_hit_delay_abuse ?
- (dat->skill_id == MO_EXTREMITYFIST || target->m != src->m || check_distance_bl(src, target, dat->distance))
- :
- ((target->type != BL_PC || BL_UCAST(BL_PC, target)->invincible_timer == INVALID_TIMER)
- && (dat->skill_id == MO_EXTREMITYFIST || (target->m == src->m && check_distance_bl(src, target, dat->distance))))
- )) {
- map->freeblock_lock();
- status_fix_damage(src, target, dat->damage, dat->delay);
- if (dat->attack_type && !status->isdead(target) && dat->additional_effects)
- skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
- if (dat->dmg_lv > ATK_BLOCK && dat->attack_type)
- skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
- map->freeblock_unlock();
- } else if (src == NULL && dat->skill_id == CR_REFLECTSHIELD) {
- // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
- map->freeblock_lock();
- status_fix_damage(target, target, dat->damage, dat->delay);
- map->freeblock_unlock();
- }
- }
- if (sd != NULL && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
- sd->state.hold_recalc = 0;
- status_calc_pc(sd, SCO_FORCE);
- }
- }
- ers_free(battle->delay_damage_ers, dat);
- return 0;
- }
- int battle_delay_damage(int64 tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) {
- struct delay_damage *dat;
- struct status_change *sc;
- struct block_list *d_tbl = NULL;
- nullpo_ret(src);
- nullpo_ret(target);
- sc = status->get_sc(target);
- if (sc && sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
- d_tbl = map->id2bl(sc->data[SC_DEVOTION]->val1);
- if (d_tbl && sc && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3) && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD)
- damage = 0;
- if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
- map->freeblock_lock();
- status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
- if( attack_type && !status->isdead(target) && additional_effects )
- skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, timer->gettick());
- if( dmg_lv > ATK_BLOCK && attack_type )
- skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, timer->gettick());
- map->freeblock_unlock();
- return 0;
- }
- dat = ers_alloc(battle->delay_damage_ers, struct delay_damage);
- dat->src_id = src->id;
- dat->target_id = target->id;
- dat->skill_id = skill_id;
- dat->skill_lv = skill_lv;
- dat->attack_type = attack_type;
- dat->damage = damage;
- dat->dmg_lv = dmg_lv;
- dat->delay = ddelay;
- dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : battle_config.area_size);
- dat->additional_effects = additional_effects;
- dat->src_type = src->type;
- if (src->type != BL_PC && amotion > 1000)
- amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
- if (src->type == BL_PC) {
- BL_UCAST(BL_PC, src)->delayed_damage++;
- }
- timer->add(tick+amotion, battle->delay_damage_sub, 0, (intptr_t)dat);
- return 0;
- }
- int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
- {
- if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_MAX)
- return 100;
- if (def_type < ELE_NEUTRAL || def_type >= ELE_MAX || def_lv < 1 || def_lv > 4)
- return 100;
- return battle->attr_fix_table[def_lv-1][atk_elem][def_type];
- }
- /*==========================================
- * Does attribute fix modifiers.
- * Added passing of the chars so that the status changes can affect it. [Skotlex]
- * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
- *------------------------------------------*/
- int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
- {
- struct status_change *sc=NULL, *tsc=NULL;
- int ratio;
- if (src) sc = status->get_sc(src);
- if (target) tsc = status->get_sc(target);
- if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_MAX)
- atk_elem = rnd()%ELE_MAX;
- if (def_type < ELE_NEUTRAL || def_type >= ELE_MAX ||
- def_lv < 1 || def_lv > 4) {
- ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
- return damage;
- }
- ratio = battle->attr_fix_table[def_lv-1][atk_elem][def_type];
- if (sc && sc->count) {
- if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
- ratio += skill->enchant_eff[sc->data[SC_VOLCANO]->val1-1];
- if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
- ratio += skill->enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
- if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
- ratio += skill->enchant_eff[sc->data[SC_DELUGE]->val1-1];
- if(sc->data[SC_FIRE_CLOAK_OPTION] && atk_elem == ELE_FIRE)
- damage += damage * sc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
- }
- if( target && target->type == BL_SKILL ) {
- if( atk_elem == ELE_FIRE && battle->get_current_skill(target) == GN_WALLOFTHORN ) {
- struct skill_unit *su = BL_UCAST(BL_SKILL, target);
- struct skill_unit_group *sg;
- struct block_list *sgsrc;
- if(!su->alive
- || (sg = su->group) == NULL || sg->val3 == -1
- || (sgsrc = map->id2bl(sg->src_id)) == NULL || status->isdead(sgsrc)
- )
- return 0;
- if( sg->unit_id != UNT_FIREWALL ) {
- int x,y;
- x = sg->val3 >> 16;
- y = sg->val3 & 0xffff;
- skill->unitsetting(sgsrc,su->group->skill_id,su->group->skill_lv,x,y,1);
- sg->val3 = -1;
- sg->limit = DIFF_TICK32(timer->gettick(),sg->tick)+300;
- }
- }
- }
- if( tsc && tsc->count ) { //since an atk can only have one type let's optimize this a bit
- switch(atk_elem){
- case ELE_FIRE:
- if( tsc->data[SC_SPIDERWEB]) {
- tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
- if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
- damage <<= 1; // double damage
- if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
- status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
- }
- if( tsc->data[SC_THORNS_TRAP])
- status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER);
- if( tsc->data[SC_COLD] && target->type != BL_MOB)
- status_change_end(target, SC_COLD, INVALID_TIMER);
- if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
- if( tsc->data[SC_FIRE_CLOAK_OPTION])
- damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
- if( tsc->data[SC_VOLCANIC_ASH]) damage += damage/2; //150%
- break;
- case ELE_HOLY:
- if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
- break;
- case ELE_POISON:
- if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON ) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
- break;
- case ELE_WIND:
- if( tsc->data[SC_COLD] && target->type != BL_MOB) damage += damage/2;
- if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
- break;
- case ELE_WATER:
- if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
- break;
- case ELE_EARTH:
- if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
- break;
- }
- } //end tsc check
- if( ratio < 100 )
- return damage - (damage * (100 - ratio) / 100);
- else
- return damage + (damage * (ratio - 100) / 100);
- }
- //FIXME: Missing documentation for flag, flag2
- int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, struct weapon_atk *watk, int nk, bool n_ele, short s_ele, short s_ele_, int size, int type, int flag, int flag2){ // [malufett]
- #ifdef RENEWAL
- int64 damage, eatk = 0;
- struct status_change *sc;
- struct map_session_data *sd;
- if( !src || !bl )
- return 0;
- sc = status->get_sc(src);
- sd = BL_CAST(BL_PC, src);
- damage = status->get_weapon_atk(src, watk, flag);
- if ( sd ) {
- if ( type == EQI_HAND_R )
- damage = battle->calc_sizefix(sd, damage, EQI_HAND_R, size, flag & 8);
- else
- damage = battle->calc_sizefix(sd, damage, EQI_HAND_L, size, flag & 8);
- if ( flag & 2 && sd->bonus.arrow_atk && skill_id != GN_CARTCANNON )
- damage += sd->bonus.arrow_atk;
- if ( sd->battle_status.equip_atk != 0 )
- eatk = sd->base_status.equip_atk;
- if ( sd->bonus.atk_rate )
- damage += damage * sd->bonus.atk_rate / 100;
- }
- if ( skill_id == TF_POISON )
- eatk += 15 * skill_lv;
- if ( skill_id != ASC_METEORASSAULT ) {
- if ( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) // Temporary. [malufett]
- damage += damage * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
- }
- if( sc && sc->count ){
- if( sc->data[SC_ZENKAI] && watk->ele == sc->data[SC_ZENKAI]->val2 )
- eatk += 200;
- }
- #ifdef RENEWAL_EDP
- if ( sc && sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ) {
- struct status_data *tstatus;
- tstatus = status->get_status_data(bl);
- eatk += damage * 0x19 * battle->attr_fix_table[tstatus->ele_lv - 1][ELE_POISON][tstatus->def_ele] / 10000;
- damage += (eatk + damage) * sc->data[SC_EDP]->val3 / 100 + eatk;
- } else /* fall through */
- #endif
- damage += eatk;
- damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage, nk, n_ele, s_ele, s_ele_, type == EQI_HAND_L, flag);
- /**
- * In RE Shield Boomerang takes weapon element only for damage calculation,
- * - resist calculation is always against neutral
- **/
- if ( skill_id == CR_SHIELDBOOMERANG )
- s_ele = s_ele_ = ELE_NEUTRAL;
- // attacker side
- damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2|(type == EQI_HAND_L), flag2);
- // target side
- damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 0, flag2);
- return damage;
- #else
- return 0;
- #endif
- }
- /*==========================================
- * Calculates the standard damage of a normal attack assuming it hits,
- * it calculates nothing extra fancy, is needed for magnum breaks WATK_ELEMENT bonus. [Skotlex]
- *------------------------------------------
- * Pass damage2 as NULL to not calc it.
- * Flag values: // TODO: Check whether these values are correct (the flag parameter seems to be passed through to other functions), and replace them with an enum.
- * &1: Critical hit
- * &2: Arrow attack
- * &4: Skill is Magic Crasher
- * &8: Skip target size adjustment (Extremity Fist?)
- *&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)
- */
- /* 'battle_calc_base_damage' is used on renewal, 'battle_calc_base_damage2' otherwise. */
- // FIXME: Missing documentation for flag2
- int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) {
- int64 damage;
- struct status_data *st = status->get_status_data(src);
- struct status_change *sc = status->get_sc(src);
- const struct map_session_data *sd = NULL;
- nullpo_retr(0, src);
- sd = BL_CCAST(BL_PC, src);
- if ( !skill_id ) {
- s_ele = st->rhw.ele;
- s_ele_ = st->lhw.ele;
- if (sd != NULL) {
- if (sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
- s_ele = s_ele_ = sd->charm_type;
- }
- if (flag&2 && sd->bonus.arrow_ele != 0)
- s_ele = sd->bonus.arrow_ele;
- }
- }
- if (src->type == BL_PC) {
- int64 batk;
- // Property from mild wind bypasses it
- if (sc && sc->data[SC_TK_SEVENWIND])
- batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, st->batk, false), nk, n_ele, s_ele, s_ele_, false, flag);
- else
- batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
- if (type == EQI_HAND_L)
- damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
- else
- damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2);
- } else {
- damage = st->batk + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2);
- }
- return damage;
- }
- int64 battle_calc_base_damage2(struct status_data *st, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) {
- unsigned int atkmin=0, atkmax=0;
- short type = 0;
- int64 damage = 0;
- nullpo_retr(damage, st);
- nullpo_retr(damage, wa);
- if (!sd) { //Mobs/Pets
- if(flag&4) {
- atkmin = st->matk_min;
- atkmax = st->matk_max;
- } else {
- atkmin = wa->atk;
- atkmax = wa->atk2;
- }
- if (atkmin > atkmax)
- atkmin = atkmax;
- } else { //PCs
- atkmax = wa->atk;
- type = (wa == &st->lhw)?EQI_HAND_L:EQI_HAND_R;
- if (!(flag&1) || (flag&2)) { //Normal attacks
- atkmin = st->dex;
- if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
- atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
- if (atkmin > atkmax)
- atkmin = atkmax;
- if(flag&2 && !(flag&16)) { //Bows
- atkmin = atkmin*atkmax/100;
- if (atkmin > atkmax)
- atkmax = atkmin;
- }
- }
- }
- if (sc && sc->data[SC_MAXIMIZEPOWER])
- atkmin = atkmax;
- //Weapon Damage calculation
- if (!(flag&1))
- damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
- else
- damage = atkmax;
- if (sd) {
- //rodatazone says the range is 0~arrow_atk-1 for non crit
- if (flag&2 && sd->bonus.arrow_atk)
- damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
- //SizeFix only for players
- if (!(sd->special_state.no_sizefix || (flag&8)))
- damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size] ) / 100;
- }
- //Finally, add baseatk
- if(flag&4)
- damage += st->matk_min;
- else
- damage += st->batk;
- //rodatazone says that Overrefined bonuses are part of baseatk
- //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
- if(sd) {
- if (type == EQI_HAND_L) {
- if(sd->left_weapon.overrefine)
- damage += rnd()%sd->left_weapon.overrefine+1;
- if (sd->weapon_atk_rate[sd->weapontype2])
- damage += damage * sd->weapon_atk_rate[sd->weapontype2] / 100;
- } else { //Right hand
- if(sd->right_weapon.overrefine)
- damage += rnd()%sd->right_weapon.overrefine+1;
- if (sd->weapon_atk_rate[sd->weapontype1])
- damage += damage * sd->weapon_atk_rate[sd->weapontype1] / 100;
- }
- }
- return damage;
- }
- int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, int size, bool ignore){
- //SizeFix only for players
- nullpo_retr(damage, sd);
- if (!(sd->special_state.no_sizefix || (ignore)))
- damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[size] : sd->right_weapon.atkmods[size] ) / 100;
- return damage;
- }
- /*==========================================
- * Passive skill damages increases
- *------------------------------------------*/
- // FIXME: type is undocumented
- int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) {
- int64 damage;
- struct status_data *st = status->get_status_data(target);
- int weapon, skill_lv;
- damage = dmg;
- nullpo_retr(damage, sd);
- nullpo_retr(damage, target);
- if((skill_lv = pc->checkskill(sd,AL_DEMONBANE)) > 0 &&
- target->type == BL_MOB && //This bonus doesn't work against players.
- (battle->check_undead(st->race,st->def_ele) || st->race==RC_DEMON) )
- damage += (int)(skill_lv*(3+sd->status.base_level/20.0));
- //damage += (skill_lv * 3);
- if( (skill_lv = pc->checkskill(sd, RA_RANGERMAIN)) > 0 && (st->race == RC_BRUTE || st->race == RC_PLANT || st->race == RC_FISH) )
- damage += (skill_lv * 5);
- if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) )
- damage += (skill_lv * 10);
- if( pc_ismadogear(sd) )
- damage += 15 * pc->checkskill(sd, NC_MADOLICENCE);
- #ifdef RENEWAL
- if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
- damage += (skill_lv * 2);
- #endif
- if((skill_lv = pc->checkskill(sd,HT_BEASTBANE)) > 0 && (st->race==RC_BRUTE || st->race==RC_INSECT) ) {
- damage += (skill_lv * 4);
- if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_HUNTER)
- damage += sd->status.str;
- }
- if(type == 0)
- weapon = sd->weapontype1;
- else
- weapon = sd->weapontype2;
- switch(weapon) {
- case W_1HSWORD:
- #ifdef RENEWAL
- if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill_lv * 3);
- #endif
- case W_DAGGER:
- if((skill_lv = pc->checkskill(sd,SM_SWORD)) > 0)
- damage += (skill_lv * 4);
- if((skill_lv = pc->checkskill(sd,GN_TRAINING_SWORD)) > 0)
- damage += skill_lv * 10;
- break;
- case W_2HSWORD:
- #ifdef RENEWAL
- if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill_lv * 3);
- #endif
- if((skill_lv = pc->checkskill(sd,SM_TWOHAND)) > 0)
- damage += (skill_lv * 4);
- break;
- case W_1HSPEAR:
- case W_2HSPEAR:
- if ((skill_lv = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) {
- if (pc_isridingdragon(sd))
- damage += (skill_lv * 10);
- else if (pc_isridingpeco(sd))
- damage += (skill_lv * 5);
- else
- damage += (skill_lv * 4);
- }
- break;
- case W_1HAXE:
- case W_2HAXE:
- if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill_lv * 3);
- if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill_lv * 5);
- break;
- case W_MACE:
- case W_2HMACE:
- if((skill_lv = pc->checkskill(sd,PR_MACEMASTERY)) > 0)
- damage += (skill_lv * 3);
- if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill_lv * 5);
- break;
- case W_FIST:
- if((skill_lv = pc->checkskill(sd,TK_RUN)) > 0)
- damage += (skill_lv * 10);
- // No break, fall through to Knuckles
- case W_KNUCKLE:
- if((skill_lv = pc->checkskill(sd,MO_IRONHAND)) > 0)
- damage += (skill_lv * 3);
- break;
- case W_MUSICAL:
- if((skill_lv = pc->checkskill(sd,BA_MUSICALLESSON)) > 0)
- damage += (skill_lv * 3);
- break;
- case W_WHIP:
- if((skill_lv = pc->checkskill(sd,DC_DANCINGLESSON)) > 0)
- damage += (skill_lv * 3);
- break;
- case W_BOOK:
- if((skill_lv = pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0)
- damage += (skill_lv * 3);
- break;
- case W_KATAR:
- if((skill_lv = pc->checkskill(sd,AS_KATAR)) > 0)
- damage += (skill_lv * 3);
- break;
- }
- return damage;
- }
- /*==========================================
- * Calculates ATK masteries.
- *------------------------------------------*/
- int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int div, bool left, bool weapon) {
- int skill2_lv, i;
- struct status_change *sc;
- struct map_session_data *sd;
- struct status_data *tstatus;
- nullpo_ret(src);
- nullpo_ret(target);
- sc = status->get_sc(src);
- sd = BL_CAST(BL_PC, src);
- tstatus = status->get_status_data(target);
- if ( !sd )
- return damage;
- damage = battle->add_mastery(sd, target, damage, left);
- switch( skill_id ){ // specific skill masteries
- case MO_INVESTIGATE:
- case MO_EXTREMITYFIST:
- case CR_GRANDCROSS:
- case NJ_ISSEN:
- case CR_ACIDDEMONSTRATION:
- return damage;
- case NJ_SYURIKEN:
- if( (skill2_lv = pc->checkskill(sd,NJ_TOBIDOUGU)) > 0
- #ifndef RENEWAL
- && weapon
- #endif
- )
- damage += 3 * skill2_lv;
- break;
- #ifndef RENEWAL
- case NJ_KUNAI:
- if( weapon )
- damage += 60;
- break;
- #endif
- case RA_WUGDASH://(Caster Current Weight x 10 / 8)
- if( sd->weight )
- damage += sd->weight / 8;
- /* Fall through */
- case RA_WUGSTRIKE:
- case RA_WUGBITE:
- damage += 30*pc->checkskill(sd, RA_TOOTHOFWUG);
- break;
- case HT_FREEZINGTRAP:
- damage += 40 * pc->checkskill(sd, RA_RESEARCHTRAP);
- break;
- default:
- battle->calc_masteryfix_unknown(src, target, &skill_id, &skill_lv, &damage, &div, &left, &weapon);
- break;
- }
- if( sc ){ // sc considered as masteries
- if(sc->data[SC_GN_CARTBOOST])
- damage += 10 * sc->data[SC_GN_CARTBOOST]->val1;
- if(sc->data[SC_CAMOUFLAGE])
- damage += 30 * ( 10 - sc->data[SC_CAMOUFLAGE]->val4 );
- #ifdef RENEWAL
- if(sc->data[SC_NIBELUNGEN] && weapon)
- damage += sc->data[SC_NIBELUNGEN]->val2;
- if(sc->data[SC_IMPOSITIO])
- damage += sc->data[SC_IMPOSITIO]->val2;
- if(sc->data[SC_DRUMBATTLE]){
- if(tstatus->size == SZ_SMALL)
- damage += sc->data[SC_DRUMBATTLE]->val2;
- else if(tstatus->size == SZ_MEDIUM)
- damage += 10 * sc->data[SC_DRUMBATTLE]->val1;
- //else no bonus for large target
- }
- if(sc->data[SC_GS_MADNESSCANCEL])
- damage += 100;
- if(sc->data[SC_GS_GATLINGFEVER]){
- if(tstatus->size == SZ_SMALL)
- damage += 10 * sc->data[SC_GS_GATLINGFEVER]->val1;
- else if(tstatus->size == SZ_MEDIUM)
- damage += -5 * sc->data[SC_GS_GATLINGFEVER]->val1;
- else
- damage += sc->data[SC_GS_GATLINGFEVER]->val1;
- }
- #if 0
- if(sc->data[SC_SPECIALZONE])
- damage += sc->data[SC_SPECIALZONE]->val2 >> 4;
- #endif // 0
- #endif // RENEWAL
- }
- // general skill masteries
- #ifdef RENEWAL
- if( div < 0 ) // div fix
- div = 1;
- if( skill_id == MO_FINGEROFFENSIVE )//The finger offensive spheres on moment of attack do count. [Skotlex]
- damage += div * sd->spiritball_old * 3;
- else
- damage += div * sd->spiritball * 3;
- if( skill_id != CR_SHIELDBOOMERANG ) // Only Shield boomerang doesn't takes the Star Crumbs bonus.
- damage += div * (left ? sd->left_weapon.star : sd->right_weapon.star);
- if( skill_id != MC_CARTREVOLUTION && (skill2_lv=pc->checkskill(sd,BS_HILTBINDING)) > 0 )
- damage += 4;
- if(sd->status.party_id && (skill2_lv=pc->checkskill(sd,TK_POWER)) > 0) {
- if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 )
- damage += 2 * skill2_lv * i * (damage /*+ unknown value*/) / 100 /*+ unknown value*/;
- }
- #else
- if( skill_id != ASC_BREAKER && weapon ) // Adv Katar Mastery is does not applies to ASC_BREAKER, but other masteries DO apply >_>
- if( sd->status.weapon == W_KATAR && (skill2_lv=pc->checkskill(sd,ASC_KATAR)) > 0 )
- damage += damage * (10 + 2 * skill2_lv) / 100;
- #endif
- // percentage factor masteries
- if ( sc && sc->data[SC_MIRACLE] )
- i = 2; //Star anger
- else
- ARR_FIND(0, MAX_PC_FEELHATE, i, status->get_class(target) == sd->hate_mob[i]);
- if (i < MAX_PC_FEELHATE && (skill2_lv=pc->checkskill(sd,pc->sg_info[i].anger_id)) > 0 && weapon) {
- int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src);
- if ( i == 2 ) ratio += status_get_str(src); //Star Anger
- if (skill2_lv < 4 )
- ratio /= (12 - 3 * skill2_lv);
- damage += damage * ratio / 100;
- }
- if( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ){
- if((skill2_lv = pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
- (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
- damage += damage * skill2_lv / 100;
- }
- return damage;
- }
- void battle_calc_masteryfix_unknown(struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int64 *damage, int *div, bool *left, bool *weapon) {
- }
- /*==========================================
- * Elemental attribute fix.
- *------------------------------------------*/
- // FIXME: flag is undocumented
- int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int nk, int n_ele, int s_ele, int s_ele_, bool left, int flag){
- struct status_data *tstatus;
- nullpo_ret(src);
- nullpo_ret(target);
- tstatus = status->get_status_data(target);
- if( (nk&NK_NO_ELEFIX) || n_ele )
- return damage;
- if( damage > 0 ) {
- if( left )
- damage = battle->attr_fix(src, target, damage, s_ele_, tstatus->def_ele, tstatus->ele_lv);
- else{
- damage=battle->attr_fix(src, target, damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
- damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
- if( skill_id == NC_ARMSCANNON )
- damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
- if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
- damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
- }
- }
- #ifndef RENEWAL
- {
- struct status_data *sstatus;
- struct status_change *sc;
- sstatus = status->get_status_data(src);
- sc = status->get_sc(src);
- if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
- int64 temp = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
- damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
- if( left ) {
- temp = battle->calc_base_damage2(sstatus, &sstatus->lhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
- damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
- }
- }
- }
- #endif
- return damage;
- }
- int64 battle_calc_cardfix2(struct block_list *src, struct block_list *bl, int64 damage, int s_ele, int nk, int flag) {
- #ifdef RENEWAL
- struct map_session_data *tsd;
- struct status_data *sstatus;
- if ( !damage )
- return 0;
- nullpo_ret(bl);
- nullpo_ret(src);
- tsd = BL_CAST(BL_PC, bl);
- sstatus = status->get_status_data(src);
- if ( tsd ) {
- if ( !(nk&NK_NO_CARDFIX_DEF) ) {
- // RaceAddTolerance
- damage -= damage * tsd->race_tolerance[sstatus->race] / 100;
- damage -= damage * tsd->race_tolerance[is_boss(src) ? RC_BOSS : RC_NONBOSS] / 100;
- if ( flag&BF_SHORT )
- damage -= damage * tsd->bonus.near_attack_def_rate / 100;
- else // SubRangeAttackDamage or bLongAtkDef
- damage -= damage * tsd->bonus.long_attack_def_rate / 100;
- }
- if ( flag&BF_LONG && tsd->sc.data[SC_GS_ADJUSTMENT] ) {
- damage -= 20 * damage / 100;
- }
- }
- #endif
- return damage;
- }
- /*==========================================
- * Calculates card bonuses damage adjustments.
- * cflag(cardfix flag):
- * &1 - calc for left hand.
- * &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON).
- *------------------------------------------*/
- // FIXME: wflag is undocumented
- int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int cflag, int wflag){
- struct map_session_data *sd, *tsd;
- #ifdef RENEWAL
- short cardfix = 100;
- #else
- short cardfix = 1000;
- #endif
- short t_class, s_class, s_race2, t_race2;
- struct status_data *sstatus, *tstatus;
- int i;
- if( !damage )
- return 0;
- nullpo_ret(src);
- nullpo_ret(target);
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- t_class = status->get_class(target);
- s_class = status->get_class(src);
- sstatus = status->get_status_data(src);
- tstatus = status->get_status_data(target);
- s_race2 = status->get_race2(src);
- switch(attack_type){
- case BF_MAGIC:
- if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
- cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race]) / 100;
- if (!(nk&NK_NO_ELEFIX))
- cardfix = cardfix*(100+sd->magic_addele[tstatus->def_ele]) / 100;
- cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size]) / 100;
- cardfix = cardfix * (100 + sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
- cardfix = cardfix * (100 + sd->magic_atk_ele[s_ele])/100;
- for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++) {
- if(sd->add_mdmg[i].class_ == t_class) {
- cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
- break;
- }
- }
- }
- if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
- { // Target cards.
- if (!(nk&NK_NO_ELEFIX))
- {
- int ele_fix = tsd->subele[s_ele];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
- tsd->subele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix = cardfix * (100 - ele_fix) / 100;
- }
- cardfix = cardfix * (100 - tsd->subsize[sstatus->size]) / 100;
- cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
- cardfix = cardfix * (100 - tsd->subrace[sstatus->race]) / 100;
- cardfix = cardfix * (100 - tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
- for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
- if(tsd->add_mdef[i].class_ == s_class) {
- cardfix = cardfix * (100-tsd->add_mdef[i].rate) / 100;
- break;
- }
- }
- #ifndef RENEWAL
- //It was discovered that ranged defense also counts vs magic! [Skotlex]
- if ( wflag&BF_SHORT )
- cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
- else
- cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
- #endif
- cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
- if( tsd->sc.data[SC_PROTECT_MDEF] )
- cardfix = cardfix * ( 100 - tsd->sc.data[SC_PROTECT_MDEF]->val1 ) / 100;
- }
- #ifdef RENEWAL
- if ( cardfix != 100 )
- damage += damage * (cardfix - 100) / 100;
- #else
- if ( cardfix != 1000 )
- damage = damage * cardfix / 1000;
- #endif
- break;
- case BF_WEAPON:
- t_race2 = status->get_race2(target);
- if( cflag&2 ){
- if( sd && !(nk&NK_NO_CARDFIX_ATK) ){
- short cardfix_ =
- #ifdef RENEWAL
- 100;
- #else
- 1000;
- #endif
- if( sd->state.arrow_atk ){
- cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race]) / 100;
- if( !(nk&NK_NO_ELEFIX) ){
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
- for(i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- cardfix = cardfix * (100 + ele_fix) / 100;
- }
- cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size]) / 100;
- cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
- cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
- }else{ // Melee attack
- if( !battle_config.left_cardfix_to_right ){
- cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
- if( !(nk&NK_NO_ELEFIX) ){
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- cardfix = cardfix * (100+ele_fix) / 100;
- }
- cardfix = cardfix * (100+sd->right_weapon.addsize[tstatus->size]) / 100;
- cardfix = cardfix * (100+sd->right_weapon.addrace2[t_race2]) / 100;
- cardfix = cardfix * (100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
- if( cflag&1 ){
- cardfix_ = cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
- if (!(nk&NK_NO_ELEFIX)){
- int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
- if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
- sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
- sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix_lh += sd->left_weapon.addele2[i].rate;
- }
- cardfix = cardfix * (100+ele_fix_lh) / 100;
- }
- cardfix_ = cardfix_ * (100+sd->left_weapon.addsize[tstatus->size]) / 100;
- cardfix_ = cardfix_ * (100+sd->left_weapon.addrace2[t_race2]) / 100;
- cardfix_ = cardfix_ * (100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
- }
- }else{
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++){
- if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
- sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
- sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix += sd->left_weapon.addele2[i].rate;
- }
- cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race]) / 100;
- cardfix = cardfix * (100 + ele_fix) / 100;
- cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size])/100;
- cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2])/100;
- cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
- }
- }
- for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ){
- if( sd->right_weapon.add_dmg[i].class_ == t_class ){
- cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
- break;
- }
- }
- if( cflag&1 ){
- for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ){
- if( sd->left_weapon.add_dmg[i].class_ == t_class ){
- cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
- break;
- }
- }
- }
- #ifndef RENEWAL
- if( wflag&BF_LONG )
- cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
- if( (cflag&1) && cardfix_ != 1000 )
- damage = damage * cardfix_ / 1000;
- else if( cardfix != 1000 )
- damage = damage * cardfix / 1000;
- #else
- if ((cflag & 1) && cardfix_ != 100)
- damage += damage * (cardfix_ - 100) / 100;
- else if (cardfix != 100)
- damage += damage * (cardfix - 100) / 100;
- #endif
- }
- }else{
- // Target side
- if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
- if( !(nk&NK_NO_ELEFIX) ){
- int ele_fix = tsd->subele[s_ele];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
- tsd->subele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix = cardfix * (100-ele_fix) / 100;
- if( cflag&1 && s_ele_ != s_ele ){
- int ele_fix_lh = tsd->subele[s_ele_];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++){
- if(tsd->subele2[i].ele != s_ele_) continue;
- if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
- tsd->subele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix_lh += tsd->subele2[i].rate;
- }
- cardfix = cardfix * (100 - ele_fix_lh) / 100;
- }
- }
- cardfix = cardfix * (100-tsd->subsize[sstatus->size]) / 100;
- cardfix = cardfix * (100-tsd->subrace2[s_race2]) / 100;
- cardfix = cardfix * (100-tsd->subrace[sstatus->race]) / 100;
- cardfix = cardfix * (100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
- for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ){
- if( tsd->add_def[i].class_ == s_class )
- {
- cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
- break;
- }
- }
- #ifndef RENEWAL
- if( wflag&BF_SHORT )
- cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
- else // BF_LONG (there's no other choice)
- cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
- #endif
- if( tsd->sc.data[SC_PROTECT_DEF] )
- cardfix = cardfix * (100 - tsd->sc.data[SC_PROTECT_DEF]->val1) / 100;
- #ifdef RENEWAL
- if ( cardfix != 100 )
- damage += damage * (cardfix - 100) / 100;
- #else
- if( cardfix != 1000 )
- damage = damage * cardfix / 1000;
- #endif
- }
- }
- break;
- case BF_MISC:
- if ( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
- // misc damage reduction from equipment
- #ifndef RENEWAL
- if ( !(nk&NK_NO_ELEFIX) )
- {
- int ele_fix = tsd->subele[s_ele];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
- tsd->subele2[i].flag&wflag&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix = cardfix * (100 - ele_fix) / 100;
- }
- cardfix = cardfix*(100-tsd->subrace[sstatus->race]) / 100;
- cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
- if( wflag&BF_SHORT )
- cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
- else // BF_LONG (there's no other choice)
- cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
- #endif
- cardfix = cardfix*(100 - tsd->subsize[sstatus->size]) / 100;
- cardfix = cardfix*(100 - tsd->subrace2[s_race2]) / 100;
- cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
- #ifdef RENEWAL
- if ( cardfix != 100 )
- damage += damage * (cardfix - 100) / 100;
- #else
- if ( cardfix != 1000 )
- damage = damage * cardfix / 1000;
- #endif
- }
- break;
- }
- return damage;
- }
- /*==========================================
- * Calculates defense reduction. [malufett]
- * flag:
- * &1 - idef/imdef(Ignore defense)
- * &2 - pdef(Pierce defense)
- * &4 - tdef(Total defense reduction)
- *------------------------------------------*/
- // TODO: Add an enum for flag
- int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int flag, int pdef){
- struct status_data *sstatus, *tstatus;
- struct map_session_data *sd, *tsd;
- struct status_change *sc, *tsc;
- int i;
- if( !damage )
- return 0;
- nullpo_ret(src);
- nullpo_ret(target);
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- sstatus = status->get_status_data(src);
- tstatus = status->get_status_data(target);
- sc = status->get_sc(src);
- tsc = status->get_sc(target);
- switch(attack_type){
- case BF_WEAPON:
- {
- /* Take note in RE
- * def1 = equip def
- * def2 = status def
- */
- defType def1 = status->get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
- short def2 = tstatus->def2, vit_def;
- #ifdef RENEWAL
- def1 = status->calc_def2(target, tsc, def1, false); // equip def(RE)
- def2 = status->calc_def(target, tsc, def2, false); // status def(RE)
- #else
- def1 = status->calc_def(target, tsc, def1, false); // equip def(RE)
- def2 = status->calc_def2(target, tsc, def2, false); // status def(RE)
- #endif
- if ( sd ) {
- if ( sd->charm_type == CHARM_TYPE_LAND && sd->charm_count > 0 ) // hidden from status window
- def1 += 10 * def1 * sd->charm_count / 100;
- i = sd->ignore_def[is_boss(target) ? RC_BOSS : RC_NONBOSS];
- i += sd->ignore_def[tstatus->race];
- if ( i ) {
- if ( i > 100 ) i = 100;
- def1 -= def1 * i / 100;
- #ifndef RENEWAL
- def2 -= def2 * i / 100;
- #endif
- }
- }
- if( sc && sc->data[SC_EXPIATIO] ){
- i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
- def1 -= def1 * i / 100;
- #ifndef RENEWAL
- def2 -= def2 * i / 100;
- #endif
- }
- if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
- unsigned char target_count; //256 max targets should be a sane max
- target_count = unit->counttargeted(target);
- if(target_count >= battle_config.vit_penalty_count) {
- if(battle_config.vit_penalty_type == 1) {
- if( !tsc || !tsc->data[SC_STEELBODY] )
- def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
- def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
- } else { //Assume type 2
- if( !tsc || !tsc->data[SC_STEELBODY] )
- def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
- def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
- }
- }
- #ifndef RENEWAL
- if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
- #endif
- if(def2 < 1) def2 = 1;
- }
- //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
- if (tsd) {
- //Sd vit-eq
- #ifndef RENEWAL
- //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
- vit_def = def2*(def2-15)/150;
- vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
- #else
- vit_def = def2;
- #endif
- if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
- src->type == BL_MOB && (i=pc->checkskill(tsd,AL_DP)) > 0)
- vit_def += i*(int)(3 +(tsd->status.base_level+1)*0.04); // [orn]
- if( src->type == BL_MOB && (i=pc->checkskill(tsd,RA_RANGERMAIN))>0 &&
- (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
- vit_def += i*5;
- }
- else { //Mob-Pet vit-eq
- #ifndef RENEWAL
- //VIT + rnd(0,[VIT/20]^2-1)
- vit_def = (def2/20)*(def2/20);
- vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
- #else
- vit_def = def2;
- #endif
- }
- if (battle_config.weapon_defense_type) {
- vit_def += def1*battle_config.weapon_defense_type;
- def1 = 0;
- }
- #ifdef RENEWAL
- /**
- * RE DEF Reduction
- * Pierce defense gains 1 atk per def/2
- **/
- if( def1 < -399 ) // it stops at -399
- def1 = 399; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 399
- //return 1;
- if( flag&2 )
- damage += def1 >> 1;
- if( !(flag&1) && !(flag&2) ) {
- if( flag&4 )
- damage -= (def1 + vit_def);
- else
- damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def);
- }
- #else
- if( def1 > 100 ) def1 = 100;
- if( !(flag&1) ){
- if( flag&2 )
- damage = damage * pdef * (def1+vit_def) / 100;
- else
- damage = damage * (100-def1) / 100;
- }
- if( !(flag&1 || flag&2) )
- damage -= vit_def;
- #endif
- }
- break;
- case BF_MAGIC:
- {
- defType mdef = tstatus->mdef;
- short mdef2= tstatus->mdef2;
- #ifdef RENEWAL
- mdef2 = status->calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
- mdef = status->calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
- #else
- mdef2 = status->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
- mdef = status->calc_mdef(target, tsc, mdef, false); // equip mde(RE)
- #endif
- if( flag&1 )
- mdef = 0;
- if(sd) {
- i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
- i += sd->ignore_mdef[tstatus->race];
- if (i)
- {
- if (i > 100) i = 100;
- mdef -= mdef * i/100;
- //mdef2-= mdef2* i/100;
- }
- }
- #ifdef RENEWAL
- /**
- * RE MDEF Reduction
- **/
- if( mdef < -99 ) // it stops at -99
- mdef = 99; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 99
- //return 1;
- damage = (int)((100.0f - mdef / (mdef + 100.0f) * 90.0f) / 100.0f * damage - mdef2);
- #else
- if(battle_config.magic_defense_type)
- damage = damage - mdef*battle_config.magic_defense_type - mdef2;
- else
- damage = damage * (100-mdef)/100 - mdef2;
- #endif
- }
- break;
- }
- return damage;
- }
- // Minstrel/Wanderer number check for chorus skills.
- int battle_calc_chorusbonus(struct map_session_data *sd) {
- int members = 0;
- if (!sd || !sd->status.party_id)
- return 0;
- members = party->foreachsamemap(party->sub_count_chorus, sd, 0);
- if (members < 3)
- return 0; // Bonus remains 0 unless 3 or more Minstrel's/Wanderer's are in the party.
- if (members > 7)
- return 5; // Maximum effect possible from 7 or more Minstrel's/Wanderer's
- return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible
- }
- // FIXME: flag is undocumented
- int battle_calc_skillratio(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int skillratio, int flag){
- int i;
- struct status_change *sc, *tsc;
- struct map_session_data *sd, *tsd;
- struct status_data *st, *tst, *bst;
- nullpo_ret(src);
- nullpo_ret(target);
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- sc = status->get_sc(src);
- tsc = status->get_sc(target);
- st = status->get_status_data(src);
- bst = status->get_base_status(src);
- tst = status->get_status_data(target);
- switch(attack_type){
- case BF_MAGIC:
- switch(skill_id){
- case MG_NAPALMBEAT:
- skillratio += skill_lv * 10 - 30;
- break;
- case MG_FIREBALL:
- #ifdef RENEWAL
- skillratio += 20 * skill_lv;
- #else
- skillratio += skill_lv * 10 - 30;
- #endif
- break;
- case MG_SOULSTRIKE:
- if (battle->check_undead(tst->race,tst->def_ele))
- skillratio += 5*skill_lv;
- break;
- case MG_FIREWALL:
- skillratio -= 50;
- break;
- case MG_THUNDERSTORM:
- /**
- * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
- **/
- #ifndef RENEWAL
- skillratio -= 20;
- #endif
- break;
- case MG_FROSTDIVER:
- skillratio += 10 * skill_lv;
- break;
- case AL_HOLYLIGHT:
- skillratio += 25;
- if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST)
- skillratio *= 5; //Does 5x damage include bonuses from other skills?
- break;
- case AL_RUWACH:
- skillratio += 45;
- break;
- case WZ_FROSTNOVA:
- skillratio += (100+skill_lv*10) * 2 / 3 - 100;
- break;
- case WZ_FIREPILLAR:
- if (skill_lv > 10)
- skillratio += 2300; //200% MATK each hit
- else
- skillratio += -60 + 20*skill_lv; //20% MATK each hit
- break;
- case WZ_SIGHTRASHER:
- skillratio += 20 * skill_lv;
- break;
- case WZ_WATERBALL:
- skillratio += 30 * skill_lv;
- break;
- case WZ_STORMGUST:
- skillratio += 40 * skill_lv;
- break;
- case HW_NAPALMVULCAN:
- skillratio += 10 * skill_lv - 30;
- break;
- case SL_STIN:
- skillratio += (tst->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
- break;
- case SL_STUN:
- skillratio += (tst->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
- break;
- case SL_SMA:
- skillratio += -60 + status->get_lv(src); //Base damage is 40% + lv%
- break;
- case NJ_KOUENKA:
- skillratio -= 10;
- if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
- skillratio += 20 * sd->charm_count;
- break;
- case NJ_KAENSIN:
- skillratio -= 50;
- if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
- skillratio += 10 * sd->charm_count;
- break;
- case NJ_BAKUENRYU:
- skillratio += 50 * (skill_lv - 1);
- if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
- skillratio += 15 * sd->charm_count;
- break;
- #ifdef RENEWAL
- case NJ_HYOUSENSOU:
- skillratio -= 30;
- if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0)
- skillratio += 5 * sd->charm_count;
- break;
- #endif
- case NJ_HYOUSYOURAKU:
- skillratio += 50 * skill_lv;
- if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0)
- skillratio += 25 * sd->charm_count;
- break;
- case NJ_RAIGEKISAI:
- skillratio += 60 + 40 * skill_lv;
- if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
- skillratio += 15 * sd->charm_count;
- break;
- case NJ_KAMAITACHI:
- if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
- skillratio += 10 * sd->charm_count;
- /* Fall through */
- case NPC_ENERGYDRAIN:
- skillratio += 100 * skill_lv;
- break;
- #ifdef RENEWAL
- case WZ_HEAVENDRIVE:
- case WZ_METEOR:
- skillratio += 25;
- break;
- case WZ_VERMILION:
- {
- int interval = 0, per = interval, ratio = per;
- while( (per++) < skill_lv ){
- ratio += interval;
- if(per%3==0) interval += 20;
- }
- if( skill_lv > 9 )
- ratio -= 10;
- skillratio += ratio;
- }
- break;
- case NJ_HUUJIN:
- skillratio += 50;
- if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
- skillratio += 20 * sd->charm_count;
- break;
- #else
- case WZ_VERMILION:
- skillratio += 20*skill_lv-20;
- break;
- #endif
- /**
- * Arch Bishop
- **/
- case AB_JUDEX:
- skillratio = 300 + 20 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AB_ADORAMUS:
- skillratio = 500 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case AB_DUPLELIGHT_MAGIC:
- skillratio = 200 + 20 * skill_lv;
- break;
- /**
- * Warlock
- **/
- case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster's INT )} x ( Caster's Base Level / 100 )] %
- skillratio = 100 * (skill_lv + 4) + st->int_;
- RE_LVL_DMOD(100);
- break;
- case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster's Base Level / 100 )] %
- skillratio += 100 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_JACKFROST:
- if( tsc && tsc->data[SC_FROSTMISTY] ){
- skillratio += 900 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- }else{
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(150);
- }
- break;
- case WL_DRAINLIFE:
- skillratio = 200 * skill_lv + status_get_int(src);
- RE_LVL_DMOD(100);
- break;
- case WL_CRIMSONROCK:
- skillratio = 300 * skill_lv;
- RE_LVL_DMOD(100);
- skillratio += 1300;
- break;
- case WL_HELLINFERNO:
- skillratio = 300 * skill_lv;
- RE_LVL_DMOD(100);
- // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
- // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
- if( flag&ELE_DARK )
- skillratio *= 4;
- skillratio /= 5;
- break;
- case WL_COMET:
- i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
- if( i <= 3 ) skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
- else
- if( i <= 5 ) skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
- else
- if( i <= 7 ) skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
- else
- skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
- if( sd && sd->status.party_id ){
- struct map_session_data* psd;
- int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
- c = 0;
- memset (p_sd, 0, sizeof(p_sd));
- party->foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
- c = ( c > 1 ? rnd()%c : 0 );
- if( (psd = map->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){
- skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
- RE_LVL_DMOD(120);
- skillratio += 2500;
- status_zap(&psd->bl, 0, skill->get_sp(skill_id, skill_lv) / 2);
- }
- }
- break;
- case WL_CHAINLIGHTNING_ATK:
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- if(flag > 0)
- skillratio += 100 * flag;
- break;
- case WL_EARTHSTRAIN:
- skillratio = 2000 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- skillratio += 400 + 500 * skill_lv;
- break;
- case WL_SUMMON_ATK_FIRE:
- case WL_SUMMON_ATK_WATER:
- case WL_SUMMON_ATK_WIND:
- case WL_SUMMON_ATK_GROUND:
- skillratio = (1 + skill_lv) / 2 * (status->get_lv(src) + (sd ? sd->status.job_level : 50));
- RE_LVL_DMOD(100);
- break;
- case LG_RAYOFGENESIS:
- {
- uint16 lv = skill_lv;
- int bandingBonus = 0;
- if( sc && sc->data[SC_BANDING] )
- bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1);
- skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
- }
- break;
- case LG_SHIELDSPELL:
- if ( sd && skill_lv == 2 ) // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
- skillratio = 4 * status->get_lv(src) + 100 * sd->bonus.shieldmdef + 2 * st->int_;
- else
- skillratio = 0;
- break;
- case WM_METALICSOUND:
- skillratio = 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 );
- RE_LVL_DMOD(100);
- break;
- case WM_REVERBERATION_MAGIC:
- skillratio = 100 * skill_lv + 100;
- RE_LVL_DMOD(100);
- break;
- case SO_FIREWALK:
- skillratio = 60 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_HEATER_OPTION] )
- skillratio += sc->data[SC_HEATER_OPTION]->val3 / 2;
- break;
- case SO_ELECTRICWALK:
- skillratio = 60 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sc->data[SC_BLAST_OPTION]->val2 / 2;
- break;
- case SO_EARTHGRAVE:
- skillratio = st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd,SA_SEISMICWEAPON) : 1);
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
- break;
- case SO_DIAMONDDUST:
- skillratio = (st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 1)) * status->get_lv(src) / 100;
- if( sc && sc->data[SC_COOLER_OPTION] )
- skillratio += sc->data[SC_COOLER_OPTION]->val3 * 5;
- break;
- case SO_POISON_BUSTER:
- skillratio += 900 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
- break;
- case SO_PSYCHIC_WAVE:
- skillratio = 70 * skill_lv + 3 * st->int_;
- RE_LVL_DMOD(100);
- if( sc && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION]
- || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) )
- skillratio += skillratio * 20 / 100;
- break;
- case SO_VARETYR_SPEAR:
- skillratio = status_get_int(src) * skill_lv + ( sd ? pc->checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sc->data[SC_BLAST_OPTION]->val2 * 5;
- break;
- case SO_CLOUD_KILL:
- skillratio = 40 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
- break;
- case GN_DEMONIC_FIRE: {
- int fire_expansion_lv = skill_lv / 100;
- skill_lv = skill_lv % 100;
- skillratio = 110 + 20 * skill_lv;
- if ( fire_expansion_lv == 1 )
- skillratio += status_get_int(src) + (sd?sd->status.job_level:50);
- else if ( fire_expansion_lv == 2 )
- skillratio += status_get_int(src) * 10;
- }
- break;
- // Magical Elemental Spirits Attack Skills
- case EL_FIRE_MANTLE:
- case EL_WATER_SCREW:
- skillratio += 900;
- break;
- case EL_FIRE_ARROW:
- case EL_ROCK_CRUSHER_ATK:
- skillratio += 200;
- break;
- case EL_FIRE_BOMB:
- case EL_ICE_NEEDLE:
- case EL_HURRICANE_ATK:
- skillratio += 400;
- break;
- case EL_FIRE_WAVE:
- case EL_TYPOON_MIS_ATK:
- skillratio += 1100;
- break;
- case MH_ERASER_CUTTER:
- skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
- break;
- case MH_XENO_SLASHER:
- if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
- else skillratio += 400 + 100 * skill_lv; //700:900
- break;
- case MH_HEILIGE_STANGE:
- skillratio += 400 + 250 * skill_lv;
- break;
- case MH_POISON_MIST:
- skillratio += 100 * skill_lv;
- break;
- case KO_KAIHOU:
- if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) {
- skillratio += -100 + 200 * sd->charm_count;
- RE_LVL_DMOD(100);
- pc->del_charm(sd, sd->charm_count, sd->charm_type);
- }
- break;
- default:
- battle->calc_skillratio_magic_unknown(&attack_type, src, target, &skill_id, &skill_lv, &skillratio, &flag);
- break;
- }
- break;
- case BF_WEAPON:
- switch( skill_id )
- {
- case SM_BASH:
- case MS_BASH:
- skillratio += 30 * skill_lv;
- break;
- case SM_MAGNUM:
- case MS_MAGNUM:
- skillratio += 20 * skill_lv;
- break;
- case MC_MAMMONITE:
- skillratio += 50 * skill_lv;
- break;
- case HT_POWER:
- skillratio += -50 + 8 * status_get_str(src);
- break;
- case AC_DOUBLE:
- case MA_DOUBLE:
- skillratio += 10 * (skill_lv-1);
- break;
- case AC_SHOWER:
- case MA_SHOWER:
- #ifdef RENEWAL
- skillratio += 50 + 10 * skill_lv;
- #else
- skillratio += -25 + 5 * skill_lv;
- #endif
- break;
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- skillratio += 50;
- break;
- #ifndef RENEWAL
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- skillratio += -50 + 10 * skill_lv;
- break;
- #endif
- case KN_PIERCE:
- case ML_PIERCE:
- skillratio += 10 * skill_lv;
- break;
- case MER_CRASH:
- skillratio += 10 * skill_lv;
- break;
- case KN_SPEARSTAB:
- skillratio += 20 * skill_lv;
- break;
- case KN_SPEARBOOMERANG:
- skillratio += 50*skill_lv;
- break;
- case KN_BRANDISHSPEAR:
- case ML_BRANDISH:
- {
- int ratio = 100 + 20 * skill_lv;
- skillratio += ratio - 100;
- if(skill_lv>3 && flag==1) skillratio += ratio / 2;
- if(skill_lv>6 && flag==1) skillratio += ratio / 4;
- if(skill_lv>9 && flag==1) skillratio += ratio / 8;
- if(skill_lv>6 && flag==2) skillratio += ratio / 2;
- if(skill_lv>9 && flag==2) skillratio += ratio / 4;
- if(skill_lv>9 && flag==3) skillratio += ratio / 2;
- break;
- }
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- skillratio+= 40 * skill_lv;
- break;
- case AS_GRIMTOOTH:
- skillratio += 20 * skill_lv;
- break;
- case AS_POISONREACT:
- skillratio += 30 * skill_lv;
- break;
- case AS_SONICBLOW:
- skillratio += 300 + 40 * skill_lv;
- break;
- case TF_SPRINKLESAND:
- skillratio += 30;
- break;
- case MC_CARTREVOLUTION:
- skillratio += 50;
- if( sd && sd->cart_weight )
- skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
- else if (!sd)
- skillratio += 100; //Max damage for non players.
- break;
- case NPC_RANDOMATTACK:
- skillratio += 100 * skill_lv;
- break;
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_UNDEADATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_BLOODDRAIN:
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- case NPC_HELLJUDGEMENT:
- case NPC_PULSESTRIKE:
- skillratio += 100 * (skill_lv-1);
- break;
- case NPC_EARTHQUAKE:
- skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2);
- break;
- case RG_BACKSTAP:
- if( sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty )
- skillratio += (200 + 40 * skill_lv) / 2;
- else
- skillratio += 200 + 40 * skill_lv;
- break;
- case RG_RAID:
- skillratio += 40 * skill_lv;
- break;
- case RG_INTIMIDATE:
- skillratio += 30 * skill_lv;
- break;
- case CR_SHIELDCHARGE:
- skillratio += 20 * skill_lv;
- break;
- case CR_SHIELDBOOMERANG:
- skillratio += 30 * skill_lv;
- break;
- case NPC_DARKCROSS:
- case CR_HOLYCROSS:
- {
- int ratio = 35 * skill_lv;
- #ifdef RENEWAL
- if(sd && sd->status.weapon == W_2HSPEAR)
- ratio *= 2;
- #endif
- skillratio += ratio;
- break;
- }
- case AM_DEMONSTRATION:
- skillratio += 20 * skill_lv;
- break;
- case AM_ACIDTERROR:
- #ifdef RENEWAL
- skillratio += 80 * skill_lv + 100;
- #else
- skillratio += 40 * skill_lv;
- #endif
- break;
- case MO_FINGEROFFENSIVE:
- skillratio+= 50 * skill_lv;
- break;
- case MO_INVESTIGATE:
- skillratio += 75 * skill_lv;
- break;
- case MO_EXTREMITYFIST:
- #ifndef RENEWAL
- {
- //Overflow check. [Skotlex]
- unsigned int ratio = skillratio + 100*(8 + st->sp/10);
- //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
- if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
- skillratio = (unsigned short)ratio;
- }
- #endif
- break;
- case MO_TRIPLEATTACK:
- skillratio += 20 * skill_lv;
- break;
- case MO_CHAINCOMBO:
- skillratio += 50 + 50 * skill_lv;
- break;
- case MO_COMBOFINISH:
- skillratio += 140 + 60 * skill_lv;
- break;
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- skillratio += 25 + 25 * skill_lv;
- break;
- case CH_TIGERFIST:
- skillratio += 100 * skill_lv - 60;
- break;
- case CH_CHAINCRUSH:
- skillratio += 300 + 100 * skill_lv;
- break;
- case CH_PALMSTRIKE:
- skillratio += 100 + 100 * skill_lv;
- break;
- case LK_HEADCRUSH:
- skillratio += 40 * skill_lv;
- break;
- case LK_JOINTBEAT:
- i = 10 * skill_lv - 50;
- // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
- if (flag&BREAK_NECK) i*=2;
- skillratio += i;
- break;
- case ASC_METEORASSAULT:
- skillratio += 40 * skill_lv - 60;
- break;
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- skillratio += 100 + 50 * skill_lv;
- break;
- case CG_ARROWVULCAN:
- skillratio += 100 + 100 * skill_lv;
- break;
- case AS_SPLASHER:
- skillratio += 400 + 50 * skill_lv;
- if(sd)
- skillratio += 20 * pc->checkskill(sd,AS_POISONREACT);
- break;
- #ifndef RENEWAL
- case ASC_BREAKER:
- skillratio += 100*skill_lv-100;
- #else
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- skillratio += 50 * skill_lv;
- #endif
- break;
- case PA_SACRIFICE:
- skillratio += 10 * skill_lv - 10;
- break;
- case PA_SHIELDCHAIN:
- skillratio += 30 * skill_lv;
- break;
- case WS_CARTTERMINATION:
- i = 10 * (16 - skill_lv);
- if (i < 1) i = 1;
- //Preserve damage ratio when max cart weight is changed.
- if(sd && sd->cart_weight)
- skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
- else if (!sd)
- skillratio += 80000 / i - 100;
- break;
- case TK_DOWNKICK:
- skillratio += 60 + 20 * skill_lv;
- break;
- case TK_STORMKICK:
- skillratio += 60 + 20 * skill_lv;
- break;
- case TK_TURNKICK:
- skillratio += 90 + 30 * skill_lv;
- break;
- case TK_COUNTER:
- skillratio += 90 + 30 * skill_lv;
- break;
- case TK_JUMPKICK:
- skillratio += -70 + 10*skill_lv;
- if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
- skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus
- if (flag) {
- skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
- if( sc && sc->data[SC_STRUP] ) // Spurt bonus
- skillratio *= 2;
- }
- break;
- case GS_TRIPLEACTION:
- skillratio += 50 * skill_lv;
- break;
- case GS_BULLSEYE:
- //Only works well against brute/demi-humans non bosses.
- if((tst->race == RC_BRUTE || tst->race == RC_DEMIHUMAN)
- && !(tst->mode&MD_BOSS))
- skillratio += 400;
- break;
- case GS_TRACKING:
- skillratio += 100 * (skill_lv+1);
- break;
- #ifndef RENEWAL
- case GS_PIERCINGSHOT:
- skillratio += 20 * skill_lv;
- break;
- #endif
- case GS_RAPIDSHOWER:
- skillratio += 10 * skill_lv;
- break;
- case GS_DESPERADO:
- skillratio += 50 * (skill_lv-1);
- break;
- case GS_DUST:
- skillratio += 50 * skill_lv;
- break;
- case GS_FULLBUSTER:
- skillratio += 100 * (skill_lv+2);
- break;
- case GS_SPREADATTACK:
- #ifdef RENEWAL
- skillratio += 20 * (skill_lv);
- #else
- skillratio += 20 * (skill_lv-1);
- #endif
- break;
- case NJ_HUUMA:
- skillratio += 50 + 150 * skill_lv;
- break;
- case NJ_TATAMIGAESHI:
- skillratio += 10 * skill_lv;
- break;
- case NJ_KASUMIKIRI:
- skillratio += 10 * skill_lv;
- break;
- case NJ_KIRIKAGE:
- skillratio += 100 * (skill_lv-1);
- break;
- case KN_CHARGEATK:
- {
- int k = (flag-1)/3; //+100% every 3 cells of distance
- if( k > 2 ) k = 2; // ...but hard-limited to 300%.
- skillratio += 100 * k;
- }
- break;
- case HT_PHANTASMIC:
- skillratio += 50;
- break;
- case MO_BALKYOUNG:
- skillratio += 200;
- break;
- case HFLI_MOON: //[orn]
- skillratio += 10 + 110 * skill_lv;
- break;
- case HFLI_SBR44: //[orn]
- skillratio += 100 * (skill_lv-1);
- break;
- case NPC_VAMPIRE_GIFT:
- skillratio += ((skill_lv-1)%5+1) * 100;
- break;
- case RK_SONICWAVE:
- skillratio = (skill_lv + 5) * 100;
- skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100;
- break;
- case RK_HUNDREDSPEAR:
- skillratio += 500 + (80 * skill_lv);
- if( sd ){
- short index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += (10000 - min(10000, sd->inventory_data[index]->weight)) / 10;
- skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
- }
- break;
- case RK_WINDCUTTER:
- skillratio = (skill_lv + 2) * 50;
- RE_LVL_DMOD(100);
- break;
- case RK_IGNITIONBREAK:
- i = distance_bl(src,target);
- if( i < 2 )
- skillratio = 300 * skill_lv;
- else if( i < 4 )
- skillratio = 250 * skill_lv;
- else
- skillratio = 200 * skill_lv;
- skillratio = skillratio * status->get_lv(src) / 100;
- if( st->rhw.ele == ELE_FIRE )
- skillratio += 100 * skill_lv;
- break;
- case RK_STORMBLAST:
- skillratio = ((sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8) * 100;
- break;
- case RK_PHANTOMTHRUST:
- skillratio = 50 * skill_lv + 10 * (sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
- RE_LVL_DMOD(150);
- break;
- /**
- * GC Guillotine Cross
- **/
- case GC_CROSSIMPACT:
- skillratio += 900 + 100 * skill_lv;
- RE_LVL_DMOD(120);
- break;
- case GC_PHANTOMMENACE:
- skillratio += 200;
- break;
- case GC_COUNTERSLASH:
- //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
- skillratio += 200 + (100 * skill_lv);
- RE_LVL_DMOD(120);
- break;
- case GC_ROLLINGCUTTER:
- skillratio = 50 + 50 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case GC_CROSSRIPPERSLASHER:
- skillratio += 300 + 80 * skill_lv;
- RE_LVL_DMOD(100);
- if( sc && sc->data[SC_ROLLINGCUTTER] )
- skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
- break;
- case GC_DARKCROW:
- skillratio += 100 * (skill_lv - 1);
- break;
- /**
- * Arch Bishop
- **/
- case AB_DUPLELIGHT_MELEE:
- skillratio += 10 * skill_lv;
- break;
- /**
- * Ranger
- **/
- case RA_ARROWSTORM:
- skillratio += 900 + 80 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RA_AIMEDBOLT:
- skillratio += 400 + 50 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case RA_CLUSTERBOMB:
- skillratio += 100 + 100 * skill_lv;
- break;
- case RA_WUGDASH:// ATK 300%
- skillratio = 300;
- if( sc && sc->data[SC_DANCE_WITH_WUG] )
- skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
- break;
- case RA_WUGSTRIKE:
- skillratio = 200 * skill_lv;
- if( sc && sc->data[SC_DANCE_WITH_WUG] )
- skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
- break;
- case RA_WUGBITE:
- skillratio += 300 + 200 * skill_lv;
- if ( skill_lv == 5 ) skillratio += 100;
- break;
- case RA_SENSITIVEKEEN:
- skillratio = 150 * skill_lv;
- break;
- /**
- * Mechanic
- **/
- case NC_BOOSTKNUCKLE:
- skillratio = skill_lv * 100 + 200 + st->dex;
- RE_LVL_DMOD(120);
- break;
- case NC_PILEBUNKER:
- skillratio = skill_lv*100 + 300 + status_get_str(src);
- RE_LVL_DMOD(100);
- break;
- case NC_VULCANARM:
- skillratio = 70 * skill_lv + status_get_dex(src);
- RE_LVL_DMOD(120);
- break;
- case NC_FLAMELAUNCHER:
- case NC_COLDSLOWER:
- skillratio += 200 + 300 * skill_lv;
- RE_LVL_DMOD(150);
- break;
- case NC_ARMSCANNON:
- switch( tst->size ) {
- case SZ_SMALL: skillratio = 300 + 350 * skill_lv; break; // Medium
- case SZ_MEDIUM: skillratio = 300 + 400 * skill_lv; break; // Small
- case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large
- }
- RE_LVL_DMOD(120);
- break;
- case NC_AXEBOOMERANG:
- skillratio = 250 + 50 * skill_lv;
- if( sd ) {
- short index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += sd->inventory_data[index]->weight / 10;
- }
- RE_LVL_DMOD(100);
- break;
- case NC_POWERSWING:
- skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100;
- break;
- case NC_AXETORNADO:
- skillratio = 200 + 100 * skill_lv + st->vit;
- RE_LVL_DMOD(100);
- if( st->rhw.ele == ELE_WIND )
- skillratio = skillratio * 125 / 100;
- if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
- skillratio = skillratio * 75 / 100;
- break;
- case SC_FATALMENACE:
- skillratio = 100 * (skill_lv+1);
- RE_LVL_DMOD(100);
- break;
- case SC_TRIANGLESHOT:
- skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 );
- RE_LVL_DMOD(120);
- break;
- case SC_FEINTBOMB:
- skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10;
- RE_LVL_DMOD(120);
- break;
- case LG_CANNONSPEAR:
- skillratio = (50 + st->str) * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case LG_BANISHINGPOINT:
- skillratio = 50 * skill_lv + 30 * (sd ? pc->checkskill(sd,SM_BASH) : 10);
- RE_LVL_DMOD(100);
- break;
- case LG_SHIELDPRESS:
- skillratio = 150 * skill_lv + st->str;
- if( sd ) {
- short index = sd->equip_index[EQI_HAND_L];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
- skillratio += sd->inventory_data[index]->weight / 10;
- }
- RE_LVL_DMOD(100);
- break;
- case LG_PINPOINTATTACK:
- skillratio = 100 * skill_lv + 5 * st->agi;
- RE_LVL_DMOD(120);
- break;
- case LG_RAGEBURST:
- if( sc ){
- skillratio += -100 + (status_get_max_hp(src) - status_get_hp(src)) / 100 + sc->fv_counter * 200;
- clif->millenniumshield(src, (sc->fv_counter = 0));
- }
- RE_LVL_DMOD(100);
- break;
- case LG_SHIELDSPELL:
- if ( sd && skill_lv == 1 ) {
- struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- if( shield_data )
- skillratio = 4 * status->get_lv(src) + 10 * shield_data->def + 2 * st->vit;
- }
- else
- skillratio = 0; // Prevents ATK damage from being done on LV 2 usage since LV 2 us MATK. [Rytech]
- break;
- case LG_MOONSLASHER:
- skillratio = 120 * skill_lv + 80 * (sd ? pc->checkskill(sd,LG_OVERBRAND) : 5);
- RE_LVL_DMOD(100);
- break;
- case LG_OVERBRAND:
- skillratio += -100 + 400 * skill_lv + 50 * ((sd) ? pc->checkskill(sd,CR_SPEARQUICKEN) : 1);
- RE_LVL_DMOD(100);
- break;
- case LG_OVERBRAND_BRANDISH:
- skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
- break;
- case LG_OVERBRAND_PLUSATK:
- skillratio = 200 * skill_lv + rnd_value( 10, 100);
- RE_LVL_DMOD(100);
- break;
- case LG_RAYOFGENESIS:
- skillratio = 300 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case LG_EARTHDRIVE:
- if( sd ) {
- short index = sd->equip_index[EQI_HAND_L];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
- skillratio = (1 + skill_lv) * sd->inventory_data[index]->weight / 10;
- }
- RE_LVL_DMOD(100);
- break;
- case LG_HESPERUSLIT:
- skillratio = 120 * skill_lv;
- if( sc && sc->data[SC_BANDING] )
- skillratio += 200 * sc->data[SC_BANDING]->val2;
- if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
- skillratio = skillratio * 150 / 100;
- if( sc && sc->data[SC_INSPIRATION] )
- skillratio += 600;
- RE_LVL_DMOD(100);
- break;
- case SR_DRAGONCOMBO:
- skillratio += 40 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case SR_SKYNETBLOW:
- if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
- skillratio += 100 * skill_lv + status_get_agi(src) + 50;
- else //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
- skillratio += -100 + 80 * skill_lv + status_get_agi(src);
- RE_LVL_DMOD(100);
- break;
- case SR_EARTHSHAKER:
- if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
- tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
- skillratio += -100 + 150 * skill_lv;
- RE_LVL_DMOD(100);
- skillratio += status_get_int(src) * 3;
- }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
- skillratio += 50 * (skill_lv-2);
- RE_LVL_DMOD(100);
- skillratio += status_get_int(src) * 2;
- }
- break;
- case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
- skillratio += 150 *skill_lv;
- RE_LVL_DMOD(150);
- break;
- case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
- {
- int hp = status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
- sp = status_get_max_sp(src) * (6 + skill_lv) / 100;
- if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
- skillratio += -100 + (hp+sp) / 2;
- else
- skillratio += -100 + (hp+sp) / 4;
- RE_LVL_DMOD(100);
- }
- break;
- case SR_RAMPAGEBLASTER:
- skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
- if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
- skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
- RE_LVL_DMOD(120);
- } else {
- RE_LVL_DMOD(150);
- }
- break;
- case SR_KNUCKLEARROW:
- if ( flag&4 || map->list[src->m].flag.gvg_castle || tst->mode&MD_BOSS ) {
- // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
- skillratio = 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
- if( tsd && tsd->weight )
- skillratio += 100 * (tsd->weight / tsd->max_weight);
- }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
- skillratio += 400 + (100 * skill_lv);
- RE_LVL_DMOD(100);
- break;
- case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio = status->get_lv(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
- break;
- case SR_GATEOFHELL:
- if( sc && sc->data[SC_COMBOATTACK]
- && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
- skillratio += 800 * skill_lv -100;
- else
- skillratio += 500 * skill_lv -100;
- RE_LVL_DMOD(100);
- break;
- case SR_GENTLETOUCH_QUIET:
- skillratio += 100 * skill_lv - 100 + status_get_dex(src);
- RE_LVL_DMOD(100);
- break;
- case SR_HOWLINGOFLION:
- skillratio += 300 * skill_lv - 100;
- RE_LVL_DMOD(150);
- break;
- case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
- if( (st->rhw.ele) == ELE_WIND || (st->lhw.ele) == ELE_WIND )
- skillratio += skill_lv * 50;
- skillratio += -100 + 200 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WM_REVERBERATION_MELEE:
- skillratio += 200 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case WM_SEVERE_RAINSTORM_MELEE:
- skillratio = (st->agi + st->dex) * skill_lv / 5;
- RE_LVL_DMOD(100);
- break;
- case WM_GREAT_ECHO:
- {
- int chorusbonus = battle->calc_chorusbonus(sd);
- skillratio += 300 + 200 * skill_lv;
- //Chorus bonus don't count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech]
- if (chorusbonus >= 1 && chorusbonus <= 5)
- skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
- RE_LVL_DMOD(100);
- }
- break;
- case GN_CART_TORNADO:
- {
- int strbonus = bst->str;
- skillratio = 50 * skill_lv + (sd ? sd->cart_weight : battle_config.max_cart_weight) / 10 / max(150 - strbonus, 1) + 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5);
- }
- break;
- case GN_CARTCANNON:
- skillratio += -100 + (int)(50.0f * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5) * (st->int_ / 40.0f) + 60.0f * skill_lv);
- break;
- case GN_SPORE_EXPLOSION:
- skillratio = 100 * skill_lv + (200 + st->int_) * status->get_lv(src) / 100;
- /* Fall through */
- case GN_CRAZYWEED_ATK:
- skillratio += 400 + 100 * skill_lv;
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- if( sd ) {
- switch( sd->itemid ) {
- case ITEMID_APPLE_BOMB:
- skillratio = st->str + st->dex + 300;
- break;
- case ITEMID_MELON_BOMB:
- skillratio = st->str + st->dex + 500;
- break;
- case ITEMID_COCONUT_BOMB:
- case ITEMID_PINEAPPLE_BOMB:
- case ITEMID_BANANA_BOMB:
- skillratio = st->str + st->dex + 800;
- break;
- case ITEMID_BLACK_LUMP:
- skillratio = (st->str + st->agi + st->dex) / 3; // Black Lump
- break;
- case ITEMID_BLACK_HARD_LUMP:
- skillratio = (st->str + st->agi + st->dex) / 2; // Hard Black Lump
- break;
- case ITEMID_VERY_HARD_LUMP:
- skillratio = st->str + st->agi + st->dex; // Extremely Hard Black Lump
- break;
- }
- }
- break;
- case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
- skillratio += -100 + 50 * skill_lv + ( sd ? pc->checkskill(sd, SO_STRIKING) * 50 : 0 );
- if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += (sd ? sd->status.job_level * 5 : 0);
- break;
- // Physical Elemental Spirits Attack Skills
- case EL_CIRCLE_OF_FIRE:
- case EL_FIRE_BOMB_ATK:
- case EL_STONE_RAIN:
- skillratio += 200;
- break;
- case EL_FIRE_WAVE_ATK:
- skillratio += 500;
- break;
- case EL_TIDAL_WEAPON:
- skillratio += 1400;
- break;
- case EL_WIND_SLASH:
- skillratio += 100;
- break;
- case EL_HURRICANE:
- skillratio += 600;
- break;
- case EL_TYPOON_MIS:
- case EL_WATER_SCREW_ATK:
- skillratio += 900;
- break;
- case EL_STONE_HAMMER:
- skillratio += 400;
- break;
- case EL_ROCK_CRUSHER:
- skillratio += 700;
- break;
- case KO_JYUMONJIKIRI:
- skillratio += -100 + 150 * skill_lv;
- RE_LVL_DMOD(120);
- if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] )
- skillratio += status->get_lv(src) * skill_lv;
- break;
- case KO_HUUMARANKA:
- skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0);
- break;
- case KO_SETSUDAN:
- skillratio += -100 + 100 * skill_lv;
- RE_LVL_DMOD(100);
- break;
- case MH_NEEDLE_OF_PARALYZE:
- skillratio += 600 + 100 * skill_lv;
- break;
- case MH_STAHL_HORN:
- skillratio += 400 + 100 * skill_lv;
- break;
- case MH_LAVA_SLIDE:
- skillratio += -100 + 70 * skill_lv;
- break;
- case MH_TINDER_BREAKER:
- case MH_MAGMA_FLOW:
- skillratio += -100 + 100 * skill_lv;
- break;
- default:
- battle->calc_skillratio_weapon_unknown(&attack_type, src, target, &skill_id, &skill_lv, &skillratio, &flag);
- break;
- }
- //Skill damage modifiers that stack linearly
- if(sc && skill_id != PA_SACRIFICE){
- #ifdef RENEWAL_EDP
- if( sc->data[SC_EDP] ){
- if( skill_id == AS_SONICBLOW ||
- skill_id == GC_COUNTERSLASH ||
- skill_id == GC_CROSSIMPACT )
- skillratio >>= 1;
- }
- #endif
- if(sc->data[SC_OVERTHRUST])
- skillratio += sc->data[SC_OVERTHRUST]->val3;
- if(sc->data[SC_OVERTHRUSTMAX])
- skillratio += sc->data[SC_OVERTHRUSTMAX]->val2;
- if(sc->data[SC_BERSERK])
- #ifndef RENEWAL
- skillratio += 100;
- #else
- skillratio += 200;
- if( sc->data[SC_TRUESIGHT] )
- skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
- if( sc->data[SC_LKCONCENTRATION] )
- skillratio += sc->data[SC_LKCONCENTRATION]->val2;
- if( sd && sd->status.weapon == W_KATAR && (i=pc->checkskill(sd,ASC_KATAR)) > 0 )
- skillratio += skillratio * (10 + 2 * i) / 100;
- #endif
- if( (!skill_id || skill_id == KN_AUTOCOUNTER) && sc->data[SC_CRUSHSTRIKE] ){
- if( sd )
- {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
- short index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += -100 + sd->inventory_data[index]->weight/10 + st->rhw.atk +
- 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
- }
- status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
- skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
- }
- }
- }
- if( skillratio < 1 )
- return 0;
- return skillratio;
- }
- void battle_calc_skillratio_magic_unknown(int *attack_type, struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int *skillratio, int *flag) {
- }
- void battle_calc_skillratio_weapon_unknown(int *attack_type, struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int *skillratio, int *flag) {
- }
- /*==========================================
- * Check damage trough status.
- * ATK may be MISS, BLOCKED FAIL, reduce, increase, end status...
- * After this we apply bg/gvg reduction
- *------------------------------------------*/
- int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) {
- struct map_session_data *sd = NULL;
- struct status_change *sc, *tsc;
- struct status_change_entry *sce;
- int div_, flag;
- nullpo_ret(bl);
- nullpo_ret(d);
- sd = BL_CAST(BL_PC, bl);
- div_ = d->div_;
- flag = d->flag;
- // need check src for null pointer?
- if( !damage )
- return 0;
- if( battle_config.ksprotection && mob->ksprotected(src, bl) )
- return 0;
- if (sd != NULL) {
- //Special no damage states
- if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
- damage -= damage * sd->special_state.no_weapon_damage / 100;
- if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
- damage -= damage * sd->special_state.no_magic_damage / 100;
- if(flag&BF_MISC && sd->special_state.no_misc_damage)
- damage -= damage * sd->special_state.no_misc_damage / 100;
- if(!damage) return 0;
- }
- sc = status->get_sc(bl);
- tsc = status->get_sc(src);
- if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- return 1;
- if (skill_id == PA_PRESSURE)
- return damage; //This skill bypass everything else.
- if( sc && sc->count )
- {
- //First, sc_*'s that reduce damage to 0.
- if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
- {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
- if( skill_id == MG_NAPALMBEAT ||
- skill_id == MG_SOULSTRIKE ||
- skill_id == WL_SOULEXPANSION ||
- (skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||
- (!skill_id && (status->get_status_data(src))->rhw.ele == ELE_GHOST)
- ){
- if( skill_id == WL_SOULEXPANSION )
- damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
- status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
- }else{
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- }
- if( sc->data[SC_ZEPHYR] && ((flag&BF_LONG) || rnd()%100 < 10) ) {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
- {
- struct skill_unit_group* group = skill->id2group(sc->data[SC_SAFETYWALL]->val3);
- uint16 src_skill_id = sc->data[SC_SAFETYWALL]->val2;
- if (group) {
- d->dmg_lv = ATK_BLOCK;
- if(src_skill_id == MH_STEINWAND){
- if (--group->val2<=0)
- skill->del_unitgroup(group,ALC_MARK);
- if( (group->val3 - damage) > 0 )
- group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
- else
- skill->del_unitgroup(group,ALC_MARK);
- return 0;
- }
- if( skill_id == SO_ELEMENTAL_SHIELD ) {
- if ( ( group->val2 - damage) > 0 ) {
- group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
- } else
- skill->del_unitgroup(group,ALC_MARK);
- return 0;
- }
- /**
- * in RE, SW possesses a lifetime equal to 3 times the caster's health
- **/
- #ifdef RENEWAL
- if ( ( group->val2 - damage) > 0 ) {
- group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
- } else
- skill->del_unitgroup(group,ALC_MARK);
- if (--group->val3<=0)
- skill->del_unitgroup(group,ALC_MARK);
- #else
- if (--group->val2<=0)
- skill->del_unitgroup(group,ALC_MARK);
- #endif
- return 0;
- }
- status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
- }
- if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG && skill_id != CR_ACIDDEMONSTRATION ) {
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC__MAELSTROM] && (flag&BF_MAGIC) && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL) ) {
- // {(Maelstrom Skill LevelxAbsorbed Skill Level)+(Caster's Job/5)}/2
- int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + (sd ? sd->status.job_level / 5 : 0)) / 2;
- status->heal(bl, 0, sp, 3);
- d->dmg_lv = ATK_BLOCK;
- return 0;
- }
- if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
- {
- clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
- d->dmg_lv = ATK_BLOCK;
- sc_start2(src,bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
- return 0;
- }
- if ((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2) {
- int delay;
- struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
- // different delay depending on skill level [celest]
- if (sce->val1 <= 5)
- delay = 300;
- else if (sce->val1 > 5 && sce->val1 <= 9)
- delay = 200;
- else
- delay = 100;
- if (sce_d) {
- // If the target is too far away from the devotion caster, autoguard has no effect
- // Autoguard will be disabled later on
- struct block_list *d_bl = map->id2bl(sce_d->val1);
- struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl);
- struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl);
- if (d_bl != NULL && check_distance_bl(bl, d_bl, sce_d->val3)
- && ((d_bl->type == BL_MER && d_md->master != NULL && d_md->master->bl.id == bl->id)
- || (d_bl->type == BL_PC && d_sd->devotion[sce_d->val2] == bl->id))
- ) {
- // if player is target of devotion, show guard effect on the devotion caster rather than the target
- clif->skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
- unit->set_walkdelay(d_bl, timer->gettick(), delay, 1);
- d->dmg_lv = ATK_MISS;
- return 0;
- }
- } else {
- clif->skill_nodamage(bl, bl, CR_AUTOGUARD, sce->val1, 1);
- unit->set_walkdelay(bl, timer->gettick(), delay, 1);
- if(sc->data[SC_CR_SHRINK] && rnd()%100<5*sce->val1)
- skill->blown(bl,src,skill->get_blewcount(CR_SHRINK,1),-1,0);
- d->dmg_lv = ATK_MISS;
- return 0;
- }
- }
- if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
- clif->skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
- sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
- d->dmg_lv = ATK_BLOCK;
- sc_start(src,bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stunned when one shield is broken.
- if( sce->val3 <= 0 ) { // Shield Down
- sce->val2--;
- if( sce->val2 > 0 ) {
- clif->millenniumshield(bl,sce->val2);
- sce->val3 = 1000; // Next Shield
- } else
- status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
- }
- return 0;
- }
- if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
- { // attack blocked by Parrying
- clif->skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
- return 0;
- }
- if(sc->data[SC_DODGE_READY] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
- (flag&BF_LONG || sc->data[SC_STRUP])
- && rnd()%100 < 20) {
- if (sd && pc_issit(sd)) pc->setstand(sd); //Stand it to dodge.
- clif->skill_nodamage(bl,bl,TK_DODGE,1,1);
- if (!sc->data[SC_COMBOATTACK])
- sc_start4(src, bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
- return 0;
- }
- if((sc->data[SC_HERMODE]) && flag&BF_MAGIC)
- return 0;
- if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
- return 0;
- if ((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
- //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
- clif->specialeffect(bl, 462, AREA);
- //Shouldn't end until Breaker's non-weapon part connects.
- if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
- if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
- status_change_end(bl, SC_KAUPE, INVALID_TIMER);
- return 0;
- }
- if (flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) != NULL && rnd()%100 < sce->val2) {
- clif->specialeffect(bl, 462, AREA); // Still need confirm it.
- return 0;
- }
- if (((sce=sc->data[SC_NJ_UTSUSEMI]) || sc->data[SC_NJ_BUNSINJYUTSU])
- && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
- skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, timer->gettick() );
- if( !status->isdead(src) )
- skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, timer->gettick() );
- if (sce) {
- clif->specialeffect(bl, 462, AREA);
- skill->blown(src,bl,sce->val3,-1,0);
- }
- //Both need to be consumed if they are active.
- if (sce && --(sce->val2) <= 0)
- status_change_end(bl, SC_NJ_UTSUSEMI, INVALID_TIMER);
- if ((sce=sc->data[SC_NJ_BUNSINJYUTSU]) && --(sce->val2) <= 0)
- status_change_end(bl, SC_NJ_BUNSINJYUTSU, INVALID_TIMER);
- return 0;
- }
- //Now damage increasing effects
- if( sc->data[SC_LEXAETERNA] && skill_id != PF_SOULBURN
- #ifdef RENEWAL
- && skill_id != CR_ACIDDEMONSTRATION
- #endif
- )
- {
- if( src->type != BL_MER || skill_id == 0 )
- damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
- if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
- status_change_end(bl, SC_LEXAETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
- }
- #ifdef RENEWAL
- if( sc->data[SC_RAID] ) {
- damage += damage * 20 / 100;
- if (--sc->data[SC_RAID]->val1 == 0)
- status_change_end(bl, SC_RAID, INVALID_TIMER);
- }
- #endif
- if( damage ) {
- struct map_session_data *tsd = BL_CAST(BL_PC, src);
- if( sc->data[SC_DEEP_SLEEP] ) {
- damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
- status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER);
- }
- if( tsd && sd && sc->data[SC_COLD] && flag&BF_WEAPON ){
- switch(tsd->status.weapon){
- case W_MACE:
- case W_2HMACE:
- case W_1HAXE:
- case W_2HAXE:
- damage = damage * 150/100;
- break;
- case W_MUSICAL:
- case W_WHIP:
- if(!sd->state.arrow_atk)
- break;
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- case W_DAGGER:
- case W_1HSWORD:
- case W_2HSWORD:
- damage = damage * 50/100;
- break;
- }
- }
- if( sc->data[SC_SIREN] )
- status_change_end(bl,SC_SIREN,INVALID_TIMER);
- }
- //Finally damage reductions....
- // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
- #ifndef RENEWAL
- if( sc->data[SC_ASSUMPTIO] ) {
- if( map_flag_vs(bl->m) )
- damage = damage*2/3; //Receive 66% damage
- else
- damage >>= 1; //Receive 50% damage
- }
- #endif
- if(sc->data[SC_DEFENDER] &&
- #ifdef RENEWAL
- ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION))
- #else
- (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) // In pre-re Defender doesn't reduce damage from Acid Demonstration
- #endif
- damage = damage * ( 100 - sc->data[SC_DEFENDER]->val2 ) / 100;
- #ifndef RENEWAL
- if(sc->data[SC_GS_ADJUSTMENT] &&
- (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
- damage -= damage * 20 / 100;
- #endif
- if(sc->data[SC_FOGWALL]) {
- if(flag&BF_SKILL) { //25% reduction
- if ( !(skill->get_inf(skill_id)&INF_GROUND_SKILL) && !(skill->get_nk(skill_id)&NK_SPLASH) )
- damage -= 25*damage/100;
- } else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) {
- damage >>= 2; //75% reduction
- }
- }
- if ( sc->data[SC_WATER_BARRIER] )
- damage = damage * ( 100 - 20 ) / 100;
- if( sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER] ) {
- if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
- damage -= 15 * damage / 100;//15% reduction to physical melee attacks
- else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
- damage -= 50 * damage / 100;//50% reduction to physical ranged attacks
- }
- // Compressed code, fixed by map.h [Epoque]
- if (src->type == BL_MOB) {
- const struct mob_data *md = BL_UCCAST(BL_MOB, src);
- int i;
- if (sc->data[SC_MANU_DEF] != NULL) {
- for (i = 0; i < ARRAYLENGTH(mob->manuk); i++) {
- if (mob->manuk[i] == md->class_) {
- damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
- break;
- }
- }
- }
- if (sc->data[SC_SPL_DEF] != NULL) {
- for (i = 0; i < ARRAYLENGTH(mob->splendide); i++) {
- if (mob->splendide[i] == md->class_) {
- damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
- break;
- }
- }
- }
- if (sc->data[SC_MORA_BUFF] != NULL) {
- for (i = 0; i < ARRAYLENGTH(mob->mora); i++) {
- if (mob->mora[i] == md->class_) {
- damage -= damage * sc->data[SC_MORA_BUFF]->val1 / 100;
- break;
- }
- }
- }
- }
- if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
- sce->val3&flag && sce->val4&flag)
- damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
- if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
- #ifdef RENEWAL
- ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
- #else
- (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
- #endif
- ) )
- {
- struct status_data *sstatus = status->get_status_data(bl);
- int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval
- per /=20; //Uses 20% SP intervals.
- //SP Cost: 1% + 0.5% per every 20% SP
- if (!status->charge(bl, 0, (10+5*per)*sstatus->max_sp/1000))
- status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
- //Reduction: 6% + 6% every 20%
- damage -= damage * (6 * (1+per)) / 100;
- }
- if(sc->data[SC_GRANITIC_ARMOR]){
- damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
- }
- if(sc->data[SC_PAIN_KILLER]){
- damage -= damage * sc->data[SC_PAIN_KILLER]->val3 / 100;
- }
- if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
- skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,timer->gettick(),0);
- }
- if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
- damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
- if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) {
- sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
- if( src->type == BL_PC ) {
- struct map_session_data *ssd = BL_CAST(BL_PC, src);
- if (ssd && ssd->status.weapon != W_BOW)
- skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
- } else
- skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
- // 30% chance to reduce monster's ATK by 25% for 10 seconds.
- if( src->type == BL_MOB )
- sc_start(bl,src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
- if( sce->val2 <= 0 )
- status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
- }
- /**
- * In renewal steel body reduces all incoming damage by 1/10
- **/
- #ifdef RENEWAL
- if( sc->data[SC_STEELBODY] ) {
- damage = damage > 10 ? damage / 10 : 1;
- }
- #endif
- //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
- if( skill_id == RA_AIMEDBOLT && (sc->data[SC_WUGBITE] || sc->data[SC_ANKLESNARE] || sc->data[SC_ELECTRICSHOCKER]) )
- {
- status_change_end(bl, SC_WUGBITE, INVALID_TIMER);
- status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER);
- status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
- }
- //Finally Kyrie because it may, or not, reduce damage to 0.
- if((sce = sc->data[SC_KYRIE]) && damage > 0){
- sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
- if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
- if(sce->val2>=0)
- damage=0;
- else
- damage=-sce->val2;
- }
- if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- }
- if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
- damage = 0;
- if (!damage) return 0;
- if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
- int dx[8]={0,-1,-1,-1,0,1,1,1};
- int dy[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = map->calc_dir(bl, src->x, src->y);
- if( unit->movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
- clif->slide(bl,src->x-dx[dir],src->y-dy[dir]);
- unit->setdir(bl, dir);
- }
- d->dmg_lv = ATK_DEF;
- status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
- return 0;
- }
- //Probably not the most correct place, but it'll do here
- //(since battle_drain is strictly for players currently)
- if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
- rnd()%100 < sce->val3)
- status->heal(src, damage*sce->val4/100, 0, 3);
- if( (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON
- && rnd()%100 < sce->val2 && sc->fv_counter <= sce->val3 )
- clif->millenniumshield(bl, sc->fv_counter++);
- if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
- struct homun_data *hd = BL_CAST(BL_HOM,bl);
- if (hd) homun->addspiritball(hd, 10); //add a sphere
- }
- if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
- status->change_spread(bl, src); // Deadly infect attacked side
- if (sd && damage > 0 && (sce = sc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) {
- if ( rnd() % 100 < sce->val2 )
- pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(sd, 0));
- }
- }
- //SC effects from caster side.
- if (tsc && tsc->count) {
- if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] )
- damage += damage * 75 / 100;
- // [Epoque]
- if (bl->type == BL_MOB) {
- const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
- int i;
- if (((sce=tsc->data[SC_MANU_ATK]) != NULL && (flag&BF_WEAPON))
- || ((sce=tsc->data[SC_MANU_MATK]) != NULL && (flag&BF_MAGIC))) {
- for (i = 0; i < ARRAYLENGTH(mob->manuk); i++)
- if (md->class_ == mob->manuk[i]) {
- damage += damage * sce->val1 / 100;
- break;
- }
- }
- if (((sce=tsc->data[SC_SPL_ATK]) != NULL && (flag&BF_WEAPON))
- || ((sce=tsc->data[SC_SPL_MATK]) != NULL && (flag&BF_MAGIC))) {
- for (i = 0; i < ARRAYLENGTH(mob->splendide); i++)
- if (md->class_ == mob->splendide[i]) {
- damage += damage * sce->val1 / 100;
- break;
- }
- }
- }
- if( tsc->data[SC_POISONINGWEAPON] ) {
- struct status_data *tstatus = status->get_status_data(bl);
- if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) {
- short rate = 100;
- if ( tsc->data[SC_POISONINGWEAPON]->val1 == 9 ) // Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech]
- rate = 100 - tstatus->int_ * 4 / 5;
- sc_start(src,bl,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
- }
- }
- if( tsc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
- status->change_spread(src, bl);
- if (tsc->data[SC_SHIELDSPELL_REF] && tsc->data[SC_SHIELDSPELL_REF]->val1 == 1 && damage > 0)
- skill->break_equip(bl,EQP_ARMOR,10000,BCT_ENEMY );
- if (tsc->data[SC_STYLE_CHANGE] && rnd()%2) {
- struct homun_data *hd = BL_CAST(BL_HOM,bl);
- if (hd) homun->addspiritball(hd, 10);
- }
- if (src->type == BL_PC && damage > 0 && (sce = tsc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) {
- struct map_session_data *tsd = BL_UCAST(BL_PC, src);
- if (tsd != NULL && rnd() % 100 < sce->val2)
- pc->addspiritball(tsd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(tsd, 0));
- }
- }
- /* no data claims these settings affect anything other than players */
- if( damage && sd && bl->type == BL_PC ) {
- switch( skill_id ) {
- //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */
- case HW_GRAVITATION:
- case NJ_ZENYNAGE:
- case KO_MUCHANAGE:
- break;
- default:
- if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
- if (flag&BF_WEAPON)
- damage = damage * map->list[bl->m].weapon_damage_rate / 100;
- if (flag&BF_MAGIC)
- damage = damage * map->list[bl->m].magic_damage_rate / 100;
- if (flag&BF_MISC)
- damage = damage * map->list[bl->m].misc_damage_rate / 100;
- } else { //Normal attacks get reductions based on range.
- if (flag & BF_SHORT)
- damage = damage * map->list[bl->m].short_damage_rate / 100;
- if (flag & BF_LONG)
- damage = damage * map->list[bl->m].long_damage_rate / 100;
- }
- if(!damage) damage = 1;
- break;
- }
- }
- if(battle_config.skill_min_damage && damage > 0 && damage < div_)
- {
- if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
- || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
- || (flag&BF_MISC && battle_config.skill_min_damage&4)
- )
- damage = div_;
- }
- if( bl->type == BL_MOB && !status->isdead(bl) && src != bl) {
- struct mob_data *md = BL_UCAST(BL_MOB, bl);
- if (damage > 0)
- mob->skill_event(md, src, timer->gettick(), flag);
- if (skill_id)
- mob->skill_event(md, src, timer->gettick(), MSC_SKILLUSED|(skill_id<<16));
- }
- if (sd && pc_ismadogear(sd) && rnd()%100 < 50) {
- int element = -1;
- if (!skill_id || (element = skill->get_ele(skill_id, skill_lv)) == -1) {
- // Take weapon's element
- struct status_data *sstatus = NULL;
- struct map_session_data *ssd = BL_CAST(BL_PC, src);
- if (src->type == BL_PC && ssd->bonus.arrow_ele != 0) {
- element = ssd->bonus.arrow_ele;
- } else if ((sstatus = status->get_status_data(src)) != NULL) {
- element = sstatus->rhw.ele;
- }
- } else if (element == -2) {
- // Use enchantment's element
- element = status_get_attack_sc_element(src,status->get_sc(src));
- } else if (element == -3) {
- // Use random element
- element = rnd()%ELE_MAX;
- }
- if (element == ELE_FIRE)
- pc->overheat(sd, 1);
- else if (element == ELE_WATER)
- pc->overheat(sd, -1);
- }
- return damage;
- }
- /*==========================================
- * Calculates BG related damage adjustments.
- *------------------------------------------*/
- // FIXME: flag is undocumented
- int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag) {
- if (!damage)
- return 0;
- nullpo_retr(damage, bl);
- if (bl->type == BL_MOB) {
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- if (flag&BF_SKILL && (md->class_ == MOBID_OBJ_A2 || md->class_ == MOBID_OBJ_B2))
- return 0; // Crystal cannot receive skill damage on battlegrounds
- }
- return damage;
- }
- /*==========================================
- * Calculates GVG related damage adjustments.
- *------------------------------------------*/
- // FIXME: flag is undocumented
- int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) {
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- int class_ = status->get_class(bl);
- if (!damage) //No reductions to make.
- return 0;
- nullpo_retr(damage, src);
- nullpo_retr(damage, bl);
- if(md && md->guardian_data) {
- if (class_ == MOBID_EMPELIUM && flag&BF_SKILL) {
- //Skill immunity.
- switch (skill_id) {
- #ifndef RENEWAL
- case MO_TRIPLEATTACK:
- case HW_GRAVITATION:
- #endif
- case TF_DOUBLE:
- break;
- default:
- return 0;
- }
- }
- if(src->type != BL_MOB) {
- struct guild *g = NULL;
- if (src->type == BL_PC) {
- struct map_session_data *sd = BL_UCAST(BL_PC, src);
- g = sd->guild;
- } else {
- g = guild->search(status->get_guild_id(src));
- }
- if (class_ == MOBID_EMPELIUM && (!g || guild->checkskill(g,GD_APPROVAL) <= 0))
- return 0;
- if (g && battle_config.guild_max_castles && guild->checkcastles(g)>=battle_config.guild_max_castles)
- return 0; // [MouseJstr]
- }
- }
- switch (skill_id) {
- case PA_PRESSURE:
- case HW_GRAVITATION:
- case NJ_ZENYNAGE:
- case KO_MUCHANAGE:
- case NC_SELFDESTRUCTION:
- break;
- default:
- /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
- if (md && md->guardian_data) {
- damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
- }
- */
- break;
- }
- return damage;
- }
- /*==========================================
- * HP/SP drain calculation
- *------------------------------------------*/
- int battle_calc_drain(int64 damage, int rate, int per) {
- int64 diff = 0;
- if (per && rnd()%1000 < rate) {
- diff = (damage * per) / 100;
- if (diff == 0) {
- if (per > 0)
- diff = 1;
- else
- diff = -1;
- }
- }
- return (int)cap_value(diff,INT_MIN,INT_MAX);
- }
- /*==========================================
- * Consumes ammo for the given skill.
- *------------------------------------------*/
- void battle_consume_ammo(struct map_session_data *sd, int skill_id, int lv)
- {
- int qty=1;
- nullpo_retv(sd);
- if (!battle_config.arrow_decrement)
- return;
- if (skill_id && lv) {
- qty = skill->get_ammo_qty(skill_id, lv);
- if (!qty) qty = 1;
- }
- if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
- pc->delitem(sd, sd->equip_index[EQI_AMMO], qty, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME);
- sd->state.arrow_atk = 0;
- }
- //Skill Range Criteria
- int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
- nullpo_retr(BF_SHORT, src);
- nullpo_retr(BF_SHORT, target);
- if (battle_config.skillrange_by_distance &&
- (src->type&battle_config.skillrange_by_distance)
- ) { //based on distance between src/target [Skotlex]
- if (check_distance_bl(src, target, 5))
- return BF_SHORT;
- return BF_LONG;
- }
- if (skill_id == SR_GATEOFHELL) {
- if (skill_lv < 5)
- return BF_SHORT;
- else
- return BF_LONG;
- }
- //based on used skill's range
- if (skill->get_range2(src, skill_id, skill_lv) < 5)
- return BF_SHORT;
- return BF_LONG;
- }
- int battle_adjust_skill_damage(int m, unsigned short skill_id) {
- if( map->list[m].skill_count ) {
- int i;
- ARR_FIND(0, map->list[m].skill_count, i, map->list[m].skills[i]->skill_id == skill_id );
- if( i < map->list[m].skill_count ) {
- return map->list[m].skills[i]->modifier;
- }
- }
- return 0;
- }
- int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) {
- int i;
- nullpo_ret(sd);
- if (!sd->skillblown[0].id)
- return 0;
- //Apply the bonus blow count. [Skotlex]
- for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
- if (sd->skillblown[i].id == skill_id)
- return sd->skillblown[i].val;
- }
- return 0;
- }
- //For quick div adjustment.
- #define damage_div_fix(dmg, div) do { if ((div) > 1) (dmg)*=(div); else if ((div) < 0) (div)*=-1; } while(0)
- /*==========================================
- * battle_calc_magic_attack [DracoRPG]
- *------------------------------------------*/
- // FIXME: mflag is undocumented
- struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) {
- int nk;
- short s_ele = 0;
- unsigned int skillratio = 100; //Skill dmg modifiers.
- struct map_session_data *sd = NULL;
- struct status_change *sc;
- struct Damage ad;
- struct status_data *sstatus = status->get_status_data(src);
- struct status_data *tstatus = status->get_status_data(target);
- struct {
- unsigned imdef : 2;
- unsigned infdef : 1;
- } flag;
- memset(&ad,0,sizeof(ad));
- memset(&flag,0,sizeof(flag));
- nullpo_retr(ad, src);
- nullpo_retr(ad, target);
- //Initial Values
- ad.damage = 1;
- ad.div_=skill->get_num(skill_id,skill_lv);
- ad.amotion = (skill->get_inf(skill_id)&INF_GROUND_SKILL) ? 0 : sstatus->amotion; //Amotion should be 0 for ground skills.
- ad.dmotion=tstatus->dmotion;
- ad.blewcount = skill->get_blewcount(skill_id,skill_lv);
- ad.flag=BF_MAGIC|BF_SKILL;
- ad.dmg_lv=ATK_DEF;
- nk = skill->get_nk(skill_id);
- flag.imdef = (nk&NK_IGNORE_DEF)? 1 : 0;
- sd = BL_CAST(BL_PC, src);
- sc = status->get_sc(src);
- //Initialize variables that will be used afterwards
- s_ele = skill->get_ele(skill_id, skill_lv);
- if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
- s_ele = sstatus->rhw.ele;
- if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
- //Summoning 10 spiritcharm will endow your weapon
- s_ele = sd->charm_type;
- }
- }else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status->get_sc(src));
- else if( s_ele == -3 ) //Use random element
- s_ele = rnd()%ELE_MAX;
- if( skill_id == SO_PSYCHIC_WAVE ) {
- if( sc && sc->count ) {
- if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
- else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
- else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
- else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
- }
- }
- //Set miscellaneous data that needs be filled
- if(sd) {
- sd->state.arrow_atk = 0;
- ad.blewcount += battle->blewcount_bonus(sd, skill_id);
- }
- //Skill Range Criteria
- ad.flag |= battle->range_type(src, target, skill_id, skill_lv);
- flag.infdef = (tstatus->mode&MD_PLANT) ? 1 : 0;
- if (!flag.infdef && target->type == BL_SKILL) {
- const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
- if (su->group->unit_id == UNT_REVERBERATION)
- flag.infdef = 1; // Reverberation takes 1 damage
- }
- switch(skill_id) {
- case MG_FIREWALL:
- if ( tstatus->def_ele == ELE_FIRE || battle->check_undead(tstatus->race, tstatus->def_ele) )
- ad.blewcount = 0; //No knockback
- break;
- case NJ_KAENSIN:
- case PR_SANCTUARY:
- ad.dmotion = 0; //No flinch animation.
- break;
- case WL_HELLINFERNO:
- if( mflag&ELE_DARK )
- s_ele = ELE_DARK;
- break;
- case KO_KAIHOU:
- if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) {
- s_ele = sd->charm_type;
- }
- break;
- #ifdef RENEWAL
- case CR_ACIDDEMONSTRATION:
- case ASC_BREAKER:
- case HW_MAGICCRASHER:
- flag.imdef = 2;
- break;
- #endif
- }
- if (!flag.infdef) //No need to do the math for plants
- {
- int i;
- #ifdef RENEWAL
- ad.damage = 0; //reinitialize..
- #endif
- //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
- #define MATK_RATE( a ) ( ad.damage= ad.damage*(a)/100 )
- //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
- #define MATK_ADDRATE( a ) ( ad.damage+= ad.damage*(a)/100 )
- //Adds an absolute value to damage. 100 = +100 damage
- #define MATK_ADD( a ) ( ad.damage+= (a) )
- switch (skill_id) {
- //Calc base damage according to skill
- case AL_HEAL:
- case PR_BENEDICTIO:
- case PR_SANCTUARY:
- ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
- break;
- /**
- * Arch Bishop
- **/
- case AB_HIGHNESSHEAL:
- ad.damage = skill->calc_heal(src, target, AL_HEAL, 10, false) * ( 17 + 3 * skill_lv ) / 10;
- break;
- case PR_ASPERSIO:
- ad.damage = 40;
- break;
- case ALL_RESURRECTION:
- case PR_TURNUNDEAD:
- //Undead check is on skill_castend_damageid code.
- i = 20*skill_lv + sstatus->luk + sstatus->int_ + status->get_lv(src)
- + 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett]
- if(i > 700) i = 700;
- if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
- ad.damage = tstatus->hp;
- else {
- #ifdef RENEWAL
- MATK_ADD(status->get_matk(src, 2));
- #else
- ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10;
- #endif
- }
- break;
- case PF_SOULBURN:
- ad.damage = tstatus->sp * 2;
- break;
- /**
- * Arch Bishop
- **/
- case AB_RENOVATIO:
- //Damage calculation from iRO wiki. [Jobbie]
- ad.damage = status->get_lv(src) * 10 + sstatus->int_;
- break;
- default: {
- MATK_ADD( status->get_matk(src, 2) );
- #ifdef RENEWAL
- ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
- ad.damage = battle->calc_cardfix2(src, target, ad.damage, s_ele, nk, ad.flag);
- #endif
- if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
- if(mflag>0)
- ad.damage/= mflag;
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
- }
- if (sc){
- if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST )
- ad.damage += sc->data[SC_TELEKINESIS_INTENSE]->val3;
- }
- switch(skill_id){
- case MG_FIREBOLT:
- case MG_COLDBOLT:
- case MG_LIGHTNINGBOLT:
- if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio = sc->data[SC_SPELLFIST]->val2 * 50 + sc->data[SC_SPELLFIST]->val4 * 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
- ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
- ad.flag = BF_WEAPON|BF_SHORT;
- ad.type = BDT_NORMAL;
- }
- /* Fall through */
- default:
- MATK_RATE(battle->calc_skillratio(BF_MAGIC, src, target, skill_id, skill_lv, skillratio, mflag));
- }
- //Constant/misc additions from skills
- if (skill_id == WZ_FIREPILLAR)
- MATK_ADD(100+50*skill_lv);
- if( sd && ( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ) &&
- (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
- (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
- MATK_ADDRATE(i);
- }
- }
- #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
- if (skill_id) {
- for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
- if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
- const struct mob_data *md = BL_UCCAST(BL_MOB, target);
- if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
- continue;
- if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
- continue;
- }
- if( ad.damage > map->list[target->m].zone->capped_skills[i]->cap )
- ad.damage = map->list[target->m].zone->capped_skills[i]->cap;
- if( ad.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
- ad.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
- break;
- }
- }
- }
- #endif
- if(sd) {
- uint16 rskill;/* redirect skill */
- //Damage bonuses
- if ((i = pc->skillatk_bonus(sd, skill_id)))
- ad.damage += ad.damage*i/100;
- switch(skill_id){
- case WL_CHAINLIGHTNING_ATK:
- rskill = WL_CHAINLIGHTNING;
- break;
- case AB_DUPLELIGHT_MAGIC:
- rskill = AB_DUPLELIGHT;
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- rskill = WL_TETRAVORTEX;
- break;
- case WL_SUMMON_ATK_FIRE:
- case WL_SUMMON_ATK_WIND:
- case WL_SUMMON_ATK_WATER:
- case WL_SUMMON_ATK_GROUND:
- rskill = WL_RELEASE;
- break;
- case WM_REVERBERATION_MAGIC:
- rskill = WM_REVERBERATION;
- break;
- default:
- rskill = skill_id;
- }
- if( (i = battle->adjust_skill_damage(src->m,rskill)) )
- MATK_RATE(i);
- //Ignore Defense?
- if (!flag.imdef && (
- sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
- sd->bonus.ignore_mdef_race & map->race_id2mask(tstatus->race) ||
- sd->bonus.ignore_mdef_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
- ))
- flag.imdef = 1;
- }
- ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, flag.imdef, 0);
- if(ad.damage<1)
- ad.damage=1;
- else if(sc){//only applies when hit
- // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
- switch(skill_id){
- case MG_LIGHTNINGBOLT:
- case MG_THUNDERSTORM:
- case MG_FIREBOLT:
- case MG_FIREWALL:
- case MG_COLDBOLT:
- case MG_FROSTDIVER:
- case WZ_EARTHSPIKE:
- case WZ_HEAVENDRIVE:
- if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
- || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
- ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
- break;
- }
- }
- if (!(nk&NK_NO_ELEFIX))
- ad.damage=battle->attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
- { //Apply the physical part of the skill's damage. [Skotlex]
- struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- ad.damage = battle->attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
- if( src == target )
- {
- if( src->type == BL_PC )
- ad.damage = ad.damage/2;
- else
- ad.damage = 0;
- }
- }
- #ifndef RENEWAL
- ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
- #endif
- }
- damage_div_fix(ad.damage, ad.div_);
- if (flag.infdef && ad.damage)
- ad.damage = ad.damage>0?1:-1;
- if (skill_id != ASC_BREAKER)
- ad.damage = battle->calc_damage(src, target, &ad, ad.damage, skill_id, skill_lv);
- if( map_flag_gvg2(target->m) )
- ad.damage=battle->calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
- else if( map->list[target->m].flag.battleground )
- ad.damage=battle->calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
- switch( skill_id ) { /* post-calc modifiers */
- case SO_VARETYR_SPEAR: { // Physical damage.
- struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- if(!flag.infdef && ad.damage > 1)
- ad.damage += wd.damage;
- break;
- }
- //case HM_ERASER_CUTTER:
- }
- return ad;
- #undef MATK_RATE
- #undef MATK_ADDRATE
- #undef MATK_ADD
- }
- /*==========================================
- * Calculate Misc damage for skill_id
- *------------------------------------------*/
- // FIXME: mflag is undocumented
- struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) {
- int temp;
- short i, nk;
- short s_ele;
- struct map_session_data *sd, *tsd;
- struct Damage md; //DO NOT CONFUSE with md of mob_data!
- struct status_data *sstatus = status->get_status_data(src);
- struct status_data *tstatus = status->get_status_data(target);
- struct status_change *tsc = status->get_sc(target);
- #ifdef RENEWAL
- struct status_change *sc = status->get_sc(src);
- #endif
- memset(&md,0,sizeof(md));
- nullpo_retr(md, src);
- nullpo_retr(md, target);
- //Some initial values
- md.amotion = (skill->get_inf(skill_id)&INF_GROUND_SKILL) ? 0 : sstatus->amotion;
- md.dmotion=tstatus->dmotion;
- md.div_=skill->get_num( skill_id,skill_lv );
- md.blewcount=skill->get_blewcount(skill_id,skill_lv);
- md.dmg_lv=ATK_DEF;
- md.flag=BF_MISC|BF_SKILL;
- nk = skill->get_nk(skill_id);
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- if(sd) {
- sd->state.arrow_atk = 0;
- md.blewcount += battle->blewcount_bonus(sd, skill_id);
- }
- s_ele = skill->get_ele(skill_id, skill_lv);
- if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
- s_ele = ELE_NEUTRAL;
- else if (s_ele == -3) //Use random element
- s_ele = rnd()%ELE_MAX;
- //Skill Range Criteria
- md.flag |= battle->range_type(src, target, skill_id, skill_lv);
- switch( skill_id )
- {
- #ifdef RENEWAL
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- md.damage = skill_lv * sstatus->dex * (3+status->get_lv(src)/100) * (1+sstatus->int_/35);
- md.damage += md.damage * (rnd()%20-10) / 100;
- md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0);
- break;
- #else
- case HT_LANDMINE:
- case MA_LANDMINE:
- md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
- break;
- case HT_BLASTMINE:
- md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
- break;
- case HT_CLAYMORETRAP:
- md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
- break;
- #endif
- case HT_BLITZBEAT:
- case SN_FALCONASSAULT:
- //Blitz-beat Damage.
- if(!sd || (temp = pc->checkskill(sd,HT_STEELCROW)) <= 0)
- temp=0;
- md.damage=(sstatus->dex/10+sstatus->int_/2+temp*3+40)*2;
- if(mflag > 1) //Autocasted Blitz.
- nk|=NK_SPLASHSPLIT;
- if (skill_id == SN_FALCONASSAULT) {
- //Div fix of Blitzbeat
- temp = skill->get_num(HT_BLITZBEAT, 5);
- damage_div_fix(md.damage, temp);
- //Falcon Assault Modifier
- md.damage=md.damage*(150+70*skill_lv)/100;
- }
- break;
- case TF_THROWSTONE:
- md.damage=50;
- break;
- case BA_DISSONANCE:
- md.damage=30+skill_lv*10;
- if (sd)
- md.damage+= 3*pc->checkskill(sd,BA_MUSICALLESSON);
- break;
- case NPC_SELFDESTRUCTION:
- md.damage = sstatus->hp;
- break;
- case NPC_SMOKING:
- md.damage=3;
- break;
- case NPC_DARKBREATH:
- md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
- if(md.damage > 9999) md.damage = 9999;
- break;
- case PA_PRESSURE:
- md.damage=500+300*skill_lv;
- break;
- case PA_GOSPEL:
- md.damage = 1+rnd()%9999;
- break;
- case CR_ACIDDEMONSTRATION:
- #ifdef RENEWAL
- {// [malufett]
- int64 matk=0, atk;
- short tdef = status->get_total_def(target);
- short tmdef = status->get_total_mdef(target);
- int targetVit = min(120, status_get_vit(target));
- short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1; // FIXME: What's the >> 32 supposed to do here? tmdef and tdef are both 16-bit...
- matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
- atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag);
- md.damage = matk + atk;
- if( src->type == BL_MOB ){
- totaldef = (tdef + tmdef) >> 1;
- md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100;
- /*
- // Pending [malufett]
- if( unknown condition ){
- md.damage = 7 * md.damage % 20;
- md.damage = 7 * md.damage / 20;
- }*/
- }else{
- float vitfactor = 0.0f, ftemp;
- if( (vitfactor=(status_get_vit(target)-120.0f)) > 0)
- vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target);
- ftemp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10;
- md.damage = (int64)(ftemp * 70 * skill_lv / 100);
- if (target->type == BL_PC)
- md.damage >>= 1;
- }
- md.damage -= totaldef;
- if( tsc && tsc->data[SC_LEXAETERNA] ) {
- md.damage <<= 1;
- status_change_end(target, SC_LEXAETERNA, INVALID_TIMER);
- }
- }
- #else
- // updated the formula based on a Japanese formula found to be exact [Reddozen]
- if(tstatus->vit+sstatus->int_) //crash fix
- md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
- else
- md.damage = 0;
- if (tsd) md.damage>>=1;
- #endif
- // Some monsters have totaldef higher than md.damage in some cases, leading to md.damage < 0
- if( md.damage < 0 )
- md.damage = 0;
- if( md.damage > INT_MAX>>1 )
- //Overflow prevention, will anyone whine if I cap it to a few billion?
- //Not capped to INT_MAX to give some room for further damage increase.
- md.damage = INT_MAX>>1;
- break;
- case KO_MUCHANAGE:
- md.damage = skill->get_zeny(skill_id ,skill_lv);
- md.damage = md.damage * (50 + rnd()%50) / 100;
- if ( is_boss(target) || (sd && !pc->checkskill(sd,NJ_TOBIDOUGU)) )
- md.damage >>= 1;
- break;
- case NJ_ZENYNAGE:
- md.damage = skill->get_zeny(skill_id ,skill_lv);
- if (!md.damage) md.damage = 2;
- md.damage = rnd()%md.damage + md.damage;
- if (is_boss(target))
- md.damage=md.damage / 3;
- else if (tsd)
- md.damage=md.damage / 2;
- break;
- case GS_FLING:
- md.damage = sd?sd->status.job_level:status->get_lv(src);
- break;
- case HVAN_EXPLOSION: //[orn]
- md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100;
- break ;
- case ASC_BREAKER:
- {
- #ifndef RENEWAL
- md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
- nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
- #else
- int ratio = 300 + 50 * skill_lv;
- int64 matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
- short totaldef = status->get_total_def(target) + status->get_total_mdef(target);
- int64 atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), md.flag);
- #ifdef RENEWAL_EDP
- if( sc && sc->data[SC_EDP] )
- ratio >>= 1;
- #endif
- md.damage = (matk + atk) * ratio / 100;
- md.damage -= totaldef;
- #endif
- }
- break;
- case HW_GRAVITATION:
- md.damage = 200+200*skill_lv;
- md.dmotion = 0; //No flinch animation.
- break;
- case NPC_EVILLAND:
- md.damage = skill->calc_heal(src,target,skill_id,skill_lv,false);
- break;
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
- RE_LVL_MDMOD(150);
- if (sd) md.damage = md.damage * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100;
- md.flag |= BF_LONG|BF_WEAPON;
- break;
- /**
- * Ranger
- **/
- case RA_CLUSTERBOMB:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- md.damage = (int64)skill_lv * sstatus->dex + sstatus->int_ * 5 ;
- RE_LVL_TMDMOD();
- if(sd)
- {
- int researchskill_lv = pc->checkskill(sd,RA_RESEARCHTRAP);
- if(researchskill_lv)
- md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
- else
- md.damage = 0;
- }else
- md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
- break;
- case WM_SOUND_OF_DESTRUCTION:
- md.damage = 1000 * (int64)skill_lv + sstatus->int_ * (sd ? pc->checkskill(sd,WM_LESSON) : 10);
- md.damage += md.damage * 10 * battle->calc_chorusbonus(sd) / 100;
- break;
- /**
- * Mechanic
- **/
- case NC_SELFDESTRUCTION:
- {
- #ifdef RENEWAL
- short totaldef = status->get_total_def(target);
- #else
- short totaldef = tstatus->def2 + (short)status->get_def(target);
- #endif
- md.damage = ( (sd?pc->checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
- RE_LVL_MDMOD(100);
- md.damage += status_get_hp(src) - totaldef;
- }
- break;
- case NC_MAGMA_ERUPTION:
- md.damage = 1200 + 400 * skill_lv;
- break;
- case GN_THORNS_TRAP:
- md.damage = 100 + 200 * skill_lv + sstatus->int_;
- break;
- case GN_HELLS_PLANT_ATK:
- md.damage = skill_lv * status->get_lv(target) * 10 + sstatus->int_ * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * (5 / (10 - (sd ? pc->checkskill(sd, AM_CANNIBALIZE) : 0)));
- md.damage = md.damage*(1000 + tstatus->mdef) / (1000 + tstatus->mdef * 10) - tstatus->mdef2;
- break;
- case KO_HAPPOKUNAI:
- {
- struct Damage wd = battle->calc_weapon_attack(src, target, 0, 1, mflag);
- #ifdef RENEWAL
- short totaldef = status->get_total_def(target);
- #else
- short totaldef = tstatus->def2 + (short)status->get_def(target);
- #endif
- if (sd != NULL)
- wd.damage += sd->bonus.arrow_atk;
- md.damage = (int)(3 * (1 + wd.damage) * (5 + skill_lv) / 5.0f);
- md.damage -= totaldef;
- }
- break;
- default:
- battle->calc_misc_attack_unknown(src, target, &skill_id, &skill_lv, &mflag, &md);
- break;
- }
- if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
- if(mflag>0)
- md.damage/= mflag;
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
- }
- damage_div_fix(md.damage, md.div_);
- if (!(nk&NK_IGNORE_FLEE))
- {
- i = 0; //Temp for "hit or no hit"
- if(tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
- i = 1;
- else {
- short
- flee = tstatus->flee,
- #ifdef RENEWAL
- hitrate = 0; //Default hitrate
- #else
- hitrate = 80; //Default hitrate
- #endif
- if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
- unsigned char attacker_count; //256 max targets should be a sane max
- attacker_count = unit->counttargeted(target);
- if(attacker_count >= battle_config.agi_penalty_count)
- {
- if (battle_config.agi_penalty_type == 1)
- flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
- else // assume type 2: absolute reduction
- flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
- if(flee < 1) flee = 1;
- }
- }
- hitrate+= sstatus->hit - flee;
- #ifdef RENEWAL
- if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
- hitrate += pc->checkskill(sd,AC_VULTURE);
- #endif
- if( skill_id == KO_MUCHANAGE )
- hitrate = (int)((10 - ((float)1 / (status_get_dex(src) + status_get_luk(src))) * 500) * ((float)skill_lv / 2 + 5));
- hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
- if(rnd()%100 < hitrate)
- i = 1;
- }
- if (!i) {
- md.damage = 0;
- md.dmg_lv=ATK_FLEE;
- }
- }
- #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
- if (skill_id) {
- for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
- if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
- const struct mob_data *t_md = BL_UCCAST(BL_MOB, target);
- if ((t_md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
- continue;
- if (t_md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
- continue;
- }
- if( md.damage > map->list[target->m].zone->capped_skills[i]->cap )
- md.damage = map->list[target->m].zone->capped_skills[i]->cap;
- if( md.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
- md.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
- break;
- }
- }
- }
- #endif
- md.damage = battle->calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
- md.damage = battle->calc_cardfix2(src, target, md.damage, s_ele, nk, md.flag);
- if(skill_id){
- uint16 rskill;/* redirect skill id */
- switch(skill_id){
- case GN_HELLS_PLANT_ATK:
- rskill = GN_HELLS_PLANT;
- break;
- default:
- rskill = skill_id;
- }
- if (sd && (i = pc->skillatk_bonus(sd, rskill)) != 0)
- md.damage += md.damage*i/100;
- }
- if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
- md.damage = md.damage * i / 100;
- if(md.damage < 0)
- md.damage = 0;
- else if(md.damage && tstatus->mode&MD_PLANT){
- switch(skill_id){
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case RA_CLUSTERBOMB:
- #ifdef RENEWAL
- break;
- #endif
- default:
- md.damage = 1;
- }
- }
- if(!(nk&NK_NO_ELEFIX))
- md.damage=battle->attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- md.damage=battle->calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
- if( map_flag_gvg2(target->m) )
- md.damage=battle->calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
- else if( map->list[target->m].flag.battleground )
- md.damage=battle->calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
- switch( skill_id ) {
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- if( md.damage == 1 ) break;
- case RA_CLUSTERBOMB:
- {
- struct Damage wd;
- wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
- md.damage += wd.damage;
- }
- break;
- case NJ_ZENYNAGE:
- if( sd ) {
- if ( md.damage > sd->status.zeny )
- md.damage = sd->status.zeny;
- pc->payzeny(sd, (int)cap_value(md.damage,INT_MIN,INT_MAX),LOG_TYPE_STEAL,NULL);
- }
- break;
- }
- return md;
- }
- void battle_calc_misc_attack_unknown(struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int *mflag, struct Damage *md) {
- }
- /*==========================================
- * battle_calc_weapon_attack (by Skotlex)
- *------------------------------------------*/
- // FIXME: wflag is undocumented
- struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag)
- {
- unsigned int skillratio = 100; //Skill dmg modifiers.
- short temp=0;
- short s_ele, s_ele_;
- int i, nk;
- bool n_ele = false; // non-elemental
- struct map_session_data *sd, *tsd;
- struct Damage wd;
- struct status_change *sc = status->get_sc(src);
- struct status_change *tsc = status->get_sc(target);
- struct status_data *sstatus = status->get_status_data(src);
- struct status_data *tstatus = status->get_status_data(target);
- struct {
- unsigned hit : 1; ///< the attack Hit? (not a miss)
- unsigned cri : 1; ///< Critical hit
- unsigned idef : 1; ///< Ignore defense
- unsigned idef2 : 1; ///< Ignore defense (left weapon)
- unsigned pdef : 2; ///< Pierces defense (Investigate/Ice Pick)
- unsigned pdef2 : 2; ///< 1: Use def+def2/100, 2: Use def+def2/50
- unsigned infdef : 1; ///< Infinite defense (plants)
- unsigned arrow : 1; ///< Attack is arrow-based
- unsigned rh : 1; ///< Attack considers right hand (wd.damage)
- unsigned lh : 1; ///< Attack considers left hand (wd.damage2)
- unsigned weapon : 1; ///< It's a weapon attack (consider VVS, and all that)
- #ifdef RENEWAL
- unsigned tdef : 1; ///< Total defense reduction
- unsigned distinct : 1; ///< Has its own battle calc formula
- #endif
- } flag;
- memset(&wd,0,sizeof(wd));
- memset(&flag,0,sizeof(flag));
- nullpo_retr(wd, src);
- nullpo_retr(wd, target);
- //Initial flag
- flag.rh=1;
- flag.weapon=1;
- flag.infdef = (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB?1:0);
- #ifdef RENEWAL
- if (skill_id == HT_FREEZINGTRAP)
- flag.infdef = 0;
- #endif
- if (!flag.infdef && target->type == BL_SKILL) {
- const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
- if (su->group->unit_id == UNT_REVERBERATION)
- flag.infdef = 1; // Reverberation takes 1 damage
- }
- //Initial Values
- wd.type = BDT_NORMAL;
- wd.div_ = skill_id ? skill->get_num(skill_id,skill_lv) : 1;
- wd.amotion=(skill_id && skill->get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
- if(skill_id == KN_AUTOCOUNTER)
- wd.amotion >>= 1;
- wd.dmotion=tstatus->dmotion;
- wd.blewcount = skill_id ? skill->get_blewcount(skill_id,skill_lv) : 0;
- wd.flag = BF_WEAPON; //Initial Flag
- wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
- wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
- nk = skill->get_nk(skill_id);
- if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
- nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
- flag.hit = (nk&NK_IGNORE_FLEE) ? 1 : 0;
- flag.idef = flag.idef2 = (nk&NK_IGNORE_DEF) ? 1 : 0;
- #ifdef RENEWAL
- flag.tdef = 0;
- #endif
- if (sc && !sc->count)
- sc = NULL; //Skip checking as there are no status changes active.
- if (tsc && !tsc->count)
- tsc = NULL; //Skip checking as there are no status changes active.
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- if(sd)
- wd.blewcount += battle->blewcount_bonus(sd, skill_id);
- //Set miscellaneous data that needs be filled regardless of hit/miss
- if(
- (sd && sd->state.arrow_atk) ||
- (!sd && ((skill_id && skill->get_ammotype(skill_id)) || sstatus->rhw.range>3))
- )
- flag.arrow = 1;
- if(skill_id) {
- wd.flag |= battle->range_type(src, target, skill_id, skill_lv);
- switch(skill_id) {
- case MO_FINGEROFFENSIVE:
- if(sd) {
- if (battle_config.finger_offensive_type)
- wd.div_ = 1;
- else
- wd.div_ = sd->spiritball_old;
- }
- break;
- case HT_PHANTASMIC:
- //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
- flag.arrow = 1;
- break;
- #ifndef RENEWAL
- case PA_SHIELDCHAIN:
- case CR_SHIELDBOOMERANG:
- #endif
- case LG_SHIELDPRESS:
- case LG_EARTHDRIVE:
- flag.weapon = 0;
- break;
- case KN_PIERCE:
- case ML_PIERCE:
- wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
- break;
- case TF_DOUBLE: //For NPC used skill.
- case GS_CHAINACTION:
- wd.type = BDT_MULTIHIT;
- break;
- case GS_GROUNDDRIFT:
- case KN_SPEARSTAB:
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- case MO_BALKYOUNG:
- case TK_TURNKICK:
- wd.blewcount=0;
- break;
- case KN_AUTOCOUNTER:
- wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
- break;
- case NPC_CRITICALSLASH:
- case LG_PINPOINTATTACK:
- flag.cri = 1; //Always critical skill.
- break;
- case LK_SPIRALPIERCE:
- if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
- break;
- //When in banding, the number of hits is equal to the number of Royal Guards in banding.
- case LG_HESPERUSLIT:
- if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
- wd.div_ = sc->data[SC_BANDING]->val2;
- break;
- case MO_INVESTIGATE:
- flag.pdef = flag.pdef2 = 2;
- break;
- case RA_AIMEDBOLT:
- if( tsc && (tsc->data[SC_WUGBITE] || tsc->data[SC_ANKLESNARE] || tsc->data[SC_ELECTRICSHOCKER]) )
- wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
- break;
- case NPC_EARTHQUAKE:
- wd.flag = (wd.flag&~(BF_WEAPON)) | BF_MAGIC;
- break;
- #ifdef RENEWAL
- case MO_EXTREMITYFIST:
- case GS_PIERCINGSHOT:
- case AM_ACIDTERROR:
- case AM_DEMONSTRATION:
- case NJ_ISSEN:
- case PA_SACRIFICE:
- flag.distinct = 1;
- break;
- case GN_CARTCANNON:
- case PA_SHIELDCHAIN:
- case GS_MAGICALBULLET:
- case NJ_SYURIKEN:
- case KO_BAKURETSU:
- flag.distinct = 1;
- /* Fall through */
- case NJ_KUNAI:
- case HW_MAGICCRASHER:
- flag.tdef = 1;
- break;
- #endif
- }
- } else //Range for normal attacks.
- wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
- if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
- //Check for Lucky Dodge
- wd.type = BDT_PDODGE;
- wd.dmg_lv=ATK_LUCKY;
- if (wd.div_ < 0) wd.div_*=-1;
- return wd;
- }
- s_ele = s_ele_ = skill_id ? skill->get_ele(skill_id, skill_lv) : -1;
- if (s_ele == -1) {
- //Take weapon's element
- s_ele = sstatus->rhw.ele;
- s_ele_ = sstatus->lhw.ele;
- if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
- //Summoning 10 spiritcharm will endow your weapon.
- s_ele = s_ele_ = sd->charm_type;
- }
- if( flag.arrow && sd && sd->bonus.arrow_ele )
- s_ele = sd->bonus.arrow_ele;
- if( battle_config.attack_attr_none&src->type )
- n_ele = true; //Weapon's element is "not elemental"
- } else if (s_ele == -2) {
- //Use enchantment's element
- s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
- } else if (s_ele == -3) {
- //Use random element
- s_ele = s_ele_ = rnd()%ELE_MAX;
- }
- switch (skill_id) {
- case GS_GROUNDDRIFT:
- s_ele = s_ele_ = wflag; //element comes in flag.
- break;
- case LK_SPIRALPIERCE:
- if (!sd) n_ele = false; //forced neutral for monsters
- break;
- case LG_HESPERUSLIT:
- if ( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 == 5 )
- s_ele = ELE_HOLY; // Banding with 5 RGs: change atk element to Holy.
- break;
- }
- if (!(nk & NK_NO_ELEFIX) && !n_ele)
- if (src->type == BL_HOM)
- n_ele = true; //skill is "not elemental"
- if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
- s_ele = s_ele_ = ELE_HOLY;
- n_ele = false;
- }
- if(!skill_id) {
- //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
- if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
- {
- flag.rh=0;
- flag.lh=1;
- }
- if (sstatus->lhw.atk)
- flag.lh=1;
- }
- if (sd && !skill_id) {
- //Check for double attack.
- if (( (skill_lv=pc->checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER )
- || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
- || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST ) // Need confirmation
- ) {
- //Success chance is not added, the higher one is used [Skotlex]
- if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) )
- {
- wd.div_ = skill->get_num(TF_DOUBLE,skill_lv?skill_lv:1);
- wd.type = BDT_MULTIHIT;
- }
- }
- else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc->checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
- {
- wd.div_ = skill->get_num(GS_CHAINACTION,skill_lv);
- wd.type = BDT_MULTIHIT;
- }
- else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
- && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
- int chance = rnd()%100;
- switch(sc->data[SC_FEARBREEZE]->val1){
- case 5:
- if( chance < 3){// 3 % chance to attack 5 times.
- wd.div_ = 5;
- break;
- }
- case 4:
- if( chance < 7){// 6 % chance to attack 4 times.
- wd.div_ = 4;
- break;
- }
- case 3:
- if( chance < 10){// 9 % chance to attack 3 times.
- wd.div_ = 3;
- break;
- }
- case 2:
- case 1:
- if( chance < 13){// 12 % chance to attack 2 times.
- wd.div_ = 2;
- break;
- }
- }
- if ( wd.div_ > 1 ) {
- wd.div_ = min(wd.div_, sd->status.inventory[i].amount);
- sc->data[SC_FEARBREEZE]->val4 = wd.div_ - 1;
- wd.type = BDT_MULTIHIT;
- }
- }
- }
- //Check for critical
- if( !flag.cri && wd.type != BDT_MULTIHIT && sstatus->cri &&
- (!skill_id ||
- skill_id == KN_AUTOCOUNTER ||
- skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
- skill_id == NJ_KIRIKAGE))
- {
- short cri = sstatus->cri;
- if (sd != NULL) {
- // if show_katar_crit_bonus is enabled, it already done the calculation in status.c
- if (!battle_config.show_katar_crit_bonus && sd->status.weapon == W_KATAR) {
- cri <<= 1;
- }
- cri+= sd->critaddrace[tstatus->race];
- if (flag.arrow) {
- cri += sd->bonus.arrow_cri;
- }
- }
- if (sc && sc->data[SC_CAMOUFLAGE])
- cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4);
- #ifndef RENEWAL
- //The official equation is *2, but that only applies when sd's do critical.
- //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
- cri -= tstatus->luk*(!sd&&tsd?3:2);
- #else
- cri -= status->get_lv(target) / 15 + 2 * status_get_luk(target);
- #endif
- if( tsc && tsc->data[SC_SLEEP] ) {
- cri <<= 1;
- }
- switch (skill_id) {
- case 0:
- if(!(sc && sc->data[SC_AUTOCOUNTER]))
- break;
- status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
- case KN_AUTOCOUNTER:
- if(battle_config.auto_counter_type &&
- (battle_config.auto_counter_type&src->type))
- flag.cri = 1;
- else
- cri <<= 1;
- break;
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- cri += 200;
- break;
- case NJ_KIRIKAGE:
- cri += 250 + 50*skill_lv;
- break;
- }
- if(tsd && tsd->bonus.critical_def)
- cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
- if (rnd()%1000 < cri)
- flag.cri = 1;
- }
- if (flag.cri) {
- wd.type = BDT_CRIT;
- #ifndef RENEWAL
- flag.idef = flag.idef2 =
- #endif
- flag.hit = 1;
- } else {
- //Check for Perfect Hit
- if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
- flag.hit = 1;
- if (sc && sc->data[SC_FUSION]) {
- flag.hit = 1; //SG_FUSION always hit [Komurka]
- flag.idef = flag.idef2 = 1; //def ignore [Komurka]
- }
- if( !flag.hit )
- switch(skill_id)
- {
- case AS_SPLASHER:
- if( !wflag ) // Always hits the one exploding.
- flag.hit = 1;
- break;
- case CR_SHIELDBOOMERANG:
- if( sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_CRUSADER )
- flag.hit = 1;
- break;
- }
- if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
- flag.hit = 1;
- }
- if (!flag.hit) {
- //Hit/Flee calculation
- short flee = tstatus->flee;
- #ifdef RENEWAL
- short hitrate = 0; //Default hitrate
- #else
- short hitrate = 80; //Default hitrate
- #endif
- if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
- unsigned char attacker_count; //256 max targets should be a sane max
- attacker_count = unit->counttargeted(target);
- if(attacker_count >= battle_config.agi_penalty_count) {
- if (battle_config.agi_penalty_type == 1)
- flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
- else //asume type 2: absolute reduction
- flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
- if(flee < 1) flee = 1;
- }
- }
- hitrate+= sstatus->hit - flee;
- if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
- tsc && tsc->data[SC_FOGWALL])
- hitrate -= 50;
- if(sd && flag.arrow)
- hitrate += sd->bonus.arrow_hit;
- #ifdef RENEWAL
- if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
- hitrate += pc->checkskill(sd,AC_VULTURE);
- #endif
- switch(skill_id) {
- //Hit skill modifiers
- //It is proven that bonus is applied on final hitrate, not hit.
- case SM_BASH:
- case MS_BASH:
- hitrate += hitrate * 5 * skill_lv / 100;
- break;
- case MS_MAGNUM:
- case SM_MAGNUM:
- hitrate += hitrate * 10 * skill_lv / 100;
- break;
- case KN_AUTOCOUNTER:
- case PA_SHIELDCHAIN:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_UNDEADATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_BLEEDING:
- case NPC_EARTHQUAKE:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- hitrate += hitrate * 20 / 100;
- break;
- case KN_PIERCE:
- case ML_PIERCE:
- hitrate += hitrate * 5 * skill_lv / 100;
- break;
- case AS_SONICBLOW:
- if(sd && pc->checkskill(sd,AS_SONICACCEL)>0)
- hitrate += hitrate * 50 / 100;
- break;
- case MC_CARTREVOLUTION:
- case GN_CART_TORNADO:
- case GN_CARTCANNON:
- if( sd && pc->checkskill(sd, GN_REMODELING_CART) )
- hitrate += pc->checkskill(sd, GN_REMODELING_CART) * 4;
- break;
- case GC_VENOMPRESSURE:
- hitrate += 10 + 4 * skill_lv;
- break;
- case SC_FATALMENACE:
- hitrate -= 35 - 5 * skill_lv;
- break;
- case LG_BANISHINGPOINT:
- hitrate += 3 * skill_lv;
- break;
- }
- if( sd ) {
- // Weaponry Research hidden bonus
- if ((temp = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0)
- hitrate += hitrate * ( 2 * temp ) / 100;
- if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
- (temp = pc->checkskill(sd, GN_TRAINING_SWORD))>0 )
- hitrate += 3 * temp;
- }
- hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
- #ifdef RENEWAL
- if( !sd )
- hitrate = cap_value(hitrate, 5, 95);
- #endif
- if(rnd()%100 >= hitrate){
- wd.dmg_lv = ATK_FLEE;
- if (skill_id == SR_GATEOFHELL)
- flag.hit = 1;/* will hit with the special */
- }
- else
- flag.hit = 1;
- } //End hit/miss calculation
- if (flag.hit && !flag.infdef) { //No need to do the math for plants
- //Hitting attack
- //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
- //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
- #define ATK_RATE( a ) do { int64 temp__ = (a); wd.damage= wd.damage*temp__/100 ; if(flag.lh) wd.damage2= wd.damage2*temp__/100; } while(0)
- #define ATK_RATE2( a , b ) do { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } while(0)
- #define ATK_RATER(a) ( wd.damage = wd.damage*(a)/100 )
- #define ATK_RATEL(a) ( wd.damage2 = wd.damage2*(a)/100 )
- //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
- #define ATK_ADDRATE( a ) do { int64 temp__ = (a); wd.damage+= wd.damage*temp__/100; if(flag.lh) wd.damage2+= wd.damage2*temp__/100; } while(0)
- #define ATK_ADDRATE2( a , b ) do { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } while(0)
- //Adds an absolute value to damage. 100 = +100 damage
- #define ATK_ADD( a ) do { int64 temp__ = (a); wd.damage += temp__; if (flag.lh) wd.damage2 += temp__; } while(0)
- #define ATK_ADD2( a , b ) do { wd.damage += (a); if (flag.lh) wd.damage2 += (b); } while(0)
- #ifdef RENEWAL
- #define GET_NORMAL_ATTACK( f , s ) ( wd.damage = battle->calc_base_damage(src, target, s, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (f), wd.flag) )
- #define GET_NORMAL_ATTACK2( f , s ) ( wd.damage2 = battle->calc_base_damage(src, target, s, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (f), wd.flag) )
- #endif
- switch (skill_id) {
- //Calc base damage according to skill
- case PA_SACRIFICE:
- wd.damage = sstatus->max_hp* 9/100;
- wd.damage2 = 0;
- #ifdef RENEWAL
- wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, wd.flag); // temporary [malufett]
- #endif
- break;
- case NJ_ISSEN: // [malufett]
- #ifndef RENEWAL
- wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
- wd.damage2 = 0;
- #else
- {
- short totaldef = status->get_total_def(target);
- i = 0;
- GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0 );
- if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 )
- wd.div_ = ~( i++ + 2 ) + 1;
- if( wd.damage ){
- wd.damage *= sstatus->hp * skill_lv;
- wd.damage = wd.damage / sstatus->max_hp + sstatus->hp + i * (wd.damage / sstatus->max_hp + sstatus->hp) / 5;
- }
- ATK_ADD(-totaldef);
- if( is_boss(target) )
- ATK_RATE(50);
- }
- break;
- case NJ_SYURIKEN: // [malufett]
- GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0);
- ATK_ADD(battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon));
- #endif
- break;
- #ifndef RENEWAL
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- if (sd) {
- short index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_WEAPON)
- wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
- ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
- } else {
- wd.damage = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
- }
- i = sstatus->str/10;
- i*=i;
- ATK_ADD(i); //Add str bonus.
- switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
- case SZ_SMALL: //Small: 125%
- ATK_RATE(125);
- break;
- //case SZ_MEDIUM: //Medium: 100%
- case SZ_BIG: //Large: 75%
- ATK_RATE(75);
- break;
- }
- break;
- case PA_SHIELDCHAIN:
- #endif
- case CR_SHIELDBOOMERANG:
- wd.damage = sstatus->batk;
- if (sd) {
- int damagevalue = 0;
- short index = sd->equip_index[EQI_HAND_L];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
- damagevalue = sd->inventory_data[index]->weight/10;
- ATK_ADD(damagevalue);
- } else
- ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
- break;
- case HFLI_SBR44: //[orn]
- if (src->type == BL_HOM) {
- const struct homun_data *hd = BL_UCCAST(BL_HOM, src);
- wd.damage = hd->homunculus.intimacy;
- break;
- }
- break;
- default:
- {
- i = (flag.cri
- #ifdef RENEWAL
- || (sc && sc->data[SC_MAXIMIZEPOWER])
- #endif
- ?1:0)|
- (flag.arrow?2:0)|
- #ifndef RENEWAL
- (skill_id == HW_MAGICCRASHER?4:0)|
- (skill_id == MO_EXTREMITYFIST?8:0)|
- #endif
- (!skill_id && sc && sc->data[SC_HLIF_CHANGE]?4:0)|
- (sc && sc->data[SC_WEAPONPERFECT]?8:0);
- if (flag.arrow && sd)
- switch(sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- i |= 16; // for ex. shuriken must not be influenced by DEX
- }
- #ifdef RENEWAL
- GET_NORMAL_ATTACK( i, skill_id);
- wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
- wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag);
- if (flag.lh){
- GET_NORMAL_ATTACK2( i, skill_id );
- wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
- wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag);
- }
- #else
- wd.damage = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
- if (flag.lh)
- wd.damage2 = battle->calc_base_damage2(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
- #endif
- if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
- if(wflag>0)
- wd.damage/= wflag;
- else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
- }
- //Add any bonuses that modify the base baseatk+watk (pre-skills)
- if(sd) {
- #ifndef RENEWAL
- if (sd->bonus.atk_rate)
- ATK_ADDRATE(sd->bonus.atk_rate);
- #endif
- if(flag.cri && sd->bonus.crit_atk_rate)
- ATK_ADDRATE(sd->bonus.crit_atk_rate);
- if(flag.cri && sc && sc->data[SC_MTF_CRIDAMAGE])
- ATK_ADDRATE(sc->data[SC_MTF_CRIDAMAGE]->val1);// temporary it should be 'bonus.crit_atk_rate'
- #ifndef RENEWAL
- if(sd->status.party_id && (temp=pc->checkskill(sd,TK_POWER)) > 0){
- if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
- ATK_ADDRATE(2*temp*i);
- }
- #endif
- }
- break;
- } //End default case
- } //End switch(skill_id)
- if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
- switch(skill_id) {
- case RA_WUGDASH:
- case RA_WUGSTRIKE:
- case RA_WUGBITE:
- break;
- default:
- ATK_ADDRATE( 50 * sc->data[SC_UNLIMIT]->val1 );
- }
- }
- if ( sc && !skill_id && sc->data[SC_EXEEDBREAK] ) {
- ATK_ADDRATE(sc->data[SC_EXEEDBREAK]->val1);
- status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
- }
- switch(skill_id){
- case SR_GATEOFHELL:
- if (wd.dmg_lv != ATK_FLEE)
- ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
- else
- wd.dmg_lv = ATK_DEF;
- break;
- case KO_BAKURETSU:
- {
- #ifdef RENEWAL
- GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
- #endif
- skillratio = skill_lv * (50 + status_get_dex(src) / 4);
- skillratio = (int)(skillratio * (sd ? pc->checkskill(sd, NJ_TOBIDOUGU) : 10) * 40.f / 100.0f * status->get_lv(src) / 120);
- ATK_RATE(skillratio + 10 * (sd ? sd->status.job_level : 0));
- }
- break;
- #ifdef RENEWAL
- case GS_MAGICALBULLET:
- GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
- ATK_ADD(battle->attr_fix(src, target,
- battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, status->get_matk(src, 2), 0, wd.flag), ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv));
- break;
- case GS_PIERCINGSHOT:
- GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0);
- if ( wd.damage ) {
- if ( sd && sd->weapontype1 == W_RIFLE )
- ATK_RATE(30 * (skill_lv + 5));
- else
- ATK_RATE(20 * (skill_lv + 5));
- }
- break;
- case MO_EXTREMITYFIST: // [malufett]
- {
- short totaldef = status->get_total_def(target);
- GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | 8, skill_id);
- if ( wd.damage ) {
- ATK_ADD(250 * (skill_lv + 1) + (10 * (status_get_sp(src) + 1) * wd.damage / 100) + (8 * wd.damage));
- ATK_ADD(-totaldef);
- }
- }
- break;
- case PA_SHIELDCHAIN:
- GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
- if ( sd ) {
- short index = sd->equip_index[EQI_HAND_L];
- if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) {
- ATK_ADD(sd->inventory_data[index]->weight / 10 + 4 * sd->status.inventory[index].refine);
- }
- } else
- ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
- ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
- break;
- case AM_DEMONSTRATION:
- case AM_ACIDTERROR: // [malufett/Hercules]
- {
- int64 matk;
- int totaldef = status->get_total_def(target) + status->get_total_mdef(target);
- matk = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, status->get_matk(src, 2), 0, wd.flag);
- matk = battle->attr_fix(src, target, matk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
- matk = matk * battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag) / 100;
- GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0);
- ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
- ATK_ADD(matk);
- ATK_ADD(-totaldef);
- if ( skill_id == AM_ACIDTERROR && is_boss(target) )
- ATK_RATE(50);
- if ( skill_id == AM_DEMONSTRATION )
- wd.damage = max(wd.damage, 1);
- }
- break;
- case GN_CARTCANNON:
- GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
- ATK_ADD(sd ? sd->bonus.arrow_atk : 0);
- wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
- ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
- if ( sd && s_ele != sd->bonus.arrow_ele )
- s_ele = sd->bonus.arrow_ele;
- break;
- case NJ_TATAMIGAESHI:
- ATK_RATE(200);
- /* Fall through */
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE: // [malufett]
- if( skill_id != NJ_TATAMIGAESHI ){
- short index = sd?sd->equip_index[EQI_HAND_R]:0;
- GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0);
- wd.damage = wd.damage * 70 / 100;
- //n_ele = true; // FIXME: This is has no effect if it's after GET_NORMAL_ATTACK (was this intended, or was it supposed to be put above?)
- if (sd && index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_WEAPON)
- ATK_ADD(sd->inventory_data[index]->weight * 7 / 100);
- switch (tstatus->size) {
- case SZ_SMALL: //Small: 115%
- ATK_RATE(115);
- break;
- case SZ_BIG: //Large: 85%
- ATK_RATE(85);
- }
- wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
- wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag);
- }
- /* Fall through */
- #endif
- default:
- ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
- }
- //Constant/misc additions from skills
- switch (skill_id) {
- #ifdef RENEWAL
- case HW_MAGICCRASHER:
- ATK_ADD(battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage / 5);
- break;
- #else
- case MO_EXTREMITYFIST:
- ATK_ADD(250 + 150*skill_lv);
- break;
- #endif
- case TK_DOWNKICK:
- case TK_STORMKICK:
- case TK_TURNKICK:
- case TK_COUNTER:
- case TK_JUMPKICK:
- //TK_RUN kick damage bonus.
- if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
- ATK_ADD(10*pc->checkskill(sd, TK_RUN));
- break;
- #ifndef RENEWAL
- case GS_MAGICALBULLET:
- ATK_ADD( status->get_matk(src, 2) );
- break;
- case NJ_SYURIKEN:
- ATK_ADD(4*skill_lv);
- #endif
- break;
- case GC_COUNTERSLASH:
- ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
- break;
- case RA_WUGDASH:
- if( sc && sc->data[SC_DANCE_WITH_WUG] )
- ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
- break;
- case SR_TIGERCANNON:
- ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 );
- if( sc && sc->data[SC_COMBOATTACK]
- && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
- ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 );
- break;
- case RA_WUGSTRIKE:
- case RA_WUGBITE:
- if(sd)
- ATK_ADD(30*pc->checkskill(sd, RA_TOOTHOFWUG));
- if( sc && sc->data[SC_DANCE_WITH_WUG] )
- ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
- break;
- case LG_SHIELDPRESS:
- if( sd ) {
- int damagevalue = 0;
- short index = sd->equip_index[EQI_HAND_L];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
- damagevalue = sstatus->vit * sd->status.inventory[index].refine;
- ATK_ADD(damagevalue);
- }
- break;
- case SR_GATEOFHELL:
- ATK_ADD(sstatus->max_hp - status_get_hp(src));
- if ( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) {
- ATK_ADD((sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src));
- } else {
- ATK_ADD((sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src));
- }
- break;
- case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
- ATK_ADD( ((tstatus->size+1)*2 + (int64)skill_lv - 1) * sstatus->str);
- if( tsd && tsd->weight ){
- ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
- }else{
- ATK_ADD( status->get_lv(target) * 50 ); //mobs
- }
- break;
- case KO_SETSUDAN:
- if( tsc && tsc->data[SC_SOULLINK] ){
- ATK_ADDRATE(200*tsc->data[SC_SOULLINK]->val1);
- status_change_end(target,SC_SOULLINK,INVALID_TIMER);
- }
- break;
- case KO_MAKIBISHI:
- wd.damage = 20 * skill_lv;
- break;
- }
- #ifndef RENEWAL
- //Div fix.
- damage_div_fix(wd.damage, wd.div_);
- #endif
- //The following are applied on top of current damage and are stackable.
- if ( sc ) {
- #ifndef RENEWAL
- if( sc->data[SC_TRUESIGHT] )
- ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
- #endif
- #ifndef RENEWAL_EDP
- if( sc->data[SC_EDP] ){
- switch(skill_id){
- case AS_SPLASHER: // Needs more info
- case ASC_BREAKER:
- case ASC_METEORASSAULT: break;
- default:
- ATK_ADDRATE(sc->data[SC_EDP]->val3);
- }
- }
- #endif
- if(sc->data[SC_STYLE_CHANGE]){
- struct homun_data *hd = BL_CAST(BL_HOM, src);
- if (hd != NULL)
- ATK_ADD(hd->homunculus.spiritball * 3);
- }
- }
- switch (skill_id) {
- case AS_SONICBLOW:
- if (sc && sc->data[SC_SOULLINK] &&
- sc->data[SC_SOULLINK]->val2 == SL_ASSASIN)
- ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
- if(sd && pc->checkskill(sd,AS_SONICACCEL)>0)
- ATK_ADDRATE(10);
- break;
- case CR_SHIELDBOOMERANG:
- if(sc && sc->data[SC_SOULLINK] &&
- sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
- ATK_ADDRATE(100);
- break;
- }
- if( skill_id ){
- uint16 rskill;/* redirect skill id */
- switch(skill_id){
- case AB_DUPLELIGHT_MELEE:
- rskill = AB_DUPLELIGHT;
- break;
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND_PLUSATK:
- rskill = LG_OVERBRAND;
- break;
- case WM_SEVERE_RAINSTORM_MELEE:
- rskill = WM_SEVERE_RAINSTORM;
- break;
- case WM_REVERBERATION_MELEE:
- rskill = WM_REVERBERATION;
- break;
- case GN_CRAZYWEED_ATK:
- rskill = GN_CRAZYWEED;
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- rskill = GN_SLINGITEM;
- break;
- case RL_R_TRIP_PLUSATK:
- rskill = RL_R_TRIP;
- break;
- case RL_B_FLICKER_ATK:
- rskill = RL_FLICKER;
- break;
- case RL_GLITTERING_GREED_ATK:
- rskill = RL_GLITTERING_GREED;
- break;
- default:
- rskill = skill_id;
- }
- if( (i = battle->adjust_skill_damage(src->m,rskill)) )
- ATK_RATE(i);
- }
- if( sd ) {
- if (skill_id && (i = pc->skillatk_bonus(sd, skill_id)))
- ATK_ADDRATE(i);
- #ifdef RENEWAL
- if( wd.flag&BF_LONG )
- ATK_ADDRATE(sd->bonus.long_attack_atk_rate);
- if( sc && sc->data[SC_MTF_RANGEATK] )
- ATK_ADDRATE(sc->data[SC_MTF_RANGEATK]->val1);// temporary it should be 'bonus.long_attack_atk_rate'
- #endif
- if( (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
- (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
- ATK_ADDRATE(-i);
- if (skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri) {
- //Elemental/Racial adjustments
- if (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele)
- || sd->right_weapon.def_ratio_atk_race & map->race_id2mask(tstatus->race)
- || sd->right_weapon.def_ratio_atk_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
- )
- flag.pdef = 1;
- if (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele)
- || sd->left_weapon.def_ratio_atk_race & map->race_id2mask(tstatus->race)
- || sd->left_weapon.def_ratio_atk_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
- ) {
- //Pass effect onto right hand if configured so. [Skotlex]
- if (battle_config.left_cardfix_to_right && flag.rh)
- flag.pdef = 1;
- else
- flag.pdef2 = 1;
- }
- }
- if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) {
- //Ignore Defense?
- if (!flag.idef && (
- sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
- sd->right_weapon.ignore_def_race & map->race_id2mask(tstatus->race) ||
- sd->right_weapon.ignore_def_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
- ))
- flag.idef = 1;
- if (!flag.idef2 && (
- sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
- sd->left_weapon.ignore_def_race & map->race_id2mask(tstatus->race) ||
- sd->left_weapon.ignore_def_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
- )) {
- if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
- flag.idef = 1;
- else
- flag.idef2 = 1;
- }
- }
- }
- if((!flag.idef || !flag.idef2)
- #ifdef RENEWAL
- && (!flag.distinct || flag.tdef)
- #endif
- ) { //Defense reduction
- wd.damage = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage,
- (flag.idef?1:0)|(flag.pdef?2:0)
- #ifdef RENEWAL
- |(flag.tdef?4:0)
- #endif
- , flag.pdef);
- if( wd.damage2 )
- wd.damage2 = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage2,
- (flag.idef2?1:0)|(flag.pdef2?2:0)
- #ifdef RENEWAL
- |(flag.tdef?4:0)
- #endif
- , flag.pdef2);
- }
- #ifdef RENEWAL
- if ( flag.distinct ) {
- wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag);
- if ( flag.lh ) {
- wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag);
- }
- }
- //Div fix.
- damage_div_fix(wd.damage, wd.div_);
- if ( skill_id > 0 && (skill->get_ele(skill_id, skill_lv) == ELE_NEUTRAL || flag.distinct) ) { // re-evaluate forced neutral skills
- wd.damage = battle->attr_fix(src, target, wd.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- if ( flag.lh )
- wd.damage2 = battle->attr_fix(src, target, wd.damage2, s_ele_, tstatus->def_ele, tstatus->ele_lv);
- }
- #endif
- #if 0 // Can't find any source about this one even in eagis
- if (skill_id == NPC_EARTHQUAKE) {
- //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
- //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
- if ( wflag>0 )
- ATK_ADD((sstatus->rhw.atk2*skillratio / 100) / wflag);
- else
- ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
- }
- #endif
- //Post skill/vit reduction damage increases
- if (sc) {
- //SC skill damages
- if(sc->data[SC_AURABLADE]
- #ifndef RENEWAL
- && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
- #endif
- ){
- int lv = sc->data[SC_AURABLADE]->val1;
- #ifdef RENEWAL
- lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
- #endif
- ATK_ADD(20*lv);
- }
- if( !skill_id ) {
- if( sc->data[SC_ENCHANTBLADE] ) {
- //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
- i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src);
- i = i - status->get_total_mdef(target) + status->get_matk(src, 2);
- if( i )
- ATK_ADD(i);
- }
- if( sc->data[SC_GIANTGROWTH] && rnd()%100 < 15 )
- ATK_ADDRATE(200); // Triple Damage
- }
- }
- #ifndef RENEWAL
- //Refine bonus
- if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
- { // Counts refine bonus multiple times
- if( skill_id == MO_FINGEROFFENSIVE )
- {
- ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
- } else {
- ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
- }
- }
- //Set to min of 1
- if (flag.rh && wd.damage < 1) wd.damage = 1;
- if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
- #else
- if (flag.rh && wd.damage < 1) wd.damage = 0;
- if (flag.lh && wd.damage2 < 1) wd.damage2 = 0;
- #endif
- #ifndef RENEWAL
- wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
- if( flag.lh )
- wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
- #else
- if( sd && flag.cri )
- ATK_ADDRATE(40);
- #endif
- } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
- else if(wd.div_ < 0) //Since the attack missed...
- wd.div_ *= -1;
- #ifndef RENEWAL
- if(sd && (temp=pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0)
- ATK_ADD(temp*2);
- #endif
- #ifndef RENEWAL
- wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, flag.arrow);
- if( flag.lh )
- wd.damage2 = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage2, nk, n_ele, s_ele, s_ele_, true, flag.arrow);
- #endif
- if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
- return wd; //Enough, rest is not needed.
- #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
- if (skill_id) {
- for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
- if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
- const struct mob_data *md = BL_UCCAST(BL_MOB, target);
- if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
- continue;
- if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
- continue;
- }
- if( wd.damage > map->list[target->m].zone->capped_skills[i]->cap )
- wd.damage = map->list[target->m].zone->capped_skills[i]->cap;
- if( wd.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
- wd.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
- break;
- }
- }
- }
- #endif
- #ifndef RENEWAL // Offensive damage increment in renewal is done somewhere else
- if (sd) {
- if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
- ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
- if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
- ATK_ADD(wd.div_*sd->spiritball_old*3);
- } else {
- ATK_ADD(wd.div_*sd->spiritball*3);
- }
- //Card Fix, sd side
- wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
- if( flag.lh )
- wd.damage2 = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
- if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
- { //Refine bonus applies after cards and elements.
- short index= sd->equip_index[EQI_HAND_L];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
- ATK_ADD(10*sd->status.inventory[index].refine);
- }
- }
- //Card Fix, tsd side
- if ( tsd ) { //if player on player then it was already measured above
- wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, (flag.lh ? 1 : 0), wd.flag);
- }
- #endif
- if( flag.infdef ) { //Plants receive 1 damage when hit
- short class_ = status->get_class(target);
- if( flag.hit || wd.damage > 0 )
- wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
- if( flag.lh && (flag.hit || wd.damage2 > 0) )
- wd.damage2 = wd.div_;
- if (flag.hit && class_ == MOBID_EMPELIUM) {
- if(wd.damage2 > 0) {
- wd.damage2 = battle->attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
- wd.damage2 = battle->calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
- }
- else if(wd.damage > 0) {
- wd.damage = battle->attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
- wd.damage = battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- }
- return wd;
- }
- if( !(battle_config.skill_min_damage&1) )
- //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
- return wd;
- }
- if (sd) {
- if (!flag.rh && flag.lh) {
- //Move lh damage to the rh
- wd.damage = wd.damage2;
- wd.damage2 = 0;
- flag.rh=1;
- flag.lh=0;
- } else if(flag.rh && flag.lh) {
- //Dual-wield
- if (wd.damage) {
- temp = pc->checkskill(sd,AS_RIGHT) * 10;
- if( (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO )
- temp = pc->checkskill(sd,KO_RIGHT) * 10 + 20;
- ATK_RATER( 50 + temp );
- }
- if (wd.damage2) {
- temp = pc->checkskill(sd,AS_LEFT) * 10;
- if( (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO )
- temp = pc->checkskill(sd,KO_LEFT) * 10 + 20;
- ATK_RATEL( 30 + temp );
- }
- #ifdef RENEWAL
- if(wd.damage < 0) wd.damage = 0;
- if(wd.damage2 < 0) wd.damage2 = 0;
- #else
- if(wd.damage < 1) wd.damage = 1;
- if(wd.damage2 < 1) wd.damage2 = 1;
- #endif
- } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
- temp = pc->checkskill(sd,TF_DOUBLE);
- wd.damage2 = wd.damage * (1 + (temp * 2))/100;
- if(wd.damage && !wd.damage2) {
- #ifdef RENEWAL
- wd.damage2 = 0;
- #else
- wd.damage2 = 1;
- #endif
- }
- flag.lh = 1;
- }
- }
- if(!flag.rh && wd.damage)
- wd.damage=0;
- if(!flag.lh && wd.damage2)
- wd.damage2=0;
- if( sc && sc->data[SC_GLOOMYDAY] ) {
- switch( skill_id ) {
- case KN_BRANDISHSPEAR:
- case LK_SPIRALPIERCE:
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
- case PA_SHIELDCHAIN:
- case RK_HUNDREDSPEAR:
- case LG_SHIELDPRESS:
- wd.damage += wd.damage * sc->data[SC_GLOOMYDAY]->val2 / 100;
- }
- }
- if( sc ) {
- //SG_FUSION hp penalty [Komurka]
- if (sc->data[SC_FUSION]) {
- int hp= sstatus->max_hp;
- if (sd && tsd) {
- hp = 8*hp/100;
- if ((sstatus->hp * 100) <= (sstatus->max_hp * 20))
- hp = sstatus->hp;
- } else
- hp = 2*hp/100; //2% hp loss per hit
- status_zap(src, hp, 0);
- }
- status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
- }
- switch(skill_id){
- case LG_RAYOFGENESIS:
- {
- struct Damage md = battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag);
- wd.damage += md.damage;
- break;
- }
- }
- if( wd.damage + wd.damage2 ) { //There is a total damage value
- int64 damage = wd.damage + wd.damage2;
- if (!wd.damage2) {
- #ifdef RENEWAL
- if (skill_id != ASC_BREAKER)
- #endif
- wd.damage = battle->calc_damage(src, target, &wd, wd.damage, skill_id, skill_lv);
- if( map_flag_gvg2(target->m) )
- wd.damage=battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map->list[target->m].flag.battleground )
- wd.damage=battle->calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- }
- else if (!wd.damage) {
- #ifdef RENEWAL
- if (skill_id != ASC_BREAKER)
- #endif
- wd.damage2 = battle->calc_damage(src, target, &wd, wd.damage2, skill_id, skill_lv);
- if (map_flag_gvg2(target->m))
- wd.damage2 = battle->calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
- else if (map->list[target->m].flag.battleground)
- wd.damage = battle->calc_bg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
- } else {
- #ifdef RENEWAL
- if( skill_id != ASC_BREAKER ){
- wd.damage = battle->calc_damage(src, target, &wd, wd.damage, skill_id, skill_lv);
- wd.damage2 = battle->calc_damage(src, target, &wd, wd.damage2, skill_id, skill_lv);
- }
- #else
- int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
- wd.damage = battle->calc_damage(src,target,&wd,d1,skill_id,skill_lv);
- #endif
- if( map_flag_gvg2(target->m) )
- wd.damage = battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map->list[target->m].flag.battleground )
- wd.damage = battle->calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- #ifndef RENEWAL
- wd.damage2 = d2*100/d1 * wd.damage/100;
- if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
- wd.damage-=wd.damage2;
- #endif
- }
- if( src != target ) { // Don't reflect your own damage (Grand Cross)
- if( wd.dmg_lv == ATK_MISS || wd.dmg_lv == ATK_BLOCK ) {
- int64 prev1 = wd.damage, prev2 = wd.damage2;
- wd.damage = damage;
- wd.damage2 = 0;
- battle->reflect_damage(target, src, &wd, skill_id);
- wd.damage = prev1;
- wd.damage2 = prev2;
- } else
- battle->reflect_damage(target, src, &wd, skill_id);
- }
- }
- //Reject Sword bugreport:4493 by Daegaladh
- if (wd.damage != 0 && tsc != NULL && tsc->data[SC_SWORDREJECT] != NULL
- && (sd == NULL || sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD || sd->status.weapon == W_2HSWORD)
- && rnd()%100 < tsc->data[SC_SWORDREJECT]->val2
- ) {
- ATK_RATER(50);
- status_fix_damage(target,src,wd.damage,clif->damage(target,src,0,0,wd.damage,0,BDT_NORMAL,0));
- clif->skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_SWORDREJECT]->val1,1);
- if( --(tsc->data[SC_SWORDREJECT]->val3) <= 0 )
- status_change_end(target, SC_SWORDREJECT, INVALID_TIMER);
- }
- #ifndef RENEWAL
- if(skill_id == ASC_BREAKER) {
- //Breaker's int-based damage (a misc attack?)
- struct Damage md = battle->calc_misc_attack(src, target, skill_id, skill_lv, wflag);
- wd.damage += md.damage;
- }
- #endif
- return wd;
- }
- /*==========================================
- * Battle main entry, from skill->attack
- *------------------------------------------*/
- struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
- {
- struct Damage d;
- struct map_session_data *sd=BL_CAST(BL_PC,bl);
- switch(attack_type) {
- case BF_WEAPON: d = battle->calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
- case BF_MAGIC: d = battle->calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
- case BF_MISC: d = battle->calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
- default:
- ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
- memset(&d,0,sizeof(d));
- break;
- }
- nullpo_retr(d, target);
- #ifdef HMAP_ZONE_DAMAGE_CAP_TYPE
- if( target && skill_id ) {
- int i;
- for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
- if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
- const struct mob_data *md = BL_UCCAST(BL_MOB, target);
- if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
- continue;
- if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
- continue;
- }
- if( d.damage > map->list[target->m].zone->capped_skills[i]->cap )
- d.damage = map->list[target->m].zone->capped_skills[i]->cap;
- if( d.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
- d.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
- break;
- }
- }
- }
- #endif
- if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed
- //Weapon attacks should go through to cause additional effects.
- if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
- d.dmg_lv = ATK_MISS;
- d.dmotion = 0;
- } else // Some skills like Weaponry Research will cause damage even if attack is dodged
- d.dmg_lv = ATK_DEF;
- if (sd && d.damage + d.damage2 > 1) {
- // HPVanishRate
- if (sd->bonus.hp_vanish_rate && sd->bonus.hp_vanish_trigger && rnd() % 1000 < sd->bonus.hp_vanish_rate &&
- ((d.flag&sd->bonus.hp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.hp_vanish_trigger&BF_RANGEMASK)
- || (d.flag&sd->bonus.hp_vanish_trigger&BF_SKILLMASK)))
- status_percent_damage(&sd->bl, target, -sd->bonus.hp_vanish_per, 0, false);
- // SPVanishRate
- if (sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd() % 1000 < sd->bonus.sp_vanish_rate &&
- ((d.flag&sd->bonus.sp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.sp_vanish_trigger&BF_RANGEMASK)
- || (d.flag&sd->bonus.sp_vanish_trigger&BF_SKILLMASK)))
- status_percent_damage(&sd->bl, target, 0, -sd->bonus.sp_vanish_per, false);
- }
- return d;
- }
- //Performs reflect damage (magic (maya) is performed over skill.c).
- void battle_reflect_damage(struct block_list *target, struct block_list *src, struct Damage *wd,uint16 skill_id) {
- int64 damage, rdamage = 0, trdamage = 0;
- struct map_session_data *sd, *tsd;
- struct status_change *sc;
- int64 tick = timer->gettick();
- int delay = 50, rdelay = 0;
- #ifdef RENEWAL
- int max_reflect_damage;
- max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100);
- #endif
- damage = wd->damage + wd->damage2;
- nullpo_retv(wd);
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- sc = status->get_sc(target);
- #ifdef RENEWAL
- #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) )
- #else
- #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) )
- #endif
- if( sc && !sc->count )
- sc = NULL;
- if( sc ) {
- if (wd->flag & BF_SHORT && !(skill->get_inf(skill_id) & (INF_GROUND_SKILL | INF_SELF_SKILL))) {
- if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
- //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125;
- if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
- rdamage = ratio + (damage)* (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
- skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
- clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, BDT_SKILL); // This is how official does
- clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, BDT_NORMAL);
- status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
- status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
- /* shouldn't this trigger skill->additional_effect? */
- return; // Just put here to minimize redundancy
- }
- }
- if( wd->flag & BF_SHORT ) {
- if( !is_boss(src) ) {
- if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION ) {
- uint8 dir = map->calc_dir(target,src->x,src->y),
- t_dir = unit->getdir(target);
- if( !map->check_dir(dir,t_dir) ) {
- int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
- trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended.
- rdelay = clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(src), -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, BDT_SKILL);
- skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0);
- if( tsd ) /* is this right? rdamage as both left and right? */
- battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- delay += 100;/* gradual increase so the numbers don't clip in the client */
- }
- wd->damage = wd->damage + wd->damage2;
- wd->damage2 = 0;
- status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
- }
- }
- }
- if( sc->data[SC_KYOMU] ){
- // Nullify reflecting ability of the conditions onwards
- return;
- }
- }
- if( wd->flag & BF_SHORT ) {
- if ( tsd && tsd->bonus.short_weapon_damage_return ) {
- NORMALIZE_RDAMAGE(damage * tsd->bonus.short_weapon_damage_return / 100);
- rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
- /* is this right? rdamage as both left and right? */
- battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- delay += 100;/* gradual increase so the numbers don't clip in the client */
- }
- if( wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */
- struct status_change *ssc;
- if( sc ) {
- struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
- struct block_list *d_bl = NULL;
- if (sce_d && sce_d->val1)
- d_bl = map->id2bl(sce_d->val1);
- if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO
- && !(d_bl && !(wd->flag&BF_SKILL)) // It should not be a basic attack if the target is under devotion
- && !(d_bl && sce_d && !check_distance_bl(target, d_bl, sce_d->val3)) // It should not be out of range if the target is under devotion
- ) {
- NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
- #ifndef RENEWAL
- rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
- #else
- rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, BDT_ENDURE);
- #endif
- /* is this right? rdamage as both left and right? */
- if( tsd )
- battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- delay += 100;/* gradual increase so the numbers don't clip in the client */
- }
- if( sc->data[SC_LG_REFLECTDAMAGE] && rnd()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
- bool change = false;
- NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
- trdamage -= rdamage;/* wont count towards total */
- if( sd && !sd->state.autocast ) {
- change = true;
- sd->state.autocast = 1;
- }
- map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target));
- if( change )
- sd->state.autocast = 0;
- delay += 150;/* gradual increase so the numbers don't clip in the client */
- if( (--sc->data[SC_LG_REFLECTDAMAGE]->val3) <= 0 )
- status_change_end(target, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
- }
- if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){
- NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
- rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
- /* is this right? rdamage as both left and right? */
- if( tsd )
- battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- delay += 100;/* gradual increase so the numbers don't clip in the client */
- }
- if (sc->data[SC_MVPCARD_ORCLORD]) {
- NORMALIZE_RDAMAGE(damage * sc->data[SC_MVPCARD_ORCLORD]->val1 / 100);
- rdelay = clif->delay_damage(tick + delay, src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
- if (tsd)
- battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
- delay += 100;
- }
- }
- if( ( ssc = status->get_sc(src) ) ) {
- if( ssc->data[SC_INSPIRATION] ) {
- NORMALIZE_RDAMAGE(damage / 100);
- rdelay = clif->delay_damage(tick+delay,target, target, status_get_amotion(target), status_get_dmotion(target), rdamage, 1, BDT_ENDURE);
- /* is this right? rdamage as both left and right? */
- if( sd )
- battle->drain(sd, target, rdamage, rdamage, status_get_race(target), 0);
- battle->delay_damage(tick, wd->amotion,src,target,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- delay += 100;/* gradual increase so the numbers don't clip in the client */
- }
- }
- }
- } else {/* long */
- if ( tsd && tsd->bonus.long_weapon_damage_return ) {
- NORMALIZE_RDAMAGE(damage * tsd->bonus.long_weapon_damage_return / 100);
- rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
- /* is this right? rdamage as both left and right? */
- battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- delay += 100;/* gradual increase so the numbers don't clip in the client */
- }
- }
- // Tell analyzers/compilers that we want to += it even the value is currently unused (it'd be used if we added new checks)
- (void)delay;
- /* something caused reflect */
- if( trdamage ) {
- skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- }
- return;
- #undef NORMALIZE_RDAMAGE
- }
- void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss)
- {
- struct weapon_data *wd;
- int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i;
- int64 *damage;
- nullpo_retv(sd);
- for (i = 0; i < 4; i++) {
- //First two iterations: Right hand
- if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
- else { wd = &sd->left_weapon; damage = &ldamage; }
- if (*damage <= 0) continue;
- //First and Third iterations: race, other two boss/nonboss state
- if (i == 0 || i == 2)
- type = race;
- else
- type = boss ? RC_BOSS : RC_NONBOSS;
- hp = wd->hp_drain[type].value;
- if (wd->hp_drain[type].rate)
- hp += battle->calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
- sp = wd->sp_drain[type].value;
- if (wd->sp_drain[type].rate)
- sp += battle->calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
- // HPVanishRate
- if (sd->bonus.hp_vanish_rate && rnd() % 1000 < sd->bonus.hp_vanish_rate && !sd->bonus.hp_vanish_trigger)
- status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false);
- // SPVanishRate
- if (sd->bonus.sp_vanish_rate && rnd() % 1000 < sd->bonus.sp_vanish_rate && !sd->bonus.sp_vanish_trigger)
- status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
- if (hp) {
- if (wd->hp_drain[type].type)
- rhp += hp;
- thp += hp;
- }
- if (sp) {
- if (wd->sp_drain[type].type)
- rsp += sp;
- tsp += sp;
- }
- }
- if (sd->sp_gain_race_attack[race])
- tsp += sd->sp_gain_race_attack[race];
- if (sd->hp_gain_race_attack[race])
- thp += sd->hp_gain_race_attack[race];
- if (!thp && !tsp) return;
- status->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain ? 3 : 1);
- if (rhp || rsp)
- status_zap(tbl, rhp, rsp);
- }
- // Deals the same damage to targets in area. [pakpil]
- int battle_damage_area(struct block_list *bl, va_list ap) {
- int64 tick;
- int amotion, dmotion, damage;
- struct block_list *src;
- nullpo_ret(bl);
- tick = va_arg(ap, int64);
- src=va_arg(ap,struct block_list *);
- amotion=va_arg(ap,int);
- dmotion=va_arg(ap,int);
- damage=va_arg(ap,int);
- if (bl->type == BL_MOB && BL_UCCAST(BL_MOB, bl)->class_ == MOBID_EMPELIUM)
- return 0;
- if( bl != src && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
- struct map_session_data *sd = NULL;
- nullpo_ret(src);
- map->freeblock_lock();
- sd = BL_CAST(BL_PC, src);
- if (src->type == BL_PC)
- battle->drain(sd, bl, damage, damage, status_get_race(bl), is_boss(bl));
- if( amotion )
- battle->delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
- else
- status_fix_damage(src,bl,damage,0);
- clif->damage(bl,bl,amotion,dmotion,damage,1,BDT_ENDURE,0);
- if (src->type != BL_PC || !sd->state.autocast)
- skill->additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- map->freeblock_unlock();
- }
- return 0;
- }
- /*==========================================
- * Do a basic physical attack (call trough unit_attack_timer)
- *------------------------------------------*/
- // FIXME: flag is undocumented
- enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, int64 tick, int flag) {
- struct map_session_data *sd = NULL, *tsd = NULL;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc, *tsc;
- int64 damage;
- int skillv;
- struct Damage wd;
- nullpo_retr(ATK_NONE, src);
- nullpo_retr(ATK_NONE, target);
- if (src->prev == NULL || target->prev == NULL)
- return ATK_NONE;
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, target);
- sstatus = status->get_status_data(src);
- tstatus = status->get_status_data(target);
- sc = status->get_sc(src);
- tsc = status->get_sc(target);
- if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
- sc = NULL;
- if (tsc && !tsc->count)
- tsc = NULL;
- if (sd)
- {
- sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
- if (sd->state.arrow_atk)
- {
- int index = sd->equip_index[EQI_AMMO];
- if (index<0) {
- if ( sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA )
- clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
- else
- clif->arrow_fail(sd, 0);
- return ATK_NONE;
- }
- //Ammo check by Ishizu-chan
- if (sd->inventory_data[index])
- switch (sd->status.weapon) {
- case W_BOW:
- if (sd->inventory_data[index]->look != A_ARROW) {
- clif->arrow_fail(sd,0);
- return ATK_NONE;
- }
- break;
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- if (sd->inventory_data[index]->look != A_BULLET) {
- clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
- return ATK_NONE;
- }
- break;
- case W_GRENADE:
- if (sd->inventory_data[index]->look != A_GRENADE) {
- clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
- return ATK_NONE;
- }
- break;
- }
- }
- }
- if (sc && sc->count) {
- if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
- status_change_end(src, SC_CLOAKING, INVALID_TIMER);
- else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
- status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
- }
- if( tsc && tsc->data[SC_AUTOCOUNTER] && status->check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) {
- uint8 dir = map->calc_dir(target,src->x,src->y);
- int t_dir = unit->getdir(target);
- int dist = distance_bl(src, target);
- if(dist <= 0 || (!map->check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
- uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
- clif->skillcastcancel(target); //Remove the casting bar. [Skotlex]
- clif->damage(src, target, sstatus->amotion, 1, 0, 1, BDT_NORMAL, 0); //Display MISS.
- status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
- skill->attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
- return ATK_BLOCK;
- }
- }
- if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
- {
- uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
- int duration = skill->get_time2(MO_BLADESTOP,skill_lv);
- status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
- if(sc_start4(target, src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) {
- //Target locked.
- clif->damage(src, target, sstatus->amotion, 1, 0, 1, BDT_NORMAL, 0); //Display MISS.
- clif->bladestop(target, src->id, 1);
- sc_start4(target, target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
- return ATK_BLOCK;
- }
- }
- if(sd && (skillv = pc->checkskill(sd,MO_TRIPLEATTACK)) > 0) {
- int triple_rate= 30 - skillv; //Base Rate
- if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
- triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
- status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
- }
- if (rnd()%100 < triple_rate) {
- if( skill->attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
- }
- if (sc) {
- if (sc->data[SC_SACRIFICE]) {
- uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
- damage_lv ret_val;
- if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
- status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
- /**
- * We need to calculate the DMG before the hp reduction, because it can kill the source.
- * For further information: bugreport:4950
- **/
- ret_val = (damage_lv)skill->attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
- status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
- if( ret_val == ATK_NONE )
- return ATK_MISS;
- return ret_val;
- }
- if (sc->data[SC_MAGICALATTACK]) {
- if( skill->attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
- if( tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20 )
- clif->skill_nodamage(target, target, SM_ENDURE, 5,
- sc_start(target,target, SC_ENDURE, 100, 5, skill->get_time(SM_ENDURE, 5)));
- }
- if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
- tsc->data[SC_KAAHI]->val4 = timer->add(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), status->kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
- wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag);
- if( sc && sc->count ) {
- if( sc->data[SC_SPELLFIST] ) {
- if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
- struct Damage ad = battle->calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
- wd.damage = ad.damage;
- damage_div_fix(wd.damage, wd.div_);
- }else
- status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
- }
- if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
- pc->delitem(sd, sd->equip_index[EQI_AMMO], sc->data[SC_FEARBREEZE]->val4, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME);
- sc->data[SC_FEARBREEZE]->val4 = 0;
- }
- }
- if (sd && sd->state.arrow_atk) //Consume arrow.
- battle->consume_ammo(sd, 0, 0);
- damage = wd.damage + wd.damage2;
- if( damage > 0 && src != target ) {
- if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ){
- // Activates it only from melee damage
- uint16 skill_id;
- if( rnd()%2 == 1 )
- skill_id = AB_DUPLELIGHT_MELEE;
- else
- skill_id = AB_DUPLELIGHT_MAGIC;
- skill->attack(skill->get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
- }
- }
- wd.dmotion = clif->damage(src, target, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
- if (sd && sd->bonus.splash_range > 0 && damage > 0)
- skill->castend_damage_id(src, target, 0, 1, tick, 0);
- if (target->type == BL_SKILL && damage > 0) {
- struct skill_unit *su = BL_UCAST(BL_SKILL, target);
- if (su->group && su->group->skill_id == HT_BLASTMINE)
- skill->blown(src, target, 3, -1, 0);
- }
- map->freeblock_lock();
- if( skill->check_shadowform(target, damage, wd.div_) ){
- if( !status->isdead(target) )
- skill->additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
- if( wd.dmg_lv > ATK_BLOCK)
- skill->counter_additional_effect(src, target, 0, 0, wd.flag,tick);
- }else
- battle->delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
- if( tsc ) {
- if( tsc->data[SC_DEVOTION] ) {
- struct status_change_entry *sce = tsc->data[SC_DEVOTION];
- struct block_list *d_bl = map->id2bl(sce->val1);
- struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl);
- struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl);
- if (d_bl != NULL
- && ((d_bl->type == BL_MER && d_md->master != NULL && d_md->master->bl.id == target->id)
- || (d_bl->type == BL_PC && d_sd->devotion[sce->val2] == target->id)
- )
- && check_distance_bl(target, d_bl, sce->val3)
- ) {
- clif->damage(d_bl, d_bl, 0, 0, damage, 0, BDT_NORMAL, 0);
- status_fix_damage(NULL, d_bl, damage, 0);
- } else {
- status_change_end(target, SC_DEVOTION, INVALID_TIMER);
- }
- } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
- struct elemental_data *ed = BL_UCAST(BL_PC, target)->ed;
- if (ed != NULL) {
- 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, BDT_SKILL);
- skill->attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
- }
- } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
- struct block_list *e_bl = map->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
- if( e_bl && !status->isdead(e_bl) ) {
- clif->damage(e_bl,e_bl,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
- status->damage(target,e_bl,damage,0,0,0);
- // Just show damage in target.
- clif->damage(src, target, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
- map->freeblock_unlock();
- return ATK_NONE;
- }
- }
- }
- if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
- int sp = 0;
- uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
- uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
- int i = rnd()%100;
- if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_SAGE)
- i = 0; //Max chance, no skill_lv reduction. [Skotlex]
- if (i >= 50) skill_lv -= 2;
- else if (i >= 15) skill_lv--;
- if (skill_lv < 1) skill_lv = 1;
- sp = skill->get_sp(skill_id,skill_lv) * 2 / 3;
- if (status->charge(src, 0, sp)) {
- switch (skill->get_casttype(skill_id)) {
- case CAST_GROUND:
- skill->castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
- break;
- }
- }
- }
- if (sd) {
- if( wd.flag&BF_SHORT && sc
- && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3
- && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id != 0
- && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].flag == SKILL_FLAG_PLAGIARIZED
- ) {
- int r_skill = sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id;
- int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
- if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
- int type;
- if( (type = skill->get_casttype(r_skill)) == CAST_GROUND ) {
- int maxcount = 0;
- if( !(BL_PC&battle_config.skill_reiteration)
- && skill->get_unit_flag(r_skill)&UF_NOREITERATION )
- type = -1;
- if( BL_PC&battle_config.skill_nofootset
- && skill->get_unit_flag(r_skill)&UF_NOFOOTSET )
- type = -1;
- if( BL_PC&battle_config.land_skill_limit
- && (maxcount = skill->get_maxcount(r_skill, r_lv)) > 0
- ) {
- int v;
- for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
- if(sd->ud.skillunit[v]->skill_id == r_skill)
- maxcount--;
- }
- if( maxcount == 0 )
- type = -1;
- }
- if( type != CAST_GROUND ) {
- clif->skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return wd.dmg_lv;
- }
- }
- sd->state.autocast = 1;
- skill->consume_requirement(sd,r_skill,r_lv,3);
- switch( type ) {
- case CAST_GROUND:
- skill->castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(src, target, r_skill, r_lv, tick, flag);
- break;
- }
- sd->state.autocast = 0;
- sd->ud.canact_tick = tick + skill->delay_fix(src, r_skill, r_lv);
- clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, r_skill, r_lv), 0, 0, 1);
- }
- }
- if (wd.flag & BF_WEAPON && src != target && damage > 0) {
- if (battle_config.left_cardfix_to_right)
- battle->drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
- else
- battle->drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
- }
- }
- if (tsc) {
- if (tsc->data[SC_POISONREACT]
- && ( rnd()%100 < tsc->data[SC_POISONREACT]->val3
- || sstatus->def_ele == ELE_POISON
- )
- /* && check_distance_bl(src, target, tstatus->rhw.range+1) Doesn't check range! o.O; */
- && status->check_skilluse(target, src, TF_POISON, 0)
- ) {
- //Poison React
- struct status_change_entry *sce = tsc->data[SC_POISONREACT];
- if (sstatus->def_ele == ELE_POISON) {
- sce->val2 = 0;
- skill->attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
- } else {
- skill->attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
- --sce->val2;
- }
- if (sce->val2 <= 0)
- status_change_end(target, SC_POISONREACT, INVALID_TIMER);
- }
- }
- map->freeblock_unlock();
- return wd.dmg_lv;
- }
- #undef ATK_RATE
- #undef ATK_RATE2
- #undef ATK_RATER
- #undef ATK_RATEL
- #undef ATK_ADDRATE
- #undef ATK_ADDRATE2
- #undef ATK_ADD
- #undef ATK_ADD2
- #undef GET_NORMAL_ATTACK
- #undef GET_NORMAL_ATTACK2
- bool battle_check_undead(int race,int element)
- {
- if(battle_config.undead_detect_type == 0) {
- if(element == ELE_UNDEAD)
- return true;
- }
- else if(battle_config.undead_detect_type == 1) {
- if(race == RC_UNDEAD)
- return true;
- }
- else {
- if(element == ELE_UNDEAD || race == RC_UNDEAD)
- return true;
- }
- return false;
- }
- //Returns the upmost level master starting with the given object
- struct block_list *battle_get_master(struct block_list *src)
- {
- struct block_list *prev = NULL; //Used for infinite loop check (master of yourself?)
- nullpo_retr(NULL, src);
- do {
- prev = src;
- switch (src->type) {
- case BL_PET:
- {
- struct pet_data *pd = BL_UCAST(BL_PET, src);
- if (pd->msd != NULL)
- src = &pd->msd->bl;
- }
- break;
- case BL_MOB:
- {
- struct mob_data *md = BL_UCAST(BL_MOB, src);
- if (md->master_id != 0)
- src = map->id2bl(md->master_id);
- }
- break;
- case BL_HOM:
- {
- struct homun_data *hd = BL_UCAST(BL_HOM, src);
- if (hd->master != NULL)
- src = &hd->master->bl;
- }
- break;
- case BL_MER:
- {
- struct mercenary_data *md = BL_UCAST(BL_MER, src);
- if (md->master != NULL)
- src = &md->master->bl;
- }
- break;
- case BL_ELEM:
- {
- struct elemental_data *ed = BL_UCAST(BL_ELEM, src);
- if (ed->master != NULL)
- src = &ed->master->bl;
- }
- break;
- case BL_SKILL:
- {
- struct skill_unit *su = BL_UCAST(BL_SKILL, src);
- if (su->group != NULL && su->group->src_id != 0)
- src = map->id2bl(su->group->src_id);
- }
- break;
- }
- } while (src && src != prev);
- return prev;
- }
- /*==========================================
- * Checks the state between two targets (rewritten by Skotlex)
- * (enemy, friend, party, guild, etc)
- * See battle.h for possible values/combinations
- * to be used here (BCT_* constants)
- * Return value is:
- * 1: flag holds true (is enemy, party, etc)
- * -1: flag fails
- * 0: Invalid target (non-targetable ever)
- *------------------------------------------*/
- int battle_check_target( struct block_list *src, struct block_list *target,int flag)
- {
- int16 m; //map
- int state = 0; //Initial state none
- int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
- struct block_list *s_bl = src, *t_bl = target;
- nullpo_ret(src);
- nullpo_ret(target);
- m = target->m;
- if (flag & BCT_ENEMY && (map->getcell(m, src, src->x, src->y, CELL_CHKBASILICA) || map->getcell(m, src, target->x, target->y, CELL_CHKBASILICA))) {
- return -1;
- }
- //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
- //objects involved.
- if( (t_bl = battle->get_master(target)) == NULL )
- t_bl = target;
- if( (s_bl = battle->get_master(src)) == NULL )
- s_bl = src;
- if (s_bl->type == BL_PC) {
- const struct map_session_data *s_sd = BL_UCCAST(BL_PC, s_bl);
- switch (t_bl->type) {
- case BL_MOB: // Source => PC, Target => MOB
- if (pc_has_permission(s_sd, PC_PERM_DISABLE_PVM))
- return 0;
- break;
- case BL_PC:
- if (pc_has_permission(s_sd, PC_PERM_DISABLE_PVP))
- return 0;
- break;
- default:/* anything else goes */
- break;
- }
- }
- switch( target->type ) { // Checks on actual target
- case BL_PC:
- {
- const struct status_change *sc = status->get_sc(src);
- const struct map_session_data *t_sd = BL_UCCAST(BL_PC, target);
- if (t_sd->invincible_timer != INVALID_TIMER) {
- switch( battle->get_current_skill(src) ) {
- /* TODO a proper distinction should be established bugreport:8397 */
- case PR_SANCTUARY:
- case PR_MAGNIFICAT:
- break;
- default:
- return -1;
- }
- }
- if (pc_isinvisible(t_sd))
- return -1; //Cannot be targeted yet.
- if (sc && sc->count) {
- if (sc->data[SC_SIREN] && sc->data[SC_SIREN]->val2 == target->id)
- return -1;
- }
- }
- break;
- case BL_MOB:
- {
- const struct mob_data *md = BL_UCCAST(BL_MOB, target);
- if((
- (md->special_state.ai == AI_SPHERE || (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1))
- && s_bl->type == BL_PC && src->type != BL_MOB
- )
- || (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id)
- ) {
- //Targetable by players
- state |= BCT_ENEMY;
- strip_enemy = 0;
- }
- break;
- }
- case BL_SKILL:
- {
- const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
- if( !su->group )
- return 0;
- if( skill->get_inf2(su->group->skill_id)&INF2_TRAP &&
- su->group->unit_id != UNT_USED_TRAPS &&
- su->group->unit_id != UNT_NETHERWORLD ) { //Only a few skills can target traps...
- switch( battle->get_current_skill(src) ) {
- case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
- case RK_DRAGONBREATH_WATER:
- if( !map->list[m].flag.pvp && !map->list[m].flag.gvg )
- break;
- case 0://you can hit them without skills
- case MA_REMOVETRAP:
- case HT_REMOVETRAP:
- case AC_SHOWER:
- case MA_SHOWER:
- case WZ_SIGHTRASHER:
- case WZ_SIGHTBLASTER:
- case SM_MAGNUM:
- case MS_MAGNUM:
- case RA_DETONATOR:
- case RA_SENSITIVEKEEN:
- case RK_STORMBLAST:
- case SR_RAMPAGEBLASTER:
- case NC_COLDSLOWER:
- #ifdef RENEWAL
- case KN_BOWLINGBASH:
- case KN_SPEARSTAB:
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- case MO_FINGEROFFENSIVE:
- case MO_INVESTIGATE:
- case MO_TRIPLEATTACK:
- case MO_EXTREMITYFIST:
- case CR_HOLYCROSS:
- case ASC_METEORASSAULT:
- case RG_RAID:
- case MC_CARTREVOLUTION:
- case HT_CLAYMORETRAP:
- case RA_ICEBOUNDTRAP:
- case RA_FIRINGTRAP:
- #endif
- state |= BCT_ENEMY;
- strip_enemy = 0;
- break;
- default:
- return 0;
- }
- } else if (su->group->skill_id==WZ_ICEWALL ||
- su->group->skill_id == GN_WALLOFTHORN) {
- state |= BCT_ENEMY;
- strip_enemy = 0;
- } else {
- //Excepting traps and icewall, you should not be able to target skills.
- return 0;
- }
- }
- break;
- //Valid targets with no special checks here.
- case BL_MER:
- case BL_HOM:
- case BL_ELEM:
- break;
- //All else not specified is an invalid target.
- default:
- return 0;
- } //end switch actual target
- switch( t_bl->type ) { //Checks on target master
- case BL_PC:
- {
- const struct map_session_data *sd = BL_UCCAST(BL_PC, t_bl);
- if (t_bl == s_bl)
- break;
- if( sd->state.monster_ignore && flag&BCT_ENEMY )
- return 0; // Global immunity only to Attacks
- if (sd->status.karma && s_bl->type == BL_PC && BL_UCCAST(BL_PC, s_bl)->status.karma)
- state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
- if( sd->state.killable ) {
- state |= BCT_ENEMY; // Everything can kill it
- strip_enemy = 0;
- }
- break;
- }
- case BL_MOB:
- {
- const struct mob_data *md = BL_UCCAST(BL_MOB, t_bl);
- if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle)
- && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) )
- return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
- break;
- }
- default: break; //other type doesn't have slave yet
- } //end switch master target
- switch( src->type ) { //Checks on actual src type
- case BL_PET:
- if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
- return 0; //Pet may not attack non-mobs.
- if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->guardian_data && flag&BCT_ENEMY)
- return 0; //pet may not attack Guardians/Emperium
- break;
- case BL_SKILL:
- {
- const struct skill_unit *su = BL_UCCAST(BL_SKILL, src);
- const struct status_change *sc = status->get_sc(target);
- if (su->group == NULL)
- return 0;
- if (su->group->src_id == target->id) {
- int inf2 = skill->get_inf2(su->group->skill_id);
- if (inf2&INF2_NO_TARGET_SELF)
- return -1;
- if (inf2&INF2_TARGET_SELF)
- return 1;
- }
- //Status changes that prevent traps from triggering
- if (sc != NULL && sc->count != 0 && skill->get_inf2(su->group->skill_id)&INF2_TRAP) {
- if (sc->data[SC_WZ_SIGHTBLASTER] != NULL && sc->data[SC_WZ_SIGHTBLASTER]->val2 > 0 && sc->data[SC_WZ_SIGHTBLASTER]->val4%2 == 0)
- return -1;
- }
- }
- break;
- case BL_MER:
- if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->class_ == MOBID_EMPELIUM && flag&BCT_ENEMY)
- return 0; //mercenary may not attack Emperium
- break;
- } //end switch actual src
- switch( s_bl->type ) { //Checks on source master
- case BL_PC:
- {
- const struct map_session_data *sd = BL_UCCAST(BL_PC, s_bl);
- if( s_bl != t_bl ) {
- if( sd->state.killer ) {
- state |= BCT_ENEMY; // Can kill anything
- strip_enemy = 0;
- } else if( sd->duel_group
- && !((!battle_config.duel_allow_pvp && map->list[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m)))
- ) {
- if (t_bl->type == BL_PC && sd->duel_group == BL_UCCAST(BL_PC, t_bl)->duel_group)
- return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
- else if (src->type != BL_SKILL || (flag&BCT_ALL) != BCT_ALL)
- return 0;
- }
- }
- if (map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->class_ == MOBID_EMPELIUM)
- return 0; //If you don't belong to a guild, can't target emperium.
- if( t_bl->type != BL_PC )
- state |= BCT_ENEMY; //Natural enemy.
- break;
- }
- case BL_MOB:
- {
- const struct mob_data *md = BL_UCCAST(BL_MOB, s_bl);
- if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle)
- && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) )
- return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
- if (md->special_state.ai == AI_NONE) {
- //Normal mobs
- const struct mob_data *target_md = BL_CCAST(BL_MOB, target);
- if ((target_md != NULL && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK)
- || (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE))
- state |= BCT_PARTY; //Normal mobs with no ai are friends.
- else
- state |= BCT_ENEMY; //However, all else are enemies.
- } else {
- if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE)
- state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
- }
- break;
- }
- default:
- //Need some sort of default behavior for unhandled types.
- if (t_bl->type != s_bl->type)
- state |= BCT_ENEMY;
- break;
- } //end switch on src master
- if( (flag&BCT_ALL) == BCT_ALL )
- { //All actually stands for all attackable chars
- if( target->type&BL_CHAR )
- return 1;
- else
- return -1;
- }
- if( flag == BCT_NOONE ) //Why would someone use this? no clue.
- return -1;
- if( t_bl == s_bl )
- { //No need for further testing.
- state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
- if( state&BCT_ENEMY && strip_enemy )
- state&=~BCT_ENEMY;
- return (flag&state)?1:-1;
- }
- if( map_flag_vs(m) ) {
- //Check rivalry settings.
- int sbg_id = 0, tbg_id = 0;
- if( map->list[m].flag.battleground ) {
- sbg_id = bg->team_get_id(s_bl);
- tbg_id = bg->team_get_id(t_bl);
- }
- if( flag&(BCT_PARTY|BCT_ENEMY) ) {
- int s_party = status->get_party_id(s_bl);
- int s_guild = status->get_guild_id(s_bl);
- if( s_party && s_party == status->get_party_id(t_bl)
- && !(map->list[m].flag.pvp && map->list[m].flag.pvp_noparty)
- && !(map_flag_gvg(m) && map->list[m].flag.gvg_noparty && !( s_guild && s_guild == status->get_guild_id(t_bl) ))
- && (!map->list[m].flag.battleground || sbg_id == tbg_id) )
- state |= BCT_PARTY;
- else
- state |= BCT_ENEMY;
- }
- if( flag&(BCT_GUILD|BCT_ENEMY) ) {
- int s_guild = status->get_guild_id(s_bl);
- int t_guild = status->get_guild_id(t_bl);
- if( !(map->list[m].flag.pvp && map->list[m].flag.pvp_noguild)
- && s_guild && t_guild
- && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild)))
- && (!map->list[m].flag.battleground || sbg_id == tbg_id) )
- state |= BCT_GUILD;
- else
- state |= BCT_ENEMY;
- }
- if( state&BCT_ENEMY && map->list[m].flag.battleground && sbg_id && sbg_id == tbg_id )
- state &= ~BCT_ENEMY;
- if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC) {
- // Prevent novice engagement on pk_mode (feature by Valaris)
- const struct map_session_data *s_sd = BL_UCCAST(BL_PC, s_bl);
- const struct map_session_data *t_sd = BL_UCCAST(BL_PC, t_bl);
- if (
- (s_sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
- (t_sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
- (int)s_sd->status.base_level < battle_config.pk_min_level ||
- (int)t_sd->status.base_level < battle_config.pk_min_level ||
- (battle_config.pk_level_range && abs((int)s_sd->status.base_level - (int)t_sd->status.base_level) > battle_config.pk_level_range)
- )
- state &= ~BCT_ENEMY;
- }
- }//end map_flag_vs chk rivality
- else
- { //Non pvp/gvg, check party/guild settings.
- if( flag&BCT_PARTY || state&BCT_ENEMY ) {
- int s_party = status->get_party_id(s_bl);
- if(s_party && s_party == status->get_party_id(t_bl))
- state |= BCT_PARTY;
- }
- if( flag&BCT_GUILD || state&BCT_ENEMY ) {
- int s_guild = status->get_guild_id(s_bl);
- int t_guild = status->get_guild_id(t_bl);
- if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))))
- state |= BCT_GUILD;
- }
- } //end non pvp/gvg chk rivality
- if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
- state = BCT_NEUTRAL;
- //Alliance state takes precedence over enemy one.
- else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
- state&=~BCT_ENEMY;
- return (flag&state)?1:-1;
- }
- /*==========================================
- * Check if can attack from this range
- * Basic check then calling path->search for obstacle etc..
- *------------------------------------------*/
- bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
- {
- int d;
- nullpo_retr(false, src);
- nullpo_retr(false, bl);
- if( src->m != bl->m )
- return false;
- #ifndef CIRCULAR_AREA
- if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
- if ( !check_distance_client_bl(src, bl, range) )
- return false;
- } else
- #endif
- if( !check_distance_bl(src, bl, range) )
- return false;
- if( (d = distance_bl(src, bl)) < 2 )
- return true; // No need for path checking.
- if( d > AREA_SIZE )
- return false; // Avoid targeting objects beyond your range of sight.
- return path->search_long(NULL,src,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
- }
- static const struct battle_data {
- const char* str;
- int* val;
- int defval;
- int min;
- int max;
- } battle_data[] = {
- { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
- { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
- { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
- { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
- { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
- { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
- { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
- { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
- { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
- { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
- { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
- { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
- { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
- { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
- { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
- { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
- { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
- { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
- { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
- { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
- { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
- { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
- { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
- { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
- { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
- { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
- { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
- { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
- { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
- { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
- { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
- { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
- { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
- { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
- { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
- { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
- { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
- { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
- { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
- { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
- { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
- { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
- { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
- { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
- { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
- { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
- { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
- { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
- { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
- { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
- { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
- { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
- { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
- { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
- { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
- { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
- { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
- { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
- { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
- { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
- { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
- { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
- { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
- { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
- { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
- { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
- //{ "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
- { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
- { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
- { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
- { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
- { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
- { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
- { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
- { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
- { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
- { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
- { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
- { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
- { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
- { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
- { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
- { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
- { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
- { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
- { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
- { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
- { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
- { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
- { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
- { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
- { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
- { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
- { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
- { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
- { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
- { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
- { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
- { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
- { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
- { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
- { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
- { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
- { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
- { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
- { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
- { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
- { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
- { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
- { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
- { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
- { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
- { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
- { "item_check", &battle_config.item_check, 0, 0, 1, },
- { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
- { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
- { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
- { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
- { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
- { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
- { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
- { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
- { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
- { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
- { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
- { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
- { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
- { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
- { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
- { "max_hp", &battle_config.max_hp, 1000000, 100, 21474836, },
- { "max_sp", &battle_config.max_sp, 1000000, 100, 21474836, },
- { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
- { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
- { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
- { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
- { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
- { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
- { "battle_log", &battle_config.battle_log, 0, 0, 1, },
- { "etc_log", &battle_config.etc_log, 1, 0, 1, },
- { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
- { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
- { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
- { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
- { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
- { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
- { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
- { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
- { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
- { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
- { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
- { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
- { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
- { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
- { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
- { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
- { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
- { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
- { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
- { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
- { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
- { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
- { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
- { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
- { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
- { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
- { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
- { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
- { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
- { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
- { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
- { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
- { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
- { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
- { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
- { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
- { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
- { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
- { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
- { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
- { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
- { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
- { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
- { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
- { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
- { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
- { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
- { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
- { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
- { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
- { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
- { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
- { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
- { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
- { "check_occupied_cells", &battle_config.check_occupied_cells, 1, 0, 1, },
- // eAthena additions
- { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
- { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
- { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
- { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
- { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
- { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
- { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
- { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
- { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
- { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
- { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
- { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
- { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
- { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
- { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
- { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
- { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
- { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
- { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
- { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
- { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
- { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
- { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
- { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
- { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
- { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
- { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
- { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
- { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
- { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
- { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
- { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
- { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
- { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
- { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
- { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
- { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
- { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
- { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
- { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
- { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
- { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
- { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
- { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
- { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
- { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
- { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
- { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
- { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
- { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
- { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
- { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
- { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
- { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
- { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
- { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
- { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
- { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
- { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
- { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
- { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
- { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
- { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
- { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
- { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
- { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
- { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
- { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
- { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
- { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
- { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
- { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
- { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
- { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
- { "display_version", &battle_config.display_version, 1, 0, 1, },
- { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
- { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
- { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
- { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
- { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
- { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
- { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
- { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
- { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
- { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
- { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
- { "show_katar_crit_bonus", &battle_config.show_katar_crit_bonus, 0, 0, 1, },
- { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
- { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
- { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
- { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
- { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
- { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
- { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
- { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
- { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
- { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
- { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
- { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, },
- { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
- { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
- { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
- { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
- { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
- { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
- { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
- { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
- { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
- { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
- { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
- { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
- { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
- { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
- { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
- { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
- { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
- { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
- { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
- { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
- { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
- { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
- { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
- { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
- { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
- { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
- { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
- { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
- { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
- { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
- { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
- { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
- { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
- { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
- { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
- { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
- { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
- { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
- { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
- { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
- { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
- { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
- { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
- { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
- { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
- { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
- { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
- { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
- { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
- { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
- { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
- { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
- { "client_emblem_max_blank_percent", &battle_config.client_emblem_max_blank_percent, 100, 0, 100, },
- // BattleGround Settings
- { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
- { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
- /**
- * rAthena
- **/
- { "max_third_parameter", &battle_config.max_third_parameter, 130, 10, 10000, },
- { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 117, 10, 10000, },
- { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, 10000, },
- { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
- { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
- { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
- { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
- { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
- { "vendchat_near_hiddennpc", &battle_config.vendchat_near_hiddennpc, 0, 0, 1 },
- { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
- { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
- { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
- { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
- { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
- /**
- * Hercules
- **/
- { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
- { "item_restricted_consumption_type", &battle_config.item_restricted_consumption_type,1, 0, 1, },
- { "unequip_restricted_equipment", &battle_config.unequip_restricted_equipment, 0, 0, 3, },
- { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
- { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
- { "gm_ignore_warpable_area", &battle_config.gm_ignore_warpable_area, 0, 2, 100, },
- { "packet_obfuscation", &battle_config.packet_obfuscation, 1, 0, 3, },
- { "client_accept_chatdori", &battle_config.client_accept_chatdori, 0, 0, INT_MAX, },
- { "snovice_call_type", &battle_config.snovice_call_type, 0, 0, 1, },
- { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
- { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
- { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
- { "idletime_criteria", &battle_config.idletime_criteria, 0x25, 1, INT_MAX, },
- { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
- { "case_sensitive_aegisnames", &battle_config.case_sensitive_aegisnames, 1, 0, 1, },
- { "guild_castle_invite", &battle_config.guild_castle_invite, 0, 0, 1, },
- { "guild_castle_expulsion", &battle_config.guild_castle_expulsion, 0, 0, 1, },
- { "song_timer_reset", &battle_config.song_timer_reset, 0, 0, 1, },
- { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
- { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
- { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, },
- { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
- { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
- { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
- { "show_monster_hp_bar", &battle_config.show_monster_hp_bar, 1, 0, 1, },
- { "fix_warp_hit_delay_abuse", &battle_config.fix_warp_hit_delay_abuse, 0, 0, 1, },
- { "costume_refine_def", &battle_config.costume_refine_def, 1, 0, 1, },
- { "shadow_refine_def", &battle_config.shadow_refine_def, 1, 0, 1, },
- { "shadow_refine_atk", &battle_config.shadow_refine_atk, 1, 0, 1, },
- { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
- { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
- { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
- };
- #ifndef STATS_OPT_OUT
- /**
- * Hercules anonymous statistic usage report -- packet is built here, and sent to char server to report.
- **/
- void Hercules_report(char* date, char *time_c) {
- int i, bd_size = ARRAYLENGTH(battle_data);
- unsigned int config = 0;
- char timestring[25];
- time_t curtime;
- char* buf;
- enum config_table {
- C_CIRCULAR_AREA = 0x0001,
- C_CELLNOSTACK = 0x0002,
- C_CONSOLE_INPUT = 0x0004,
- C_SCRIPT_CALLFUNC_CHECK = 0x0008,
- C_OFFICIAL_WALKPATH = 0x0010,
- C_RENEWAL = 0x0020,
- C_RENEWAL_CAST = 0x0040,
- C_RENEWAL_DROP = 0x0080,
- C_RENEWAL_EXP = 0x0100,
- C_RENEWAL_LVDMG = 0x0200,
- C_RENEWAL_EDP = 0x0400,
- C_RENEWAL_ASPD = 0x0800,
- C_SECURE_NPCTIMEOUT = 0x1000,
- //C_SQL_DB_ITEM = 0x2000,
- C_SQL_LOGS = 0x4000,
- C_MEMWATCH = 0x8000,
- C_DMALLOC = 0x10000,
- C_GCOLLECT = 0x20000,
- C_SEND_SHORTLIST = 0x40000,
- //C_SQL_DB_MOB = 0x80000,
- //C_SQL_DB_MOBSKILL = 0x100000,
- C_PACKETVER_RE = 0x200000,
- };
- /* we get the current time */
- time(&curtime);
- strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
- #ifdef CIRCULAR_AREA
- config |= C_CIRCULAR_AREA;
- #endif
- #ifdef CELL_NOSTACK
- config |= C_CELLNOSTACK;
- #endif
- #ifdef CONSOLE_INPUT
- config |= C_CONSOLE_INPUT;
- #endif
- #ifdef SCRIPT_CALLFUNC_CHECK
- config |= C_SCRIPT_CALLFUNC_CHECK;
- #endif
- #ifdef OFFICIAL_WALKPATH
- config |= C_OFFICIAL_WALKPATH;
- #endif
- #ifdef RENEWAL
- config |= C_RENEWAL;
- #endif
- #ifdef RENEWAL_CAST
- config |= C_RENEWAL_CAST;
- #endif
- #ifdef RENEWAL_DROP
- config |= C_RENEWAL_DROP;
- #endif
- #ifdef RENEWAL_EXP
- config |= C_RENEWAL_EXP;
- #endif
- #ifdef RENEWAL_LVDMG
- config |= C_RENEWAL_LVDMG;
- #endif
- #ifdef RENEWAL_EDP
- config |= C_RENEWAL_EDP;
- #endif
- #ifdef RENEWAL_ASPD
- config |= C_RENEWAL_ASPD;
- #endif
- #ifdef SECURE_NPCTIMEOUT
- config |= C_SECURE_NPCTIMEOUT;
- #endif
- #ifdef PACKETVER_RE
- config |= C_PACKETVER_RE;
- #endif
- /* non-define part */
- if( logs->config.sql_logs )
- config |= C_SQL_LOGS;
- #ifdef MEMWATCH
- config |= C_MEMWATCH;
- #endif
- #ifdef DMALLOC
- config |= C_DMALLOC;
- #endif
- #ifdef GCOLLECT
- config |= C_GCOLLECT;
- #endif
- #ifdef SEND_SHORTLIST
- config |= C_SEND_SHORTLIST;
- #endif
- #define BFLAG_LENGTH 35
- CREATE(buf, char, 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
- /* build packet */
- WBUFW(buf,0) = 0x3000;
- WBUFW(buf,2) = 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
- WBUFW(buf,4) = 0x9f;
- safestrncpy((char*)WBUFP(buf,6), date, 12);
- safestrncpy((char*)WBUFP(buf,18), time_c, 9);
- safestrncpy((char*)WBUFP(buf,27), timestring, 24);
- safestrncpy((char*)WBUFP(buf,51), sysinfo->platform(), 16);
- safestrncpy((char*)WBUFP(buf,67), sysinfo->osversion(), 50);
- safestrncpy((char*)WBUFP(buf,117), sysinfo->cpu(), 32);
- WBUFL(buf,149) = sysinfo->cpucores();
- safestrncpy((char*)WBUFP(buf,153), sysinfo->arch(), 8);
- WBUFB(buf,161) = sysinfo->vcstypeid();
- WBUFB(buf,162) = sysinfo->is64bit();
- safestrncpy((char*)WBUFP(buf,163), sysinfo->vcsrevision_src(), 41);
- safestrncpy((char*)WBUFP(buf,204), sysinfo->vcsrevision_scripts(), 41);
- WBUFB(buf,245) = (sysinfo->is_superuser()? 1 : 0);
- WBUFL(buf,246) = map->getusers();
- WBUFL(buf,250) = config;
- WBUFL(buf,254) = PACKETVER;
- WBUFL(buf,258) = bd_size;
- for( i = 0; i < bd_size; i++ ) {
- safestrncpy((char*)WBUFP(buf,262 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, BFLAG_LENGTH);
- WBUFL(buf,262 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
- }
- chrif->send_report(buf, 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
- aFree(buf);
- #undef BFLAG_LENGTH
- }
- static int Hercules_report_timer(int tid, int64 tick, int id, intptr_t data) {
- if( chrif->isconnected() ) {/* char server relays it, so it must be online. */
- Hercules_report(__DATE__,__TIME__);
- }
- return 0;
- }
- #endif
- int battle_set_value(const char* w1, const char* w2)
- {
- int val = config_switch(w2);
- int i;
- nullpo_retr(1, w1);
- nullpo_retr(1, w2);
- ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data)) {
- if( HPM->parseConf(w1,w2,HPCT_BATTLE) ) /* if plugin-owned, succeed */
- return 1;
- return 0; // not found
- }
- if (val < battle_data[i].min || val > battle_data[i].max)
- {
- 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);
- val = battle_data[i].defval;
- }
- *battle_data[i].val = val;
- return 1;
- }
- bool battle_get_value(const char *w1, int *value)
- {
- int i;
- nullpo_retr(false, w1);
- nullpo_retr(false, value);
- ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data)) {
- if (HPM->getBattleConf(w1,value))
- return true;
- } else {
- *value = *battle_data[i].val;
- return true;
- }
- return false;
- }
- void battle_set_defaults(void) {
- int i;
- for (i = 0; i < ARRAYLENGTH(battle_data); i++)
- *battle_data[i].val = battle_data[i].defval;
- }
- void battle_adjust_conf(void) {
- battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
- battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
- battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
- battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
- battle_config.max_cart_weight *= 10;
- if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
- battle_config.max_def = 100;
- if(battle_config.min_hitrate > battle_config.max_hitrate)
- battle_config.min_hitrate = battle_config.max_hitrate;
- if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
- battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
- if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
- battle_config.day_duration = 60000;
- if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
- battle_config.night_duration = 60000;
- #if PACKETVER < 20100427
- if( battle_config.feature_buying_store ) {
- ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
- battle_config.feature_buying_store = 0;
- }
- #endif
- #if PACKETVER < 20100803
- if( battle_config.feature_search_stores ) {
- ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
- battle_config.feature_search_stores = 0;
- }
- #endif
- #if PACKETVER < 20130724
- if( battle_config.feature_banking ) {
- ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
- battle_config.feature_banking = 0;
- }
- #endif
- #if PACKETVER < 20141022
- if( battle_config.feature_roulette ) {
- ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
- battle_config.feature_roulette = 0;
- }
- #endif
- #if PACKETVER > 20120000 && PACKETVER < 20130515 /* exact date (when it started) not known */
- if( battle_config.feature_auction == 1 ) {
- ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
- ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
- battle_config.feature_auction = 0;
- }
- #endif
- #ifndef CELL_NOSTACK
- if (battle_config.custom_cell_stack_limit != 1)
- ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
- #endif
- }
- int battle_config_read(const char* cfgName)
- {
- FILE* fp;
- static int count = 0;
- nullpo_ret(cfgName);
- if (count == 0)
- battle->config_set_defaults();
- count++;
- fp = fopen(cfgName,"r");
- if (fp == NULL)
- ShowError("File not found: %s\n", cfgName);
- else
- {
- char line[1024], w1[1024], w2[1024];
- while(fgets(line, sizeof(line), fp))
- {
- if (line[0] == '/' && line[1] == '/')
- continue;
- if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
- continue;
- if (strcmpi(w1, "import") == 0)
- battle->config_read(w2);
- else
- if (battle->config_set_value(w1, w2) == 0)
- ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
- }
- fclose(fp);
- }
- count--;
- if (count == 0) {
- battle->config_adjust();
- clif->bc_ready();
- }
- return 0;
- }
- void do_init_battle(bool minimal) {
- if (minimal)
- return;
- battle->delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
- timer->add_func_list(battle->delay_damage_sub, "battle_delay_damage_sub");
- #ifndef STATS_OPT_OUT
- timer->add_func_list(Hercules_report_timer, "Hercules_report_timer");
- timer->add_interval(timer->gettick()+30000, Hercules_report_timer, 0, 0, 60000 * 30);
- #endif
- }
- void do_final_battle(void) {
- ers_destroy(battle->delay_damage_ers);
- }
- /* initialize the interface */
- void battle_defaults(void) {
- battle = &battle_s;
- battle->bc = &battle_config;
- memset(battle->attr_fix_table, 0, sizeof(battle->attr_fix_table));
- battle->delay_damage_ers = NULL;
- battle->init = do_init_battle;
- battle->final = do_final_battle;
- battle->calc_attack = battle_calc_attack;
- battle->calc_damage = battle_calc_damage;
- battle->calc_gvg_damage = battle_calc_gvg_damage;
- battle->calc_bg_damage = battle_calc_bg_damage;
- battle->weapon_attack = battle_weapon_attack;
- battle->calc_weapon_attack = battle_calc_weapon_attack;
- battle->delay_damage = battle_delay_damage;
- battle->drain = battle_drain;
- battle->reflect_damage = battle_reflect_damage;
- battle->attr_ratio = battle_attr_ratio;
- battle->attr_fix = battle_attr_fix;
- battle->calc_cardfix = battle_calc_cardfix;
- battle->calc_cardfix2 = battle_calc_cardfix2;
- battle->calc_elefix = battle_calc_elefix;
- battle->calc_masteryfix = battle_calc_masteryfix;
- battle->calc_chorusbonus = battle_calc_chorusbonus;
- battle->calc_skillratio = battle_calc_skillratio;
- battle->calc_sizefix = battle_calc_sizefix;
- battle->calc_weapon_damage = battle_calc_weapon_damage;
- battle->calc_defense = battle_calc_defense;
- battle->get_master = battle_get_master;
- battle->get_targeted = battle_gettargeted;
- battle->get_enemy = battle_getenemy;
- battle->get_target = battle_gettarget;
- battle->get_current_skill = battle_getcurrentskill;
- battle->check_undead = battle_check_undead;
- battle->check_target = battle_check_target;
- battle->check_range = battle_check_range;
- battle->consume_ammo = battle_consume_ammo;
- battle->get_targeted_sub = battle_gettargeted_sub;
- battle->get_enemy_sub = battle_getenemy_sub;
- battle->get_enemy_area_sub = battle_getenemyarea_sub;
- battle->delay_damage_sub = battle_delay_damage_sub;
- battle->blewcount_bonus = battle_blewcount_bonus;
- battle->range_type = battle_range_type;
- battle->calc_base_damage = battle_calc_base_damage;
- battle->calc_base_damage2 = battle_calc_base_damage2;
- battle->calc_misc_attack = battle_calc_misc_attack;
- battle->calc_magic_attack = battle_calc_magic_attack;
- battle->adjust_skill_damage = battle_adjust_skill_damage;
- battle->add_mastery = battle_addmastery;
- battle->calc_drain = battle_calc_drain;
- battle->config_read = battle_config_read;
- battle->config_set_defaults = battle_set_defaults;
- battle->config_set_value = battle_set_value;
- battle->config_get_value = battle_get_value;
- battle->config_adjust = battle_adjust_conf;
- battle->get_enemy_area = battle_getenemyarea;
- battle->damage_area = battle_damage_area;
- battle->calc_masteryfix_unknown = battle_calc_masteryfix_unknown;
- battle->calc_skillratio_magic_unknown = battle_calc_skillratio_magic_unknown;
- battle->calc_skillratio_weapon_unknown = battle_calc_skillratio_weapon_unknown;
- battle->calc_misc_attack_unknown = battle_calc_misc_attack_unknown;
- }