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/src/map/battle.c

https://gitlab.com/evol/hercules
C | 7664 lines | 6652 code | 592 blank | 420 comment | 2604 complexity | e182503114f24bba27284fff9fc670df MD5 | raw file
Possible License(s): GPL-3.0, LGPL-2.0
  1. /**
  2. * This file is part of Hercules.
  3. * http://herc.ws - http://github.com/HerculesWS/Hercules
  4. *
  5. * Copyright (C) 2012-2016 Hercules Dev Team
  6. * Copyright (C) Athena Dev Teams
  7. *
  8. * Hercules is free software: you can redistribute it and/or modify
  9. * it under the terms of the GNU General Public License as published by
  10. * the Free Software Foundation, either version 3 of the License, or
  11. * (at your option) any later version.
  12. *
  13. * This program is distributed in the hope that it will be useful,
  14. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  16. * GNU General Public License for more details.
  17. *
  18. * You should have received a copy of the GNU General Public License
  19. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  20. */
  21. #define HERCULES_CORE
  22. #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
  23. #include "battle.h"
  24. #include "map/battleground.h"
  25. #include "map/chrif.h"
  26. #include "map/clif.h"
  27. #include "map/elemental.h"
  28. #include "map/guild.h"
  29. #include "map/homunculus.h"
  30. #include "map/itemdb.h"
  31. #include "map/map.h"
  32. #include "map/mercenary.h"
  33. #include "map/mob.h"
  34. #include "map/party.h"
  35. #include "map/path.h"
  36. #include "map/pc.h"
  37. #include "map/pet.h"
  38. #include "map/skill.h"
  39. #include "map/status.h"
  40. #include "common/HPM.h"
  41. #include "common/cbasetypes.h"
  42. #include "common/ers.h"
  43. #include "common/memmgr.h"
  44. #include "common/nullpo.h"
  45. #include "common/random.h"
  46. #include "common/showmsg.h"
  47. #include "common/socket.h"
  48. #include "common/strlib.h"
  49. #include "common/sysinfo.h"
  50. #include "common/timer.h"
  51. #include "common/utils.h"
  52. #include <math.h>
  53. #include <stdio.h>
  54. #include <stdlib.h>
  55. #include <string.h>
  56. struct Battle_Config battle_config;
  57. struct battle_interface battle_s;
  58. struct battle_interface *battle;
  59. /**
  60. * Returns the current/last skill in use by this bl.
  61. *
  62. * @param bl The bl to check.
  63. * @return The current/last skill ID.
  64. */
  65. int battle_getcurrentskill(struct block_list *bl)
  66. {
  67. const struct unit_data *ud;
  68. nullpo_ret(bl);
  69. if (bl->type == BL_SKILL) {
  70. const struct skill_unit *su = BL_UCCAST(BL_SKILL, bl);
  71. if (su->group == NULL)
  72. return 0;
  73. return su->group->skill_id;
  74. }
  75. ud = unit->bl2ud(bl);
  76. if (ud == NULL)
  77. return 0;
  78. return ud->skill_id;
  79. }
  80. /*==========================================
  81. * Get random targeting enemy
  82. *------------------------------------------*/
  83. int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
  84. struct block_list **bl_list;
  85. struct unit_data *ud;
  86. int target_id;
  87. int *c;
  88. nullpo_ret(bl);
  89. bl_list = va_arg(ap, struct block_list **);
  90. c = va_arg(ap, int *);
  91. target_id = va_arg(ap, int);
  92. if (bl->id == target_id)
  93. return 0;
  94. if (*c >= 24)
  95. return 0;
  96. if (!(ud = unit->bl2ud(bl)))
  97. return 0;
  98. if (ud->target == target_id || ud->skilltarget == target_id) {
  99. bl_list[(*c)++] = bl;
  100. return 1;
  101. }
  102. return 0;
  103. }
  104. struct block_list* battle_gettargeted(struct block_list *target) {
  105. struct block_list *bl_list[24];
  106. int c = 0;
  107. nullpo_retr(NULL, target);
  108. memset(bl_list, 0, sizeof(bl_list));
  109. map->foreachinrange(battle->get_targeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  110. if ( c == 0 )
  111. return NULL;
  112. if( c > 24 )
  113. c = 24;
  114. return bl_list[rnd()%c];
  115. }
  116. //Returns the id of the current targeted character of the passed bl. [Skotlex]
  117. int battle_gettarget(struct block_list* bl) {
  118. nullpo_ret(bl);
  119. switch (bl->type) {
  120. case BL_PC: return BL_UCCAST(BL_PC, bl)->ud.target;
  121. case BL_MOB: return BL_UCCAST(BL_MOB, bl)->target_id;
  122. case BL_PET: return BL_UCCAST(BL_PET, bl)->target_id;
  123. case BL_HOM: return BL_UCCAST(BL_HOM, bl)->ud.target;
  124. case BL_MER: return BL_UCCAST(BL_MER, bl)->ud.target;
  125. case BL_ELEM: return BL_UCCAST(BL_ELEM, bl)->ud.target;
  126. }
  127. return 0;
  128. }
  129. int battle_getenemy_sub(struct block_list *bl, va_list ap) {
  130. struct block_list **bl_list;
  131. struct block_list *target;
  132. int *c;
  133. nullpo_ret(bl);
  134. bl_list = va_arg(ap, struct block_list **);
  135. c = va_arg(ap, int *);
  136. target = va_arg(ap, struct block_list *);
  137. if (bl->id == target->id)
  138. return 0;
  139. if (*c >= 24)
  140. return 0;
  141. if (status->isdead(bl))
  142. return 0;
  143. if (battle->check_target(target, bl, BCT_ENEMY) > 0) {
  144. bl_list[(*c)++] = bl;
  145. return 1;
  146. }
  147. return 0;
  148. }
  149. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  150. struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
  151. struct block_list *bl_list[24];
  152. int c = 0;
  153. nullpo_retr(NULL, target);
  154. memset(bl_list, 0, sizeof(bl_list));
  155. map->foreachinrange(battle->get_enemy_sub, target, range, type, bl_list, &c, target);
  156. if ( c == 0 )
  157. return NULL;
  158. if( c > 24 )
  159. c = 24;
  160. return bl_list[rnd()%c];
  161. }
  162. int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
  163. struct block_list **bl_list, *src;
  164. int *c, ignore_id;
  165. nullpo_ret(bl);
  166. bl_list = va_arg(ap, struct block_list **);
  167. nullpo_ret(bl_list);
  168. c = va_arg(ap, int *);
  169. nullpo_ret(c);
  170. src = va_arg(ap, struct block_list *);
  171. ignore_id = va_arg(ap, int);
  172. if( bl->id == src->id || bl->id == ignore_id )
  173. return 0; // Ignores Caster and a possible pre-target
  174. if( *c >= 23 )
  175. return 0;
  176. if( status->isdead(bl) )
  177. return 0;
  178. if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  179. bl_list[(*c)++] = bl;
  180. return 1;
  181. }
  182. return 0;
  183. }
  184. // Pick a random enemy
  185. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
  186. struct block_list *bl_list[24];
  187. int c = 0;
  188. nullpo_retr(NULL, src);
  189. memset(bl_list, 0, sizeof(bl_list));
  190. map->foreachinarea(battle->get_enemy_area_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  191. if( c == 0 )
  192. return NULL;
  193. if( c >= 24 )
  194. c = 23;
  195. return bl_list[rnd()%c];
  196. }
  197. int battle_delay_damage_sub(int tid, int64 tick, int id, intptr_t data) {
  198. struct delay_damage *dat = (struct delay_damage *)data;
  199. if ( dat ) {
  200. struct block_list *src = map->id2bl(dat->src_id);
  201. struct map_session_data *sd = BL_CAST(BL_PC, src);
  202. struct block_list *target = map->id2bl(dat->target_id);
  203. if (target != NULL && !status->isdead(target)) {
  204. //Check to see if you haven't teleported. [Skotlex]
  205. if (src != NULL && (
  206. battle_config.fix_warp_hit_delay_abuse ?
  207. (dat->skill_id == MO_EXTREMITYFIST || target->m != src->m || check_distance_bl(src, target, dat->distance))
  208. :
  209. ((target->type != BL_PC || BL_UCAST(BL_PC, target)->invincible_timer == INVALID_TIMER)
  210. && (dat->skill_id == MO_EXTREMITYFIST || (target->m == src->m && check_distance_bl(src, target, dat->distance))))
  211. )) {
  212. map->freeblock_lock();
  213. status_fix_damage(src, target, dat->damage, dat->delay);
  214. if (dat->attack_type && !status->isdead(target) && dat->additional_effects)
  215. skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  216. if (dat->dmg_lv > ATK_BLOCK && dat->attack_type)
  217. skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  218. map->freeblock_unlock();
  219. } else if (src == NULL && dat->skill_id == CR_REFLECTSHIELD) {
  220. // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  221. map->freeblock_lock();
  222. status_fix_damage(target, target, dat->damage, dat->delay);
  223. map->freeblock_unlock();
  224. }
  225. }
  226. if (sd != NULL && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  227. sd->state.hold_recalc = 0;
  228. status_calc_pc(sd, SCO_FORCE);
  229. }
  230. }
  231. ers_free(battle->delay_damage_ers, dat);
  232. return 0;
  233. }
  234. 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) {
  235. struct delay_damage *dat;
  236. struct status_change *sc;
  237. struct block_list *d_tbl = NULL;
  238. nullpo_ret(src);
  239. nullpo_ret(target);
  240. sc = status->get_sc(target);
  241. if (sc && sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  242. d_tbl = map->id2bl(sc->data[SC_DEVOTION]->val1);
  243. 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)
  244. damage = 0;
  245. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  246. map->freeblock_lock();
  247. status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
  248. if( attack_type && !status->isdead(target) && additional_effects )
  249. skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, timer->gettick());
  250. if( dmg_lv > ATK_BLOCK && attack_type )
  251. skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, timer->gettick());
  252. map->freeblock_unlock();
  253. return 0;
  254. }
  255. dat = ers_alloc(battle->delay_damage_ers, struct delay_damage);
  256. dat->src_id = src->id;
  257. dat->target_id = target->id;
  258. dat->skill_id = skill_id;
  259. dat->skill_lv = skill_lv;
  260. dat->attack_type = attack_type;
  261. dat->damage = damage;
  262. dat->dmg_lv = dmg_lv;
  263. dat->delay = ddelay;
  264. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : battle_config.area_size);
  265. dat->additional_effects = additional_effects;
  266. dat->src_type = src->type;
  267. if (src->type != BL_PC && amotion > 1000)
  268. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  269. if (src->type == BL_PC) {
  270. BL_UCAST(BL_PC, src)->delayed_damage++;
  271. }
  272. timer->add(tick+amotion, battle->delay_damage_sub, 0, (intptr_t)dat);
  273. return 0;
  274. }
  275. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  276. {
  277. if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_MAX)
  278. return 100;
  279. if (def_type < ELE_NEUTRAL || def_type >= ELE_MAX || def_lv < 1 || def_lv > 4)
  280. return 100;
  281. return battle->attr_fix_table[def_lv-1][atk_elem][def_type];
  282. }
  283. /*==========================================
  284. * Does attribute fix modifiers.
  285. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  286. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  287. *------------------------------------------*/
  288. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  289. {
  290. struct status_change *sc=NULL, *tsc=NULL;
  291. int ratio;
  292. if (src) sc = status->get_sc(src);
  293. if (target) tsc = status->get_sc(target);
  294. if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_MAX)
  295. atk_elem = rnd()%ELE_MAX;
  296. if (def_type < ELE_NEUTRAL || def_type >= ELE_MAX ||
  297. def_lv < 1 || def_lv > 4) {
  298. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  299. return damage;
  300. }
  301. ratio = battle->attr_fix_table[def_lv-1][atk_elem][def_type];
  302. if (sc && sc->count) {
  303. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  304. ratio += skill->enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  305. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  306. ratio += skill->enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  307. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  308. ratio += skill->enchant_eff[sc->data[SC_DELUGE]->val1-1];
  309. if(sc->data[SC_FIRE_CLOAK_OPTION] && atk_elem == ELE_FIRE)
  310. damage += damage * sc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
  311. }
  312. if( target && target->type == BL_SKILL ) {
  313. if( atk_elem == ELE_FIRE && battle->get_current_skill(target) == GN_WALLOFTHORN ) {
  314. struct skill_unit *su = BL_UCAST(BL_SKILL, target);
  315. struct skill_unit_group *sg;
  316. struct block_list *sgsrc;
  317. if(!su->alive
  318. || (sg = su->group) == NULL || sg->val3 == -1
  319. || (sgsrc = map->id2bl(sg->src_id)) == NULL || status->isdead(sgsrc)
  320. )
  321. return 0;
  322. if( sg->unit_id != UNT_FIREWALL ) {
  323. int x,y;
  324. x = sg->val3 >> 16;
  325. y = sg->val3 & 0xffff;
  326. skill->unitsetting(sgsrc,su->group->skill_id,su->group->skill_lv,x,y,1);
  327. sg->val3 = -1;
  328. sg->limit = DIFF_TICK32(timer->gettick(),sg->tick)+300;
  329. }
  330. }
  331. }
  332. if( tsc && tsc->count ) { //since an atk can only have one type let's optimize this a bit
  333. switch(atk_elem){
  334. case ELE_FIRE:
  335. if( tsc->data[SC_SPIDERWEB]) {
  336. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  337. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  338. damage <<= 1; // double damage
  339. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  340. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  341. }
  342. if( tsc->data[SC_THORNS_TRAP])
  343. status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER);
  344. if( tsc->data[SC_COLD] && target->type != BL_MOB)
  345. status_change_end(target, SC_COLD, INVALID_TIMER);
  346. if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
  347. if( tsc->data[SC_FIRE_CLOAK_OPTION])
  348. damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
  349. if( tsc->data[SC_VOLCANIC_ASH]) damage += damage/2; //150%
  350. break;
  351. case ELE_HOLY:
  352. if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
  353. break;
  354. case ELE_POISON:
  355. if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON ) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  356. break;
  357. case ELE_WIND:
  358. if( tsc->data[SC_COLD] && target->type != BL_MOB) damage += damage/2;
  359. if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
  360. break;
  361. case ELE_WATER:
  362. if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
  363. break;
  364. case ELE_EARTH:
  365. if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
  366. break;
  367. }
  368. } //end tsc check
  369. if( ratio < 100 )
  370. return damage - (damage * (100 - ratio) / 100);
  371. else
  372. return damage + (damage * (ratio - 100) / 100);
  373. }
  374. //FIXME: Missing documentation for flag, flag2
  375. 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]
  376. #ifdef RENEWAL
  377. int64 damage, eatk = 0;
  378. struct status_change *sc;
  379. struct map_session_data *sd;
  380. if( !src || !bl )
  381. return 0;
  382. sc = status->get_sc(src);
  383. sd = BL_CAST(BL_PC, src);
  384. damage = status->get_weapon_atk(src, watk, flag);
  385. if ( sd ) {
  386. if ( type == EQI_HAND_R )
  387. damage = battle->calc_sizefix(sd, damage, EQI_HAND_R, size, flag & 8);
  388. else
  389. damage = battle->calc_sizefix(sd, damage, EQI_HAND_L, size, flag & 8);
  390. if ( flag & 2 && sd->bonus.arrow_atk && skill_id != GN_CARTCANNON )
  391. damage += sd->bonus.arrow_atk;
  392. if ( sd->battle_status.equip_atk != 0 )
  393. eatk = sd->base_status.equip_atk;
  394. if ( sd->bonus.atk_rate )
  395. damage += damage * sd->bonus.atk_rate / 100;
  396. }
  397. if ( skill_id == TF_POISON )
  398. eatk += 15 * skill_lv;
  399. if ( skill_id != ASC_METEORASSAULT ) {
  400. if ( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) // Temporary. [malufett]
  401. damage += damage * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
  402. }
  403. if( sc && sc->count ){
  404. if( sc->data[SC_ZENKAI] && watk->ele == sc->data[SC_ZENKAI]->val2 )
  405. eatk += 200;
  406. }
  407. #ifdef RENEWAL_EDP
  408. if ( sc && sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ) {
  409. struct status_data *tstatus;
  410. tstatus = status->get_status_data(bl);
  411. eatk += damage * 0x19 * battle->attr_fix_table[tstatus->ele_lv - 1][ELE_POISON][tstatus->def_ele] / 10000;
  412. damage += (eatk + damage) * sc->data[SC_EDP]->val3 / 100 + eatk;
  413. } else /* fall through */
  414. #endif
  415. damage += eatk;
  416. damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage, nk, n_ele, s_ele, s_ele_, type == EQI_HAND_L, flag);
  417. /**
  418. * In RE Shield Boomerang takes weapon element only for damage calculation,
  419. * - resist calculation is always against neutral
  420. **/
  421. if ( skill_id == CR_SHIELDBOOMERANG )
  422. s_ele = s_ele_ = ELE_NEUTRAL;
  423. // attacker side
  424. damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2|(type == EQI_HAND_L), flag2);
  425. // target side
  426. damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 0, flag2);
  427. return damage;
  428. #else
  429. return 0;
  430. #endif
  431. }
  432. /*==========================================
  433. * Calculates the standard damage of a normal attack assuming it hits,
  434. * it calculates nothing extra fancy, is needed for magnum breaks WATK_ELEMENT bonus. [Skotlex]
  435. *------------------------------------------
  436. * Pass damage2 as NULL to not calc it.
  437. * 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.
  438. * &1: Critical hit
  439. * &2: Arrow attack
  440. * &4: Skill is Magic Crasher
  441. * &8: Skip target size adjustment (Extremity Fist?)
  442. *&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)
  443. */
  444. /* 'battle_calc_base_damage' is used on renewal, 'battle_calc_base_damage2' otherwise. */
  445. // FIXME: Missing documentation for flag2
  446. 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) {
  447. int64 damage;
  448. struct status_data *st = status->get_status_data(src);
  449. struct status_change *sc = status->get_sc(src);
  450. const struct map_session_data *sd = NULL;
  451. nullpo_retr(0, src);
  452. sd = BL_CCAST(BL_PC, src);
  453. if ( !skill_id ) {
  454. s_ele = st->rhw.ele;
  455. s_ele_ = st->lhw.ele;
  456. if (sd != NULL) {
  457. if (sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
  458. s_ele = s_ele_ = sd->charm_type;
  459. }
  460. if (flag&2 && sd->bonus.arrow_ele != 0)
  461. s_ele = sd->bonus.arrow_ele;
  462. }
  463. }
  464. if (src->type == BL_PC) {
  465. int64 batk;
  466. // Property from mild wind bypasses it
  467. if (sc && sc->data[SC_TK_SEVENWIND])
  468. 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);
  469. else
  470. 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);
  471. if (type == EQI_HAND_L)
  472. 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;
  473. else
  474. 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);
  475. } else {
  476. 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);
  477. }
  478. return damage;
  479. }
  480. 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) {
  481. unsigned int atkmin=0, atkmax=0;
  482. short type = 0;
  483. int64 damage = 0;
  484. nullpo_retr(damage, st);
  485. nullpo_retr(damage, wa);
  486. if (!sd) { //Mobs/Pets
  487. if(flag&4) {
  488. atkmin = st->matk_min;
  489. atkmax = st->matk_max;
  490. } else {
  491. atkmin = wa->atk;
  492. atkmax = wa->atk2;
  493. }
  494. if (atkmin > atkmax)
  495. atkmin = atkmax;
  496. } else { //PCs
  497. atkmax = wa->atk;
  498. type = (wa == &st->lhw)?EQI_HAND_L:EQI_HAND_R;
  499. if (!(flag&1) || (flag&2)) { //Normal attacks
  500. atkmin = st->dex;
  501. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  502. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  503. if (atkmin > atkmax)
  504. atkmin = atkmax;
  505. if(flag&2 && !(flag&16)) { //Bows
  506. atkmin = atkmin*atkmax/100;
  507. if (atkmin > atkmax)
  508. atkmax = atkmin;
  509. }
  510. }
  511. }
  512. if (sc && sc->data[SC_MAXIMIZEPOWER])
  513. atkmin = atkmax;
  514. //Weapon Damage calculation
  515. if (!(flag&1))
  516. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  517. else
  518. damage = atkmax;
  519. if (sd) {
  520. //rodatazone says the range is 0~arrow_atk-1 for non crit
  521. if (flag&2 && sd->bonus.arrow_atk)
  522. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  523. //SizeFix only for players
  524. if (!(sd->special_state.no_sizefix || (flag&8)))
  525. damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size] ) / 100;
  526. }
  527. //Finally, add baseatk
  528. if(flag&4)
  529. damage += st->matk_min;
  530. else
  531. damage += st->batk;
  532. //rodatazone says that Overrefined bonuses are part of baseatk
  533. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  534. if(sd) {
  535. if (type == EQI_HAND_L) {
  536. if(sd->left_weapon.overrefine)
  537. damage += rnd()%sd->left_weapon.overrefine+1;
  538. if (sd->weapon_atk_rate[sd->weapontype2])
  539. damage += damage * sd->weapon_atk_rate[sd->weapontype2] / 100;
  540. } else { //Right hand
  541. if(sd->right_weapon.overrefine)
  542. damage += rnd()%sd->right_weapon.overrefine+1;
  543. if (sd->weapon_atk_rate[sd->weapontype1])
  544. damage += damage * sd->weapon_atk_rate[sd->weapontype1] / 100;
  545. }
  546. }
  547. return damage;
  548. }
  549. int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, int size, bool ignore){
  550. //SizeFix only for players
  551. nullpo_retr(damage, sd);
  552. if (!(sd->special_state.no_sizefix || (ignore)))
  553. damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[size] : sd->right_weapon.atkmods[size] ) / 100;
  554. return damage;
  555. }
  556. /*==========================================
  557. * Passive skill damages increases
  558. *------------------------------------------*/
  559. // FIXME: type is undocumented
  560. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) {
  561. int64 damage;
  562. struct status_data *st = status->get_status_data(target);
  563. int weapon, skill_lv;
  564. damage = dmg;
  565. nullpo_retr(damage, sd);
  566. nullpo_retr(damage, target);
  567. if((skill_lv = pc->checkskill(sd,AL_DEMONBANE)) > 0 &&
  568. target->type == BL_MOB && //This bonus doesn't work against players.
  569. (battle->check_undead(st->race,st->def_ele) || st->race==RC_DEMON) )
  570. damage += (int)(skill_lv*(3+sd->status.base_level/20.0));
  571. //damage += (skill_lv * 3);
  572. if( (skill_lv = pc->checkskill(sd, RA_RANGERMAIN)) > 0 && (st->race == RC_BRUTE || st->race == RC_PLANT || st->race == RC_FISH) )
  573. damage += (skill_lv * 5);
  574. if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) )
  575. damage += (skill_lv * 10);
  576. if( pc_ismadogear(sd) )
  577. damage += 15 * pc->checkskill(sd, NC_MADOLICENCE);
  578. #ifdef RENEWAL
  579. if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
  580. damage += (skill_lv * 2);
  581. #endif
  582. if((skill_lv = pc->checkskill(sd,HT_BEASTBANE)) > 0 && (st->race==RC_BRUTE || st->race==RC_INSECT) ) {
  583. damage += (skill_lv * 4);
  584. if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_HUNTER)
  585. damage += sd->status.str;
  586. }
  587. if(type == 0)
  588. weapon = sd->weapontype1;
  589. else
  590. weapon = sd->weapontype2;
  591. switch(weapon) {
  592. case W_1HSWORD:
  593. #ifdef RENEWAL
  594. if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
  595. damage += (skill_lv * 3);
  596. #endif
  597. case W_DAGGER:
  598. if((skill_lv = pc->checkskill(sd,SM_SWORD)) > 0)
  599. damage += (skill_lv * 4);
  600. if((skill_lv = pc->checkskill(sd,GN_TRAINING_SWORD)) > 0)
  601. damage += skill_lv * 10;
  602. break;
  603. case W_2HSWORD:
  604. #ifdef RENEWAL
  605. if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
  606. damage += (skill_lv * 3);
  607. #endif
  608. if((skill_lv = pc->checkskill(sd,SM_TWOHAND)) > 0)
  609. damage += (skill_lv * 4);
  610. break;
  611. case W_1HSPEAR:
  612. case W_2HSPEAR:
  613. if ((skill_lv = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) {
  614. if (pc_isridingdragon(sd))
  615. damage += (skill_lv * 10);
  616. else if (pc_isridingpeco(sd))
  617. damage += (skill_lv * 5);
  618. else
  619. damage += (skill_lv * 4);
  620. }
  621. break;
  622. case W_1HAXE:
  623. case W_2HAXE:
  624. if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
  625. damage += (skill_lv * 3);
  626. if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
  627. damage += (skill_lv * 5);
  628. break;
  629. case W_MACE:
  630. case W_2HMACE:
  631. if((skill_lv = pc->checkskill(sd,PR_MACEMASTERY)) > 0)
  632. damage += (skill_lv * 3);
  633. if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
  634. damage += (skill_lv * 5);
  635. break;
  636. case W_FIST:
  637. if((skill_lv = pc->checkskill(sd,TK_RUN)) > 0)
  638. damage += (skill_lv * 10);
  639. // No break, fall through to Knuckles
  640. case W_KNUCKLE:
  641. if((skill_lv = pc->checkskill(sd,MO_IRONHAND)) > 0)
  642. damage += (skill_lv * 3);
  643. break;
  644. case W_MUSICAL:
  645. if((skill_lv = pc->checkskill(sd,BA_MUSICALLESSON)) > 0)
  646. damage += (skill_lv * 3);
  647. break;
  648. case W_WHIP:
  649. if((skill_lv = pc->checkskill(sd,DC_DANCINGLESSON)) > 0)
  650. damage += (skill_lv * 3);
  651. break;
  652. case W_BOOK:
  653. if((skill_lv = pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  654. damage += (skill_lv * 3);
  655. break;
  656. case W_KATAR:
  657. if((skill_lv = pc->checkskill(sd,AS_KATAR)) > 0)
  658. damage += (skill_lv * 3);
  659. break;
  660. }
  661. return damage;
  662. }
  663. /*==========================================
  664. * Calculates ATK masteries.
  665. *------------------------------------------*/
  666. 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) {
  667. int skill2_lv, i;
  668. struct status_change *sc;
  669. struct map_session_data *sd;
  670. struct status_data *tstatus;
  671. nullpo_ret(src);
  672. nullpo_ret(target);
  673. sc = status->get_sc(src);
  674. sd = BL_CAST(BL_PC, src);
  675. tstatus = status->get_status_data(target);
  676. if ( !sd )
  677. return damage;
  678. damage = battle->add_mastery(sd, target, damage, left);
  679. switch( skill_id ){ // specific skill masteries
  680. case MO_INVESTIGATE:
  681. case MO_EXTREMITYFIST:
  682. case CR_GRANDCROSS:
  683. case NJ_ISSEN:
  684. case CR_ACIDDEMONSTRATION:
  685. return damage;
  686. case NJ_SYURIKEN:
  687. if( (skill2_lv = pc->checkskill(sd,NJ_TOBIDOUGU)) > 0
  688. #ifndef RENEWAL
  689. && weapon
  690. #endif
  691. )
  692. damage += 3 * skill2_lv;
  693. break;
  694. #ifndef RENEWAL
  695. case NJ_KUNAI:
  696. if( weapon )
  697. damage += 60;
  698. break;
  699. #endif
  700. case RA_WUGDASH://(Caster Current Weight x 10 / 8)
  701. if( sd->weight )
  702. damage += sd->weight / 8;
  703. /* Fall through */
  704. case RA_WUGSTRIKE:
  705. case RA_WUGBITE:
  706. damage += 30*pc->checkskill(sd, RA_TOOTHOFWUG);
  707. break;
  708. case HT_FREEZINGTRAP:
  709. damage += 40 * pc->checkskill(sd, RA_RESEARCHTRAP);
  710. break;
  711. default:
  712. battle->calc_masteryfix_unknown(src, target, &skill_id, &skill_lv, &damage, &div, &left, &weapon);
  713. break;
  714. }
  715. if( sc ){ // sc considered as masteries
  716. if(sc->data[SC_GN_CARTBOOST])
  717. damage += 10 * sc->data[SC_GN_CARTBOOST]->val1;
  718. if(sc->data[SC_CAMOUFLAGE])
  719. damage += 30 * ( 10 - sc->data[SC_CAMOUFLAGE]->val4 );
  720. #ifdef RENEWAL
  721. if(sc->data[SC_NIBELUNGEN] && weapon)
  722. damage += sc->data[SC_NIBELUNGEN]->val2;
  723. if(sc->data[SC_IMPOSITIO])
  724. damage += sc->data[SC_IMPOSITIO]->val2;
  725. if(sc->data[SC_DRUMBATTLE]){
  726. if(tstatus->size == SZ_SMALL)
  727. damage += sc->data[SC_DRUMBATTLE]->val2;
  728. else if(tstatus->size == SZ_MEDIUM)
  729. damage += 10 * sc->data[SC_DRUMBATTLE]->val1;
  730. //else no bonus for large target
  731. }
  732. if(sc->data[SC_GS_MADNESSCANCEL])
  733. damage += 100;
  734. if(sc->data[SC_GS_GATLINGFEVER]){
  735. if(tstatus->size == SZ_SMALL)
  736. damage += 10 * sc->data[SC_GS_GATLINGFEVER]->val1;
  737. else if(tstatus->size == SZ_MEDIUM)
  738. damage += -5 * sc->data[SC_GS_GATLINGFEVER]->val1;
  739. else
  740. damage += sc->data[SC_GS_GATLINGFEVER]->val1;
  741. }
  742. #if 0
  743. if(sc->data[SC_SPECIALZONE])
  744. damage += sc->data[SC_SPECIALZONE]->val2 >> 4;
  745. #endif // 0
  746. #endif // RENEWAL
  747. }
  748. // general skill masteries
  749. #ifdef RENEWAL
  750. if( div < 0 ) // div fix
  751. div = 1;
  752. if( skill_id == MO_FINGEROFFENSIVE )//The finger offensive spheres on moment of attack do count. [Skotlex]
  753. damage += div * sd->spiritball_old * 3;
  754. else
  755. damage += div * sd->spiritball * 3;
  756. if( skill_id != CR_SHIELDBOOMERANG ) // Only Shield boomerang doesn't takes the Star Crumbs bonus.
  757. damage += div * (left ? sd->left_weapon.star : sd->right_weapon.star);
  758. if( skill_id != MC_CARTREVOLUTION && (skill2_lv=pc->checkskill(sd,BS_HILTBINDING)) > 0 )
  759. damage += 4;
  760. if(sd->status.party_id && (skill2_lv=pc->checkskill(sd,TK_POWER)) > 0) {
  761. if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 )
  762. damage += 2 * skill2_lv * i * (damage /*+ unknown value*/) / 100 /*+ unknown value*/;
  763. }
  764. #else
  765. if( skill_id != ASC_BREAKER && weapon ) // Adv Katar Mastery is does not applies to ASC_BREAKER, but other masteries DO apply >_>
  766. if( sd->status.weapon == W_KATAR && (skill2_lv=pc->checkskill(sd,ASC_KATAR)) > 0 )
  767. damage += damage * (10 + 2 * skill2_lv) / 100;
  768. #endif
  769. // percentage factor masteries
  770. if ( sc && sc->data[SC_MIRACLE] )
  771. i = 2; //Star anger
  772. else
  773. ARR_FIND(0, MAX_PC_FEELHATE, i, status->get_class(target) == sd->hate_mob[i]);
  774. if (i < MAX_PC_FEELHATE && (skill2_lv=pc->checkskill(sd,pc->sg_info[i].anger_id)) > 0 && weapon) {
  775. int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src);
  776. if ( i == 2 ) ratio += status_get_str(src); //Star Anger
  777. if (skill2_lv < 4 )
  778. ratio /= (12 - 3 * skill2_lv);
  779. damage += damage * ratio / 100;
  780. }
  781. if( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ){
  782. if((skill2_lv = pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
  783. (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
  784. damage += damage * skill2_lv / 100;
  785. }
  786. return damage;
  787. }
  788. 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) {
  789. }
  790. /*==========================================
  791. * Elemental attribute fix.
  792. *------------------------------------------*/
  793. // FIXME: flag is undocumented
  794. 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){
  795. struct status_data *tstatus;
  796. nullpo_ret(src);
  797. nullpo_ret(target);
  798. tstatus = status->get_status_data(target);
  799. if( (nk&NK_NO_ELEFIX) || n_ele )
  800. return damage;
  801. if( damage > 0 ) {
  802. if( left )
  803. damage = battle->attr_fix(src, target, damage, s_ele_, tstatus->def_ele, tstatus->ele_lv);
  804. else{
  805. damage=battle->attr_fix(src, target, damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  806. if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  807. damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  808. if( skill_id == NC_ARMSCANNON )
  809. damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  810. if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  811. damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  812. }
  813. }
  814. #ifndef RENEWAL
  815. {
  816. struct status_data *sstatus;
  817. struct status_change *sc;
  818. sstatus = status->get_status_data(src);
  819. sc = status->get_sc(src);
  820. if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  821. 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;
  822. damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
  823. if( left ) {
  824. 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;
  825. damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
  826. }
  827. }
  828. }
  829. #endif
  830. return damage;
  831. }
  832. int64 battle_calc_cardfix2(struct block_list *src, struct block_list *bl, int64 damage, int s_ele, int nk, int flag) {
  833. #ifdef RENEWAL
  834. struct map_session_data *tsd;
  835. struct status_data *sstatus;
  836. if ( !damage )
  837. return 0;
  838. nullpo_ret(bl);
  839. nullpo_ret(src);
  840. tsd = BL_CAST(BL_PC, bl);
  841. sstatus = status->get_status_data(src);
  842. if ( tsd ) {
  843. if ( !(nk&NK_NO_CARDFIX_DEF) ) {
  844. // RaceAddTolerance
  845. damage -= damage * tsd->race_tolerance[sstatus->race] / 100;
  846. damage -= damage * tsd->race_tolerance[is_boss(src) ? RC_BOSS : RC_NONBOSS] / 100;
  847. if ( flag&BF_SHORT )
  848. damage -= damage * tsd->bonus.near_attack_def_rate / 100;
  849. else // SubRangeAttackDamage or bLongAtkDef
  850. damage -= damage * tsd->bonus.long_attack_def_rate / 100;
  851. }
  852. if ( flag&BF_LONG && tsd->sc.data[SC_GS_ADJUSTMENT] ) {
  853. damage -= 20 * damage / 100;
  854. }
  855. }
  856. #endif
  857. return damage;
  858. }
  859. /*==========================================
  860. * Calculates card bonuses damage adjustments.
  861. * cflag(cardfix flag):
  862. * &1 - calc for left hand.
  863. * &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON).
  864. *------------------------------------------*/
  865. // FIXME: wflag is undocumented
  866. 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){
  867. struct map_session_data *sd, *tsd;
  868. #ifdef RENEWAL
  869. short cardfix = 100;
  870. #else
  871. short cardfix = 1000;
  872. #endif
  873. short t_class, s_class, s_race2, t_race2;
  874. struct status_data *sstatus, *tstatus;
  875. int i;
  876. if( !damage )
  877. return 0;
  878. nullpo_ret(src);
  879. nullpo_ret(target);
  880. sd = BL_CAST(BL_PC, src);
  881. tsd = BL_CAST(BL_PC, target);
  882. t_class = status->get_class(target);
  883. s_class = status->get_class(src);
  884. sstatus = status->get_status_data(src);
  885. tstatus = status->get_status_data(target);
  886. s_race2 = status->get_race2(src);
  887. switch(attack_type){
  888. case BF_MAGIC:
  889. if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  890. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race]) / 100;
  891. if (!(nk&NK_NO_ELEFIX))
  892. cardfix = cardfix*(100+sd->magic_addele[tstatus->def_ele]) / 100;
  893. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size]) / 100;
  894. cardfix = cardfix * (100 + sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
  895. cardfix = cardfix * (100 + sd->magic_atk_ele[s_ele])/100;
  896. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++) {
  897. if(sd->add_mdmg[i].class_ == t_class) {
  898. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  899. break;
  900. }
  901. }
  902. }
  903. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  904. { // Target cards.
  905. if (!(nk&NK_NO_ELEFIX))
  906. {
  907. int ele_fix = tsd->subele[s_ele];
  908. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  909. {
  910. if(tsd->subele2[i].ele != s_ele) continue;
  911. if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
  912. tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
  913. tsd->subele2[i].flag&wflag&BF_SKILLMASK))
  914. continue;
  915. ele_fix += tsd->subele2[i].rate;
  916. }
  917. cardfix = cardfix * (100 - ele_fix) / 100;
  918. }
  919. cardfix = cardfix * (100 - tsd->subsize[sstatus->size]) / 100;
  920. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  921. cardfix = cardfix * (100 - tsd->subrace[sstatus->race]) / 100;
  922. cardfix = cardfix * (100 - tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
  923. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  924. if(tsd->add_mdef[i].class_ == s_class) {
  925. cardfix = cardfix * (100-tsd->add_mdef[i].rate) / 100;
  926. break;
  927. }
  928. }
  929. #ifndef RENEWAL
  930. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  931. if ( wflag&BF_SHORT )
  932. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  933. else
  934. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  935. #endif
  936. cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
  937. if( tsd->sc.data[SC_PROTECT_MDEF] )
  938. cardfix = cardfix * ( 100 - tsd->sc.data[SC_PROTECT_MDEF]->val1 ) / 100;
  939. }
  940. #ifdef RENEWAL
  941. if ( cardfix != 100 )
  942. damage += damage * (cardfix - 100) / 100;
  943. #else
  944. if ( cardfix != 1000 )
  945. damage = damage * cardfix / 1000;
  946. #endif
  947. break;
  948. case BF_WEAPON:
  949. t_race2 = status->get_race2(target);
  950. if( cflag&2 ){
  951. if( sd && !(nk&NK_NO_CARDFIX_ATK) ){
  952. short cardfix_ =
  953. #ifdef RENEWAL
  954. 100;
  955. #else
  956. 1000;
  957. #endif
  958. if( sd->state.arrow_atk ){
  959. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race]) / 100;
  960. if( !(nk&NK_NO_ELEFIX) ){
  961. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  962. for(i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
  963. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  964. if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
  965. sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
  966. sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
  967. continue;
  968. ele_fix += sd->right_weapon.addele2[i].rate;
  969. }
  970. cardfix = cardfix * (100 + ele_fix) / 100;
  971. }
  972. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size]) / 100;
  973. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  974. 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;
  975. }else{ // Melee attack
  976. if( !battle_config.left_cardfix_to_right ){
  977. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  978. if( !(nk&NK_NO_ELEFIX) ){
  979. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  980. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  981. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  982. if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
  983. sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
  984. sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
  985. continue;
  986. ele_fix += sd->right_weapon.addele2[i].rate;
  987. }
  988. cardfix = cardfix * (100+ele_fix) / 100;
  989. }
  990. cardfix = cardfix * (100+sd->right_weapon.addsize[tstatus->size]) / 100;
  991. cardfix = cardfix * (100+sd->right_weapon.addrace2[t_race2]) / 100;
  992. cardfix = cardfix * (100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
  993. if( cflag&1 ){
  994. cardfix_ = cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  995. if (!(nk&NK_NO_ELEFIX)){
  996. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  997. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  998. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  999. if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
  1000. sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
  1001. sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
  1002. continue;
  1003. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  1004. }
  1005. cardfix = cardfix * (100+ele_fix_lh) / 100;
  1006. }
  1007. cardfix_ = cardfix_ * (100+sd->left_weapon.addsize[tstatus->size]) / 100;
  1008. cardfix_ = cardfix_ * (100+sd->left_weapon.addrace2[t_race2]) / 100;
  1009. cardfix_ = cardfix_ * (100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
  1010. }
  1011. }else{
  1012. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  1013. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
  1014. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  1015. if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
  1016. sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
  1017. sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
  1018. continue;
  1019. ele_fix += sd->right_weapon.addele2[i].rate;
  1020. }
  1021. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++){
  1022. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  1023. if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
  1024. sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
  1025. sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
  1026. continue;
  1027. ele_fix += sd->left_weapon.addele2[i].rate;
  1028. }
  1029. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race]) / 100;
  1030. cardfix = cardfix * (100 + ele_fix) / 100;
  1031. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size])/100;
  1032. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2])/100;
  1033. 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;
  1034. }
  1035. }
  1036. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ){
  1037. if( sd->right_weapon.add_dmg[i].class_ == t_class ){
  1038. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  1039. break;
  1040. }
  1041. }
  1042. if( cflag&1 ){
  1043. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ){
  1044. if( sd->left_weapon.add_dmg[i].class_ == t_class ){
  1045. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  1046. break;
  1047. }
  1048. }
  1049. }
  1050. #ifndef RENEWAL
  1051. if( wflag&BF_LONG )
  1052. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  1053. if( (cflag&1) && cardfix_ != 1000 )
  1054. damage = damage * cardfix_ / 1000;
  1055. else if( cardfix != 1000 )
  1056. damage = damage * cardfix / 1000;
  1057. #else
  1058. if ((cflag & 1) && cardfix_ != 100)
  1059. damage += damage * (cardfix_ - 100) / 100;
  1060. else if (cardfix != 100)
  1061. damage += damage * (cardfix - 100) / 100;
  1062. #endif
  1063. }
  1064. }else{
  1065. // Target side
  1066. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
  1067. if( !(nk&NK_NO_ELEFIX) ){
  1068. int ele_fix = tsd->subele[s_ele];
  1069. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  1070. {
  1071. if(tsd->subele2[i].ele != s_ele) continue;
  1072. if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
  1073. tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
  1074. tsd->subele2[i].flag&wflag&BF_SKILLMASK))
  1075. continue;
  1076. ele_fix += tsd->subele2[i].rate;
  1077. }
  1078. cardfix = cardfix * (100-ele_fix) / 100;
  1079. if( cflag&1 && s_ele_ != s_ele ){
  1080. int ele_fix_lh = tsd->subele[s_ele_];
  1081. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++){
  1082. if(tsd->subele2[i].ele != s_ele_) continue;
  1083. if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
  1084. tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
  1085. tsd->subele2[i].flag&wflag&BF_SKILLMASK))
  1086. continue;
  1087. ele_fix_lh += tsd->subele2[i].rate;
  1088. }
  1089. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  1090. }
  1091. }
  1092. cardfix = cardfix * (100-tsd->subsize[sstatus->size]) / 100;
  1093. cardfix = cardfix * (100-tsd->subrace2[s_race2]) / 100;
  1094. cardfix = cardfix * (100-tsd->subrace[sstatus->race]) / 100;
  1095. cardfix = cardfix * (100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
  1096. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ){
  1097. if( tsd->add_def[i].class_ == s_class )
  1098. {
  1099. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  1100. break;
  1101. }
  1102. }
  1103. #ifndef RENEWAL
  1104. if( wflag&BF_SHORT )
  1105. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  1106. else // BF_LONG (there's no other choice)
  1107. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  1108. #endif
  1109. if( tsd->sc.data[SC_PROTECT_DEF] )
  1110. cardfix = cardfix * (100 - tsd->sc.data[SC_PROTECT_DEF]->val1) / 100;
  1111. #ifdef RENEWAL
  1112. if ( cardfix != 100 )
  1113. damage += damage * (cardfix - 100) / 100;
  1114. #else
  1115. if( cardfix != 1000 )
  1116. damage = damage * cardfix / 1000;
  1117. #endif
  1118. }
  1119. }
  1120. break;
  1121. case BF_MISC:
  1122. if ( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  1123. // misc damage reduction from equipment
  1124. #ifndef RENEWAL
  1125. if ( !(nk&NK_NO_ELEFIX) )
  1126. {
  1127. int ele_fix = tsd->subele[s_ele];
  1128. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  1129. {
  1130. if(tsd->subele2[i].ele != s_ele) continue;
  1131. if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
  1132. tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
  1133. tsd->subele2[i].flag&wflag&BF_SKILLMASK))
  1134. continue;
  1135. ele_fix += tsd->subele2[i].rate;
  1136. }
  1137. cardfix = cardfix * (100 - ele_fix) / 100;
  1138. }
  1139. cardfix = cardfix*(100-tsd->subrace[sstatus->race]) / 100;
  1140. cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
  1141. if( wflag&BF_SHORT )
  1142. cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
  1143. else // BF_LONG (there's no other choice)
  1144. cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
  1145. #endif
  1146. cardfix = cardfix*(100 - tsd->subsize[sstatus->size]) / 100;
  1147. cardfix = cardfix*(100 - tsd->subrace2[s_race2]) / 100;
  1148. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  1149. #ifdef RENEWAL
  1150. if ( cardfix != 100 )
  1151. damage += damage * (cardfix - 100) / 100;
  1152. #else
  1153. if ( cardfix != 1000 )
  1154. damage = damage * cardfix / 1000;
  1155. #endif
  1156. }
  1157. break;
  1158. }
  1159. return damage;
  1160. }
  1161. /*==========================================
  1162. * Calculates defense reduction. [malufett]
  1163. * flag:
  1164. * &1 - idef/imdef(Ignore defense)
  1165. * &2 - pdef(Pierce defense)
  1166. * &4 - tdef(Total defense reduction)
  1167. *------------------------------------------*/
  1168. // TODO: Add an enum for flag
  1169. 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){
  1170. struct status_data *sstatus, *tstatus;
  1171. struct map_session_data *sd, *tsd;
  1172. struct status_change *sc, *tsc;
  1173. int i;
  1174. if( !damage )
  1175. return 0;
  1176. nullpo_ret(src);
  1177. nullpo_ret(target);
  1178. sd = BL_CAST(BL_PC, src);
  1179. tsd = BL_CAST(BL_PC, target);
  1180. sstatus = status->get_status_data(src);
  1181. tstatus = status->get_status_data(target);
  1182. sc = status->get_sc(src);
  1183. tsc = status->get_sc(target);
  1184. switch(attack_type){
  1185. case BF_WEAPON:
  1186. {
  1187. /* Take note in RE
  1188. * def1 = equip def
  1189. * def2 = status def
  1190. */
  1191. defType def1 = status->get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1192. short def2 = tstatus->def2, vit_def;
  1193. #ifdef RENEWAL
  1194. def1 = status->calc_def2(target, tsc, def1, false); // equip def(RE)
  1195. def2 = status->calc_def(target, tsc, def2, false); // status def(RE)
  1196. #else
  1197. def1 = status->calc_def(target, tsc, def1, false); // equip def(RE)
  1198. def2 = status->calc_def2(target, tsc, def2, false); // status def(RE)
  1199. #endif
  1200. if ( sd ) {
  1201. if ( sd->charm_type == CHARM_TYPE_LAND && sd->charm_count > 0 ) // hidden from status window
  1202. def1 += 10 * def1 * sd->charm_count / 100;
  1203. i = sd->ignore_def[is_boss(target) ? RC_BOSS : RC_NONBOSS];
  1204. i += sd->ignore_def[tstatus->race];
  1205. if ( i ) {
  1206. if ( i > 100 ) i = 100;
  1207. def1 -= def1 * i / 100;
  1208. #ifndef RENEWAL
  1209. def2 -= def2 * i / 100;
  1210. #endif
  1211. }
  1212. }
  1213. if( sc && sc->data[SC_EXPIATIO] ){
  1214. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  1215. def1 -= def1 * i / 100;
  1216. #ifndef RENEWAL
  1217. def2 -= def2 * i / 100;
  1218. #endif
  1219. }
  1220. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  1221. unsigned char target_count; //256 max targets should be a sane max
  1222. target_count = unit->counttargeted(target);
  1223. if(target_count >= battle_config.vit_penalty_count) {
  1224. if(battle_config.vit_penalty_type == 1) {
  1225. if( !tsc || !tsc->data[SC_STEELBODY] )
  1226. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1227. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1228. } else { //Assume type 2
  1229. if( !tsc || !tsc->data[SC_STEELBODY] )
  1230. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1231. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1232. }
  1233. }
  1234. #ifndef RENEWAL
  1235. if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1236. #endif
  1237. if(def2 < 1) def2 = 1;
  1238. }
  1239. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1240. if (tsd) {
  1241. //Sd vit-eq
  1242. #ifndef RENEWAL
  1243. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1244. vit_def = def2*(def2-15)/150;
  1245. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  1246. #else
  1247. vit_def = def2;
  1248. #endif
  1249. if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  1250. src->type == BL_MOB && (i=pc->checkskill(tsd,AL_DP)) > 0)
  1251. vit_def += i*(int)(3 +(tsd->status.base_level+1)*0.04); // [orn]
  1252. if( src->type == BL_MOB && (i=pc->checkskill(tsd,RA_RANGERMAIN))>0 &&
  1253. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  1254. vit_def += i*5;
  1255. }
  1256. else { //Mob-Pet vit-eq
  1257. #ifndef RENEWAL
  1258. //VIT + rnd(0,[VIT/20]^2-1)
  1259. vit_def = (def2/20)*(def2/20);
  1260. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  1261. #else
  1262. vit_def = def2;
  1263. #endif
  1264. }
  1265. if (battle_config.weapon_defense_type) {
  1266. vit_def += def1*battle_config.weapon_defense_type;
  1267. def1 = 0;
  1268. }
  1269. #ifdef RENEWAL
  1270. /**
  1271. * RE DEF Reduction
  1272. * Pierce defense gains 1 atk per def/2
  1273. **/
  1274. if( def1 < -399 ) // it stops at -399
  1275. def1 = 399; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 399
  1276. //return 1;
  1277. if( flag&2 )
  1278. damage += def1 >> 1;
  1279. if( !(flag&1) && !(flag&2) ) {
  1280. if( flag&4 )
  1281. damage -= (def1 + vit_def);
  1282. else
  1283. damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def);
  1284. }
  1285. #else
  1286. if( def1 > 100 ) def1 = 100;
  1287. if( !(flag&1) ){
  1288. if( flag&2 )
  1289. damage = damage * pdef * (def1+vit_def) / 100;
  1290. else
  1291. damage = damage * (100-def1) / 100;
  1292. }
  1293. if( !(flag&1 || flag&2) )
  1294. damage -= vit_def;
  1295. #endif
  1296. }
  1297. break;
  1298. case BF_MAGIC:
  1299. {
  1300. defType mdef = tstatus->mdef;
  1301. short mdef2= tstatus->mdef2;
  1302. #ifdef RENEWAL
  1303. mdef2 = status->calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
  1304. mdef = status->calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
  1305. #else
  1306. mdef2 = status->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
  1307. mdef = status->calc_mdef(target, tsc, mdef, false); // equip mde(RE)
  1308. #endif
  1309. if( flag&1 )
  1310. mdef = 0;
  1311. if(sd) {
  1312. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  1313. i += sd->ignore_mdef[tstatus->race];
  1314. if (i)
  1315. {
  1316. if (i > 100) i = 100;
  1317. mdef -= mdef * i/100;
  1318. //mdef2-= mdef2* i/100;
  1319. }
  1320. }
  1321. #ifdef RENEWAL
  1322. /**
  1323. * RE MDEF Reduction
  1324. **/
  1325. if( mdef < -99 ) // it stops at -99
  1326. mdef = 99; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 99
  1327. //return 1;
  1328. damage = (int)((100.0f - mdef / (mdef + 100.0f) * 90.0f) / 100.0f * damage - mdef2);
  1329. #else
  1330. if(battle_config.magic_defense_type)
  1331. damage = damage - mdef*battle_config.magic_defense_type - mdef2;
  1332. else
  1333. damage = damage * (100-mdef)/100 - mdef2;
  1334. #endif
  1335. }
  1336. break;
  1337. }
  1338. return damage;
  1339. }
  1340. // Minstrel/Wanderer number check for chorus skills.
  1341. int battle_calc_chorusbonus(struct map_session_data *sd) {
  1342. int members = 0;
  1343. if (!sd || !sd->status.party_id)
  1344. return 0;
  1345. members = party->foreachsamemap(party->sub_count_chorus, sd, 0);
  1346. if (members < 3)
  1347. return 0; // Bonus remains 0 unless 3 or more Minstrel's/Wanderer's are in the party.
  1348. if (members > 7)
  1349. return 5; // Maximum effect possible from 7 or more Minstrel's/Wanderer's
  1350. return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible
  1351. }
  1352. // FIXME: flag is undocumented
  1353. 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){
  1354. int i;
  1355. struct status_change *sc, *tsc;
  1356. struct map_session_data *sd, *tsd;
  1357. struct status_data *st, *tst, *bst;
  1358. nullpo_ret(src);
  1359. nullpo_ret(target);
  1360. sd = BL_CAST(BL_PC, src);
  1361. tsd = BL_CAST(BL_PC, target);
  1362. sc = status->get_sc(src);
  1363. tsc = status->get_sc(target);
  1364. st = status->get_status_data(src);
  1365. bst = status->get_base_status(src);
  1366. tst = status->get_status_data(target);
  1367. switch(attack_type){
  1368. case BF_MAGIC:
  1369. switch(skill_id){
  1370. case MG_NAPALMBEAT:
  1371. skillratio += skill_lv * 10 - 30;
  1372. break;
  1373. case MG_FIREBALL:
  1374. #ifdef RENEWAL
  1375. skillratio += 20 * skill_lv;
  1376. #else
  1377. skillratio += skill_lv * 10 - 30;
  1378. #endif
  1379. break;
  1380. case MG_SOULSTRIKE:
  1381. if (battle->check_undead(tst->race,tst->def_ele))
  1382. skillratio += 5*skill_lv;
  1383. break;
  1384. case MG_FIREWALL:
  1385. skillratio -= 50;
  1386. break;
  1387. case MG_THUNDERSTORM:
  1388. /**
  1389. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  1390. **/
  1391. #ifndef RENEWAL
  1392. skillratio -= 20;
  1393. #endif
  1394. break;
  1395. case MG_FROSTDIVER:
  1396. skillratio += 10 * skill_lv;
  1397. break;
  1398. case AL_HOLYLIGHT:
  1399. skillratio += 25;
  1400. if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST)
  1401. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  1402. break;
  1403. case AL_RUWACH:
  1404. skillratio += 45;
  1405. break;
  1406. case WZ_FROSTNOVA:
  1407. skillratio += (100+skill_lv*10) * 2 / 3 - 100;
  1408. break;
  1409. case WZ_FIREPILLAR:
  1410. if (skill_lv > 10)
  1411. skillratio += 2300; //200% MATK each hit
  1412. else
  1413. skillratio += -60 + 20*skill_lv; //20% MATK each hit
  1414. break;
  1415. case WZ_SIGHTRASHER:
  1416. skillratio += 20 * skill_lv;
  1417. break;
  1418. case WZ_WATERBALL:
  1419. skillratio += 30 * skill_lv;
  1420. break;
  1421. case WZ_STORMGUST:
  1422. skillratio += 40 * skill_lv;
  1423. break;
  1424. case HW_NAPALMVULCAN:
  1425. skillratio += 10 * skill_lv - 30;
  1426. break;
  1427. case SL_STIN:
  1428. skillratio += (tst->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
  1429. break;
  1430. case SL_STUN:
  1431. skillratio += (tst->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  1432. break;
  1433. case SL_SMA:
  1434. skillratio += -60 + status->get_lv(src); //Base damage is 40% + lv%
  1435. break;
  1436. case NJ_KOUENKA:
  1437. skillratio -= 10;
  1438. if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
  1439. skillratio += 20 * sd->charm_count;
  1440. break;
  1441. case NJ_KAENSIN:
  1442. skillratio -= 50;
  1443. if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
  1444. skillratio += 10 * sd->charm_count;
  1445. break;
  1446. case NJ_BAKUENRYU:
  1447. skillratio += 50 * (skill_lv - 1);
  1448. if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
  1449. skillratio += 15 * sd->charm_count;
  1450. break;
  1451. #ifdef RENEWAL
  1452. case NJ_HYOUSENSOU:
  1453. skillratio -= 30;
  1454. if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0)
  1455. skillratio += 5 * sd->charm_count;
  1456. break;
  1457. #endif
  1458. case NJ_HYOUSYOURAKU:
  1459. skillratio += 50 * skill_lv;
  1460. if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0)
  1461. skillratio += 25 * sd->charm_count;
  1462. break;
  1463. case NJ_RAIGEKISAI:
  1464. skillratio += 60 + 40 * skill_lv;
  1465. if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
  1466. skillratio += 15 * sd->charm_count;
  1467. break;
  1468. case NJ_KAMAITACHI:
  1469. if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
  1470. skillratio += 10 * sd->charm_count;
  1471. /* Fall through */
  1472. case NPC_ENERGYDRAIN:
  1473. skillratio += 100 * skill_lv;
  1474. break;
  1475. #ifdef RENEWAL
  1476. case WZ_HEAVENDRIVE:
  1477. case WZ_METEOR:
  1478. skillratio += 25;
  1479. break;
  1480. case WZ_VERMILION:
  1481. {
  1482. int interval = 0, per = interval, ratio = per;
  1483. while( (per++) < skill_lv ){
  1484. ratio += interval;
  1485. if(per%3==0) interval += 20;
  1486. }
  1487. if( skill_lv > 9 )
  1488. ratio -= 10;
  1489. skillratio += ratio;
  1490. }
  1491. break;
  1492. case NJ_HUUJIN:
  1493. skillratio += 50;
  1494. if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
  1495. skillratio += 20 * sd->charm_count;
  1496. break;
  1497. #else
  1498. case WZ_VERMILION:
  1499. skillratio += 20*skill_lv-20;
  1500. break;
  1501. #endif
  1502. /**
  1503. * Arch Bishop
  1504. **/
  1505. case AB_JUDEX:
  1506. skillratio = 300 + 20 * skill_lv;
  1507. RE_LVL_DMOD(100);
  1508. break;
  1509. case AB_ADORAMUS:
  1510. skillratio = 500 + 100 * skill_lv;
  1511. RE_LVL_DMOD(100);
  1512. break;
  1513. case AB_DUPLELIGHT_MAGIC:
  1514. skillratio = 200 + 20 * skill_lv;
  1515. break;
  1516. /**
  1517. * Warlock
  1518. **/
  1519. case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster's INT )} x ( Caster's Base Level / 100 )] %
  1520. skillratio = 100 * (skill_lv + 4) + st->int_;
  1521. RE_LVL_DMOD(100);
  1522. break;
  1523. case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster's Base Level / 100 )] %
  1524. skillratio += 100 + 100 * skill_lv;
  1525. RE_LVL_DMOD(100);
  1526. break;
  1527. case WL_JACKFROST:
  1528. if( tsc && tsc->data[SC_FROSTMISTY] ){
  1529. skillratio += 900 + 300 * skill_lv;
  1530. RE_LVL_DMOD(100);
  1531. }else{
  1532. skillratio += 400 + 100 * skill_lv;
  1533. RE_LVL_DMOD(150);
  1534. }
  1535. break;
  1536. case WL_DRAINLIFE:
  1537. skillratio = 200 * skill_lv + status_get_int(src);
  1538. RE_LVL_DMOD(100);
  1539. break;
  1540. case WL_CRIMSONROCK:
  1541. skillratio = 300 * skill_lv;
  1542. RE_LVL_DMOD(100);
  1543. skillratio += 1300;
  1544. break;
  1545. case WL_HELLINFERNO:
  1546. skillratio = 300 * skill_lv;
  1547. RE_LVL_DMOD(100);
  1548. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  1549. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  1550. if( flag&ELE_DARK )
  1551. skillratio *= 4;
  1552. skillratio /= 5;
  1553. break;
  1554. case WL_COMET:
  1555. i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
  1556. if( i <= 3 ) skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  1557. else
  1558. if( i <= 5 ) skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  1559. else
  1560. if( i <= 7 ) skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  1561. else
  1562. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  1563. if( sd && sd->status.party_id ){
  1564. struct map_session_data* psd;
  1565. int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
  1566. c = 0;
  1567. memset (p_sd, 0, sizeof(p_sd));
  1568. party->foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  1569. c = ( c > 1 ? rnd()%c : 0 );
  1570. if( (psd = map->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){
  1571. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  1572. RE_LVL_DMOD(120);
  1573. skillratio += 2500;
  1574. status_zap(&psd->bl, 0, skill->get_sp(skill_id, skill_lv) / 2);
  1575. }
  1576. }
  1577. break;
  1578. case WL_CHAINLIGHTNING_ATK:
  1579. skillratio += 400 + 100 * skill_lv;
  1580. RE_LVL_DMOD(100);
  1581. if(flag > 0)
  1582. skillratio += 100 * flag;
  1583. break;
  1584. case WL_EARTHSTRAIN:
  1585. skillratio = 2000 + 100 * skill_lv;
  1586. RE_LVL_DMOD(100);
  1587. break;
  1588. case WL_TETRAVORTEX_FIRE:
  1589. case WL_TETRAVORTEX_WATER:
  1590. case WL_TETRAVORTEX_WIND:
  1591. case WL_TETRAVORTEX_GROUND:
  1592. skillratio += 400 + 500 * skill_lv;
  1593. break;
  1594. case WL_SUMMON_ATK_FIRE:
  1595. case WL_SUMMON_ATK_WATER:
  1596. case WL_SUMMON_ATK_WIND:
  1597. case WL_SUMMON_ATK_GROUND:
  1598. skillratio = (1 + skill_lv) / 2 * (status->get_lv(src) + (sd ? sd->status.job_level : 50));
  1599. RE_LVL_DMOD(100);
  1600. break;
  1601. case LG_RAYOFGENESIS:
  1602. {
  1603. uint16 lv = skill_lv;
  1604. int bandingBonus = 0;
  1605. if( sc && sc->data[SC_BANDING] )
  1606. bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1);
  1607. skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
  1608. }
  1609. break;
  1610. case LG_SHIELDSPELL:
  1611. if ( sd && skill_lv == 2 ) // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  1612. skillratio = 4 * status->get_lv(src) + 100 * sd->bonus.shieldmdef + 2 * st->int_;
  1613. else
  1614. skillratio = 0;
  1615. break;
  1616. case WM_METALICSOUND:
  1617. skillratio = 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 );
  1618. RE_LVL_DMOD(100);
  1619. break;
  1620. case WM_REVERBERATION_MAGIC:
  1621. skillratio = 100 * skill_lv + 100;
  1622. RE_LVL_DMOD(100);
  1623. break;
  1624. case SO_FIREWALK:
  1625. skillratio = 60 * skill_lv;
  1626. RE_LVL_DMOD(100);
  1627. if( sc && sc->data[SC_HEATER_OPTION] )
  1628. skillratio += sc->data[SC_HEATER_OPTION]->val3 / 2;
  1629. break;
  1630. case SO_ELECTRICWALK:
  1631. skillratio = 60 * skill_lv;
  1632. RE_LVL_DMOD(100);
  1633. if( sc && sc->data[SC_BLAST_OPTION] )
  1634. skillratio += sc->data[SC_BLAST_OPTION]->val2 / 2;
  1635. break;
  1636. case SO_EARTHGRAVE:
  1637. skillratio = st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd,SA_SEISMICWEAPON) : 1);
  1638. RE_LVL_DMOD(100);
  1639. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  1640. skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
  1641. break;
  1642. case SO_DIAMONDDUST:
  1643. skillratio = (st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 1)) * status->get_lv(src) / 100;
  1644. if( sc && sc->data[SC_COOLER_OPTION] )
  1645. skillratio += sc->data[SC_COOLER_OPTION]->val3 * 5;
  1646. break;
  1647. case SO_POISON_BUSTER:
  1648. skillratio += 900 + 300 * skill_lv;
  1649. RE_LVL_DMOD(100);
  1650. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  1651. skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
  1652. break;
  1653. case SO_PSYCHIC_WAVE:
  1654. skillratio = 70 * skill_lv + 3 * st->int_;
  1655. RE_LVL_DMOD(100);
  1656. if( sc && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION]
  1657. || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) )
  1658. skillratio += skillratio * 20 / 100;
  1659. break;
  1660. case SO_VARETYR_SPEAR:
  1661. skillratio = status_get_int(src) * skill_lv + ( sd ? pc->checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
  1662. RE_LVL_DMOD(100);
  1663. if( sc && sc->data[SC_BLAST_OPTION] )
  1664. skillratio += sc->data[SC_BLAST_OPTION]->val2 * 5;
  1665. break;
  1666. case SO_CLOUD_KILL:
  1667. skillratio = 40 * skill_lv;
  1668. RE_LVL_DMOD(100);
  1669. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  1670. skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
  1671. break;
  1672. case GN_DEMONIC_FIRE: {
  1673. int fire_expansion_lv = skill_lv / 100;
  1674. skill_lv = skill_lv % 100;
  1675. skillratio = 110 + 20 * skill_lv;
  1676. if ( fire_expansion_lv == 1 )
  1677. skillratio += status_get_int(src) + (sd?sd->status.job_level:50);
  1678. else if ( fire_expansion_lv == 2 )
  1679. skillratio += status_get_int(src) * 10;
  1680. }
  1681. break;
  1682. // Magical Elemental Spirits Attack Skills
  1683. case EL_FIRE_MANTLE:
  1684. case EL_WATER_SCREW:
  1685. skillratio += 900;
  1686. break;
  1687. case EL_FIRE_ARROW:
  1688. case EL_ROCK_CRUSHER_ATK:
  1689. skillratio += 200;
  1690. break;
  1691. case EL_FIRE_BOMB:
  1692. case EL_ICE_NEEDLE:
  1693. case EL_HURRICANE_ATK:
  1694. skillratio += 400;
  1695. break;
  1696. case EL_FIRE_WAVE:
  1697. case EL_TYPOON_MIS_ATK:
  1698. skillratio += 1100;
  1699. break;
  1700. case MH_ERASER_CUTTER:
  1701. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  1702. break;
  1703. case MH_XENO_SLASHER:
  1704. if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
  1705. else skillratio += 400 + 100 * skill_lv; //700:900
  1706. break;
  1707. case MH_HEILIGE_STANGE:
  1708. skillratio += 400 + 250 * skill_lv;
  1709. break;
  1710. case MH_POISON_MIST:
  1711. skillratio += 100 * skill_lv;
  1712. break;
  1713. case KO_KAIHOU:
  1714. if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) {
  1715. skillratio += -100 + 200 * sd->charm_count;
  1716. RE_LVL_DMOD(100);
  1717. pc->del_charm(sd, sd->charm_count, sd->charm_type);
  1718. }
  1719. break;
  1720. default:
  1721. battle->calc_skillratio_magic_unknown(&attack_type, src, target, &skill_id, &skill_lv, &skillratio, &flag);
  1722. break;
  1723. }
  1724. break;
  1725. case BF_WEAPON:
  1726. switch( skill_id )
  1727. {
  1728. case SM_BASH:
  1729. case MS_BASH:
  1730. skillratio += 30 * skill_lv;
  1731. break;
  1732. case SM_MAGNUM:
  1733. case MS_MAGNUM:
  1734. skillratio += 20 * skill_lv;
  1735. break;
  1736. case MC_MAMMONITE:
  1737. skillratio += 50 * skill_lv;
  1738. break;
  1739. case HT_POWER:
  1740. skillratio += -50 + 8 * status_get_str(src);
  1741. break;
  1742. case AC_DOUBLE:
  1743. case MA_DOUBLE:
  1744. skillratio += 10 * (skill_lv-1);
  1745. break;
  1746. case AC_SHOWER:
  1747. case MA_SHOWER:
  1748. #ifdef RENEWAL
  1749. skillratio += 50 + 10 * skill_lv;
  1750. #else
  1751. skillratio += -25 + 5 * skill_lv;
  1752. #endif
  1753. break;
  1754. case AC_CHARGEARROW:
  1755. case MA_CHARGEARROW:
  1756. skillratio += 50;
  1757. break;
  1758. #ifndef RENEWAL
  1759. case HT_FREEZINGTRAP:
  1760. case MA_FREEZINGTRAP:
  1761. skillratio += -50 + 10 * skill_lv;
  1762. break;
  1763. #endif
  1764. case KN_PIERCE:
  1765. case ML_PIERCE:
  1766. skillratio += 10 * skill_lv;
  1767. break;
  1768. case MER_CRASH:
  1769. skillratio += 10 * skill_lv;
  1770. break;
  1771. case KN_SPEARSTAB:
  1772. skillratio += 20 * skill_lv;
  1773. break;
  1774. case KN_SPEARBOOMERANG:
  1775. skillratio += 50*skill_lv;
  1776. break;
  1777. case KN_BRANDISHSPEAR:
  1778. case ML_BRANDISH:
  1779. {
  1780. int ratio = 100 + 20 * skill_lv;
  1781. skillratio += ratio - 100;
  1782. if(skill_lv>3 && flag==1) skillratio += ratio / 2;
  1783. if(skill_lv>6 && flag==1) skillratio += ratio / 4;
  1784. if(skill_lv>9 && flag==1) skillratio += ratio / 8;
  1785. if(skill_lv>6 && flag==2) skillratio += ratio / 2;
  1786. if(skill_lv>9 && flag==2) skillratio += ratio / 4;
  1787. if(skill_lv>9 && flag==3) skillratio += ratio / 2;
  1788. break;
  1789. }
  1790. case KN_BOWLINGBASH:
  1791. case MS_BOWLINGBASH:
  1792. skillratio+= 40 * skill_lv;
  1793. break;
  1794. case AS_GRIMTOOTH:
  1795. skillratio += 20 * skill_lv;
  1796. break;
  1797. case AS_POISONREACT:
  1798. skillratio += 30 * skill_lv;
  1799. break;
  1800. case AS_SONICBLOW:
  1801. skillratio += 300 + 40 * skill_lv;
  1802. break;
  1803. case TF_SPRINKLESAND:
  1804. skillratio += 30;
  1805. break;
  1806. case MC_CARTREVOLUTION:
  1807. skillratio += 50;
  1808. if( sd && sd->cart_weight )
  1809. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  1810. else if (!sd)
  1811. skillratio += 100; //Max damage for non players.
  1812. break;
  1813. case NPC_RANDOMATTACK:
  1814. skillratio += 100 * skill_lv;
  1815. break;
  1816. case NPC_WATERATTACK:
  1817. case NPC_GROUNDATTACK:
  1818. case NPC_FIREATTACK:
  1819. case NPC_WINDATTACK:
  1820. case NPC_POISONATTACK:
  1821. case NPC_HOLYATTACK:
  1822. case NPC_DARKNESSATTACK:
  1823. case NPC_UNDEADATTACK:
  1824. case NPC_TELEKINESISATTACK:
  1825. case NPC_BLOODDRAIN:
  1826. case NPC_ACIDBREATH:
  1827. case NPC_DARKNESSBREATH:
  1828. case NPC_FIREBREATH:
  1829. case NPC_ICEBREATH:
  1830. case NPC_THUNDERBREATH:
  1831. case NPC_HELLJUDGEMENT:
  1832. case NPC_PULSESTRIKE:
  1833. skillratio += 100 * (skill_lv-1);
  1834. break;
  1835. case NPC_EARTHQUAKE:
  1836. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2);
  1837. break;
  1838. case RG_BACKSTAP:
  1839. if( sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty )
  1840. skillratio += (200 + 40 * skill_lv) / 2;
  1841. else
  1842. skillratio += 200 + 40 * skill_lv;
  1843. break;
  1844. case RG_RAID:
  1845. skillratio += 40 * skill_lv;
  1846. break;
  1847. case RG_INTIMIDATE:
  1848. skillratio += 30 * skill_lv;
  1849. break;
  1850. case CR_SHIELDCHARGE:
  1851. skillratio += 20 * skill_lv;
  1852. break;
  1853. case CR_SHIELDBOOMERANG:
  1854. skillratio += 30 * skill_lv;
  1855. break;
  1856. case NPC_DARKCROSS:
  1857. case CR_HOLYCROSS:
  1858. {
  1859. int ratio = 35 * skill_lv;
  1860. #ifdef RENEWAL
  1861. if(sd && sd->status.weapon == W_2HSPEAR)
  1862. ratio *= 2;
  1863. #endif
  1864. skillratio += ratio;
  1865. break;
  1866. }
  1867. case AM_DEMONSTRATION:
  1868. skillratio += 20 * skill_lv;
  1869. break;
  1870. case AM_ACIDTERROR:
  1871. #ifdef RENEWAL
  1872. skillratio += 80 * skill_lv + 100;
  1873. #else
  1874. skillratio += 40 * skill_lv;
  1875. #endif
  1876. break;
  1877. case MO_FINGEROFFENSIVE:
  1878. skillratio+= 50 * skill_lv;
  1879. break;
  1880. case MO_INVESTIGATE:
  1881. skillratio += 75 * skill_lv;
  1882. break;
  1883. case MO_EXTREMITYFIST:
  1884. #ifndef RENEWAL
  1885. {
  1886. //Overflow check. [Skotlex]
  1887. unsigned int ratio = skillratio + 100*(8 + st->sp/10);
  1888. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1889. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1890. skillratio = (unsigned short)ratio;
  1891. }
  1892. #endif
  1893. break;
  1894. case MO_TRIPLEATTACK:
  1895. skillratio += 20 * skill_lv;
  1896. break;
  1897. case MO_CHAINCOMBO:
  1898. skillratio += 50 + 50 * skill_lv;
  1899. break;
  1900. case MO_COMBOFINISH:
  1901. skillratio += 140 + 60 * skill_lv;
  1902. break;
  1903. case BA_MUSICALSTRIKE:
  1904. case DC_THROWARROW:
  1905. skillratio += 25 + 25 * skill_lv;
  1906. break;
  1907. case CH_TIGERFIST:
  1908. skillratio += 100 * skill_lv - 60;
  1909. break;
  1910. case CH_CHAINCRUSH:
  1911. skillratio += 300 + 100 * skill_lv;
  1912. break;
  1913. case CH_PALMSTRIKE:
  1914. skillratio += 100 + 100 * skill_lv;
  1915. break;
  1916. case LK_HEADCRUSH:
  1917. skillratio += 40 * skill_lv;
  1918. break;
  1919. case LK_JOINTBEAT:
  1920. i = 10 * skill_lv - 50;
  1921. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1922. if (flag&BREAK_NECK) i*=2;
  1923. skillratio += i;
  1924. break;
  1925. case ASC_METEORASSAULT:
  1926. skillratio += 40 * skill_lv - 60;
  1927. break;
  1928. case SN_SHARPSHOOTING:
  1929. case MA_SHARPSHOOTING:
  1930. skillratio += 100 + 50 * skill_lv;
  1931. break;
  1932. case CG_ARROWVULCAN:
  1933. skillratio += 100 + 100 * skill_lv;
  1934. break;
  1935. case AS_SPLASHER:
  1936. skillratio += 400 + 50 * skill_lv;
  1937. if(sd)
  1938. skillratio += 20 * pc->checkskill(sd,AS_POISONREACT);
  1939. break;
  1940. #ifndef RENEWAL
  1941. case ASC_BREAKER:
  1942. skillratio += 100*skill_lv-100;
  1943. #else
  1944. case LK_SPIRALPIERCE:
  1945. case ML_SPIRALPIERCE:
  1946. skillratio += 50 * skill_lv;
  1947. #endif
  1948. break;
  1949. case PA_SACRIFICE:
  1950. skillratio += 10 * skill_lv - 10;
  1951. break;
  1952. case PA_SHIELDCHAIN:
  1953. skillratio += 30 * skill_lv;
  1954. break;
  1955. case WS_CARTTERMINATION:
  1956. i = 10 * (16 - skill_lv);
  1957. if (i < 1) i = 1;
  1958. //Preserve damage ratio when max cart weight is changed.
  1959. if(sd && sd->cart_weight)
  1960. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1961. else if (!sd)
  1962. skillratio += 80000 / i - 100;
  1963. break;
  1964. case TK_DOWNKICK:
  1965. skillratio += 60 + 20 * skill_lv;
  1966. break;
  1967. case TK_STORMKICK:
  1968. skillratio += 60 + 20 * skill_lv;
  1969. break;
  1970. case TK_TURNKICK:
  1971. skillratio += 90 + 30 * skill_lv;
  1972. break;
  1973. case TK_COUNTER:
  1974. skillratio += 90 + 30 * skill_lv;
  1975. break;
  1976. case TK_JUMPKICK:
  1977. skillratio += -70 + 10*skill_lv;
  1978. if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
  1979. skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus
  1980. if (flag) {
  1981. skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
  1982. if( sc && sc->data[SC_STRUP] ) // Spurt bonus
  1983. skillratio *= 2;
  1984. }
  1985. break;
  1986. case GS_TRIPLEACTION:
  1987. skillratio += 50 * skill_lv;
  1988. break;
  1989. case GS_BULLSEYE:
  1990. //Only works well against brute/demi-humans non bosses.
  1991. if((tst->race == RC_BRUTE || tst->race == RC_DEMIHUMAN)
  1992. && !(tst->mode&MD_BOSS))
  1993. skillratio += 400;
  1994. break;
  1995. case GS_TRACKING:
  1996. skillratio += 100 * (skill_lv+1);
  1997. break;
  1998. #ifndef RENEWAL
  1999. case GS_PIERCINGSHOT:
  2000. skillratio += 20 * skill_lv;
  2001. break;
  2002. #endif
  2003. case GS_RAPIDSHOWER:
  2004. skillratio += 10 * skill_lv;
  2005. break;
  2006. case GS_DESPERADO:
  2007. skillratio += 50 * (skill_lv-1);
  2008. break;
  2009. case GS_DUST:
  2010. skillratio += 50 * skill_lv;
  2011. break;
  2012. case GS_FULLBUSTER:
  2013. skillratio += 100 * (skill_lv+2);
  2014. break;
  2015. case GS_SPREADATTACK:
  2016. #ifdef RENEWAL
  2017. skillratio += 20 * (skill_lv);
  2018. #else
  2019. skillratio += 20 * (skill_lv-1);
  2020. #endif
  2021. break;
  2022. case NJ_HUUMA:
  2023. skillratio += 50 + 150 * skill_lv;
  2024. break;
  2025. case NJ_TATAMIGAESHI:
  2026. skillratio += 10 * skill_lv;
  2027. break;
  2028. case NJ_KASUMIKIRI:
  2029. skillratio += 10 * skill_lv;
  2030. break;
  2031. case NJ_KIRIKAGE:
  2032. skillratio += 100 * (skill_lv-1);
  2033. break;
  2034. case KN_CHARGEATK:
  2035. {
  2036. int k = (flag-1)/3; //+100% every 3 cells of distance
  2037. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  2038. skillratio += 100 * k;
  2039. }
  2040. break;
  2041. case HT_PHANTASMIC:
  2042. skillratio += 50;
  2043. break;
  2044. case MO_BALKYOUNG:
  2045. skillratio += 200;
  2046. break;
  2047. case HFLI_MOON: //[orn]
  2048. skillratio += 10 + 110 * skill_lv;
  2049. break;
  2050. case HFLI_SBR44: //[orn]
  2051. skillratio += 100 * (skill_lv-1);
  2052. break;
  2053. case NPC_VAMPIRE_GIFT:
  2054. skillratio += ((skill_lv-1)%5+1) * 100;
  2055. break;
  2056. case RK_SONICWAVE:
  2057. skillratio = (skill_lv + 5) * 100;
  2058. skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100;
  2059. break;
  2060. case RK_HUNDREDSPEAR:
  2061. skillratio += 500 + (80 * skill_lv);
  2062. if( sd ){
  2063. short index = sd->equip_index[EQI_HAND_R];
  2064. if( index >= 0 && sd->inventory_data[index]
  2065. && sd->inventory_data[index]->type == IT_WEAPON )
  2066. skillratio += (10000 - min(10000, sd->inventory_data[index]->weight)) / 10;
  2067. skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
  2068. }
  2069. break;
  2070. case RK_WINDCUTTER:
  2071. skillratio = (skill_lv + 2) * 50;
  2072. RE_LVL_DMOD(100);
  2073. break;
  2074. case RK_IGNITIONBREAK:
  2075. i = distance_bl(src,target);
  2076. if( i < 2 )
  2077. skillratio = 300 * skill_lv;
  2078. else if( i < 4 )
  2079. skillratio = 250 * skill_lv;
  2080. else
  2081. skillratio = 200 * skill_lv;
  2082. skillratio = skillratio * status->get_lv(src) / 100;
  2083. if( st->rhw.ele == ELE_FIRE )
  2084. skillratio += 100 * skill_lv;
  2085. break;
  2086. case RK_STORMBLAST:
  2087. skillratio = ((sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8) * 100;
  2088. break;
  2089. case RK_PHANTOMTHRUST:
  2090. skillratio = 50 * skill_lv + 10 * (sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
  2091. RE_LVL_DMOD(150);
  2092. break;
  2093. /**
  2094. * GC Guillotine Cross
  2095. **/
  2096. case GC_CROSSIMPACT:
  2097. skillratio += 900 + 100 * skill_lv;
  2098. RE_LVL_DMOD(120);
  2099. break;
  2100. case GC_PHANTOMMENACE:
  2101. skillratio += 200;
  2102. break;
  2103. case GC_COUNTERSLASH:
  2104. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  2105. skillratio += 200 + (100 * skill_lv);
  2106. RE_LVL_DMOD(120);
  2107. break;
  2108. case GC_ROLLINGCUTTER:
  2109. skillratio = 50 + 50 * skill_lv;
  2110. RE_LVL_DMOD(100);
  2111. break;
  2112. case GC_CROSSRIPPERSLASHER:
  2113. skillratio += 300 + 80 * skill_lv;
  2114. RE_LVL_DMOD(100);
  2115. if( sc && sc->data[SC_ROLLINGCUTTER] )
  2116. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  2117. break;
  2118. case GC_DARKCROW:
  2119. skillratio += 100 * (skill_lv - 1);
  2120. break;
  2121. /**
  2122. * Arch Bishop
  2123. **/
  2124. case AB_DUPLELIGHT_MELEE:
  2125. skillratio += 10 * skill_lv;
  2126. break;
  2127. /**
  2128. * Ranger
  2129. **/
  2130. case RA_ARROWSTORM:
  2131. skillratio += 900 + 80 * skill_lv;
  2132. RE_LVL_DMOD(100);
  2133. break;
  2134. case RA_AIMEDBOLT:
  2135. skillratio += 400 + 50 * skill_lv;
  2136. RE_LVL_DMOD(100);
  2137. break;
  2138. case RA_CLUSTERBOMB:
  2139. skillratio += 100 + 100 * skill_lv;
  2140. break;
  2141. case RA_WUGDASH:// ATK 300%
  2142. skillratio = 300;
  2143. if( sc && sc->data[SC_DANCE_WITH_WUG] )
  2144. skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
  2145. break;
  2146. case RA_WUGSTRIKE:
  2147. skillratio = 200 * skill_lv;
  2148. if( sc && sc->data[SC_DANCE_WITH_WUG] )
  2149. skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
  2150. break;
  2151. case RA_WUGBITE:
  2152. skillratio += 300 + 200 * skill_lv;
  2153. if ( skill_lv == 5 ) skillratio += 100;
  2154. break;
  2155. case RA_SENSITIVEKEEN:
  2156. skillratio = 150 * skill_lv;
  2157. break;
  2158. /**
  2159. * Mechanic
  2160. **/
  2161. case NC_BOOSTKNUCKLE:
  2162. skillratio = skill_lv * 100 + 200 + st->dex;
  2163. RE_LVL_DMOD(120);
  2164. break;
  2165. case NC_PILEBUNKER:
  2166. skillratio = skill_lv*100 + 300 + status_get_str(src);
  2167. RE_LVL_DMOD(100);
  2168. break;
  2169. case NC_VULCANARM:
  2170. skillratio = 70 * skill_lv + status_get_dex(src);
  2171. RE_LVL_DMOD(120);
  2172. break;
  2173. case NC_FLAMELAUNCHER:
  2174. case NC_COLDSLOWER:
  2175. skillratio += 200 + 300 * skill_lv;
  2176. RE_LVL_DMOD(150);
  2177. break;
  2178. case NC_ARMSCANNON:
  2179. switch( tst->size ) {
  2180. case SZ_SMALL: skillratio = 300 + 350 * skill_lv; break; // Medium
  2181. case SZ_MEDIUM: skillratio = 300 + 400 * skill_lv; break; // Small
  2182. case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large
  2183. }
  2184. RE_LVL_DMOD(120);
  2185. break;
  2186. case NC_AXEBOOMERANG:
  2187. skillratio = 250 + 50 * skill_lv;
  2188. if( sd ) {
  2189. short index = sd->equip_index[EQI_HAND_R];
  2190. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  2191. skillratio += sd->inventory_data[index]->weight / 10;
  2192. }
  2193. RE_LVL_DMOD(100);
  2194. break;
  2195. case NC_POWERSWING:
  2196. skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100;
  2197. break;
  2198. case NC_AXETORNADO:
  2199. skillratio = 200 + 100 * skill_lv + st->vit;
  2200. RE_LVL_DMOD(100);
  2201. if( st->rhw.ele == ELE_WIND )
  2202. skillratio = skillratio * 125 / 100;
  2203. if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
  2204. skillratio = skillratio * 75 / 100;
  2205. break;
  2206. case SC_FATALMENACE:
  2207. skillratio = 100 * (skill_lv+1);
  2208. RE_LVL_DMOD(100);
  2209. break;
  2210. case SC_TRIANGLESHOT:
  2211. skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 );
  2212. RE_LVL_DMOD(120);
  2213. break;
  2214. case SC_FEINTBOMB:
  2215. skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10;
  2216. RE_LVL_DMOD(120);
  2217. break;
  2218. case LG_CANNONSPEAR:
  2219. skillratio = (50 + st->str) * skill_lv;
  2220. RE_LVL_DMOD(100);
  2221. break;
  2222. case LG_BANISHINGPOINT:
  2223. skillratio = 50 * skill_lv + 30 * (sd ? pc->checkskill(sd,SM_BASH) : 10);
  2224. RE_LVL_DMOD(100);
  2225. break;
  2226. case LG_SHIELDPRESS:
  2227. skillratio = 150 * skill_lv + st->str;
  2228. if( sd ) {
  2229. short index = sd->equip_index[EQI_HAND_L];
  2230. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  2231. skillratio += sd->inventory_data[index]->weight / 10;
  2232. }
  2233. RE_LVL_DMOD(100);
  2234. break;
  2235. case LG_PINPOINTATTACK:
  2236. skillratio = 100 * skill_lv + 5 * st->agi;
  2237. RE_LVL_DMOD(120);
  2238. break;
  2239. case LG_RAGEBURST:
  2240. if( sc ){
  2241. skillratio += -100 + (status_get_max_hp(src) - status_get_hp(src)) / 100 + sc->fv_counter * 200;
  2242. clif->millenniumshield(src, (sc->fv_counter = 0));
  2243. }
  2244. RE_LVL_DMOD(100);
  2245. break;
  2246. case LG_SHIELDSPELL:
  2247. if ( sd && skill_lv == 1 ) {
  2248. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  2249. if( shield_data )
  2250. skillratio = 4 * status->get_lv(src) + 10 * shield_data->def + 2 * st->vit;
  2251. }
  2252. else
  2253. skillratio = 0; // Prevents ATK damage from being done on LV 2 usage since LV 2 us MATK. [Rytech]
  2254. break;
  2255. case LG_MOONSLASHER:
  2256. skillratio = 120 * skill_lv + 80 * (sd ? pc->checkskill(sd,LG_OVERBRAND) : 5);
  2257. RE_LVL_DMOD(100);
  2258. break;
  2259. case LG_OVERBRAND:
  2260. skillratio += -100 + 400 * skill_lv + 50 * ((sd) ? pc->checkskill(sd,CR_SPEARQUICKEN) : 1);
  2261. RE_LVL_DMOD(100);
  2262. break;
  2263. case LG_OVERBRAND_BRANDISH:
  2264. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  2265. RE_LVL_DMOD(100);
  2266. break;
  2267. case LG_OVERBRAND_PLUSATK:
  2268. skillratio = 200 * skill_lv + rnd_value( 10, 100);
  2269. RE_LVL_DMOD(100);
  2270. break;
  2271. case LG_RAYOFGENESIS:
  2272. skillratio = 300 + 300 * skill_lv;
  2273. RE_LVL_DMOD(100);
  2274. break;
  2275. case LG_EARTHDRIVE:
  2276. if( sd ) {
  2277. short index = sd->equip_index[EQI_HAND_L];
  2278. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  2279. skillratio = (1 + skill_lv) * sd->inventory_data[index]->weight / 10;
  2280. }
  2281. RE_LVL_DMOD(100);
  2282. break;
  2283. case LG_HESPERUSLIT:
  2284. skillratio = 120 * skill_lv;
  2285. if( sc && sc->data[SC_BANDING] )
  2286. skillratio += 200 * sc->data[SC_BANDING]->val2;
  2287. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  2288. skillratio = skillratio * 150 / 100;
  2289. if( sc && sc->data[SC_INSPIRATION] )
  2290. skillratio += 600;
  2291. RE_LVL_DMOD(100);
  2292. break;
  2293. case SR_DRAGONCOMBO:
  2294. skillratio += 40 * skill_lv;
  2295. RE_LVL_DMOD(100);
  2296. break;
  2297. case SR_SKYNETBLOW:
  2298. 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] %
  2299. skillratio += 100 * skill_lv + status_get_agi(src) + 50;
  2300. else //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  2301. skillratio += -100 + 80 * skill_lv + status_get_agi(src);
  2302. RE_LVL_DMOD(100);
  2303. break;
  2304. case SR_EARTHSHAKER:
  2305. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  2306. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
  2307. skillratio += -100 + 150 * skill_lv;
  2308. RE_LVL_DMOD(100);
  2309. skillratio += status_get_int(src) * 3;
  2310. }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  2311. skillratio += 50 * (skill_lv-2);
  2312. RE_LVL_DMOD(100);
  2313. skillratio += status_get_int(src) * 2;
  2314. }
  2315. break;
  2316. case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  2317. skillratio += 150 *skill_lv;
  2318. RE_LVL_DMOD(150);
  2319. break;
  2320. case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  2321. {
  2322. int hp = status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
  2323. sp = status_get_max_sp(src) * (6 + skill_lv) / 100;
  2324. if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  2325. skillratio += -100 + (hp+sp) / 2;
  2326. else
  2327. skillratio += -100 + (hp+sp) / 4;
  2328. RE_LVL_DMOD(100);
  2329. }
  2330. break;
  2331. case SR_RAMPAGEBLASTER:
  2332. skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
  2333. if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
  2334. skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
  2335. RE_LVL_DMOD(120);
  2336. } else {
  2337. RE_LVL_DMOD(150);
  2338. }
  2339. break;
  2340. case SR_KNUCKLEARROW:
  2341. if ( flag&4 || map->list[src->m].flag.gvg_castle || tst->mode&MD_BOSS ) {
  2342. // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  2343. skillratio = 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
  2344. if( tsd && tsd->weight )
  2345. skillratio += 100 * (tsd->weight / tsd->max_weight);
  2346. }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  2347. skillratio += 400 + (100 * skill_lv);
  2348. RE_LVL_DMOD(100);
  2349. break;
  2350. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  2351. skillratio = status->get_lv(src) + status_get_dex(src);
  2352. RE_LVL_DMOD(100);
  2353. break;
  2354. case SR_GATEOFHELL:
  2355. if( sc && sc->data[SC_COMBOATTACK]
  2356. && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
  2357. skillratio += 800 * skill_lv -100;
  2358. else
  2359. skillratio += 500 * skill_lv -100;
  2360. RE_LVL_DMOD(100);
  2361. break;
  2362. case SR_GENTLETOUCH_QUIET:
  2363. skillratio += 100 * skill_lv - 100 + status_get_dex(src);
  2364. RE_LVL_DMOD(100);
  2365. break;
  2366. case SR_HOWLINGOFLION:
  2367. skillratio += 300 * skill_lv - 100;
  2368. RE_LVL_DMOD(150);
  2369. break;
  2370. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  2371. if( (st->rhw.ele) == ELE_WIND || (st->lhw.ele) == ELE_WIND )
  2372. skillratio += skill_lv * 50;
  2373. skillratio += -100 + 200 * skill_lv;
  2374. RE_LVL_DMOD(100);
  2375. break;
  2376. case WM_REVERBERATION_MELEE:
  2377. skillratio += 200 + 100 * skill_lv;
  2378. RE_LVL_DMOD(100);
  2379. break;
  2380. case WM_SEVERE_RAINSTORM_MELEE:
  2381. skillratio = (st->agi + st->dex) * skill_lv / 5;
  2382. RE_LVL_DMOD(100);
  2383. break;
  2384. case WM_GREAT_ECHO:
  2385. {
  2386. int chorusbonus = battle->calc_chorusbonus(sd);
  2387. skillratio += 300 + 200 * skill_lv;
  2388. //Chorus bonus don't count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech]
  2389. if (chorusbonus >= 1 && chorusbonus <= 5)
  2390. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  2391. RE_LVL_DMOD(100);
  2392. }
  2393. break;
  2394. case GN_CART_TORNADO:
  2395. {
  2396. int strbonus = bst->str;
  2397. 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);
  2398. }
  2399. break;
  2400. case GN_CARTCANNON:
  2401. skillratio += -100 + (int)(50.0f * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5) * (st->int_ / 40.0f) + 60.0f * skill_lv);
  2402. break;
  2403. case GN_SPORE_EXPLOSION:
  2404. skillratio = 100 * skill_lv + (200 + st->int_) * status->get_lv(src) / 100;
  2405. /* Fall through */
  2406. case GN_CRAZYWEED_ATK:
  2407. skillratio += 400 + 100 * skill_lv;
  2408. break;
  2409. case GN_SLINGITEM_RANGEMELEEATK:
  2410. if( sd ) {
  2411. switch( sd->itemid ) {
  2412. case ITEMID_APPLE_BOMB:
  2413. skillratio = st->str + st->dex + 300;
  2414. break;
  2415. case ITEMID_MELON_BOMB:
  2416. skillratio = st->str + st->dex + 500;
  2417. break;
  2418. case ITEMID_COCONUT_BOMB:
  2419. case ITEMID_PINEAPPLE_BOMB:
  2420. case ITEMID_BANANA_BOMB:
  2421. skillratio = st->str + st->dex + 800;
  2422. break;
  2423. case ITEMID_BLACK_LUMP:
  2424. skillratio = (st->str + st->agi + st->dex) / 3; // Black Lump
  2425. break;
  2426. case ITEMID_BLACK_HARD_LUMP:
  2427. skillratio = (st->str + st->agi + st->dex) / 2; // Hard Black Lump
  2428. break;
  2429. case ITEMID_VERY_HARD_LUMP:
  2430. skillratio = st->str + st->agi + st->dex; // Extremely Hard Black Lump
  2431. break;
  2432. }
  2433. }
  2434. break;
  2435. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  2436. skillratio += -100 + 50 * skill_lv + ( sd ? pc->checkskill(sd, SO_STRIKING) * 50 : 0 );
  2437. if( sc && sc->data[SC_BLAST_OPTION] )
  2438. skillratio += (sd ? sd->status.job_level * 5 : 0);
  2439. break;
  2440. // Physical Elemental Spirits Attack Skills
  2441. case EL_CIRCLE_OF_FIRE:
  2442. case EL_FIRE_BOMB_ATK:
  2443. case EL_STONE_RAIN:
  2444. skillratio += 200;
  2445. break;
  2446. case EL_FIRE_WAVE_ATK:
  2447. skillratio += 500;
  2448. break;
  2449. case EL_TIDAL_WEAPON:
  2450. skillratio += 1400;
  2451. break;
  2452. case EL_WIND_SLASH:
  2453. skillratio += 100;
  2454. break;
  2455. case EL_HURRICANE:
  2456. skillratio += 600;
  2457. break;
  2458. case EL_TYPOON_MIS:
  2459. case EL_WATER_SCREW_ATK:
  2460. skillratio += 900;
  2461. break;
  2462. case EL_STONE_HAMMER:
  2463. skillratio += 400;
  2464. break;
  2465. case EL_ROCK_CRUSHER:
  2466. skillratio += 700;
  2467. break;
  2468. case KO_JYUMONJIKIRI:
  2469. skillratio += -100 + 150 * skill_lv;
  2470. RE_LVL_DMOD(120);
  2471. if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] )
  2472. skillratio += status->get_lv(src) * skill_lv;
  2473. break;
  2474. case KO_HUUMARANKA:
  2475. skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0);
  2476. break;
  2477. case KO_SETSUDAN:
  2478. skillratio += -100 + 100 * skill_lv;
  2479. RE_LVL_DMOD(100);
  2480. break;
  2481. case MH_NEEDLE_OF_PARALYZE:
  2482. skillratio += 600 + 100 * skill_lv;
  2483. break;
  2484. case MH_STAHL_HORN:
  2485. skillratio += 400 + 100 * skill_lv;
  2486. break;
  2487. case MH_LAVA_SLIDE:
  2488. skillratio += -100 + 70 * skill_lv;
  2489. break;
  2490. case MH_TINDER_BREAKER:
  2491. case MH_MAGMA_FLOW:
  2492. skillratio += -100 + 100 * skill_lv;
  2493. break;
  2494. default:
  2495. battle->calc_skillratio_weapon_unknown(&attack_type, src, target, &skill_id, &skill_lv, &skillratio, &flag);
  2496. break;
  2497. }
  2498. //Skill damage modifiers that stack linearly
  2499. if(sc && skill_id != PA_SACRIFICE){
  2500. #ifdef RENEWAL_EDP
  2501. if( sc->data[SC_EDP] ){
  2502. if( skill_id == AS_SONICBLOW ||
  2503. skill_id == GC_COUNTERSLASH ||
  2504. skill_id == GC_CROSSIMPACT )
  2505. skillratio >>= 1;
  2506. }
  2507. #endif
  2508. if(sc->data[SC_OVERTHRUST])
  2509. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2510. if(sc->data[SC_OVERTHRUSTMAX])
  2511. skillratio += sc->data[SC_OVERTHRUSTMAX]->val2;
  2512. if(sc->data[SC_BERSERK])
  2513. #ifndef RENEWAL
  2514. skillratio += 100;
  2515. #else
  2516. skillratio += 200;
  2517. if( sc->data[SC_TRUESIGHT] )
  2518. skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
  2519. if( sc->data[SC_LKCONCENTRATION] )
  2520. skillratio += sc->data[SC_LKCONCENTRATION]->val2;
  2521. if( sd && sd->status.weapon == W_KATAR && (i=pc->checkskill(sd,ASC_KATAR)) > 0 )
  2522. skillratio += skillratio * (10 + 2 * i) / 100;
  2523. #endif
  2524. if( (!skill_id || skill_id == KN_AUTOCOUNTER) && sc->data[SC_CRUSHSTRIKE] ){
  2525. if( sd )
  2526. {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2527. short index = sd->equip_index[EQI_HAND_R];
  2528. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  2529. skillratio += -100 + sd->inventory_data[index]->weight/10 + st->rhw.atk +
  2530. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2531. }
  2532. status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
  2533. skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2534. }
  2535. }
  2536. }
  2537. if( skillratio < 1 )
  2538. return 0;
  2539. return skillratio;
  2540. }
  2541. 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) {
  2542. }
  2543. 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) {
  2544. }
  2545. /*==========================================
  2546. * Check damage trough status.
  2547. * ATK may be MISS, BLOCKED FAIL, reduce, increase, end status...
  2548. * After this we apply bg/gvg reduction
  2549. *------------------------------------------*/
  2550. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) {
  2551. struct map_session_data *sd = NULL;
  2552. struct status_change *sc, *tsc;
  2553. struct status_change_entry *sce;
  2554. int div_, flag;
  2555. nullpo_ret(bl);
  2556. nullpo_ret(d);
  2557. sd = BL_CAST(BL_PC, bl);
  2558. div_ = d->div_;
  2559. flag = d->flag;
  2560. // need check src for null pointer?
  2561. if( !damage )
  2562. return 0;
  2563. if( battle_config.ksprotection && mob->ksprotected(src, bl) )
  2564. return 0;
  2565. if (sd != NULL) {
  2566. //Special no damage states
  2567. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  2568. damage -= damage * sd->special_state.no_weapon_damage / 100;
  2569. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  2570. damage -= damage * sd->special_state.no_magic_damage / 100;
  2571. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  2572. damage -= damage * sd->special_state.no_misc_damage / 100;
  2573. if(!damage) return 0;
  2574. }
  2575. sc = status->get_sc(bl);
  2576. tsc = status->get_sc(src);
  2577. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  2578. return 1;
  2579. if (skill_id == PA_PRESSURE)
  2580. return damage; //This skill bypass everything else.
  2581. if( sc && sc->count )
  2582. {
  2583. //First, sc_*'s that reduce damage to 0.
  2584. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
  2585. {
  2586. d->dmg_lv = ATK_BLOCK;
  2587. return 0;
  2588. }
  2589. if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  2590. if( skill_id == MG_NAPALMBEAT ||
  2591. skill_id == MG_SOULSTRIKE ||
  2592. skill_id == WL_SOULEXPANSION ||
  2593. (skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  2594. (!skill_id && (status->get_status_data(src))->rhw.ele == ELE_GHOST)
  2595. ){
  2596. if( skill_id == WL_SOULEXPANSION )
  2597. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  2598. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  2599. }else{
  2600. d->dmg_lv = ATK_BLOCK;
  2601. return 0;
  2602. }
  2603. }
  2604. if( sc->data[SC_ZEPHYR] && ((flag&BF_LONG) || rnd()%100 < 10) ) {
  2605. d->dmg_lv = ATK_BLOCK;
  2606. return 0;
  2607. }
  2608. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  2609. {
  2610. struct skill_unit_group* group = skill->id2group(sc->data[SC_SAFETYWALL]->val3);
  2611. uint16 src_skill_id = sc->data[SC_SAFETYWALL]->val2;
  2612. if (group) {
  2613. d->dmg_lv = ATK_BLOCK;
  2614. if(src_skill_id == MH_STEINWAND){
  2615. if (--group->val2<=0)
  2616. skill->del_unitgroup(group,ALC_MARK);
  2617. if( (group->val3 - damage) > 0 )
  2618. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  2619. else
  2620. skill->del_unitgroup(group,ALC_MARK);
  2621. return 0;
  2622. }
  2623. if( skill_id == SO_ELEMENTAL_SHIELD ) {
  2624. if ( ( group->val2 - damage) > 0 ) {
  2625. group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  2626. } else
  2627. skill->del_unitgroup(group,ALC_MARK);
  2628. return 0;
  2629. }
  2630. /**
  2631. * in RE, SW possesses a lifetime equal to 3 times the caster's health
  2632. **/
  2633. #ifdef RENEWAL
  2634. if ( ( group->val2 - damage) > 0 ) {
  2635. group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  2636. } else
  2637. skill->del_unitgroup(group,ALC_MARK);
  2638. if (--group->val3<=0)
  2639. skill->del_unitgroup(group,ALC_MARK);
  2640. #else
  2641. if (--group->val2<=0)
  2642. skill->del_unitgroup(group,ALC_MARK);
  2643. #endif
  2644. return 0;
  2645. }
  2646. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  2647. }
  2648. if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
  2649. d->dmg_lv = ATK_BLOCK;
  2650. return 0;
  2651. }
  2652. if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG && skill_id != CR_ACIDDEMONSTRATION ) {
  2653. d->dmg_lv = ATK_BLOCK;
  2654. return 0;
  2655. }
  2656. if( sc->data[SC__MAELSTROM] && (flag&BF_MAGIC) && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL) ) {
  2657. // {(Maelstrom Skill LevelxAbsorbed Skill Level)+(Caster's Job/5)}/2
  2658. int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + (sd ? sd->status.job_level / 5 : 0)) / 2;
  2659. status->heal(bl, 0, sp, 3);
  2660. d->dmg_lv = ATK_BLOCK;
  2661. return 0;
  2662. }
  2663. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
  2664. {
  2665. clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  2666. d->dmg_lv = ATK_BLOCK;
  2667. sc_start2(src,bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
  2668. return 0;
  2669. }
  2670. if ((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2) {
  2671. int delay;
  2672. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  2673. // different delay depending on skill level [celest]
  2674. if (sce->val1 <= 5)
  2675. delay = 300;
  2676. else if (sce->val1 > 5 && sce->val1 <= 9)
  2677. delay = 200;
  2678. else
  2679. delay = 100;
  2680. if (sce_d) {
  2681. // If the target is too far away from the devotion caster, autoguard has no effect
  2682. // Autoguard will be disabled later on
  2683. struct block_list *d_bl = map->id2bl(sce_d->val1);
  2684. struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl);
  2685. struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl);
  2686. if (d_bl != NULL && check_distance_bl(bl, d_bl, sce_d->val3)
  2687. && ((d_bl->type == BL_MER && d_md->master != NULL && d_md->master->bl.id == bl->id)
  2688. || (d_bl->type == BL_PC && d_sd->devotion[sce_d->val2] == bl->id))
  2689. ) {
  2690. // if player is target of devotion, show guard effect on the devotion caster rather than the target
  2691. clif->skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  2692. unit->set_walkdelay(d_bl, timer->gettick(), delay, 1);
  2693. d->dmg_lv = ATK_MISS;
  2694. return 0;
  2695. }
  2696. } else {
  2697. clif->skill_nodamage(bl, bl, CR_AUTOGUARD, sce->val1, 1);
  2698. unit->set_walkdelay(bl, timer->gettick(), delay, 1);
  2699. if(sc->data[SC_CR_SHRINK] && rnd()%100<5*sce->val1)
  2700. skill->blown(bl,src,skill->get_blewcount(CR_SHRINK,1),-1,0);
  2701. d->dmg_lv = ATK_MISS;
  2702. return 0;
  2703. }
  2704. }
  2705. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  2706. clif->skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
  2707. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  2708. d->dmg_lv = ATK_BLOCK;
  2709. 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.
  2710. if( sce->val3 <= 0 ) { // Shield Down
  2711. sce->val2--;
  2712. if( sce->val2 > 0 ) {
  2713. clif->millenniumshield(bl,sce->val2);
  2714. sce->val3 = 1000; // Next Shield
  2715. } else
  2716. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  2717. }
  2718. return 0;
  2719. }
  2720. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
  2721. { // attack blocked by Parrying
  2722. clif->skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  2723. return 0;
  2724. }
  2725. if(sc->data[SC_DODGE_READY] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  2726. (flag&BF_LONG || sc->data[SC_STRUP])
  2727. && rnd()%100 < 20) {
  2728. if (sd && pc_issit(sd)) pc->setstand(sd); //Stand it to dodge.
  2729. clif->skill_nodamage(bl,bl,TK_DODGE,1,1);
  2730. if (!sc->data[SC_COMBOATTACK])
  2731. sc_start4(src, bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  2732. return 0;
  2733. }
  2734. if((sc->data[SC_HERMODE]) && flag&BF_MAGIC)
  2735. return 0;
  2736. if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  2737. return 0;
  2738. if ((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  2739. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  2740. clif->specialeffect(bl, 462, AREA);
  2741. //Shouldn't end until Breaker's non-weapon part connects.
  2742. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  2743. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  2744. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  2745. return 0;
  2746. }
  2747. if (flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) != NULL && rnd()%100 < sce->val2) {
  2748. clif->specialeffect(bl, 462, AREA); // Still need confirm it.
  2749. return 0;
  2750. }
  2751. if (((sce=sc->data[SC_NJ_UTSUSEMI]) || sc->data[SC_NJ_BUNSINJYUTSU])
  2752. && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
  2753. skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, timer->gettick() );
  2754. if( !status->isdead(src) )
  2755. skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, timer->gettick() );
  2756. if (sce) {
  2757. clif->specialeffect(bl, 462, AREA);
  2758. skill->blown(src,bl,sce->val3,-1,0);
  2759. }
  2760. //Both need to be consumed if they are active.
  2761. if (sce && --(sce->val2) <= 0)
  2762. status_change_end(bl, SC_NJ_UTSUSEMI, INVALID_TIMER);
  2763. if ((sce=sc->data[SC_NJ_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  2764. status_change_end(bl, SC_NJ_BUNSINJYUTSU, INVALID_TIMER);
  2765. return 0;
  2766. }
  2767. //Now damage increasing effects
  2768. if( sc->data[SC_LEXAETERNA] && skill_id != PF_SOULBURN
  2769. #ifdef RENEWAL
  2770. && skill_id != CR_ACIDDEMONSTRATION
  2771. #endif
  2772. )
  2773. {
  2774. if( src->type != BL_MER || skill_id == 0 )
  2775. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  2776. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  2777. status_change_end(bl, SC_LEXAETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  2778. }
  2779. #ifdef RENEWAL
  2780. if( sc->data[SC_RAID] ) {
  2781. damage += damage * 20 / 100;
  2782. if (--sc->data[SC_RAID]->val1 == 0)
  2783. status_change_end(bl, SC_RAID, INVALID_TIMER);
  2784. }
  2785. #endif
  2786. if( damage ) {
  2787. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  2788. if( sc->data[SC_DEEP_SLEEP] ) {
  2789. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  2790. status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER);
  2791. }
  2792. if( tsd && sd && sc->data[SC_COLD] && flag&BF_WEAPON ){
  2793. switch(tsd->status.weapon){
  2794. case W_MACE:
  2795. case W_2HMACE:
  2796. case W_1HAXE:
  2797. case W_2HAXE:
  2798. damage = damage * 150/100;
  2799. break;
  2800. case W_MUSICAL:
  2801. case W_WHIP:
  2802. if(!sd->state.arrow_atk)
  2803. break;
  2804. case W_BOW:
  2805. case W_REVOLVER:
  2806. case W_RIFLE:
  2807. case W_GATLING:
  2808. case W_SHOTGUN:
  2809. case W_GRENADE:
  2810. case W_DAGGER:
  2811. case W_1HSWORD:
  2812. case W_2HSWORD:
  2813. damage = damage * 50/100;
  2814. break;
  2815. }
  2816. }
  2817. if( sc->data[SC_SIREN] )
  2818. status_change_end(bl,SC_SIREN,INVALID_TIMER);
  2819. }
  2820. //Finally damage reductions....
  2821. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  2822. #ifndef RENEWAL
  2823. if( sc->data[SC_ASSUMPTIO] ) {
  2824. if( map_flag_vs(bl->m) )
  2825. damage = damage*2/3; //Receive 66% damage
  2826. else
  2827. damage >>= 1; //Receive 50% damage
  2828. }
  2829. #endif
  2830. if(sc->data[SC_DEFENDER] &&
  2831. #ifdef RENEWAL
  2832. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION))
  2833. #else
  2834. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) // In pre-re Defender doesn't reduce damage from Acid Demonstration
  2835. #endif
  2836. damage = damage * ( 100 - sc->data[SC_DEFENDER]->val2 ) / 100;
  2837. #ifndef RENEWAL
  2838. if(sc->data[SC_GS_ADJUSTMENT] &&
  2839. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  2840. damage -= damage * 20 / 100;
  2841. #endif
  2842. if(sc->data[SC_FOGWALL]) {
  2843. if(flag&BF_SKILL) { //25% reduction
  2844. if ( !(skill->get_inf(skill_id)&INF_GROUND_SKILL) && !(skill->get_nk(skill_id)&NK_SPLASH) )
  2845. damage -= 25*damage/100;
  2846. } else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) {
  2847. damage >>= 2; //75% reduction
  2848. }
  2849. }
  2850. if ( sc->data[SC_WATER_BARRIER] )
  2851. damage = damage * ( 100 - 20 ) / 100;
  2852. if( sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER] ) {
  2853. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  2854. damage -= 15 * damage / 100;//15% reduction to physical melee attacks
  2855. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  2856. damage -= 50 * damage / 100;//50% reduction to physical ranged attacks
  2857. }
  2858. // Compressed code, fixed by map.h [Epoque]
  2859. if (src->type == BL_MOB) {
  2860. const struct mob_data *md = BL_UCCAST(BL_MOB, src);
  2861. int i;
  2862. if (sc->data[SC_MANU_DEF] != NULL) {
  2863. for (i = 0; i < ARRAYLENGTH(mob->manuk); i++) {
  2864. if (mob->manuk[i] == md->class_) {
  2865. damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
  2866. break;
  2867. }
  2868. }
  2869. }
  2870. if (sc->data[SC_SPL_DEF] != NULL) {
  2871. for (i = 0; i < ARRAYLENGTH(mob->splendide); i++) {
  2872. if (mob->splendide[i] == md->class_) {
  2873. damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
  2874. break;
  2875. }
  2876. }
  2877. }
  2878. if (sc->data[SC_MORA_BUFF] != NULL) {
  2879. for (i = 0; i < ARRAYLENGTH(mob->mora); i++) {
  2880. if (mob->mora[i] == md->class_) {
  2881. damage -= damage * sc->data[SC_MORA_BUFF]->val1 / 100;
  2882. break;
  2883. }
  2884. }
  2885. }
  2886. }
  2887. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  2888. sce->val3&flag && sce->val4&flag)
  2889. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  2890. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  2891. #ifdef RENEWAL
  2892. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  2893. #else
  2894. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  2895. #endif
  2896. ) )
  2897. {
  2898. struct status_data *sstatus = status->get_status_data(bl);
  2899. int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval
  2900. per /=20; //Uses 20% SP intervals.
  2901. //SP Cost: 1% + 0.5% per every 20% SP
  2902. if (!status->charge(bl, 0, (10+5*per)*sstatus->max_sp/1000))
  2903. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2904. //Reduction: 6% + 6% every 20%
  2905. damage -= damage * (6 * (1+per)) / 100;
  2906. }
  2907. if(sc->data[SC_GRANITIC_ARMOR]){
  2908. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  2909. }
  2910. if(sc->data[SC_PAIN_KILLER]){
  2911. damage -= damage * sc->data[SC_PAIN_KILLER]->val3 / 100;
  2912. }
  2913. if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
  2914. skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,timer->gettick(),0);
  2915. }
  2916. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  2917. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  2918. if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) {
  2919. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  2920. if( src->type == BL_PC ) {
  2921. struct map_session_data *ssd = BL_CAST(BL_PC, src);
  2922. if (ssd && ssd->status.weapon != W_BOW)
  2923. skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
  2924. } else
  2925. skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
  2926. // 30% chance to reduce monster's ATK by 25% for 10 seconds.
  2927. if( src->type == BL_MOB )
  2928. sc_start(bl,src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
  2929. if( sce->val2 <= 0 )
  2930. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  2931. }
  2932. /**
  2933. * In renewal steel body reduces all incoming damage by 1/10
  2934. **/
  2935. #ifdef RENEWAL
  2936. if( sc->data[SC_STEELBODY] ) {
  2937. damage = damage > 10 ? damage / 10 : 1;
  2938. }
  2939. #endif
  2940. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  2941. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_WUGBITE] || sc->data[SC_ANKLESNARE] || sc->data[SC_ELECTRICSHOCKER]) )
  2942. {
  2943. status_change_end(bl, SC_WUGBITE, INVALID_TIMER);
  2944. status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER);
  2945. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  2946. }
  2947. //Finally Kyrie because it may, or not, reduce damage to 0.
  2948. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  2949. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  2950. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  2951. if(sce->val2>=0)
  2952. damage=0;
  2953. else
  2954. damage=-sce->val2;
  2955. }
  2956. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  2957. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  2958. }
  2959. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  2960. damage = 0;
  2961. if (!damage) return 0;
  2962. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  2963. int dx[8]={0,-1,-1,-1,0,1,1,1};
  2964. int dy[8]={1,1,0,-1,-1,-1,0,1};
  2965. uint8 dir = map->calc_dir(bl, src->x, src->y);
  2966. if( unit->movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  2967. clif->slide(bl,src->x-dx[dir],src->y-dy[dir]);
  2968. unit->setdir(bl, dir);
  2969. }
  2970. d->dmg_lv = ATK_DEF;
  2971. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  2972. return 0;
  2973. }
  2974. //Probably not the most correct place, but it'll do here
  2975. //(since battle_drain is strictly for players currently)
  2976. if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  2977. rnd()%100 < sce->val3)
  2978. status->heal(src, damage*sce->val4/100, 0, 3);
  2979. if( (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON
  2980. && rnd()%100 < sce->val2 && sc->fv_counter <= sce->val3 )
  2981. clif->millenniumshield(bl, sc->fv_counter++);
  2982. if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
  2983. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  2984. if (hd) homun->addspiritball(hd, 10); //add a sphere
  2985. }
  2986. if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
  2987. status->change_spread(bl, src); // Deadly infect attacked side
  2988. if (sd && damage > 0 && (sce = sc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) {
  2989. if ( rnd() % 100 < sce->val2 )
  2990. pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(sd, 0));
  2991. }
  2992. }
  2993. //SC effects from caster side.
  2994. if (tsc && tsc->count) {
  2995. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] )
  2996. damage += damage * 75 / 100;
  2997. // [Epoque]
  2998. if (bl->type == BL_MOB) {
  2999. const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
  3000. int i;
  3001. if (((sce=tsc->data[SC_MANU_ATK]) != NULL && (flag&BF_WEAPON))
  3002. || ((sce=tsc->data[SC_MANU_MATK]) != NULL && (flag&BF_MAGIC))) {
  3003. for (i = 0; i < ARRAYLENGTH(mob->manuk); i++)
  3004. if (md->class_ == mob->manuk[i]) {
  3005. damage += damage * sce->val1 / 100;
  3006. break;
  3007. }
  3008. }
  3009. if (((sce=tsc->data[SC_SPL_ATK]) != NULL && (flag&BF_WEAPON))
  3010. || ((sce=tsc->data[SC_SPL_MATK]) != NULL && (flag&BF_MAGIC))) {
  3011. for (i = 0; i < ARRAYLENGTH(mob->splendide); i++)
  3012. if (md->class_ == mob->splendide[i]) {
  3013. damage += damage * sce->val1 / 100;
  3014. break;
  3015. }
  3016. }
  3017. }
  3018. if( tsc->data[SC_POISONINGWEAPON] ) {
  3019. struct status_data *tstatus = status->get_status_data(bl);
  3020. if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) {
  3021. short rate = 100;
  3022. if ( tsc->data[SC_POISONINGWEAPON]->val1 == 9 ) // Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech]
  3023. rate = 100 - tstatus->int_ * 4 / 5;
  3024. 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);
  3025. }
  3026. }
  3027. if( tsc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
  3028. status->change_spread(src, bl);
  3029. if (tsc->data[SC_SHIELDSPELL_REF] && tsc->data[SC_SHIELDSPELL_REF]->val1 == 1 && damage > 0)
  3030. skill->break_equip(bl,EQP_ARMOR,10000,BCT_ENEMY );
  3031. if (tsc->data[SC_STYLE_CHANGE] && rnd()%2) {
  3032. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  3033. if (hd) homun->addspiritball(hd, 10);
  3034. }
  3035. if (src->type == BL_PC && damage > 0 && (sce = tsc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) {
  3036. struct map_session_data *tsd = BL_UCAST(BL_PC, src);
  3037. if (tsd != NULL && rnd() % 100 < sce->val2)
  3038. pc->addspiritball(tsd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(tsd, 0));
  3039. }
  3040. }
  3041. /* no data claims these settings affect anything other than players */
  3042. if( damage && sd && bl->type == BL_PC ) {
  3043. switch( skill_id ) {
  3044. //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */
  3045. case HW_GRAVITATION:
  3046. case NJ_ZENYNAGE:
  3047. case KO_MUCHANAGE:
  3048. break;
  3049. default:
  3050. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  3051. if (flag&BF_WEAPON)
  3052. damage = damage * map->list[bl->m].weapon_damage_rate / 100;
  3053. if (flag&BF_MAGIC)
  3054. damage = damage * map->list[bl->m].magic_damage_rate / 100;
  3055. if (flag&BF_MISC)
  3056. damage = damage * map->list[bl->m].misc_damage_rate / 100;
  3057. } else { //Normal attacks get reductions based on range.
  3058. if (flag & BF_SHORT)
  3059. damage = damage * map->list[bl->m].short_damage_rate / 100;
  3060. if (flag & BF_LONG)
  3061. damage = damage * map->list[bl->m].long_damage_rate / 100;
  3062. }
  3063. if(!damage) damage = 1;
  3064. break;
  3065. }
  3066. }
  3067. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  3068. {
  3069. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  3070. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  3071. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  3072. )
  3073. damage = div_;
  3074. }
  3075. if( bl->type == BL_MOB && !status->isdead(bl) && src != bl) {
  3076. struct mob_data *md = BL_UCAST(BL_MOB, bl);
  3077. if (damage > 0)
  3078. mob->skill_event(md, src, timer->gettick(), flag);
  3079. if (skill_id)
  3080. mob->skill_event(md, src, timer->gettick(), MSC_SKILLUSED|(skill_id<<16));
  3081. }
  3082. if (sd && pc_ismadogear(sd) && rnd()%100 < 50) {
  3083. int element = -1;
  3084. if (!skill_id || (element = skill->get_ele(skill_id, skill_lv)) == -1) {
  3085. // Take weapon's element
  3086. struct status_data *sstatus = NULL;
  3087. struct map_session_data *ssd = BL_CAST(BL_PC, src);
  3088. if (src->type == BL_PC && ssd->bonus.arrow_ele != 0) {
  3089. element = ssd->bonus.arrow_ele;
  3090. } else if ((sstatus = status->get_status_data(src)) != NULL) {
  3091. element = sstatus->rhw.ele;
  3092. }
  3093. } else if (element == -2) {
  3094. // Use enchantment's element
  3095. element = status_get_attack_sc_element(src,status->get_sc(src));
  3096. } else if (element == -3) {
  3097. // Use random element
  3098. element = rnd()%ELE_MAX;
  3099. }
  3100. if (element == ELE_FIRE)
  3101. pc->overheat(sd, 1);
  3102. else if (element == ELE_WATER)
  3103. pc->overheat(sd, -1);
  3104. }
  3105. return damage;
  3106. }
  3107. /*==========================================
  3108. * Calculates BG related damage adjustments.
  3109. *------------------------------------------*/
  3110. // FIXME: flag is undocumented
  3111. 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) {
  3112. if (!damage)
  3113. return 0;
  3114. nullpo_retr(damage, bl);
  3115. if (bl->type == BL_MOB) {
  3116. struct mob_data* md = BL_CAST(BL_MOB, bl);
  3117. if (flag&BF_SKILL && (md->class_ == MOBID_OBJ_A2 || md->class_ == MOBID_OBJ_B2))
  3118. return 0; // Crystal cannot receive skill damage on battlegrounds
  3119. }
  3120. return damage;
  3121. }
  3122. /*==========================================
  3123. * Calculates GVG related damage adjustments.
  3124. *------------------------------------------*/
  3125. // FIXME: flag is undocumented
  3126. 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) {
  3127. struct mob_data* md = BL_CAST(BL_MOB, bl);
  3128. int class_ = status->get_class(bl);
  3129. if (!damage) //No reductions to make.
  3130. return 0;
  3131. nullpo_retr(damage, src);
  3132. nullpo_retr(damage, bl);
  3133. if(md && md->guardian_data) {
  3134. if (class_ == MOBID_EMPELIUM && flag&BF_SKILL) {
  3135. //Skill immunity.
  3136. switch (skill_id) {
  3137. #ifndef RENEWAL
  3138. case MO_TRIPLEATTACK:
  3139. case HW_GRAVITATION:
  3140. #endif
  3141. case TF_DOUBLE:
  3142. break;
  3143. default:
  3144. return 0;
  3145. }
  3146. }
  3147. if(src->type != BL_MOB) {
  3148. struct guild *g = NULL;
  3149. if (src->type == BL_PC) {
  3150. struct map_session_data *sd = BL_UCAST(BL_PC, src);
  3151. g = sd->guild;
  3152. } else {
  3153. g = guild->search(status->get_guild_id(src));
  3154. }
  3155. if (class_ == MOBID_EMPELIUM && (!g || guild->checkskill(g,GD_APPROVAL) <= 0))
  3156. return 0;
  3157. if (g && battle_config.guild_max_castles && guild->checkcastles(g)>=battle_config.guild_max_castles)
  3158. return 0; // [MouseJstr]
  3159. }
  3160. }
  3161. switch (skill_id) {
  3162. case PA_PRESSURE:
  3163. case HW_GRAVITATION:
  3164. case NJ_ZENYNAGE:
  3165. case KO_MUCHANAGE:
  3166. case NC_SELFDESTRUCTION:
  3167. break;
  3168. default:
  3169. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  3170. if (md && md->guardian_data) {
  3171. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  3172. }
  3173. */
  3174. break;
  3175. }
  3176. return damage;
  3177. }
  3178. /*==========================================
  3179. * HP/SP drain calculation
  3180. *------------------------------------------*/
  3181. int battle_calc_drain(int64 damage, int rate, int per) {
  3182. int64 diff = 0;
  3183. if (per && rnd()%1000 < rate) {
  3184. diff = (damage * per) / 100;
  3185. if (diff == 0) {
  3186. if (per > 0)
  3187. diff = 1;
  3188. else
  3189. diff = -1;
  3190. }
  3191. }
  3192. return (int)cap_value(diff,INT_MIN,INT_MAX);
  3193. }
  3194. /*==========================================
  3195. * Consumes ammo for the given skill.
  3196. *------------------------------------------*/
  3197. void battle_consume_ammo(struct map_session_data *sd, int skill_id, int lv)
  3198. {
  3199. int qty=1;
  3200. nullpo_retv(sd);
  3201. if (!battle_config.arrow_decrement)
  3202. return;
  3203. if (skill_id && lv) {
  3204. qty = skill->get_ammo_qty(skill_id, lv);
  3205. if (!qty) qty = 1;
  3206. }
  3207. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  3208. pc->delitem(sd, sd->equip_index[EQI_AMMO], qty, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME);
  3209. sd->state.arrow_atk = 0;
  3210. }
  3211. //Skill Range Criteria
  3212. int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  3213. nullpo_retr(BF_SHORT, src);
  3214. nullpo_retr(BF_SHORT, target);
  3215. if (battle_config.skillrange_by_distance &&
  3216. (src->type&battle_config.skillrange_by_distance)
  3217. ) { //based on distance between src/target [Skotlex]
  3218. if (check_distance_bl(src, target, 5))
  3219. return BF_SHORT;
  3220. return BF_LONG;
  3221. }
  3222. if (skill_id == SR_GATEOFHELL) {
  3223. if (skill_lv < 5)
  3224. return BF_SHORT;
  3225. else
  3226. return BF_LONG;
  3227. }
  3228. //based on used skill's range
  3229. if (skill->get_range2(src, skill_id, skill_lv) < 5)
  3230. return BF_SHORT;
  3231. return BF_LONG;
  3232. }
  3233. int battle_adjust_skill_damage(int m, unsigned short skill_id) {
  3234. if( map->list[m].skill_count ) {
  3235. int i;
  3236. ARR_FIND(0, map->list[m].skill_count, i, map->list[m].skills[i]->skill_id == skill_id );
  3237. if( i < map->list[m].skill_count ) {
  3238. return map->list[m].skills[i]->modifier;
  3239. }
  3240. }
  3241. return 0;
  3242. }
  3243. int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) {
  3244. int i;
  3245. nullpo_ret(sd);
  3246. if (!sd->skillblown[0].id)
  3247. return 0;
  3248. //Apply the bonus blow count. [Skotlex]
  3249. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  3250. if (sd->skillblown[i].id == skill_id)
  3251. return sd->skillblown[i].val;
  3252. }
  3253. return 0;
  3254. }
  3255. //For quick div adjustment.
  3256. #define damage_div_fix(dmg, div) do { if ((div) > 1) (dmg)*=(div); else if ((div) < 0) (div)*=-1; } while(0)
  3257. /*==========================================
  3258. * battle_calc_magic_attack [DracoRPG]
  3259. *------------------------------------------*/
  3260. // FIXME: mflag is undocumented
  3261. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) {
  3262. int nk;
  3263. short s_ele = 0;
  3264. unsigned int skillratio = 100; //Skill dmg modifiers.
  3265. struct map_session_data *sd = NULL;
  3266. struct status_change *sc;
  3267. struct Damage ad;
  3268. struct status_data *sstatus = status->get_status_data(src);
  3269. struct status_data *tstatus = status->get_status_data(target);
  3270. struct {
  3271. unsigned imdef : 2;
  3272. unsigned infdef : 1;
  3273. } flag;
  3274. memset(&ad,0,sizeof(ad));
  3275. memset(&flag,0,sizeof(flag));
  3276. nullpo_retr(ad, src);
  3277. nullpo_retr(ad, target);
  3278. //Initial Values
  3279. ad.damage = 1;
  3280. ad.div_=skill->get_num(skill_id,skill_lv);
  3281. ad.amotion = (skill->get_inf(skill_id)&INF_GROUND_SKILL) ? 0 : sstatus->amotion; //Amotion should be 0 for ground skills.
  3282. ad.dmotion=tstatus->dmotion;
  3283. ad.blewcount = skill->get_blewcount(skill_id,skill_lv);
  3284. ad.flag=BF_MAGIC|BF_SKILL;
  3285. ad.dmg_lv=ATK_DEF;
  3286. nk = skill->get_nk(skill_id);
  3287. flag.imdef = (nk&NK_IGNORE_DEF)? 1 : 0;
  3288. sd = BL_CAST(BL_PC, src);
  3289. sc = status->get_sc(src);
  3290. //Initialize variables that will be used afterwards
  3291. s_ele = skill->get_ele(skill_id, skill_lv);
  3292. if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
  3293. s_ele = sstatus->rhw.ele;
  3294. if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
  3295. //Summoning 10 spiritcharm will endow your weapon
  3296. s_ele = sd->charm_type;
  3297. }
  3298. }else if (s_ele == -2) //Use status element
  3299. s_ele = status_get_attack_sc_element(src,status->get_sc(src));
  3300. else if( s_ele == -3 ) //Use random element
  3301. s_ele = rnd()%ELE_MAX;
  3302. if( skill_id == SO_PSYCHIC_WAVE ) {
  3303. if( sc && sc->count ) {
  3304. if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
  3305. else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
  3306. else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
  3307. else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
  3308. }
  3309. }
  3310. //Set miscellaneous data that needs be filled
  3311. if(sd) {
  3312. sd->state.arrow_atk = 0;
  3313. ad.blewcount += battle->blewcount_bonus(sd, skill_id);
  3314. }
  3315. //Skill Range Criteria
  3316. ad.flag |= battle->range_type(src, target, skill_id, skill_lv);
  3317. flag.infdef = (tstatus->mode&MD_PLANT) ? 1 : 0;
  3318. if (!flag.infdef && target->type == BL_SKILL) {
  3319. const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
  3320. if (su->group->unit_id == UNT_REVERBERATION)
  3321. flag.infdef = 1; // Reverberation takes 1 damage
  3322. }
  3323. switch(skill_id) {
  3324. case MG_FIREWALL:
  3325. if ( tstatus->def_ele == ELE_FIRE || battle->check_undead(tstatus->race, tstatus->def_ele) )
  3326. ad.blewcount = 0; //No knockback
  3327. break;
  3328. case NJ_KAENSIN:
  3329. case PR_SANCTUARY:
  3330. ad.dmotion = 0; //No flinch animation.
  3331. break;
  3332. case WL_HELLINFERNO:
  3333. if( mflag&ELE_DARK )
  3334. s_ele = ELE_DARK;
  3335. break;
  3336. case KO_KAIHOU:
  3337. if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) {
  3338. s_ele = sd->charm_type;
  3339. }
  3340. break;
  3341. #ifdef RENEWAL
  3342. case CR_ACIDDEMONSTRATION:
  3343. case ASC_BREAKER:
  3344. case HW_MAGICCRASHER:
  3345. flag.imdef = 2;
  3346. break;
  3347. #endif
  3348. }
  3349. if (!flag.infdef) //No need to do the math for plants
  3350. {
  3351. int i;
  3352. #ifdef RENEWAL
  3353. ad.damage = 0; //reinitialize..
  3354. #endif
  3355. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  3356. #define MATK_RATE( a ) ( ad.damage= ad.damage*(a)/100 )
  3357. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3358. #define MATK_ADDRATE( a ) ( ad.damage+= ad.damage*(a)/100 )
  3359. //Adds an absolute value to damage. 100 = +100 damage
  3360. #define MATK_ADD( a ) ( ad.damage+= (a) )
  3361. switch (skill_id) {
  3362. //Calc base damage according to skill
  3363. case AL_HEAL:
  3364. case PR_BENEDICTIO:
  3365. case PR_SANCTUARY:
  3366. ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
  3367. break;
  3368. /**
  3369. * Arch Bishop
  3370. **/
  3371. case AB_HIGHNESSHEAL:
  3372. ad.damage = skill->calc_heal(src, target, AL_HEAL, 10, false) * ( 17 + 3 * skill_lv ) / 10;
  3373. break;
  3374. case PR_ASPERSIO:
  3375. ad.damage = 40;
  3376. break;
  3377. case ALL_RESURRECTION:
  3378. case PR_TURNUNDEAD:
  3379. //Undead check is on skill_castend_damageid code.
  3380. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status->get_lv(src)
  3381. + 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett]
  3382. if(i > 700) i = 700;
  3383. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  3384. ad.damage = tstatus->hp;
  3385. else {
  3386. #ifdef RENEWAL
  3387. MATK_ADD(status->get_matk(src, 2));
  3388. #else
  3389. ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10;
  3390. #endif
  3391. }
  3392. break;
  3393. case PF_SOULBURN:
  3394. ad.damage = tstatus->sp * 2;
  3395. break;
  3396. /**
  3397. * Arch Bishop
  3398. **/
  3399. case AB_RENOVATIO:
  3400. //Damage calculation from iRO wiki. [Jobbie]
  3401. ad.damage = status->get_lv(src) * 10 + sstatus->int_;
  3402. break;
  3403. default: {
  3404. MATK_ADD( status->get_matk(src, 2) );
  3405. #ifdef RENEWAL
  3406. ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  3407. ad.damage = battle->calc_cardfix2(src, target, ad.damage, s_ele, nk, ad.flag);
  3408. #endif
  3409. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  3410. if(mflag>0)
  3411. ad.damage/= mflag;
  3412. else
  3413. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
  3414. }
  3415. if (sc){
  3416. if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST )
  3417. ad.damage += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  3418. }
  3419. switch(skill_id){
  3420. case MG_FIREBOLT:
  3421. case MG_COLDBOLT:
  3422. case MG_LIGHTNINGBOLT:
  3423. if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
  3424. skillratio = sc->data[SC_SPELLFIST]->val2 * 50 + sc->data[SC_SPELLFIST]->val4 * 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  3425. ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
  3426. ad.flag = BF_WEAPON|BF_SHORT;
  3427. ad.type = BDT_NORMAL;
  3428. }
  3429. /* Fall through */
  3430. default:
  3431. MATK_RATE(battle->calc_skillratio(BF_MAGIC, src, target, skill_id, skill_lv, skillratio, mflag));
  3432. }
  3433. //Constant/misc additions from skills
  3434. if (skill_id == WZ_FIREPILLAR)
  3435. MATK_ADD(100+50*skill_lv);
  3436. if( sd && ( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ) &&
  3437. (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
  3438. (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
  3439. MATK_ADDRATE(i);
  3440. }
  3441. }
  3442. #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
  3443. if (skill_id) {
  3444. for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
  3445. if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
  3446. if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
  3447. const struct mob_data *md = BL_UCCAST(BL_MOB, target);
  3448. if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
  3449. continue;
  3450. if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
  3451. continue;
  3452. }
  3453. if( ad.damage > map->list[target->m].zone->capped_skills[i]->cap )
  3454. ad.damage = map->list[target->m].zone->capped_skills[i]->cap;
  3455. if( ad.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
  3456. ad.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
  3457. break;
  3458. }
  3459. }
  3460. }
  3461. #endif
  3462. if(sd) {
  3463. uint16 rskill;/* redirect skill */
  3464. //Damage bonuses
  3465. if ((i = pc->skillatk_bonus(sd, skill_id)))
  3466. ad.damage += ad.damage*i/100;
  3467. switch(skill_id){
  3468. case WL_CHAINLIGHTNING_ATK:
  3469. rskill = WL_CHAINLIGHTNING;
  3470. break;
  3471. case AB_DUPLELIGHT_MAGIC:
  3472. rskill = AB_DUPLELIGHT;
  3473. break;
  3474. case WL_TETRAVORTEX_FIRE:
  3475. case WL_TETRAVORTEX_WATER:
  3476. case WL_TETRAVORTEX_WIND:
  3477. case WL_TETRAVORTEX_GROUND:
  3478. rskill = WL_TETRAVORTEX;
  3479. break;
  3480. case WL_SUMMON_ATK_FIRE:
  3481. case WL_SUMMON_ATK_WIND:
  3482. case WL_SUMMON_ATK_WATER:
  3483. case WL_SUMMON_ATK_GROUND:
  3484. rskill = WL_RELEASE;
  3485. break;
  3486. case WM_REVERBERATION_MAGIC:
  3487. rskill = WM_REVERBERATION;
  3488. break;
  3489. default:
  3490. rskill = skill_id;
  3491. }
  3492. if( (i = battle->adjust_skill_damage(src->m,rskill)) )
  3493. MATK_RATE(i);
  3494. //Ignore Defense?
  3495. if (!flag.imdef && (
  3496. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
  3497. sd->bonus.ignore_mdef_race & map->race_id2mask(tstatus->race) ||
  3498. sd->bonus.ignore_mdef_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
  3499. ))
  3500. flag.imdef = 1;
  3501. }
  3502. ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, flag.imdef, 0);
  3503. if(ad.damage<1)
  3504. ad.damage=1;
  3505. else if(sc){//only applies when hit
  3506. // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
  3507. switch(skill_id){
  3508. case MG_LIGHTNINGBOLT:
  3509. case MG_THUNDERSTORM:
  3510. case MG_FIREBOLT:
  3511. case MG_FIREWALL:
  3512. case MG_COLDBOLT:
  3513. case MG_FROSTDIVER:
  3514. case WZ_EARTHSPIKE:
  3515. case WZ_HEAVENDRIVE:
  3516. if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
  3517. || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
  3518. ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
  3519. break;
  3520. }
  3521. }
  3522. if (!(nk&NK_NO_ELEFIX))
  3523. ad.damage=battle->attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3524. if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
  3525. { //Apply the physical part of the skill's damage. [Skotlex]
  3526. struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  3527. ad.damage = battle->attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  3528. if( src == target )
  3529. {
  3530. if( src->type == BL_PC )
  3531. ad.damage = ad.damage/2;
  3532. else
  3533. ad.damage = 0;
  3534. }
  3535. }
  3536. #ifndef RENEWAL
  3537. ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  3538. #endif
  3539. }
  3540. damage_div_fix(ad.damage, ad.div_);
  3541. if (flag.infdef && ad.damage)
  3542. ad.damage = ad.damage>0?1:-1;
  3543. if (skill_id != ASC_BREAKER)
  3544. ad.damage = battle->calc_damage(src, target, &ad, ad.damage, skill_id, skill_lv);
  3545. if( map_flag_gvg2(target->m) )
  3546. ad.damage=battle->calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
  3547. else if( map->list[target->m].flag.battleground )
  3548. ad.damage=battle->calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
  3549. switch( skill_id ) { /* post-calc modifiers */
  3550. case SO_VARETYR_SPEAR: { // Physical damage.
  3551. struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  3552. if(!flag.infdef && ad.damage > 1)
  3553. ad.damage += wd.damage;
  3554. break;
  3555. }
  3556. //case HM_ERASER_CUTTER:
  3557. }
  3558. return ad;
  3559. #undef MATK_RATE
  3560. #undef MATK_ADDRATE
  3561. #undef MATK_ADD
  3562. }
  3563. /*==========================================
  3564. * Calculate Misc damage for skill_id
  3565. *------------------------------------------*/
  3566. // FIXME: mflag is undocumented
  3567. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) {
  3568. int temp;
  3569. short i, nk;
  3570. short s_ele;
  3571. struct map_session_data *sd, *tsd;
  3572. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  3573. struct status_data *sstatus = status->get_status_data(src);
  3574. struct status_data *tstatus = status->get_status_data(target);
  3575. struct status_change *tsc = status->get_sc(target);
  3576. #ifdef RENEWAL
  3577. struct status_change *sc = status->get_sc(src);
  3578. #endif
  3579. memset(&md,0,sizeof(md));
  3580. nullpo_retr(md, src);
  3581. nullpo_retr(md, target);
  3582. //Some initial values
  3583. md.amotion = (skill->get_inf(skill_id)&INF_GROUND_SKILL) ? 0 : sstatus->amotion;
  3584. md.dmotion=tstatus->dmotion;
  3585. md.div_=skill->get_num( skill_id,skill_lv );
  3586. md.blewcount=skill->get_blewcount(skill_id,skill_lv);
  3587. md.dmg_lv=ATK_DEF;
  3588. md.flag=BF_MISC|BF_SKILL;
  3589. nk = skill->get_nk(skill_id);
  3590. sd = BL_CAST(BL_PC, src);
  3591. tsd = BL_CAST(BL_PC, target);
  3592. if(sd) {
  3593. sd->state.arrow_atk = 0;
  3594. md.blewcount += battle->blewcount_bonus(sd, skill_id);
  3595. }
  3596. s_ele = skill->get_ele(skill_id, skill_lv);
  3597. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3598. s_ele = ELE_NEUTRAL;
  3599. else if (s_ele == -3) //Use random element
  3600. s_ele = rnd()%ELE_MAX;
  3601. //Skill Range Criteria
  3602. md.flag |= battle->range_type(src, target, skill_id, skill_lv);
  3603. switch( skill_id )
  3604. {
  3605. #ifdef RENEWAL
  3606. case HT_LANDMINE:
  3607. case MA_LANDMINE:
  3608. case HT_BLASTMINE:
  3609. case HT_CLAYMORETRAP:
  3610. md.damage = skill_lv * sstatus->dex * (3+status->get_lv(src)/100) * (1+sstatus->int_/35);
  3611. md.damage += md.damage * (rnd()%20-10) / 100;
  3612. md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0);
  3613. break;
  3614. #else
  3615. case HT_LANDMINE:
  3616. case MA_LANDMINE:
  3617. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  3618. break;
  3619. case HT_BLASTMINE:
  3620. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  3621. break;
  3622. case HT_CLAYMORETRAP:
  3623. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  3624. break;
  3625. #endif
  3626. case HT_BLITZBEAT:
  3627. case SN_FALCONASSAULT:
  3628. //Blitz-beat Damage.
  3629. if(!sd || (temp = pc->checkskill(sd,HT_STEELCROW)) <= 0)
  3630. temp=0;
  3631. md.damage=(sstatus->dex/10+sstatus->int_/2+temp*3+40)*2;
  3632. if(mflag > 1) //Autocasted Blitz.
  3633. nk|=NK_SPLASHSPLIT;
  3634. if (skill_id == SN_FALCONASSAULT) {
  3635. //Div fix of Blitzbeat
  3636. temp = skill->get_num(HT_BLITZBEAT, 5);
  3637. damage_div_fix(md.damage, temp);
  3638. //Falcon Assault Modifier
  3639. md.damage=md.damage*(150+70*skill_lv)/100;
  3640. }
  3641. break;
  3642. case TF_THROWSTONE:
  3643. md.damage=50;
  3644. break;
  3645. case BA_DISSONANCE:
  3646. md.damage=30+skill_lv*10;
  3647. if (sd)
  3648. md.damage+= 3*pc->checkskill(sd,BA_MUSICALLESSON);
  3649. break;
  3650. case NPC_SELFDESTRUCTION:
  3651. md.damage = sstatus->hp;
  3652. break;
  3653. case NPC_SMOKING:
  3654. md.damage=3;
  3655. break;
  3656. case NPC_DARKBREATH:
  3657. md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
  3658. if(md.damage > 9999) md.damage = 9999;
  3659. break;
  3660. case PA_PRESSURE:
  3661. md.damage=500+300*skill_lv;
  3662. break;
  3663. case PA_GOSPEL:
  3664. md.damage = 1+rnd()%9999;
  3665. break;
  3666. case CR_ACIDDEMONSTRATION:
  3667. #ifdef RENEWAL
  3668. {// [malufett]
  3669. int64 matk=0, atk;
  3670. short tdef = status->get_total_def(target);
  3671. short tmdef = status->get_total_mdef(target);
  3672. int targetVit = min(120, status_get_vit(target));
  3673. 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...
  3674. matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
  3675. 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);
  3676. md.damage = matk + atk;
  3677. if( src->type == BL_MOB ){
  3678. totaldef = (tdef + tmdef) >> 1;
  3679. md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100;
  3680. /*
  3681. // Pending [malufett]
  3682. if( unknown condition ){
  3683. md.damage = 7 * md.damage % 20;
  3684. md.damage = 7 * md.damage / 20;
  3685. }*/
  3686. }else{
  3687. float vitfactor = 0.0f, ftemp;
  3688. if( (vitfactor=(status_get_vit(target)-120.0f)) > 0)
  3689. vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target);
  3690. ftemp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10;
  3691. md.damage = (int64)(ftemp * 70 * skill_lv / 100);
  3692. if (target->type == BL_PC)
  3693. md.damage >>= 1;
  3694. }
  3695. md.damage -= totaldef;
  3696. if( tsc && tsc->data[SC_LEXAETERNA] ) {
  3697. md.damage <<= 1;
  3698. status_change_end(target, SC_LEXAETERNA, INVALID_TIMER);
  3699. }
  3700. }
  3701. #else
  3702. // updated the formula based on a Japanese formula found to be exact [Reddozen]
  3703. if(tstatus->vit+sstatus->int_) //crash fix
  3704. md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  3705. else
  3706. md.damage = 0;
  3707. if (tsd) md.damage>>=1;
  3708. #endif
  3709. // Some monsters have totaldef higher than md.damage in some cases, leading to md.damage < 0
  3710. if( md.damage < 0 )
  3711. md.damage = 0;
  3712. if( md.damage > INT_MAX>>1 )
  3713. //Overflow prevention, will anyone whine if I cap it to a few billion?
  3714. //Not capped to INT_MAX to give some room for further damage increase.
  3715. md.damage = INT_MAX>>1;
  3716. break;
  3717. case KO_MUCHANAGE:
  3718. md.damage = skill->get_zeny(skill_id ,skill_lv);
  3719. md.damage = md.damage * (50 + rnd()%50) / 100;
  3720. if ( is_boss(target) || (sd && !pc->checkskill(sd,NJ_TOBIDOUGU)) )
  3721. md.damage >>= 1;
  3722. break;
  3723. case NJ_ZENYNAGE:
  3724. md.damage = skill->get_zeny(skill_id ,skill_lv);
  3725. if (!md.damage) md.damage = 2;
  3726. md.damage = rnd()%md.damage + md.damage;
  3727. if (is_boss(target))
  3728. md.damage=md.damage / 3;
  3729. else if (tsd)
  3730. md.damage=md.damage / 2;
  3731. break;
  3732. case GS_FLING:
  3733. md.damage = sd?sd->status.job_level:status->get_lv(src);
  3734. break;
  3735. case HVAN_EXPLOSION: //[orn]
  3736. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  3737. break ;
  3738. case ASC_BREAKER:
  3739. {
  3740. #ifndef RENEWAL
  3741. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  3742. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  3743. #else
  3744. int ratio = 300 + 50 * skill_lv;
  3745. int64 matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
  3746. short totaldef = status->get_total_def(target) + status->get_total_mdef(target);
  3747. 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);
  3748. #ifdef RENEWAL_EDP
  3749. if( sc && sc->data[SC_EDP] )
  3750. ratio >>= 1;
  3751. #endif
  3752. md.damage = (matk + atk) * ratio / 100;
  3753. md.damage -= totaldef;
  3754. #endif
  3755. }
  3756. break;
  3757. case HW_GRAVITATION:
  3758. md.damage = 200+200*skill_lv;
  3759. md.dmotion = 0; //No flinch animation.
  3760. break;
  3761. case NPC_EVILLAND:
  3762. md.damage = skill->calc_heal(src,target,skill_id,skill_lv,false);
  3763. break;
  3764. case RK_DRAGONBREATH:
  3765. case RK_DRAGONBREATH_WATER:
  3766. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  3767. RE_LVL_MDMOD(150);
  3768. if (sd) md.damage = md.damage * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100;
  3769. md.flag |= BF_LONG|BF_WEAPON;
  3770. break;
  3771. /**
  3772. * Ranger
  3773. **/
  3774. case RA_CLUSTERBOMB:
  3775. case RA_FIRINGTRAP:
  3776. case RA_ICEBOUNDTRAP:
  3777. md.damage = (int64)skill_lv * sstatus->dex + sstatus->int_ * 5 ;
  3778. RE_LVL_TMDMOD();
  3779. if(sd)
  3780. {
  3781. int researchskill_lv = pc->checkskill(sd,RA_RESEARCHTRAP);
  3782. if(researchskill_lv)
  3783. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
  3784. else
  3785. md.damage = 0;
  3786. }else
  3787. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
  3788. break;
  3789. case WM_SOUND_OF_DESTRUCTION:
  3790. md.damage = 1000 * (int64)skill_lv + sstatus->int_ * (sd ? pc->checkskill(sd,WM_LESSON) : 10);
  3791. md.damage += md.damage * 10 * battle->calc_chorusbonus(sd) / 100;
  3792. break;
  3793. /**
  3794. * Mechanic
  3795. **/
  3796. case NC_SELFDESTRUCTION:
  3797. {
  3798. #ifdef RENEWAL
  3799. short totaldef = status->get_total_def(target);
  3800. #else
  3801. short totaldef = tstatus->def2 + (short)status->get_def(target);
  3802. #endif
  3803. md.damage = ( (sd?pc->checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
  3804. RE_LVL_MDMOD(100);
  3805. md.damage += status_get_hp(src) - totaldef;
  3806. }
  3807. break;
  3808. case NC_MAGMA_ERUPTION:
  3809. md.damage = 1200 + 400 * skill_lv;
  3810. break;
  3811. case GN_THORNS_TRAP:
  3812. md.damage = 100 + 200 * skill_lv + sstatus->int_;
  3813. break;
  3814. case GN_HELLS_PLANT_ATK:
  3815. 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)));
  3816. md.damage = md.damage*(1000 + tstatus->mdef) / (1000 + tstatus->mdef * 10) - tstatus->mdef2;
  3817. break;
  3818. case KO_HAPPOKUNAI:
  3819. {
  3820. struct Damage wd = battle->calc_weapon_attack(src, target, 0, 1, mflag);
  3821. #ifdef RENEWAL
  3822. short totaldef = status->get_total_def(target);
  3823. #else
  3824. short totaldef = tstatus->def2 + (short)status->get_def(target);
  3825. #endif
  3826. if (sd != NULL)
  3827. wd.damage += sd->bonus.arrow_atk;
  3828. md.damage = (int)(3 * (1 + wd.damage) * (5 + skill_lv) / 5.0f);
  3829. md.damage -= totaldef;
  3830. }
  3831. break;
  3832. default:
  3833. battle->calc_misc_attack_unknown(src, target, &skill_id, &skill_lv, &mflag, &md);
  3834. break;
  3835. }
  3836. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  3837. if(mflag>0)
  3838. md.damage/= mflag;
  3839. else
  3840. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
  3841. }
  3842. damage_div_fix(md.damage, md.div_);
  3843. if (!(nk&NK_IGNORE_FLEE))
  3844. {
  3845. i = 0; //Temp for "hit or no hit"
  3846. if(tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  3847. i = 1;
  3848. else {
  3849. short
  3850. flee = tstatus->flee,
  3851. #ifdef RENEWAL
  3852. hitrate = 0; //Default hitrate
  3853. #else
  3854. hitrate = 80; //Default hitrate
  3855. #endif
  3856. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  3857. unsigned char attacker_count; //256 max targets should be a sane max
  3858. attacker_count = unit->counttargeted(target);
  3859. if(attacker_count >= battle_config.agi_penalty_count)
  3860. {
  3861. if (battle_config.agi_penalty_type == 1)
  3862. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  3863. else // assume type 2: absolute reduction
  3864. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  3865. if(flee < 1) flee = 1;
  3866. }
  3867. }
  3868. hitrate+= sstatus->hit - flee;
  3869. #ifdef RENEWAL
  3870. if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  3871. hitrate += pc->checkskill(sd,AC_VULTURE);
  3872. #endif
  3873. if( skill_id == KO_MUCHANAGE )
  3874. hitrate = (int)((10 - ((float)1 / (status_get_dex(src) + status_get_luk(src))) * 500) * ((float)skill_lv / 2 + 5));
  3875. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  3876. if(rnd()%100 < hitrate)
  3877. i = 1;
  3878. }
  3879. if (!i) {
  3880. md.damage = 0;
  3881. md.dmg_lv=ATK_FLEE;
  3882. }
  3883. }
  3884. #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
  3885. if (skill_id) {
  3886. for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
  3887. if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
  3888. if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
  3889. const struct mob_data *t_md = BL_UCCAST(BL_MOB, target);
  3890. if ((t_md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
  3891. continue;
  3892. if (t_md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
  3893. continue;
  3894. }
  3895. if( md.damage > map->list[target->m].zone->capped_skills[i]->cap )
  3896. md.damage = map->list[target->m].zone->capped_skills[i]->cap;
  3897. if( md.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
  3898. md.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
  3899. break;
  3900. }
  3901. }
  3902. }
  3903. #endif
  3904. md.damage = battle->calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  3905. md.damage = battle->calc_cardfix2(src, target, md.damage, s_ele, nk, md.flag);
  3906. if(skill_id){
  3907. uint16 rskill;/* redirect skill id */
  3908. switch(skill_id){
  3909. case GN_HELLS_PLANT_ATK:
  3910. rskill = GN_HELLS_PLANT;
  3911. break;
  3912. default:
  3913. rskill = skill_id;
  3914. }
  3915. if (sd && (i = pc->skillatk_bonus(sd, rskill)) != 0)
  3916. md.damage += md.damage*i/100;
  3917. }
  3918. if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
  3919. md.damage = md.damage * i / 100;
  3920. if(md.damage < 0)
  3921. md.damage = 0;
  3922. else if(md.damage && tstatus->mode&MD_PLANT){
  3923. switch(skill_id){
  3924. case HT_LANDMINE:
  3925. case MA_LANDMINE:
  3926. case HT_BLASTMINE:
  3927. case HT_CLAYMORETRAP:
  3928. case RA_CLUSTERBOMB:
  3929. #ifdef RENEWAL
  3930. break;
  3931. #endif
  3932. default:
  3933. md.damage = 1;
  3934. }
  3935. }
  3936. if(!(nk&NK_NO_ELEFIX))
  3937. md.damage=battle->attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3938. md.damage=battle->calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  3939. if( map_flag_gvg2(target->m) )
  3940. md.damage=battle->calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
  3941. else if( map->list[target->m].flag.battleground )
  3942. md.damage=battle->calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
  3943. switch( skill_id ) {
  3944. case RA_FIRINGTRAP:
  3945. case RA_ICEBOUNDTRAP:
  3946. if( md.damage == 1 ) break;
  3947. case RA_CLUSTERBOMB:
  3948. {
  3949. struct Damage wd;
  3950. wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  3951. md.damage += wd.damage;
  3952. }
  3953. break;
  3954. case NJ_ZENYNAGE:
  3955. if( sd ) {
  3956. if ( md.damage > sd->status.zeny )
  3957. md.damage = sd->status.zeny;
  3958. pc->payzeny(sd, (int)cap_value(md.damage,INT_MIN,INT_MAX),LOG_TYPE_STEAL,NULL);
  3959. }
  3960. break;
  3961. }
  3962. return md;
  3963. }
  3964. 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) {
  3965. }
  3966. /*==========================================
  3967. * battle_calc_weapon_attack (by Skotlex)
  3968. *------------------------------------------*/
  3969. // FIXME: wflag is undocumented
  3970. struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag)
  3971. {
  3972. unsigned int skillratio = 100; //Skill dmg modifiers.
  3973. short temp=0;
  3974. short s_ele, s_ele_;
  3975. int i, nk;
  3976. bool n_ele = false; // non-elemental
  3977. struct map_session_data *sd, *tsd;
  3978. struct Damage wd;
  3979. struct status_change *sc = status->get_sc(src);
  3980. struct status_change *tsc = status->get_sc(target);
  3981. struct status_data *sstatus = status->get_status_data(src);
  3982. struct status_data *tstatus = status->get_status_data(target);
  3983. struct {
  3984. unsigned hit : 1; ///< the attack Hit? (not a miss)
  3985. unsigned cri : 1; ///< Critical hit
  3986. unsigned idef : 1; ///< Ignore defense
  3987. unsigned idef2 : 1; ///< Ignore defense (left weapon)
  3988. unsigned pdef : 2; ///< Pierces defense (Investigate/Ice Pick)
  3989. unsigned pdef2 : 2; ///< 1: Use def+def2/100, 2: Use def+def2/50
  3990. unsigned infdef : 1; ///< Infinite defense (plants)
  3991. unsigned arrow : 1; ///< Attack is arrow-based
  3992. unsigned rh : 1; ///< Attack considers right hand (wd.damage)
  3993. unsigned lh : 1; ///< Attack considers left hand (wd.damage2)
  3994. unsigned weapon : 1; ///< It's a weapon attack (consider VVS, and all that)
  3995. #ifdef RENEWAL
  3996. unsigned tdef : 1; ///< Total defense reduction
  3997. unsigned distinct : 1; ///< Has its own battle calc formula
  3998. #endif
  3999. } flag;
  4000. memset(&wd,0,sizeof(wd));
  4001. memset(&flag,0,sizeof(flag));
  4002. nullpo_retr(wd, src);
  4003. nullpo_retr(wd, target);
  4004. //Initial flag
  4005. flag.rh=1;
  4006. flag.weapon=1;
  4007. flag.infdef = (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB?1:0);
  4008. #ifdef RENEWAL
  4009. if (skill_id == HT_FREEZINGTRAP)
  4010. flag.infdef = 0;
  4011. #endif
  4012. if (!flag.infdef && target->type == BL_SKILL) {
  4013. const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
  4014. if (su->group->unit_id == UNT_REVERBERATION)
  4015. flag.infdef = 1; // Reverberation takes 1 damage
  4016. }
  4017. //Initial Values
  4018. wd.type = BDT_NORMAL;
  4019. wd.div_ = skill_id ? skill->get_num(skill_id,skill_lv) : 1;
  4020. wd.amotion=(skill_id && skill->get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4021. if(skill_id == KN_AUTOCOUNTER)
  4022. wd.amotion >>= 1;
  4023. wd.dmotion=tstatus->dmotion;
  4024. wd.blewcount = skill_id ? skill->get_blewcount(skill_id,skill_lv) : 0;
  4025. wd.flag = BF_WEAPON; //Initial Flag
  4026. wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4027. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4028. nk = skill->get_nk(skill_id);
  4029. if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  4030. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  4031. flag.hit = (nk&NK_IGNORE_FLEE) ? 1 : 0;
  4032. flag.idef = flag.idef2 = (nk&NK_IGNORE_DEF) ? 1 : 0;
  4033. #ifdef RENEWAL
  4034. flag.tdef = 0;
  4035. #endif
  4036. if (sc && !sc->count)
  4037. sc = NULL; //Skip checking as there are no status changes active.
  4038. if (tsc && !tsc->count)
  4039. tsc = NULL; //Skip checking as there are no status changes active.
  4040. sd = BL_CAST(BL_PC, src);
  4041. tsd = BL_CAST(BL_PC, target);
  4042. if(sd)
  4043. wd.blewcount += battle->blewcount_bonus(sd, skill_id);
  4044. //Set miscellaneous data that needs be filled regardless of hit/miss
  4045. if(
  4046. (sd && sd->state.arrow_atk) ||
  4047. (!sd && ((skill_id && skill->get_ammotype(skill_id)) || sstatus->rhw.range>3))
  4048. )
  4049. flag.arrow = 1;
  4050. if(skill_id) {
  4051. wd.flag |= battle->range_type(src, target, skill_id, skill_lv);
  4052. switch(skill_id) {
  4053. case MO_FINGEROFFENSIVE:
  4054. if(sd) {
  4055. if (battle_config.finger_offensive_type)
  4056. wd.div_ = 1;
  4057. else
  4058. wd.div_ = sd->spiritball_old;
  4059. }
  4060. break;
  4061. case HT_PHANTASMIC:
  4062. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  4063. flag.arrow = 1;
  4064. break;
  4065. #ifndef RENEWAL
  4066. case PA_SHIELDCHAIN:
  4067. case CR_SHIELDBOOMERANG:
  4068. #endif
  4069. case LG_SHIELDPRESS:
  4070. case LG_EARTHDRIVE:
  4071. flag.weapon = 0;
  4072. break;
  4073. case KN_PIERCE:
  4074. case ML_PIERCE:
  4075. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4076. break;
  4077. case TF_DOUBLE: //For NPC used skill.
  4078. case GS_CHAINACTION:
  4079. wd.type = BDT_MULTIHIT;
  4080. break;
  4081. case GS_GROUNDDRIFT:
  4082. case KN_SPEARSTAB:
  4083. case KN_BOWLINGBASH:
  4084. case MS_BOWLINGBASH:
  4085. case MO_BALKYOUNG:
  4086. case TK_TURNKICK:
  4087. wd.blewcount=0;
  4088. break;
  4089. case KN_AUTOCOUNTER:
  4090. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4091. break;
  4092. case NPC_CRITICALSLASH:
  4093. case LG_PINPOINTATTACK:
  4094. flag.cri = 1; //Always critical skill.
  4095. break;
  4096. case LK_SPIRALPIERCE:
  4097. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4098. break;
  4099. //When in banding, the number of hits is equal to the number of Royal Guards in banding.
  4100. case LG_HESPERUSLIT:
  4101. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4102. wd.div_ = sc->data[SC_BANDING]->val2;
  4103. break;
  4104. case MO_INVESTIGATE:
  4105. flag.pdef = flag.pdef2 = 2;
  4106. break;
  4107. case RA_AIMEDBOLT:
  4108. if( tsc && (tsc->data[SC_WUGBITE] || tsc->data[SC_ANKLESNARE] || tsc->data[SC_ELECTRICSHOCKER]) )
  4109. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  4110. break;
  4111. case NPC_EARTHQUAKE:
  4112. wd.flag = (wd.flag&~(BF_WEAPON)) | BF_MAGIC;
  4113. break;
  4114. #ifdef RENEWAL
  4115. case MO_EXTREMITYFIST:
  4116. case GS_PIERCINGSHOT:
  4117. case AM_ACIDTERROR:
  4118. case AM_DEMONSTRATION:
  4119. case NJ_ISSEN:
  4120. case PA_SACRIFICE:
  4121. flag.distinct = 1;
  4122. break;
  4123. case GN_CARTCANNON:
  4124. case PA_SHIELDCHAIN:
  4125. case GS_MAGICALBULLET:
  4126. case NJ_SYURIKEN:
  4127. case KO_BAKURETSU:
  4128. flag.distinct = 1;
  4129. /* Fall through */
  4130. case NJ_KUNAI:
  4131. case HW_MAGICCRASHER:
  4132. flag.tdef = 1;
  4133. break;
  4134. #endif
  4135. }
  4136. } else //Range for normal attacks.
  4137. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  4138. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4139. //Check for Lucky Dodge
  4140. wd.type = BDT_PDODGE;
  4141. wd.dmg_lv=ATK_LUCKY;
  4142. if (wd.div_ < 0) wd.div_*=-1;
  4143. return wd;
  4144. }
  4145. s_ele = s_ele_ = skill_id ? skill->get_ele(skill_id, skill_lv) : -1;
  4146. if (s_ele == -1) {
  4147. //Take weapon's element
  4148. s_ele = sstatus->rhw.ele;
  4149. s_ele_ = sstatus->lhw.ele;
  4150. if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
  4151. //Summoning 10 spiritcharm will endow your weapon.
  4152. s_ele = s_ele_ = sd->charm_type;
  4153. }
  4154. if( flag.arrow && sd && sd->bonus.arrow_ele )
  4155. s_ele = sd->bonus.arrow_ele;
  4156. if( battle_config.attack_attr_none&src->type )
  4157. n_ele = true; //Weapon's element is "not elemental"
  4158. } else if (s_ele == -2) {
  4159. //Use enchantment's element
  4160. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  4161. } else if (s_ele == -3) {
  4162. //Use random element
  4163. s_ele = s_ele_ = rnd()%ELE_MAX;
  4164. }
  4165. switch (skill_id) {
  4166. case GS_GROUNDDRIFT:
  4167. s_ele = s_ele_ = wflag; //element comes in flag.
  4168. break;
  4169. case LK_SPIRALPIERCE:
  4170. if (!sd) n_ele = false; //forced neutral for monsters
  4171. break;
  4172. case LG_HESPERUSLIT:
  4173. if ( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 == 5 )
  4174. s_ele = ELE_HOLY; // Banding with 5 RGs: change atk element to Holy.
  4175. break;
  4176. }
  4177. if (!(nk & NK_NO_ELEFIX) && !n_ele)
  4178. if (src->type == BL_HOM)
  4179. n_ele = true; //skill is "not elemental"
  4180. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
  4181. s_ele = s_ele_ = ELE_HOLY;
  4182. n_ele = false;
  4183. }
  4184. if(!skill_id) {
  4185. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  4186. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  4187. {
  4188. flag.rh=0;
  4189. flag.lh=1;
  4190. }
  4191. if (sstatus->lhw.atk)
  4192. flag.lh=1;
  4193. }
  4194. if (sd && !skill_id) {
  4195. //Check for double attack.
  4196. if (( (skill_lv=pc->checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER )
  4197. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  4198. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST ) // Need confirmation
  4199. ) {
  4200. //Success chance is not added, the higher one is used [Skotlex]
  4201. 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 ) )
  4202. {
  4203. wd.div_ = skill->get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  4204. wd.type = BDT_MULTIHIT;
  4205. }
  4206. }
  4207. else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc->checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
  4208. {
  4209. wd.div_ = skill->get_num(GS_CHAINACTION,skill_lv);
  4210. wd.type = BDT_MULTIHIT;
  4211. }
  4212. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  4213. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
  4214. int chance = rnd()%100;
  4215. switch(sc->data[SC_FEARBREEZE]->val1){
  4216. case 5:
  4217. if( chance < 3){// 3 % chance to attack 5 times.
  4218. wd.div_ = 5;
  4219. break;
  4220. }
  4221. case 4:
  4222. if( chance < 7){// 6 % chance to attack 4 times.
  4223. wd.div_ = 4;
  4224. break;
  4225. }
  4226. case 3:
  4227. if( chance < 10){// 9 % chance to attack 3 times.
  4228. wd.div_ = 3;
  4229. break;
  4230. }
  4231. case 2:
  4232. case 1:
  4233. if( chance < 13){// 12 % chance to attack 2 times.
  4234. wd.div_ = 2;
  4235. break;
  4236. }
  4237. }
  4238. if ( wd.div_ > 1 ) {
  4239. wd.div_ = min(wd.div_, sd->status.inventory[i].amount);
  4240. sc->data[SC_FEARBREEZE]->val4 = wd.div_ - 1;
  4241. wd.type = BDT_MULTIHIT;
  4242. }
  4243. }
  4244. }
  4245. //Check for critical
  4246. if( !flag.cri && wd.type != BDT_MULTIHIT && sstatus->cri &&
  4247. (!skill_id ||
  4248. skill_id == KN_AUTOCOUNTER ||
  4249. skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
  4250. skill_id == NJ_KIRIKAGE))
  4251. {
  4252. short cri = sstatus->cri;
  4253. if (sd != NULL) {
  4254. // if show_katar_crit_bonus is enabled, it already done the calculation in status.c
  4255. if (!battle_config.show_katar_crit_bonus && sd->status.weapon == W_KATAR) {
  4256. cri <<= 1;
  4257. }
  4258. cri+= sd->critaddrace[tstatus->race];
  4259. if (flag.arrow) {
  4260. cri += sd->bonus.arrow_cri;
  4261. }
  4262. }
  4263. if (sc && sc->data[SC_CAMOUFLAGE])
  4264. cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4);
  4265. #ifndef RENEWAL
  4266. //The official equation is *2, but that only applies when sd's do critical.
  4267. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  4268. cri -= tstatus->luk*(!sd&&tsd?3:2);
  4269. #else
  4270. cri -= status->get_lv(target) / 15 + 2 * status_get_luk(target);
  4271. #endif
  4272. if( tsc && tsc->data[SC_SLEEP] ) {
  4273. cri <<= 1;
  4274. }
  4275. switch (skill_id) {
  4276. case 0:
  4277. if(!(sc && sc->data[SC_AUTOCOUNTER]))
  4278. break;
  4279. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  4280. case KN_AUTOCOUNTER:
  4281. if(battle_config.auto_counter_type &&
  4282. (battle_config.auto_counter_type&src->type))
  4283. flag.cri = 1;
  4284. else
  4285. cri <<= 1;
  4286. break;
  4287. case SN_SHARPSHOOTING:
  4288. case MA_SHARPSHOOTING:
  4289. cri += 200;
  4290. break;
  4291. case NJ_KIRIKAGE:
  4292. cri += 250 + 50*skill_lv;
  4293. break;
  4294. }
  4295. if(tsd && tsd->bonus.critical_def)
  4296. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  4297. if (rnd()%1000 < cri)
  4298. flag.cri = 1;
  4299. }
  4300. if (flag.cri) {
  4301. wd.type = BDT_CRIT;
  4302. #ifndef RENEWAL
  4303. flag.idef = flag.idef2 =
  4304. #endif
  4305. flag.hit = 1;
  4306. } else {
  4307. //Check for Perfect Hit
  4308. if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  4309. flag.hit = 1;
  4310. if (sc && sc->data[SC_FUSION]) {
  4311. flag.hit = 1; //SG_FUSION always hit [Komurka]
  4312. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  4313. }
  4314. if( !flag.hit )
  4315. switch(skill_id)
  4316. {
  4317. case AS_SPLASHER:
  4318. if( !wflag ) // Always hits the one exploding.
  4319. flag.hit = 1;
  4320. break;
  4321. case CR_SHIELDBOOMERANG:
  4322. if( sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_CRUSADER )
  4323. flag.hit = 1;
  4324. break;
  4325. }
  4326. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  4327. flag.hit = 1;
  4328. }
  4329. if (!flag.hit) {
  4330. //Hit/Flee calculation
  4331. short flee = tstatus->flee;
  4332. #ifdef RENEWAL
  4333. short hitrate = 0; //Default hitrate
  4334. #else
  4335. short hitrate = 80; //Default hitrate
  4336. #endif
  4337. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  4338. unsigned char attacker_count; //256 max targets should be a sane max
  4339. attacker_count = unit->counttargeted(target);
  4340. if(attacker_count >= battle_config.agi_penalty_count) {
  4341. if (battle_config.agi_penalty_type == 1)
  4342. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  4343. else //asume type 2: absolute reduction
  4344. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  4345. if(flee < 1) flee = 1;
  4346. }
  4347. }
  4348. hitrate+= sstatus->hit - flee;
  4349. if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
  4350. tsc && tsc->data[SC_FOGWALL])
  4351. hitrate -= 50;
  4352. if(sd && flag.arrow)
  4353. hitrate += sd->bonus.arrow_hit;
  4354. #ifdef RENEWAL
  4355. if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  4356. hitrate += pc->checkskill(sd,AC_VULTURE);
  4357. #endif
  4358. switch(skill_id) {
  4359. //Hit skill modifiers
  4360. //It is proven that bonus is applied on final hitrate, not hit.
  4361. case SM_BASH:
  4362. case MS_BASH:
  4363. hitrate += hitrate * 5 * skill_lv / 100;
  4364. break;
  4365. case MS_MAGNUM:
  4366. case SM_MAGNUM:
  4367. hitrate += hitrate * 10 * skill_lv / 100;
  4368. break;
  4369. case KN_AUTOCOUNTER:
  4370. case PA_SHIELDCHAIN:
  4371. case NPC_WATERATTACK:
  4372. case NPC_GROUNDATTACK:
  4373. case NPC_FIREATTACK:
  4374. case NPC_WINDATTACK:
  4375. case NPC_POISONATTACK:
  4376. case NPC_HOLYATTACK:
  4377. case NPC_DARKNESSATTACK:
  4378. case NPC_UNDEADATTACK:
  4379. case NPC_TELEKINESISATTACK:
  4380. case NPC_BLEEDING:
  4381. case NPC_EARTHQUAKE:
  4382. case NPC_FIREBREATH:
  4383. case NPC_ICEBREATH:
  4384. case NPC_THUNDERBREATH:
  4385. case NPC_ACIDBREATH:
  4386. case NPC_DARKNESSBREATH:
  4387. hitrate += hitrate * 20 / 100;
  4388. break;
  4389. case KN_PIERCE:
  4390. case ML_PIERCE:
  4391. hitrate += hitrate * 5 * skill_lv / 100;
  4392. break;
  4393. case AS_SONICBLOW:
  4394. if(sd && pc->checkskill(sd,AS_SONICACCEL)>0)
  4395. hitrate += hitrate * 50 / 100;
  4396. break;
  4397. case MC_CARTREVOLUTION:
  4398. case GN_CART_TORNADO:
  4399. case GN_CARTCANNON:
  4400. if( sd && pc->checkskill(sd, GN_REMODELING_CART) )
  4401. hitrate += pc->checkskill(sd, GN_REMODELING_CART) * 4;
  4402. break;
  4403. case GC_VENOMPRESSURE:
  4404. hitrate += 10 + 4 * skill_lv;
  4405. break;
  4406. case SC_FATALMENACE:
  4407. hitrate -= 35 - 5 * skill_lv;
  4408. break;
  4409. case LG_BANISHINGPOINT:
  4410. hitrate += 3 * skill_lv;
  4411. break;
  4412. }
  4413. if( sd ) {
  4414. // Weaponry Research hidden bonus
  4415. if ((temp = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  4416. hitrate += hitrate * ( 2 * temp ) / 100;
  4417. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  4418. (temp = pc->checkskill(sd, GN_TRAINING_SWORD))>0 )
  4419. hitrate += 3 * temp;
  4420. }
  4421. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  4422. #ifdef RENEWAL
  4423. if( !sd )
  4424. hitrate = cap_value(hitrate, 5, 95);
  4425. #endif
  4426. if(rnd()%100 >= hitrate){
  4427. wd.dmg_lv = ATK_FLEE;
  4428. if (skill_id == SR_GATEOFHELL)
  4429. flag.hit = 1;/* will hit with the special */
  4430. }
  4431. else
  4432. flag.hit = 1;
  4433. } //End hit/miss calculation
  4434. if (flag.hit && !flag.infdef) { //No need to do the math for plants
  4435. //Hitting attack
  4436. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  4437. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  4438. #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)
  4439. #define ATK_RATE2( a , b ) do { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } while(0)
  4440. #define ATK_RATER(a) ( wd.damage = wd.damage*(a)/100 )
  4441. #define ATK_RATEL(a) ( wd.damage2 = wd.damage2*(a)/100 )
  4442. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  4443. #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)
  4444. #define ATK_ADDRATE2( a , b ) do { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } while(0)
  4445. //Adds an absolute value to damage. 100 = +100 damage
  4446. #define ATK_ADD( a ) do { int64 temp__ = (a); wd.damage += temp__; if (flag.lh) wd.damage2 += temp__; } while(0)
  4447. #define ATK_ADD2( a , b ) do { wd.damage += (a); if (flag.lh) wd.damage2 += (b); } while(0)
  4448. #ifdef RENEWAL
  4449. #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) )
  4450. #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) )
  4451. #endif
  4452. switch (skill_id) {
  4453. //Calc base damage according to skill
  4454. case PA_SACRIFICE:
  4455. wd.damage = sstatus->max_hp* 9/100;
  4456. wd.damage2 = 0;
  4457. #ifdef RENEWAL
  4458. 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]
  4459. #endif
  4460. break;
  4461. case NJ_ISSEN: // [malufett]
  4462. #ifndef RENEWAL
  4463. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  4464. wd.damage2 = 0;
  4465. #else
  4466. {
  4467. short totaldef = status->get_total_def(target);
  4468. i = 0;
  4469. GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0 );
  4470. if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 )
  4471. wd.div_ = ~( i++ + 2 ) + 1;
  4472. if( wd.damage ){
  4473. wd.damage *= sstatus->hp * skill_lv;
  4474. wd.damage = wd.damage / sstatus->max_hp + sstatus->hp + i * (wd.damage / sstatus->max_hp + sstatus->hp) / 5;
  4475. }
  4476. ATK_ADD(-totaldef);
  4477. if( is_boss(target) )
  4478. ATK_RATE(50);
  4479. }
  4480. break;
  4481. case NJ_SYURIKEN: // [malufett]
  4482. GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0);
  4483. 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));
  4484. #endif
  4485. break;
  4486. #ifndef RENEWAL
  4487. case LK_SPIRALPIERCE:
  4488. case ML_SPIRALPIERCE:
  4489. if (sd) {
  4490. short index = sd->equip_index[EQI_HAND_R];
  4491. if (index >= 0 &&
  4492. sd->inventory_data[index] &&
  4493. sd->inventory_data[index]->type == IT_WEAPON)
  4494. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  4495. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  4496. } else {
  4497. wd.damage = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  4498. }
  4499. i = sstatus->str/10;
  4500. i*=i;
  4501. ATK_ADD(i); //Add str bonus.
  4502. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  4503. case SZ_SMALL: //Small: 125%
  4504. ATK_RATE(125);
  4505. break;
  4506. //case SZ_MEDIUM: //Medium: 100%
  4507. case SZ_BIG: //Large: 75%
  4508. ATK_RATE(75);
  4509. break;
  4510. }
  4511. break;
  4512. case PA_SHIELDCHAIN:
  4513. #endif
  4514. case CR_SHIELDBOOMERANG:
  4515. wd.damage = sstatus->batk;
  4516. if (sd) {
  4517. int damagevalue = 0;
  4518. short index = sd->equip_index[EQI_HAND_L];
  4519. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4520. damagevalue = sd->inventory_data[index]->weight/10;
  4521. ATK_ADD(damagevalue);
  4522. } else
  4523. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  4524. break;
  4525. case HFLI_SBR44: //[orn]
  4526. if (src->type == BL_HOM) {
  4527. const struct homun_data *hd = BL_UCCAST(BL_HOM, src);
  4528. wd.damage = hd->homunculus.intimacy;
  4529. break;
  4530. }
  4531. break;
  4532. default:
  4533. {
  4534. i = (flag.cri
  4535. #ifdef RENEWAL
  4536. || (sc && sc->data[SC_MAXIMIZEPOWER])
  4537. #endif
  4538. ?1:0)|
  4539. (flag.arrow?2:0)|
  4540. #ifndef RENEWAL
  4541. (skill_id == HW_MAGICCRASHER?4:0)|
  4542. (skill_id == MO_EXTREMITYFIST?8:0)|
  4543. #endif
  4544. (!skill_id && sc && sc->data[SC_HLIF_CHANGE]?4:0)|
  4545. (sc && sc->data[SC_WEAPONPERFECT]?8:0);
  4546. if (flag.arrow && sd)
  4547. switch(sd->status.weapon) {
  4548. case W_BOW:
  4549. case W_REVOLVER:
  4550. case W_GATLING:
  4551. case W_SHOTGUN:
  4552. case W_GRENADE:
  4553. break;
  4554. default:
  4555. i |= 16; // for ex. shuriken must not be influenced by DEX
  4556. }
  4557. #ifdef RENEWAL
  4558. GET_NORMAL_ATTACK( i, skill_id);
  4559. wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
  4560. wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag);
  4561. if (flag.lh){
  4562. GET_NORMAL_ATTACK2( i, skill_id );
  4563. wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
  4564. wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag);
  4565. }
  4566. #else
  4567. wd.damage = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  4568. if (flag.lh)
  4569. wd.damage2 = battle->calc_base_damage2(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  4570. #endif
  4571. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  4572. if(wflag>0)
  4573. wd.damage/= wflag;
  4574. else
  4575. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
  4576. }
  4577. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  4578. if(sd) {
  4579. #ifndef RENEWAL
  4580. if (sd->bonus.atk_rate)
  4581. ATK_ADDRATE(sd->bonus.atk_rate);
  4582. #endif
  4583. if(flag.cri && sd->bonus.crit_atk_rate)
  4584. ATK_ADDRATE(sd->bonus.crit_atk_rate);
  4585. if(flag.cri && sc && sc->data[SC_MTF_CRIDAMAGE])
  4586. ATK_ADDRATE(sc->data[SC_MTF_CRIDAMAGE]->val1);// temporary it should be 'bonus.crit_atk_rate'
  4587. #ifndef RENEWAL
  4588. if(sd->status.party_id && (temp=pc->checkskill(sd,TK_POWER)) > 0){
  4589. if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
  4590. ATK_ADDRATE(2*temp*i);
  4591. }
  4592. #endif
  4593. }
  4594. break;
  4595. } //End default case
  4596. } //End switch(skill_id)
  4597. if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4598. switch(skill_id) {
  4599. case RA_WUGDASH:
  4600. case RA_WUGSTRIKE:
  4601. case RA_WUGBITE:
  4602. break;
  4603. default:
  4604. ATK_ADDRATE( 50 * sc->data[SC_UNLIMIT]->val1 );
  4605. }
  4606. }
  4607. if ( sc && !skill_id && sc->data[SC_EXEEDBREAK] ) {
  4608. ATK_ADDRATE(sc->data[SC_EXEEDBREAK]->val1);
  4609. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  4610. }
  4611. switch(skill_id){
  4612. case SR_GATEOFHELL:
  4613. if (wd.dmg_lv != ATK_FLEE)
  4614. ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
  4615. else
  4616. wd.dmg_lv = ATK_DEF;
  4617. break;
  4618. case KO_BAKURETSU:
  4619. {
  4620. #ifdef RENEWAL
  4621. GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
  4622. #endif
  4623. skillratio = skill_lv * (50 + status_get_dex(src) / 4);
  4624. skillratio = (int)(skillratio * (sd ? pc->checkskill(sd, NJ_TOBIDOUGU) : 10) * 40.f / 100.0f * status->get_lv(src) / 120);
  4625. ATK_RATE(skillratio + 10 * (sd ? sd->status.job_level : 0));
  4626. }
  4627. break;
  4628. #ifdef RENEWAL
  4629. case GS_MAGICALBULLET:
  4630. GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
  4631. ATK_ADD(battle->attr_fix(src, target,
  4632. 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));
  4633. break;
  4634. case GS_PIERCINGSHOT:
  4635. GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0);
  4636. if ( wd.damage ) {
  4637. if ( sd && sd->weapontype1 == W_RIFLE )
  4638. ATK_RATE(30 * (skill_lv + 5));
  4639. else
  4640. ATK_RATE(20 * (skill_lv + 5));
  4641. }
  4642. break;
  4643. case MO_EXTREMITYFIST: // [malufett]
  4644. {
  4645. short totaldef = status->get_total_def(target);
  4646. GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | 8, skill_id);
  4647. if ( wd.damage ) {
  4648. ATK_ADD(250 * (skill_lv + 1) + (10 * (status_get_sp(src) + 1) * wd.damage / 100) + (8 * wd.damage));
  4649. ATK_ADD(-totaldef);
  4650. }
  4651. }
  4652. break;
  4653. case PA_SHIELDCHAIN:
  4654. GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
  4655. if ( sd ) {
  4656. short index = sd->equip_index[EQI_HAND_L];
  4657. if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) {
  4658. ATK_ADD(sd->inventory_data[index]->weight / 10 + 4 * sd->status.inventory[index].refine);
  4659. }
  4660. } else
  4661. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  4662. ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
  4663. break;
  4664. case AM_DEMONSTRATION:
  4665. case AM_ACIDTERROR: // [malufett/Hercules]
  4666. {
  4667. int64 matk;
  4668. int totaldef = status->get_total_def(target) + status->get_total_mdef(target);
  4669. matk = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, status->get_matk(src, 2), 0, wd.flag);
  4670. matk = battle->attr_fix(src, target, matk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4671. matk = matk * battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag) / 100;
  4672. GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0);
  4673. ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
  4674. ATK_ADD(matk);
  4675. ATK_ADD(-totaldef);
  4676. if ( skill_id == AM_ACIDTERROR && is_boss(target) )
  4677. ATK_RATE(50);
  4678. if ( skill_id == AM_DEMONSTRATION )
  4679. wd.damage = max(wd.damage, 1);
  4680. }
  4681. break;
  4682. case GN_CARTCANNON:
  4683. GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id);
  4684. ATK_ADD(sd ? sd->bonus.arrow_atk : 0);
  4685. wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
  4686. ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
  4687. if ( sd && s_ele != sd->bonus.arrow_ele )
  4688. s_ele = sd->bonus.arrow_ele;
  4689. break;
  4690. case NJ_TATAMIGAESHI:
  4691. ATK_RATE(200);
  4692. /* Fall through */
  4693. case LK_SPIRALPIERCE:
  4694. case ML_SPIRALPIERCE: // [malufett]
  4695. if( skill_id != NJ_TATAMIGAESHI ){
  4696. short index = sd?sd->equip_index[EQI_HAND_R]:0;
  4697. GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0);
  4698. wd.damage = wd.damage * 70 / 100;
  4699. //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?)
  4700. if (sd && index >= 0 &&
  4701. sd->inventory_data[index] &&
  4702. sd->inventory_data[index]->type == IT_WEAPON)
  4703. ATK_ADD(sd->inventory_data[index]->weight * 7 / 100);
  4704. switch (tstatus->size) {
  4705. case SZ_SMALL: //Small: 115%
  4706. ATK_RATE(115);
  4707. break;
  4708. case SZ_BIG: //Large: 85%
  4709. ATK_RATE(85);
  4710. }
  4711. wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
  4712. wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag);
  4713. }
  4714. /* Fall through */
  4715. #endif
  4716. default:
  4717. ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
  4718. }
  4719. //Constant/misc additions from skills
  4720. switch (skill_id) {
  4721. #ifdef RENEWAL
  4722. case HW_MAGICCRASHER:
  4723. ATK_ADD(battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage / 5);
  4724. break;
  4725. #else
  4726. case MO_EXTREMITYFIST:
  4727. ATK_ADD(250 + 150*skill_lv);
  4728. break;
  4729. #endif
  4730. case TK_DOWNKICK:
  4731. case TK_STORMKICK:
  4732. case TK_TURNKICK:
  4733. case TK_COUNTER:
  4734. case TK_JUMPKICK:
  4735. //TK_RUN kick damage bonus.
  4736. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4737. ATK_ADD(10*pc->checkskill(sd, TK_RUN));
  4738. break;
  4739. #ifndef RENEWAL
  4740. case GS_MAGICALBULLET:
  4741. ATK_ADD( status->get_matk(src, 2) );
  4742. break;
  4743. case NJ_SYURIKEN:
  4744. ATK_ADD(4*skill_lv);
  4745. #endif
  4746. break;
  4747. case GC_COUNTERSLASH:
  4748. ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
  4749. break;
  4750. case RA_WUGDASH:
  4751. if( sc && sc->data[SC_DANCE_WITH_WUG] )
  4752. ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
  4753. break;
  4754. case SR_TIGERCANNON:
  4755. ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 );
  4756. if( sc && sc->data[SC_COMBOATTACK]
  4757. && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
  4758. ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 );
  4759. break;
  4760. case RA_WUGSTRIKE:
  4761. case RA_WUGBITE:
  4762. if(sd)
  4763. ATK_ADD(30*pc->checkskill(sd, RA_TOOTHOFWUG));
  4764. if( sc && sc->data[SC_DANCE_WITH_WUG] )
  4765. ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
  4766. break;
  4767. case LG_SHIELDPRESS:
  4768. if( sd ) {
  4769. int damagevalue = 0;
  4770. short index = sd->equip_index[EQI_HAND_L];
  4771. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4772. damagevalue = sstatus->vit * sd->status.inventory[index].refine;
  4773. ATK_ADD(damagevalue);
  4774. }
  4775. break;
  4776. case SR_GATEOFHELL:
  4777. ATK_ADD(sstatus->max_hp - status_get_hp(src));
  4778. if ( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) {
  4779. ATK_ADD((sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src));
  4780. } else {
  4781. ATK_ADD((sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src));
  4782. }
  4783. break;
  4784. case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4785. ATK_ADD( ((tstatus->size+1)*2 + (int64)skill_lv - 1) * sstatus->str);
  4786. if( tsd && tsd->weight ){
  4787. ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
  4788. }else{
  4789. ATK_ADD( status->get_lv(target) * 50 ); //mobs
  4790. }
  4791. break;
  4792. case KO_SETSUDAN:
  4793. if( tsc && tsc->data[SC_SOULLINK] ){
  4794. ATK_ADDRATE(200*tsc->data[SC_SOULLINK]->val1);
  4795. status_change_end(target,SC_SOULLINK,INVALID_TIMER);
  4796. }
  4797. break;
  4798. case KO_MAKIBISHI:
  4799. wd.damage = 20 * skill_lv;
  4800. break;
  4801. }
  4802. #ifndef RENEWAL
  4803. //Div fix.
  4804. damage_div_fix(wd.damage, wd.div_);
  4805. #endif
  4806. //The following are applied on top of current damage and are stackable.
  4807. if ( sc ) {
  4808. #ifndef RENEWAL
  4809. if( sc->data[SC_TRUESIGHT] )
  4810. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  4811. #endif
  4812. #ifndef RENEWAL_EDP
  4813. if( sc->data[SC_EDP] ){
  4814. switch(skill_id){
  4815. case AS_SPLASHER: // Needs more info
  4816. case ASC_BREAKER:
  4817. case ASC_METEORASSAULT: break;
  4818. default:
  4819. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  4820. }
  4821. }
  4822. #endif
  4823. if(sc->data[SC_STYLE_CHANGE]){
  4824. struct homun_data *hd = BL_CAST(BL_HOM, src);
  4825. if (hd != NULL)
  4826. ATK_ADD(hd->homunculus.spiritball * 3);
  4827. }
  4828. }
  4829. switch (skill_id) {
  4830. case AS_SONICBLOW:
  4831. if (sc && sc->data[SC_SOULLINK] &&
  4832. sc->data[SC_SOULLINK]->val2 == SL_ASSASIN)
  4833. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  4834. if(sd && pc->checkskill(sd,AS_SONICACCEL)>0)
  4835. ATK_ADDRATE(10);
  4836. break;
  4837. case CR_SHIELDBOOMERANG:
  4838. if(sc && sc->data[SC_SOULLINK] &&
  4839. sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
  4840. ATK_ADDRATE(100);
  4841. break;
  4842. }
  4843. if( skill_id ){
  4844. uint16 rskill;/* redirect skill id */
  4845. switch(skill_id){
  4846. case AB_DUPLELIGHT_MELEE:
  4847. rskill = AB_DUPLELIGHT;
  4848. break;
  4849. case LG_OVERBRAND_BRANDISH:
  4850. case LG_OVERBRAND_PLUSATK:
  4851. rskill = LG_OVERBRAND;
  4852. break;
  4853. case WM_SEVERE_RAINSTORM_MELEE:
  4854. rskill = WM_SEVERE_RAINSTORM;
  4855. break;
  4856. case WM_REVERBERATION_MELEE:
  4857. rskill = WM_REVERBERATION;
  4858. break;
  4859. case GN_CRAZYWEED_ATK:
  4860. rskill = GN_CRAZYWEED;
  4861. break;
  4862. case GN_SLINGITEM_RANGEMELEEATK:
  4863. rskill = GN_SLINGITEM;
  4864. break;
  4865. case RL_R_TRIP_PLUSATK:
  4866. rskill = RL_R_TRIP;
  4867. break;
  4868. case RL_B_FLICKER_ATK:
  4869. rskill = RL_FLICKER;
  4870. break;
  4871. case RL_GLITTERING_GREED_ATK:
  4872. rskill = RL_GLITTERING_GREED;
  4873. break;
  4874. default:
  4875. rskill = skill_id;
  4876. }
  4877. if( (i = battle->adjust_skill_damage(src->m,rskill)) )
  4878. ATK_RATE(i);
  4879. }
  4880. if( sd ) {
  4881. if (skill_id && (i = pc->skillatk_bonus(sd, skill_id)))
  4882. ATK_ADDRATE(i);
  4883. #ifdef RENEWAL
  4884. if( wd.flag&BF_LONG )
  4885. ATK_ADDRATE(sd->bonus.long_attack_atk_rate);
  4886. if( sc && sc->data[SC_MTF_RANGEATK] )
  4887. ATK_ADDRATE(sc->data[SC_MTF_RANGEATK]->val1);// temporary it should be 'bonus.long_attack_atk_rate'
  4888. #endif
  4889. if( (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
  4890. (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
  4891. ATK_ADDRATE(-i);
  4892. if (skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri) {
  4893. //Elemental/Racial adjustments
  4894. if (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele)
  4895. || sd->right_weapon.def_ratio_atk_race & map->race_id2mask(tstatus->race)
  4896. || sd->right_weapon.def_ratio_atk_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
  4897. )
  4898. flag.pdef = 1;
  4899. if (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele)
  4900. || sd->left_weapon.def_ratio_atk_race & map->race_id2mask(tstatus->race)
  4901. || sd->left_weapon.def_ratio_atk_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
  4902. ) {
  4903. //Pass effect onto right hand if configured so. [Skotlex]
  4904. if (battle_config.left_cardfix_to_right && flag.rh)
  4905. flag.pdef = 1;
  4906. else
  4907. flag.pdef2 = 1;
  4908. }
  4909. }
  4910. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) {
  4911. //Ignore Defense?
  4912. if (!flag.idef && (
  4913. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  4914. sd->right_weapon.ignore_def_race & map->race_id2mask(tstatus->race) ||
  4915. sd->right_weapon.ignore_def_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
  4916. ))
  4917. flag.idef = 1;
  4918. if (!flag.idef2 && (
  4919. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  4920. sd->left_weapon.ignore_def_race & map->race_id2mask(tstatus->race) ||
  4921. sd->left_weapon.ignore_def_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS)
  4922. )) {
  4923. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  4924. flag.idef = 1;
  4925. else
  4926. flag.idef2 = 1;
  4927. }
  4928. }
  4929. }
  4930. if((!flag.idef || !flag.idef2)
  4931. #ifdef RENEWAL
  4932. && (!flag.distinct || flag.tdef)
  4933. #endif
  4934. ) { //Defense reduction
  4935. wd.damage = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage,
  4936. (flag.idef?1:0)|(flag.pdef?2:0)
  4937. #ifdef RENEWAL
  4938. |(flag.tdef?4:0)
  4939. #endif
  4940. , flag.pdef);
  4941. if( wd.damage2 )
  4942. wd.damage2 = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage2,
  4943. (flag.idef2?1:0)|(flag.pdef2?2:0)
  4944. #ifdef RENEWAL
  4945. |(flag.tdef?4:0)
  4946. #endif
  4947. , flag.pdef2);
  4948. }
  4949. #ifdef RENEWAL
  4950. if ( flag.distinct ) {
  4951. wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag);
  4952. if ( flag.lh ) {
  4953. wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag);
  4954. }
  4955. }
  4956. //Div fix.
  4957. damage_div_fix(wd.damage, wd.div_);
  4958. if ( skill_id > 0 && (skill->get_ele(skill_id, skill_lv) == ELE_NEUTRAL || flag.distinct) ) { // re-evaluate forced neutral skills
  4959. wd.damage = battle->attr_fix(src, target, wd.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  4960. if ( flag.lh )
  4961. wd.damage2 = battle->attr_fix(src, target, wd.damage2, s_ele_, tstatus->def_ele, tstatus->ele_lv);
  4962. }
  4963. #endif
  4964. #if 0 // Can't find any source about this one even in eagis
  4965. if (skill_id == NPC_EARTHQUAKE) {
  4966. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  4967. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  4968. if ( wflag>0 )
  4969. ATK_ADD((sstatus->rhw.atk2*skillratio / 100) / wflag);
  4970. else
  4971. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
  4972. }
  4973. #endif
  4974. //Post skill/vit reduction damage increases
  4975. if (sc) {
  4976. //SC skill damages
  4977. if(sc->data[SC_AURABLADE]
  4978. #ifndef RENEWAL
  4979. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4980. #endif
  4981. ){
  4982. int lv = sc->data[SC_AURABLADE]->val1;
  4983. #ifdef RENEWAL
  4984. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4985. #endif
  4986. ATK_ADD(20*lv);
  4987. }
  4988. if( !skill_id ) {
  4989. if( sc->data[SC_ENCHANTBLADE] ) {
  4990. //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
  4991. i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src);
  4992. i = i - status->get_total_mdef(target) + status->get_matk(src, 2);
  4993. if( i )
  4994. ATK_ADD(i);
  4995. }
  4996. if( sc->data[SC_GIANTGROWTH] && rnd()%100 < 15 )
  4997. ATK_ADDRATE(200); // Triple Damage
  4998. }
  4999. }
  5000. #ifndef RENEWAL
  5001. //Refine bonus
  5002. if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
  5003. { // Counts refine bonus multiple times
  5004. if( skill_id == MO_FINGEROFFENSIVE )
  5005. {
  5006. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  5007. } else {
  5008. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  5009. }
  5010. }
  5011. //Set to min of 1
  5012. if (flag.rh && wd.damage < 1) wd.damage = 1;
  5013. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  5014. #else
  5015. if (flag.rh && wd.damage < 1) wd.damage = 0;
  5016. if (flag.lh && wd.damage2 < 1) wd.damage2 = 0;
  5017. #endif
  5018. #ifndef RENEWAL
  5019. wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
  5020. if( flag.lh )
  5021. wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
  5022. #else
  5023. if( sd && flag.cri )
  5024. ATK_ADDRATE(40);
  5025. #endif
  5026. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  5027. else if(wd.div_ < 0) //Since the attack missed...
  5028. wd.div_ *= -1;
  5029. #ifndef RENEWAL
  5030. if(sd && (temp=pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  5031. ATK_ADD(temp*2);
  5032. #endif
  5033. #ifndef RENEWAL
  5034. wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, flag.arrow);
  5035. if( flag.lh )
  5036. wd.damage2 = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage2, nk, n_ele, s_ele, s_ele_, true, flag.arrow);
  5037. #endif
  5038. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5039. return wd; //Enough, rest is not needed.
  5040. #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
  5041. if (skill_id) {
  5042. for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
  5043. if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
  5044. if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
  5045. const struct mob_data *md = BL_UCCAST(BL_MOB, target);
  5046. if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
  5047. continue;
  5048. if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
  5049. continue;
  5050. }
  5051. if( wd.damage > map->list[target->m].zone->capped_skills[i]->cap )
  5052. wd.damage = map->list[target->m].zone->capped_skills[i]->cap;
  5053. if( wd.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
  5054. wd.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
  5055. break;
  5056. }
  5057. }
  5058. }
  5059. #endif
  5060. #ifndef RENEWAL // Offensive damage increment in renewal is done somewhere else
  5061. if (sd) {
  5062. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5063. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  5064. if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5065. ATK_ADD(wd.div_*sd->spiritball_old*3);
  5066. } else {
  5067. ATK_ADD(wd.div_*sd->spiritball*3);
  5068. }
  5069. //Card Fix, sd side
  5070. wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
  5071. if( flag.lh )
  5072. wd.damage2 = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
  5073. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
  5074. { //Refine bonus applies after cards and elements.
  5075. short index= sd->equip_index[EQI_HAND_L];
  5076. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5077. ATK_ADD(10*sd->status.inventory[index].refine);
  5078. }
  5079. }
  5080. //Card Fix, tsd side
  5081. if ( tsd ) { //if player on player then it was already measured above
  5082. wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, (flag.lh ? 1 : 0), wd.flag);
  5083. }
  5084. #endif
  5085. if( flag.infdef ) { //Plants receive 1 damage when hit
  5086. short class_ = status->get_class(target);
  5087. if( flag.hit || wd.damage > 0 )
  5088. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  5089. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  5090. wd.damage2 = wd.div_;
  5091. if (flag.hit && class_ == MOBID_EMPELIUM) {
  5092. if(wd.damage2 > 0) {
  5093. wd.damage2 = battle->attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  5094. wd.damage2 = battle->calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
  5095. }
  5096. else if(wd.damage > 0) {
  5097. wd.damage = battle->attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  5098. wd.damage = battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  5099. }
  5100. return wd;
  5101. }
  5102. if( !(battle_config.skill_min_damage&1) )
  5103. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  5104. return wd;
  5105. }
  5106. if (sd) {
  5107. if (!flag.rh && flag.lh) {
  5108. //Move lh damage to the rh
  5109. wd.damage = wd.damage2;
  5110. wd.damage2 = 0;
  5111. flag.rh=1;
  5112. flag.lh=0;
  5113. } else if(flag.rh && flag.lh) {
  5114. //Dual-wield
  5115. if (wd.damage) {
  5116. temp = pc->checkskill(sd,AS_RIGHT) * 10;
  5117. if( (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO )
  5118. temp = pc->checkskill(sd,KO_RIGHT) * 10 + 20;
  5119. ATK_RATER( 50 + temp );
  5120. }
  5121. if (wd.damage2) {
  5122. temp = pc->checkskill(sd,AS_LEFT) * 10;
  5123. if( (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO )
  5124. temp = pc->checkskill(sd,KO_LEFT) * 10 + 20;
  5125. ATK_RATEL( 30 + temp );
  5126. }
  5127. #ifdef RENEWAL
  5128. if(wd.damage < 0) wd.damage = 0;
  5129. if(wd.damage2 < 0) wd.damage2 = 0;
  5130. #else
  5131. if(wd.damage < 1) wd.damage = 1;
  5132. if(wd.damage2 < 1) wd.damage2 = 1;
  5133. #endif
  5134. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  5135. temp = pc->checkskill(sd,TF_DOUBLE);
  5136. wd.damage2 = wd.damage * (1 + (temp * 2))/100;
  5137. if(wd.damage && !wd.damage2) {
  5138. #ifdef RENEWAL
  5139. wd.damage2 = 0;
  5140. #else
  5141. wd.damage2 = 1;
  5142. #endif
  5143. }
  5144. flag.lh = 1;
  5145. }
  5146. }
  5147. if(!flag.rh && wd.damage)
  5148. wd.damage=0;
  5149. if(!flag.lh && wd.damage2)
  5150. wd.damage2=0;
  5151. if( sc && sc->data[SC_GLOOMYDAY] ) {
  5152. switch( skill_id ) {
  5153. case KN_BRANDISHSPEAR:
  5154. case LK_SPIRALPIERCE:
  5155. case CR_SHIELDCHARGE:
  5156. case CR_SHIELDBOOMERANG:
  5157. case PA_SHIELDCHAIN:
  5158. case RK_HUNDREDSPEAR:
  5159. case LG_SHIELDPRESS:
  5160. wd.damage += wd.damage * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5161. }
  5162. }
  5163. if( sc ) {
  5164. //SG_FUSION hp penalty [Komurka]
  5165. if (sc->data[SC_FUSION]) {
  5166. int hp= sstatus->max_hp;
  5167. if (sd && tsd) {
  5168. hp = 8*hp/100;
  5169. if ((sstatus->hp * 100) <= (sstatus->max_hp * 20))
  5170. hp = sstatus->hp;
  5171. } else
  5172. hp = 2*hp/100; //2% hp loss per hit
  5173. status_zap(src, hp, 0);
  5174. }
  5175. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  5176. }
  5177. switch(skill_id){
  5178. case LG_RAYOFGENESIS:
  5179. {
  5180. struct Damage md = battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag);
  5181. wd.damage += md.damage;
  5182. break;
  5183. }
  5184. }
  5185. if( wd.damage + wd.damage2 ) { //There is a total damage value
  5186. int64 damage = wd.damage + wd.damage2;
  5187. if (!wd.damage2) {
  5188. #ifdef RENEWAL
  5189. if (skill_id != ASC_BREAKER)
  5190. #endif
  5191. wd.damage = battle->calc_damage(src, target, &wd, wd.damage, skill_id, skill_lv);
  5192. if( map_flag_gvg2(target->m) )
  5193. wd.damage=battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  5194. else if( map->list[target->m].flag.battleground )
  5195. wd.damage=battle->calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  5196. }
  5197. else if (!wd.damage) {
  5198. #ifdef RENEWAL
  5199. if (skill_id != ASC_BREAKER)
  5200. #endif
  5201. wd.damage2 = battle->calc_damage(src, target, &wd, wd.damage2, skill_id, skill_lv);
  5202. if (map_flag_gvg2(target->m))
  5203. wd.damage2 = battle->calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
  5204. else if (map->list[target->m].flag.battleground)
  5205. wd.damage = battle->calc_bg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
  5206. } else {
  5207. #ifdef RENEWAL
  5208. if( skill_id != ASC_BREAKER ){
  5209. wd.damage = battle->calc_damage(src, target, &wd, wd.damage, skill_id, skill_lv);
  5210. wd.damage2 = battle->calc_damage(src, target, &wd, wd.damage2, skill_id, skill_lv);
  5211. }
  5212. #else
  5213. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  5214. wd.damage = battle->calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  5215. #endif
  5216. if( map_flag_gvg2(target->m) )
  5217. wd.damage = battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  5218. else if( map->list[target->m].flag.battleground )
  5219. wd.damage = battle->calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
  5220. #ifndef RENEWAL
  5221. wd.damage2 = d2*100/d1 * wd.damage/100;
  5222. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  5223. wd.damage-=wd.damage2;
  5224. #endif
  5225. }
  5226. if( src != target ) { // Don't reflect your own damage (Grand Cross)
  5227. if( wd.dmg_lv == ATK_MISS || wd.dmg_lv == ATK_BLOCK ) {
  5228. int64 prev1 = wd.damage, prev2 = wd.damage2;
  5229. wd.damage = damage;
  5230. wd.damage2 = 0;
  5231. battle->reflect_damage(target, src, &wd, skill_id);
  5232. wd.damage = prev1;
  5233. wd.damage2 = prev2;
  5234. } else
  5235. battle->reflect_damage(target, src, &wd, skill_id);
  5236. }
  5237. }
  5238. //Reject Sword bugreport:4493 by Daegaladh
  5239. if (wd.damage != 0 && tsc != NULL && tsc->data[SC_SWORDREJECT] != NULL
  5240. && (sd == NULL || sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD || sd->status.weapon == W_2HSWORD)
  5241. && rnd()%100 < tsc->data[SC_SWORDREJECT]->val2
  5242. ) {
  5243. ATK_RATER(50);
  5244. status_fix_damage(target,src,wd.damage,clif->damage(target,src,0,0,wd.damage,0,BDT_NORMAL,0));
  5245. clif->skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_SWORDREJECT]->val1,1);
  5246. if( --(tsc->data[SC_SWORDREJECT]->val3) <= 0 )
  5247. status_change_end(target, SC_SWORDREJECT, INVALID_TIMER);
  5248. }
  5249. #ifndef RENEWAL
  5250. if(skill_id == ASC_BREAKER) {
  5251. //Breaker's int-based damage (a misc attack?)
  5252. struct Damage md = battle->calc_misc_attack(src, target, skill_id, skill_lv, wflag);
  5253. wd.damage += md.damage;
  5254. }
  5255. #endif
  5256. return wd;
  5257. }
  5258. /*==========================================
  5259. * Battle main entry, from skill->attack
  5260. *------------------------------------------*/
  5261. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
  5262. {
  5263. struct Damage d;
  5264. struct map_session_data *sd=BL_CAST(BL_PC,bl);
  5265. switch(attack_type) {
  5266. case BF_WEAPON: d = battle->calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
  5267. case BF_MAGIC: d = battle->calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
  5268. case BF_MISC: d = battle->calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
  5269. default:
  5270. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  5271. memset(&d,0,sizeof(d));
  5272. break;
  5273. }
  5274. nullpo_retr(d, target);
  5275. #ifdef HMAP_ZONE_DAMAGE_CAP_TYPE
  5276. if( target && skill_id ) {
  5277. int i;
  5278. for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
  5279. if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
  5280. if (target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE) {
  5281. const struct mob_data *md = BL_UCCAST(BL_MOB, target);
  5282. if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS))
  5283. continue;
  5284. if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE))
  5285. continue;
  5286. }
  5287. if( d.damage > map->list[target->m].zone->capped_skills[i]->cap )
  5288. d.damage = map->list[target->m].zone->capped_skills[i]->cap;
  5289. if( d.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
  5290. d.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
  5291. break;
  5292. }
  5293. }
  5294. }
  5295. #endif
  5296. if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed
  5297. //Weapon attacks should go through to cause additional effects.
  5298. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  5299. d.dmg_lv = ATK_MISS;
  5300. d.dmotion = 0;
  5301. } else // Some skills like Weaponry Research will cause damage even if attack is dodged
  5302. d.dmg_lv = ATK_DEF;
  5303. if (sd && d.damage + d.damage2 > 1) {
  5304. // HPVanishRate
  5305. if (sd->bonus.hp_vanish_rate && sd->bonus.hp_vanish_trigger && rnd() % 1000 < sd->bonus.hp_vanish_rate &&
  5306. ((d.flag&sd->bonus.hp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.hp_vanish_trigger&BF_RANGEMASK)
  5307. || (d.flag&sd->bonus.hp_vanish_trigger&BF_SKILLMASK)))
  5308. status_percent_damage(&sd->bl, target, -sd->bonus.hp_vanish_per, 0, false);
  5309. // SPVanishRate
  5310. if (sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd() % 1000 < sd->bonus.sp_vanish_rate &&
  5311. ((d.flag&sd->bonus.sp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.sp_vanish_trigger&BF_RANGEMASK)
  5312. || (d.flag&sd->bonus.sp_vanish_trigger&BF_SKILLMASK)))
  5313. status_percent_damage(&sd->bl, target, 0, -sd->bonus.sp_vanish_per, false);
  5314. }
  5315. return d;
  5316. }
  5317. //Performs reflect damage (magic (maya) is performed over skill.c).
  5318. void battle_reflect_damage(struct block_list *target, struct block_list *src, struct Damage *wd,uint16 skill_id) {
  5319. int64 damage, rdamage = 0, trdamage = 0;
  5320. struct map_session_data *sd, *tsd;
  5321. struct status_change *sc;
  5322. int64 tick = timer->gettick();
  5323. int delay = 50, rdelay = 0;
  5324. #ifdef RENEWAL
  5325. int max_reflect_damage;
  5326. max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100);
  5327. #endif
  5328. damage = wd->damage + wd->damage2;
  5329. nullpo_retv(wd);
  5330. sd = BL_CAST(BL_PC, src);
  5331. tsd = BL_CAST(BL_PC, target);
  5332. sc = status->get_sc(target);
  5333. #ifdef RENEWAL
  5334. #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) )
  5335. #else
  5336. #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) )
  5337. #endif
  5338. if( sc && !sc->count )
  5339. sc = NULL;
  5340. if( sc ) {
  5341. if (wd->flag & BF_SHORT && !(skill->get_inf(skill_id) & (INF_GROUND_SKILL | INF_SELF_SKILL))) {
  5342. if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
  5343. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5344. int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125;
  5345. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5346. rdamage = ratio + (damage)* (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  5347. skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
  5348. clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage,
  5349. 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, BDT_SKILL); // This is how official does
  5350. clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, BDT_NORMAL);
  5351. status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
  5352. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  5353. /* shouldn't this trigger skill->additional_effect? */
  5354. return; // Just put here to minimize redundancy
  5355. }
  5356. }
  5357. if( wd->flag & BF_SHORT ) {
  5358. if( !is_boss(src) ) {
  5359. if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION ) {
  5360. uint8 dir = map->calc_dir(target,src->x,src->y),
  5361. t_dir = unit->getdir(target);
  5362. if( !map->check_dir(dir,t_dir) ) {
  5363. int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  5364. trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended.
  5365. 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);
  5366. skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0);
  5367. if( tsd ) /* is this right? rdamage as both left and right? */
  5368. battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
  5369. battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  5370. delay += 100;/* gradual increase so the numbers don't clip in the client */
  5371. }
  5372. wd->damage = wd->damage + wd->damage2;
  5373. wd->damage2 = 0;
  5374. status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
  5375. }
  5376. }
  5377. }
  5378. if( sc->data[SC_KYOMU] ){
  5379. // Nullify reflecting ability of the conditions onwards
  5380. return;
  5381. }
  5382. }
  5383. if( wd->flag & BF_SHORT ) {
  5384. if ( tsd && tsd->bonus.short_weapon_damage_return ) {
  5385. NORMALIZE_RDAMAGE(damage * tsd->bonus.short_weapon_damage_return / 100);
  5386. rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
  5387. /* is this right? rdamage as both left and right? */
  5388. battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
  5389. battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  5390. delay += 100;/* gradual increase so the numbers don't clip in the client */
  5391. }
  5392. if( wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */
  5393. struct status_change *ssc;
  5394. if( sc ) {
  5395. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  5396. struct block_list *d_bl = NULL;
  5397. if (sce_d && sce_d->val1)
  5398. d_bl = map->id2bl(sce_d->val1);
  5399. if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO
  5400. && !(d_bl && !(wd->flag&BF_SKILL)) // It should not be a basic attack if the target is under devotion
  5401. && !(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
  5402. ) {
  5403. NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
  5404. #ifndef RENEWAL
  5405. rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
  5406. #else
  5407. rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, BDT_ENDURE);
  5408. #endif
  5409. /* is this right? rdamage as both left and right? */
  5410. if( tsd )
  5411. battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
  5412. battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  5413. delay += 100;/* gradual increase so the numbers don't clip in the client */
  5414. }
  5415. if( sc->data[SC_LG_REFLECTDAMAGE] && rnd()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
  5416. bool change = false;
  5417. NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
  5418. trdamage -= rdamage;/* wont count towards total */
  5419. if( sd && !sd->state.autocast ) {
  5420. change = true;
  5421. sd->state.autocast = 1;
  5422. }
  5423. map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target));
  5424. if( change )
  5425. sd->state.autocast = 0;
  5426. delay += 150;/* gradual increase so the numbers don't clip in the client */
  5427. if( (--sc->data[SC_LG_REFLECTDAMAGE]->val3) <= 0 )
  5428. status_change_end(target, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
  5429. }
  5430. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){
  5431. NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
  5432. rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
  5433. /* is this right? rdamage as both left and right? */
  5434. if( tsd )
  5435. battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
  5436. battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  5437. delay += 100;/* gradual increase so the numbers don't clip in the client */
  5438. }
  5439. if (sc->data[SC_MVPCARD_ORCLORD]) {
  5440. NORMALIZE_RDAMAGE(damage * sc->data[SC_MVPCARD_ORCLORD]->val1 / 100);
  5441. rdelay = clif->delay_damage(tick + delay, src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
  5442. if (tsd)
  5443. battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
  5444. battle->delay_damage(tick, wd->amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
  5445. delay += 100;
  5446. }
  5447. }
  5448. if( ( ssc = status->get_sc(src) ) ) {
  5449. if( ssc->data[SC_INSPIRATION] ) {
  5450. NORMALIZE_RDAMAGE(damage / 100);
  5451. rdelay = clif->delay_damage(tick+delay,target, target, status_get_amotion(target), status_get_dmotion(target), rdamage, 1, BDT_ENDURE);
  5452. /* is this right? rdamage as both left and right? */
  5453. if( sd )
  5454. battle->drain(sd, target, rdamage, rdamage, status_get_race(target), 0);
  5455. battle->delay_damage(tick, wd->amotion,src,target,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  5456. delay += 100;/* gradual increase so the numbers don't clip in the client */
  5457. }
  5458. }
  5459. }
  5460. } else {/* long */
  5461. if ( tsd && tsd->bonus.long_weapon_damage_return ) {
  5462. NORMALIZE_RDAMAGE(damage * tsd->bonus.long_weapon_damage_return / 100);
  5463. rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE);
  5464. /* is this right? rdamage as both left and right? */
  5465. battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
  5466. battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
  5467. delay += 100;/* gradual increase so the numbers don't clip in the client */
  5468. }
  5469. }
  5470. // Tell analyzers/compilers that we want to += it even the value is currently unused (it'd be used if we added new checks)
  5471. (void)delay;
  5472. /* something caused reflect */
  5473. if( trdamage ) {
  5474. skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  5475. }
  5476. return;
  5477. #undef NORMALIZE_RDAMAGE
  5478. }
  5479. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss)
  5480. {
  5481. struct weapon_data *wd;
  5482. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i;
  5483. int64 *damage;
  5484. nullpo_retv(sd);
  5485. for (i = 0; i < 4; i++) {
  5486. //First two iterations: Right hand
  5487. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  5488. else { wd = &sd->left_weapon; damage = &ldamage; }
  5489. if (*damage <= 0) continue;
  5490. //First and Third iterations: race, other two boss/nonboss state
  5491. if (i == 0 || i == 2)
  5492. type = race;
  5493. else
  5494. type = boss ? RC_BOSS : RC_NONBOSS;
  5495. hp = wd->hp_drain[type].value;
  5496. if (wd->hp_drain[type].rate)
  5497. hp += battle->calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  5498. sp = wd->sp_drain[type].value;
  5499. if (wd->sp_drain[type].rate)
  5500. sp += battle->calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  5501. // HPVanishRate
  5502. if (sd->bonus.hp_vanish_rate && rnd() % 1000 < sd->bonus.hp_vanish_rate && !sd->bonus.hp_vanish_trigger)
  5503. status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false);
  5504. // SPVanishRate
  5505. if (sd->bonus.sp_vanish_rate && rnd() % 1000 < sd->bonus.sp_vanish_rate && !sd->bonus.sp_vanish_trigger)
  5506. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
  5507. if (hp) {
  5508. if (wd->hp_drain[type].type)
  5509. rhp += hp;
  5510. thp += hp;
  5511. }
  5512. if (sp) {
  5513. if (wd->sp_drain[type].type)
  5514. rsp += sp;
  5515. tsp += sp;
  5516. }
  5517. }
  5518. if (sd->sp_gain_race_attack[race])
  5519. tsp += sd->sp_gain_race_attack[race];
  5520. if (sd->hp_gain_race_attack[race])
  5521. thp += sd->hp_gain_race_attack[race];
  5522. if (!thp && !tsp) return;
  5523. status->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain ? 3 : 1);
  5524. if (rhp || rsp)
  5525. status_zap(tbl, rhp, rsp);
  5526. }
  5527. // Deals the same damage to targets in area. [pakpil]
  5528. int battle_damage_area(struct block_list *bl, va_list ap) {
  5529. int64 tick;
  5530. int amotion, dmotion, damage;
  5531. struct block_list *src;
  5532. nullpo_ret(bl);
  5533. tick = va_arg(ap, int64);
  5534. src=va_arg(ap,struct block_list *);
  5535. amotion=va_arg(ap,int);
  5536. dmotion=va_arg(ap,int);
  5537. damage=va_arg(ap,int);
  5538. if (bl->type == BL_MOB && BL_UCCAST(BL_MOB, bl)->class_ == MOBID_EMPELIUM)
  5539. return 0;
  5540. if( bl != src && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
  5541. struct map_session_data *sd = NULL;
  5542. nullpo_ret(src);
  5543. map->freeblock_lock();
  5544. sd = BL_CAST(BL_PC, src);
  5545. if (src->type == BL_PC)
  5546. battle->drain(sd, bl, damage, damage, status_get_race(bl), is_boss(bl));
  5547. if( amotion )
  5548. battle->delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
  5549. else
  5550. status_fix_damage(src,bl,damage,0);
  5551. clif->damage(bl,bl,amotion,dmotion,damage,1,BDT_ENDURE,0);
  5552. if (src->type != BL_PC || !sd->state.autocast)
  5553. skill->additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  5554. map->freeblock_unlock();
  5555. }
  5556. return 0;
  5557. }
  5558. /*==========================================
  5559. * Do a basic physical attack (call trough unit_attack_timer)
  5560. *------------------------------------------*/
  5561. // FIXME: flag is undocumented
  5562. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, int64 tick, int flag) {
  5563. struct map_session_data *sd = NULL, *tsd = NULL;
  5564. struct status_data *sstatus, *tstatus;
  5565. struct status_change *sc, *tsc;
  5566. int64 damage;
  5567. int skillv;
  5568. struct Damage wd;
  5569. nullpo_retr(ATK_NONE, src);
  5570. nullpo_retr(ATK_NONE, target);
  5571. if (src->prev == NULL || target->prev == NULL)
  5572. return ATK_NONE;
  5573. sd = BL_CAST(BL_PC, src);
  5574. tsd = BL_CAST(BL_PC, target);
  5575. sstatus = status->get_status_data(src);
  5576. tstatus = status->get_status_data(target);
  5577. sc = status->get_sc(src);
  5578. tsc = status->get_sc(target);
  5579. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  5580. sc = NULL;
  5581. if (tsc && !tsc->count)
  5582. tsc = NULL;
  5583. if (sd)
  5584. {
  5585. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  5586. if (sd->state.arrow_atk)
  5587. {
  5588. int index = sd->equip_index[EQI_AMMO];
  5589. if (index<0) {
  5590. if ( sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA )
  5591. clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
  5592. else
  5593. clif->arrow_fail(sd, 0);
  5594. return ATK_NONE;
  5595. }
  5596. //Ammo check by Ishizu-chan
  5597. if (sd->inventory_data[index])
  5598. switch (sd->status.weapon) {
  5599. case W_BOW:
  5600. if (sd->inventory_data[index]->look != A_ARROW) {
  5601. clif->arrow_fail(sd,0);
  5602. return ATK_NONE;
  5603. }
  5604. break;
  5605. case W_REVOLVER:
  5606. case W_RIFLE:
  5607. case W_GATLING:
  5608. case W_SHOTGUN:
  5609. if (sd->inventory_data[index]->look != A_BULLET) {
  5610. clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
  5611. return ATK_NONE;
  5612. }
  5613. break;
  5614. case W_GRENADE:
  5615. if (sd->inventory_data[index]->look != A_GRENADE) {
  5616. clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
  5617. return ATK_NONE;
  5618. }
  5619. break;
  5620. }
  5621. }
  5622. }
  5623. if (sc && sc->count) {
  5624. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  5625. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  5626. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  5627. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5628. }
  5629. if( tsc && tsc->data[SC_AUTOCOUNTER] && status->check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) {
  5630. uint8 dir = map->calc_dir(target,src->x,src->y);
  5631. int t_dir = unit->getdir(target);
  5632. int dist = distance_bl(src, target);
  5633. if(dist <= 0 || (!map->check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  5634. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  5635. clif->skillcastcancel(target); //Remove the casting bar. [Skotlex]
  5636. clif->damage(src, target, sstatus->amotion, 1, 0, 1, BDT_NORMAL, 0); //Display MISS.
  5637. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  5638. skill->attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  5639. return ATK_BLOCK;
  5640. }
  5641. }
  5642. 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)) )
  5643. {
  5644. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  5645. int duration = skill->get_time2(MO_BLADESTOP,skill_lv);
  5646. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  5647. if(sc_start4(target, src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) {
  5648. //Target locked.
  5649. clif->damage(src, target, sstatus->amotion, 1, 0, 1, BDT_NORMAL, 0); //Display MISS.
  5650. clif->bladestop(target, src->id, 1);
  5651. sc_start4(target, target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  5652. return ATK_BLOCK;
  5653. }
  5654. }
  5655. if(sd && (skillv = pc->checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  5656. int triple_rate= 30 - skillv; //Base Rate
  5657. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  5658. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  5659. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  5660. }
  5661. if (rnd()%100 < triple_rate) {
  5662. if( skill->attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  5663. return ATK_DEF;
  5664. return ATK_MISS;
  5665. }
  5666. }
  5667. if (sc) {
  5668. if (sc->data[SC_SACRIFICE]) {
  5669. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  5670. damage_lv ret_val;
  5671. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  5672. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  5673. /**
  5674. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  5675. * For further information: bugreport:4950
  5676. **/
  5677. ret_val = (damage_lv)skill->attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  5678. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  5679. if( ret_val == ATK_NONE )
  5680. return ATK_MISS;
  5681. return ret_val;
  5682. }
  5683. if (sc->data[SC_MAGICALATTACK]) {
  5684. if( skill->attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  5685. return ATK_DEF;
  5686. return ATK_MISS;
  5687. }
  5688. if( tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20 )
  5689. clif->skill_nodamage(target, target, SM_ENDURE, 5,
  5690. sc_start(target,target, SC_ENDURE, 100, 5, skill->get_time(SM_ENDURE, 5)));
  5691. }
  5692. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  5693. 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.
  5694. wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  5695. if( sc && sc->count ) {
  5696. if( sc->data[SC_SPELLFIST] ) {
  5697. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
  5698. struct Damage ad = battle->calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
  5699. wd.damage = ad.damage;
  5700. damage_div_fix(wd.damage, wd.div_);
  5701. }else
  5702. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  5703. }
  5704. 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){
  5705. pc->delitem(sd, sd->equip_index[EQI_AMMO], sc->data[SC_FEARBREEZE]->val4, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME);
  5706. sc->data[SC_FEARBREEZE]->val4 = 0;
  5707. }
  5708. }
  5709. if (sd && sd->state.arrow_atk) //Consume arrow.
  5710. battle->consume_ammo(sd, 0, 0);
  5711. damage = wd.damage + wd.damage2;
  5712. if( damage > 0 && src != target ) {
  5713. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ){
  5714. // Activates it only from melee damage
  5715. uint16 skill_id;
  5716. if( rnd()%2 == 1 )
  5717. skill_id = AB_DUPLELIGHT_MELEE;
  5718. else
  5719. skill_id = AB_DUPLELIGHT_MAGIC;
  5720. skill->attack(skill->get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  5721. }
  5722. }
  5723. wd.dmotion = clif->damage(src, target, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  5724. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  5725. skill->castend_damage_id(src, target, 0, 1, tick, 0);
  5726. if (target->type == BL_SKILL && damage > 0) {
  5727. struct skill_unit *su = BL_UCAST(BL_SKILL, target);
  5728. if (su->group && su->group->skill_id == HT_BLASTMINE)
  5729. skill->blown(src, target, 3, -1, 0);
  5730. }
  5731. map->freeblock_lock();
  5732. if( skill->check_shadowform(target, damage, wd.div_) ){
  5733. if( !status->isdead(target) )
  5734. skill->additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  5735. if( wd.dmg_lv > ATK_BLOCK)
  5736. skill->counter_additional_effect(src, target, 0, 0, wd.flag,tick);
  5737. }else
  5738. battle->delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
  5739. if( tsc ) {
  5740. if( tsc->data[SC_DEVOTION] ) {
  5741. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  5742. struct block_list *d_bl = map->id2bl(sce->val1);
  5743. struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl);
  5744. struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl);
  5745. if (d_bl != NULL
  5746. && ((d_bl->type == BL_MER && d_md->master != NULL && d_md->master->bl.id == target->id)
  5747. || (d_bl->type == BL_PC && d_sd->devotion[sce->val2] == target->id)
  5748. )
  5749. && check_distance_bl(target, d_bl, sce->val3)
  5750. ) {
  5751. clif->damage(d_bl, d_bl, 0, 0, damage, 0, BDT_NORMAL, 0);
  5752. status_fix_damage(NULL, d_bl, damage, 0);
  5753. } else {
  5754. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  5755. }
  5756. } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
  5757. struct elemental_data *ed = BL_UCAST(BL_PC, target)->ed;
  5758. if (ed != NULL) {
  5759. 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);
  5760. skill->attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  5761. }
  5762. } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
  5763. struct block_list *e_bl = map->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  5764. if( e_bl && !status->isdead(e_bl) ) {
  5765. clif->damage(e_bl,e_bl,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
  5766. status->damage(target,e_bl,damage,0,0,0);
  5767. // Just show damage in target.
  5768. clif->damage(src, target, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
  5769. map->freeblock_unlock();
  5770. return ATK_NONE;
  5771. }
  5772. }
  5773. }
  5774. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  5775. int sp = 0;
  5776. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  5777. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  5778. int i = rnd()%100;
  5779. if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_SAGE)
  5780. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  5781. if (i >= 50) skill_lv -= 2;
  5782. else if (i >= 15) skill_lv--;
  5783. if (skill_lv < 1) skill_lv = 1;
  5784. sp = skill->get_sp(skill_id,skill_lv) * 2 / 3;
  5785. if (status->charge(src, 0, sp)) {
  5786. switch (skill->get_casttype(skill_id)) {
  5787. case CAST_GROUND:
  5788. skill->castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  5789. break;
  5790. case CAST_NODAMAGE:
  5791. skill->castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  5792. break;
  5793. case CAST_DAMAGE:
  5794. skill->castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  5795. break;
  5796. }
  5797. }
  5798. }
  5799. if (sd) {
  5800. if( wd.flag&BF_SHORT && sc
  5801. && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3
  5802. && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id != 0
  5803. && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].flag == SKILL_FLAG_PLAGIARIZED
  5804. ) {
  5805. int r_skill = sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id;
  5806. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  5807. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  5808. int type;
  5809. if( (type = skill->get_casttype(r_skill)) == CAST_GROUND ) {
  5810. int maxcount = 0;
  5811. if( !(BL_PC&battle_config.skill_reiteration)
  5812. && skill->get_unit_flag(r_skill)&UF_NOREITERATION )
  5813. type = -1;
  5814. if( BL_PC&battle_config.skill_nofootset
  5815. && skill->get_unit_flag(r_skill)&UF_NOFOOTSET )
  5816. type = -1;
  5817. if( BL_PC&battle_config.land_skill_limit
  5818. && (maxcount = skill->get_maxcount(r_skill, r_lv)) > 0
  5819. ) {
  5820. int v;
  5821. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  5822. if(sd->ud.skillunit[v]->skill_id == r_skill)
  5823. maxcount--;
  5824. }
  5825. if( maxcount == 0 )
  5826. type = -1;
  5827. }
  5828. if( type != CAST_GROUND ) {
  5829. clif->skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  5830. map->freeblock_unlock();
  5831. return wd.dmg_lv;
  5832. }
  5833. }
  5834. sd->state.autocast = 1;
  5835. skill->consume_requirement(sd,r_skill,r_lv,3);
  5836. switch( type ) {
  5837. case CAST_GROUND:
  5838. skill->castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  5839. break;
  5840. case CAST_NODAMAGE:
  5841. skill->castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  5842. break;
  5843. case CAST_DAMAGE:
  5844. skill->castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  5845. break;
  5846. }
  5847. sd->state.autocast = 0;
  5848. sd->ud.canact_tick = tick + skill->delay_fix(src, r_skill, r_lv);
  5849. clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, r_skill, r_lv), 0, 0, 1);
  5850. }
  5851. }
  5852. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  5853. if (battle_config.left_cardfix_to_right)
  5854. battle->drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  5855. else
  5856. battle->drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  5857. }
  5858. }
  5859. if (tsc) {
  5860. if (tsc->data[SC_POISONREACT]
  5861. && ( rnd()%100 < tsc->data[SC_POISONREACT]->val3
  5862. || sstatus->def_ele == ELE_POISON
  5863. )
  5864. /* && check_distance_bl(src, target, tstatus->rhw.range+1) Doesn't check range! o.O; */
  5865. && status->check_skilluse(target, src, TF_POISON, 0)
  5866. ) {
  5867. //Poison React
  5868. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  5869. if (sstatus->def_ele == ELE_POISON) {
  5870. sce->val2 = 0;
  5871. skill->attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  5872. } else {
  5873. skill->attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  5874. --sce->val2;
  5875. }
  5876. if (sce->val2 <= 0)
  5877. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  5878. }
  5879. }
  5880. map->freeblock_unlock();
  5881. return wd.dmg_lv;
  5882. }
  5883. #undef ATK_RATE
  5884. #undef ATK_RATE2
  5885. #undef ATK_RATER
  5886. #undef ATK_RATEL
  5887. #undef ATK_ADDRATE
  5888. #undef ATK_ADDRATE2
  5889. #undef ATK_ADD
  5890. #undef ATK_ADD2
  5891. #undef GET_NORMAL_ATTACK
  5892. #undef GET_NORMAL_ATTACK2
  5893. bool battle_check_undead(int race,int element)
  5894. {
  5895. if(battle_config.undead_detect_type == 0) {
  5896. if(element == ELE_UNDEAD)
  5897. return true;
  5898. }
  5899. else if(battle_config.undead_detect_type == 1) {
  5900. if(race == RC_UNDEAD)
  5901. return true;
  5902. }
  5903. else {
  5904. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  5905. return true;
  5906. }
  5907. return false;
  5908. }
  5909. //Returns the upmost level master starting with the given object
  5910. struct block_list *battle_get_master(struct block_list *src)
  5911. {
  5912. struct block_list *prev = NULL; //Used for infinite loop check (master of yourself?)
  5913. nullpo_retr(NULL, src);
  5914. do {
  5915. prev = src;
  5916. switch (src->type) {
  5917. case BL_PET:
  5918. {
  5919. struct pet_data *pd = BL_UCAST(BL_PET, src);
  5920. if (pd->msd != NULL)
  5921. src = &pd->msd->bl;
  5922. }
  5923. break;
  5924. case BL_MOB:
  5925. {
  5926. struct mob_data *md = BL_UCAST(BL_MOB, src);
  5927. if (md->master_id != 0)
  5928. src = map->id2bl(md->master_id);
  5929. }
  5930. break;
  5931. case BL_HOM:
  5932. {
  5933. struct homun_data *hd = BL_UCAST(BL_HOM, src);
  5934. if (hd->master != NULL)
  5935. src = &hd->master->bl;
  5936. }
  5937. break;
  5938. case BL_MER:
  5939. {
  5940. struct mercenary_data *md = BL_UCAST(BL_MER, src);
  5941. if (md->master != NULL)
  5942. src = &md->master->bl;
  5943. }
  5944. break;
  5945. case BL_ELEM:
  5946. {
  5947. struct elemental_data *ed = BL_UCAST(BL_ELEM, src);
  5948. if (ed->master != NULL)
  5949. src = &ed->master->bl;
  5950. }
  5951. break;
  5952. case BL_SKILL:
  5953. {
  5954. struct skill_unit *su = BL_UCAST(BL_SKILL, src);
  5955. if (su->group != NULL && su->group->src_id != 0)
  5956. src = map->id2bl(su->group->src_id);
  5957. }
  5958. break;
  5959. }
  5960. } while (src && src != prev);
  5961. return prev;
  5962. }
  5963. /*==========================================
  5964. * Checks the state between two targets (rewritten by Skotlex)
  5965. * (enemy, friend, party, guild, etc)
  5966. * See battle.h for possible values/combinations
  5967. * to be used here (BCT_* constants)
  5968. * Return value is:
  5969. * 1: flag holds true (is enemy, party, etc)
  5970. * -1: flag fails
  5971. * 0: Invalid target (non-targetable ever)
  5972. *------------------------------------------*/
  5973. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  5974. {
  5975. int16 m; //map
  5976. int state = 0; //Initial state none
  5977. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  5978. struct block_list *s_bl = src, *t_bl = target;
  5979. nullpo_ret(src);
  5980. nullpo_ret(target);
  5981. m = target->m;
  5982. if (flag & BCT_ENEMY && (map->getcell(m, src, src->x, src->y, CELL_CHKBASILICA) || map->getcell(m, src, target->x, target->y, CELL_CHKBASILICA))) {
  5983. return -1;
  5984. }
  5985. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  5986. //objects involved.
  5987. if( (t_bl = battle->get_master(target)) == NULL )
  5988. t_bl = target;
  5989. if( (s_bl = battle->get_master(src)) == NULL )
  5990. s_bl = src;
  5991. if (s_bl->type == BL_PC) {
  5992. const struct map_session_data *s_sd = BL_UCCAST(BL_PC, s_bl);
  5993. switch (t_bl->type) {
  5994. case BL_MOB: // Source => PC, Target => MOB
  5995. if (pc_has_permission(s_sd, PC_PERM_DISABLE_PVM))
  5996. return 0;
  5997. break;
  5998. case BL_PC:
  5999. if (pc_has_permission(s_sd, PC_PERM_DISABLE_PVP))
  6000. return 0;
  6001. break;
  6002. default:/* anything else goes */
  6003. break;
  6004. }
  6005. }
  6006. switch( target->type ) { // Checks on actual target
  6007. case BL_PC:
  6008. {
  6009. const struct status_change *sc = status->get_sc(src);
  6010. const struct map_session_data *t_sd = BL_UCCAST(BL_PC, target);
  6011. if (t_sd->invincible_timer != INVALID_TIMER) {
  6012. switch( battle->get_current_skill(src) ) {
  6013. /* TODO a proper distinction should be established bugreport:8397 */
  6014. case PR_SANCTUARY:
  6015. case PR_MAGNIFICAT:
  6016. break;
  6017. default:
  6018. return -1;
  6019. }
  6020. }
  6021. if (pc_isinvisible(t_sd))
  6022. return -1; //Cannot be targeted yet.
  6023. if (sc && sc->count) {
  6024. if (sc->data[SC_SIREN] && sc->data[SC_SIREN]->val2 == target->id)
  6025. return -1;
  6026. }
  6027. }
  6028. break;
  6029. case BL_MOB:
  6030. {
  6031. const struct mob_data *md = BL_UCCAST(BL_MOB, target);
  6032. if((
  6033. (md->special_state.ai == AI_SPHERE || (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1))
  6034. && s_bl->type == BL_PC && src->type != BL_MOB
  6035. )
  6036. || (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id)
  6037. ) {
  6038. //Targetable by players
  6039. state |= BCT_ENEMY;
  6040. strip_enemy = 0;
  6041. }
  6042. break;
  6043. }
  6044. case BL_SKILL:
  6045. {
  6046. const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
  6047. if( !su->group )
  6048. return 0;
  6049. if( skill->get_inf2(su->group->skill_id)&INF2_TRAP &&
  6050. su->group->unit_id != UNT_USED_TRAPS &&
  6051. su->group->unit_id != UNT_NETHERWORLD ) { //Only a few skills can target traps...
  6052. switch( battle->get_current_skill(src) ) {
  6053. case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
  6054. case RK_DRAGONBREATH_WATER:
  6055. if( !map->list[m].flag.pvp && !map->list[m].flag.gvg )
  6056. break;
  6057. case 0://you can hit them without skills
  6058. case MA_REMOVETRAP:
  6059. case HT_REMOVETRAP:
  6060. case AC_SHOWER:
  6061. case MA_SHOWER:
  6062. case WZ_SIGHTRASHER:
  6063. case WZ_SIGHTBLASTER:
  6064. case SM_MAGNUM:
  6065. case MS_MAGNUM:
  6066. case RA_DETONATOR:
  6067. case RA_SENSITIVEKEEN:
  6068. case RK_STORMBLAST:
  6069. case SR_RAMPAGEBLASTER:
  6070. case NC_COLDSLOWER:
  6071. #ifdef RENEWAL
  6072. case KN_BOWLINGBASH:
  6073. case KN_SPEARSTAB:
  6074. case LK_SPIRALPIERCE:
  6075. case ML_SPIRALPIERCE:
  6076. case MO_FINGEROFFENSIVE:
  6077. case MO_INVESTIGATE:
  6078. case MO_TRIPLEATTACK:
  6079. case MO_EXTREMITYFIST:
  6080. case CR_HOLYCROSS:
  6081. case ASC_METEORASSAULT:
  6082. case RG_RAID:
  6083. case MC_CARTREVOLUTION:
  6084. case HT_CLAYMORETRAP:
  6085. case RA_ICEBOUNDTRAP:
  6086. case RA_FIRINGTRAP:
  6087. #endif
  6088. state |= BCT_ENEMY;
  6089. strip_enemy = 0;
  6090. break;
  6091. default:
  6092. return 0;
  6093. }
  6094. } else if (su->group->skill_id==WZ_ICEWALL ||
  6095. su->group->skill_id == GN_WALLOFTHORN) {
  6096. state |= BCT_ENEMY;
  6097. strip_enemy = 0;
  6098. } else {
  6099. //Excepting traps and icewall, you should not be able to target skills.
  6100. return 0;
  6101. }
  6102. }
  6103. break;
  6104. //Valid targets with no special checks here.
  6105. case BL_MER:
  6106. case BL_HOM:
  6107. case BL_ELEM:
  6108. break;
  6109. //All else not specified is an invalid target.
  6110. default:
  6111. return 0;
  6112. } //end switch actual target
  6113. switch( t_bl->type ) { //Checks on target master
  6114. case BL_PC:
  6115. {
  6116. const struct map_session_data *sd = BL_UCCAST(BL_PC, t_bl);
  6117. if (t_bl == s_bl)
  6118. break;
  6119. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  6120. return 0; // Global immunity only to Attacks
  6121. if (sd->status.karma && s_bl->type == BL_PC && BL_UCCAST(BL_PC, s_bl)->status.karma)
  6122. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6123. if( sd->state.killable ) {
  6124. state |= BCT_ENEMY; // Everything can kill it
  6125. strip_enemy = 0;
  6126. }
  6127. break;
  6128. }
  6129. case BL_MOB:
  6130. {
  6131. const struct mob_data *md = BL_UCCAST(BL_MOB, t_bl);
  6132. if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle)
  6133. && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) )
  6134. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6135. break;
  6136. }
  6137. default: break; //other type doesn't have slave yet
  6138. } //end switch master target
  6139. switch( src->type ) { //Checks on actual src type
  6140. case BL_PET:
  6141. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6142. return 0; //Pet may not attack non-mobs.
  6143. if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->guardian_data && flag&BCT_ENEMY)
  6144. return 0; //pet may not attack Guardians/Emperium
  6145. break;
  6146. case BL_SKILL:
  6147. {
  6148. const struct skill_unit *su = BL_UCCAST(BL_SKILL, src);
  6149. const struct status_change *sc = status->get_sc(target);
  6150. if (su->group == NULL)
  6151. return 0;
  6152. if (su->group->src_id == target->id) {
  6153. int inf2 = skill->get_inf2(su->group->skill_id);
  6154. if (inf2&INF2_NO_TARGET_SELF)
  6155. return -1;
  6156. if (inf2&INF2_TARGET_SELF)
  6157. return 1;
  6158. }
  6159. //Status changes that prevent traps from triggering
  6160. if (sc != NULL && sc->count != 0 && skill->get_inf2(su->group->skill_id)&INF2_TRAP) {
  6161. if (sc->data[SC_WZ_SIGHTBLASTER] != NULL && sc->data[SC_WZ_SIGHTBLASTER]->val2 > 0 && sc->data[SC_WZ_SIGHTBLASTER]->val4%2 == 0)
  6162. return -1;
  6163. }
  6164. }
  6165. break;
  6166. case BL_MER:
  6167. if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->class_ == MOBID_EMPELIUM && flag&BCT_ENEMY)
  6168. return 0; //mercenary may not attack Emperium
  6169. break;
  6170. } //end switch actual src
  6171. switch( s_bl->type ) { //Checks on source master
  6172. case BL_PC:
  6173. {
  6174. const struct map_session_data *sd = BL_UCCAST(BL_PC, s_bl);
  6175. if( s_bl != t_bl ) {
  6176. if( sd->state.killer ) {
  6177. state |= BCT_ENEMY; // Can kill anything
  6178. strip_enemy = 0;
  6179. } else if( sd->duel_group
  6180. && !((!battle_config.duel_allow_pvp && map->list[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m)))
  6181. ) {
  6182. if (t_bl->type == BL_PC && sd->duel_group == BL_UCCAST(BL_PC, t_bl)->duel_group)
  6183. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  6184. else if (src->type != BL_SKILL || (flag&BCT_ALL) != BCT_ALL)
  6185. return 0;
  6186. }
  6187. }
  6188. if (map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->class_ == MOBID_EMPELIUM)
  6189. return 0; //If you don't belong to a guild, can't target emperium.
  6190. if( t_bl->type != BL_PC )
  6191. state |= BCT_ENEMY; //Natural enemy.
  6192. break;
  6193. }
  6194. case BL_MOB:
  6195. {
  6196. const struct mob_data *md = BL_UCCAST(BL_MOB, s_bl);
  6197. if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle)
  6198. && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) )
  6199. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  6200. if (md->special_state.ai == AI_NONE) {
  6201. //Normal mobs
  6202. const struct mob_data *target_md = BL_CCAST(BL_MOB, target);
  6203. if ((target_md != NULL && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK)
  6204. || (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE))
  6205. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  6206. else
  6207. state |= BCT_ENEMY; //However, all else are enemies.
  6208. } else {
  6209. if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE)
  6210. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  6211. }
  6212. break;
  6213. }
  6214. default:
  6215. //Need some sort of default behavior for unhandled types.
  6216. if (t_bl->type != s_bl->type)
  6217. state |= BCT_ENEMY;
  6218. break;
  6219. } //end switch on src master
  6220. if( (flag&BCT_ALL) == BCT_ALL )
  6221. { //All actually stands for all attackable chars
  6222. if( target->type&BL_CHAR )
  6223. return 1;
  6224. else
  6225. return -1;
  6226. }
  6227. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  6228. return -1;
  6229. if( t_bl == s_bl )
  6230. { //No need for further testing.
  6231. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  6232. if( state&BCT_ENEMY && strip_enemy )
  6233. state&=~BCT_ENEMY;
  6234. return (flag&state)?1:-1;
  6235. }
  6236. if( map_flag_vs(m) ) {
  6237. //Check rivalry settings.
  6238. int sbg_id = 0, tbg_id = 0;
  6239. if( map->list[m].flag.battleground ) {
  6240. sbg_id = bg->team_get_id(s_bl);
  6241. tbg_id = bg->team_get_id(t_bl);
  6242. }
  6243. if( flag&(BCT_PARTY|BCT_ENEMY) ) {
  6244. int s_party = status->get_party_id(s_bl);
  6245. int s_guild = status->get_guild_id(s_bl);
  6246. if( s_party && s_party == status->get_party_id(t_bl)
  6247. && !(map->list[m].flag.pvp && map->list[m].flag.pvp_noparty)
  6248. && !(map_flag_gvg(m) && map->list[m].flag.gvg_noparty && !( s_guild && s_guild == status->get_guild_id(t_bl) ))
  6249. && (!map->list[m].flag.battleground || sbg_id == tbg_id) )
  6250. state |= BCT_PARTY;
  6251. else
  6252. state |= BCT_ENEMY;
  6253. }
  6254. if( flag&(BCT_GUILD|BCT_ENEMY) ) {
  6255. int s_guild = status->get_guild_id(s_bl);
  6256. int t_guild = status->get_guild_id(t_bl);
  6257. if( !(map->list[m].flag.pvp && map->list[m].flag.pvp_noguild)
  6258. && s_guild && t_guild
  6259. && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild)))
  6260. && (!map->list[m].flag.battleground || sbg_id == tbg_id) )
  6261. state |= BCT_GUILD;
  6262. else
  6263. state |= BCT_ENEMY;
  6264. }
  6265. if( state&BCT_ENEMY && map->list[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  6266. state &= ~BCT_ENEMY;
  6267. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC) {
  6268. // Prevent novice engagement on pk_mode (feature by Valaris)
  6269. const struct map_session_data *s_sd = BL_UCCAST(BL_PC, s_bl);
  6270. const struct map_session_data *t_sd = BL_UCCAST(BL_PC, t_bl);
  6271. if (
  6272. (s_sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6273. (t_sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  6274. (int)s_sd->status.base_level < battle_config.pk_min_level ||
  6275. (int)t_sd->status.base_level < battle_config.pk_min_level ||
  6276. (battle_config.pk_level_range && abs((int)s_sd->status.base_level - (int)t_sd->status.base_level) > battle_config.pk_level_range)
  6277. )
  6278. state &= ~BCT_ENEMY;
  6279. }
  6280. }//end map_flag_vs chk rivality
  6281. else
  6282. { //Non pvp/gvg, check party/guild settings.
  6283. if( flag&BCT_PARTY || state&BCT_ENEMY ) {
  6284. int s_party = status->get_party_id(s_bl);
  6285. if(s_party && s_party == status->get_party_id(t_bl))
  6286. state |= BCT_PARTY;
  6287. }
  6288. if( flag&BCT_GUILD || state&BCT_ENEMY ) {
  6289. int s_guild = status->get_guild_id(s_bl);
  6290. int t_guild = status->get_guild_id(t_bl);
  6291. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))))
  6292. state |= BCT_GUILD;
  6293. }
  6294. } //end non pvp/gvg chk rivality
  6295. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  6296. state = BCT_NEUTRAL;
  6297. //Alliance state takes precedence over enemy one.
  6298. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  6299. state&=~BCT_ENEMY;
  6300. return (flag&state)?1:-1;
  6301. }
  6302. /*==========================================
  6303. * Check if can attack from this range
  6304. * Basic check then calling path->search for obstacle etc..
  6305. *------------------------------------------*/
  6306. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  6307. {
  6308. int d;
  6309. nullpo_retr(false, src);
  6310. nullpo_retr(false, bl);
  6311. if( src->m != bl->m )
  6312. return false;
  6313. #ifndef CIRCULAR_AREA
  6314. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  6315. if ( !check_distance_client_bl(src, bl, range) )
  6316. return false;
  6317. } else
  6318. #endif
  6319. if( !check_distance_bl(src, bl, range) )
  6320. return false;
  6321. if( (d = distance_bl(src, bl)) < 2 )
  6322. return true; // No need for path checking.
  6323. if( d > AREA_SIZE )
  6324. return false; // Avoid targeting objects beyond your range of sight.
  6325. return path->search_long(NULL,src,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  6326. }
  6327. static const struct battle_data {
  6328. const char* str;
  6329. int* val;
  6330. int defval;
  6331. int min;
  6332. int max;
  6333. } battle_data[] = {
  6334. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  6335. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  6336. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  6337. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  6338. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  6339. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  6340. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  6341. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  6342. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  6343. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  6344. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  6345. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  6346. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  6347. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  6348. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  6349. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  6350. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  6351. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  6352. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  6353. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  6354. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  6355. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  6356. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  6357. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  6358. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  6359. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  6360. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  6361. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  6362. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  6363. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  6364. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  6365. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  6366. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  6367. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  6368. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  6369. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  6370. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  6371. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  6372. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  6373. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  6374. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  6375. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  6376. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  6377. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  6378. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  6379. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  6380. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  6381. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  6382. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  6383. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  6384. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  6385. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  6386. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  6387. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  6388. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  6389. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  6390. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  6391. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  6392. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  6393. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  6394. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  6395. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  6396. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  6397. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  6398. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  6399. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  6400. //{ "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  6401. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  6402. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  6403. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  6404. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  6405. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  6406. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  6407. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  6408. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  6409. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  6410. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  6411. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  6412. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  6413. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  6414. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  6415. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  6416. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  6417. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  6418. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  6419. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  6420. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  6421. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  6422. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  6423. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  6424. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  6425. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  6426. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  6427. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  6428. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  6429. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  6430. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  6431. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  6432. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  6433. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  6434. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  6435. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  6436. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  6437. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  6438. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  6439. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  6440. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  6441. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  6442. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  6443. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  6444. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  6445. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  6446. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  6447. { "item_check", &battle_config.item_check, 0, 0, 1, },
  6448. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  6449. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  6450. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  6451. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  6452. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  6453. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  6454. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  6455. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6456. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6457. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  6458. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  6459. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  6460. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  6461. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  6462. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  6463. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  6464. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  6465. { "max_hp", &battle_config.max_hp, 1000000, 100, 21474836, },
  6466. { "max_sp", &battle_config.max_sp, 1000000, 100, 21474836, },
  6467. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  6468. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  6469. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  6470. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  6471. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  6472. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  6473. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  6474. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  6475. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  6476. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  6477. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  6478. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  6479. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  6480. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6481. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  6482. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  6483. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  6484. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  6485. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  6486. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  6487. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  6488. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  6489. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  6490. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  6491. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  6492. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  6493. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  6494. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  6495. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  6496. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  6497. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  6498. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  6499. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  6500. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  6501. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  6502. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  6503. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  6504. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  6505. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  6506. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  6507. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  6508. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  6509. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  6510. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  6511. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  6512. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  6513. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  6514. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  6515. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  6516. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  6517. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  6518. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  6519. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  6520. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  6521. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  6522. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  6523. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  6524. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  6525. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  6526. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  6527. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  6528. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  6529. { "check_occupied_cells", &battle_config.check_occupied_cells, 1, 0, 1, },
  6530. // eAthena additions
  6531. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  6532. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  6533. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  6534. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  6535. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  6536. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  6537. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  6538. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  6539. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  6540. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  6541. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  6542. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  6543. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  6544. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  6545. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  6546. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  6547. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  6548. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  6549. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  6550. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  6551. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  6552. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  6553. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  6554. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  6555. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  6556. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  6557. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  6558. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  6559. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  6560. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  6561. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  6562. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  6563. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  6564. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  6565. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  6566. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  6567. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  6568. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  6569. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  6570. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  6571. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  6572. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  6573. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  6574. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  6575. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  6576. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  6577. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  6578. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  6579. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  6580. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  6581. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  6582. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  6583. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  6584. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  6585. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  6586. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  6587. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  6588. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  6589. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  6590. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  6591. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  6592. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  6593. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  6594. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  6595. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  6596. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  6597. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  6598. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  6599. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  6600. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  6601. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  6602. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  6603. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  6604. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  6605. { "display_version", &battle_config.display_version, 1, 0, 1, },
  6606. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  6607. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  6608. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  6609. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  6610. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  6611. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  6612. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  6613. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  6614. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  6615. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  6616. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  6617. { "show_katar_crit_bonus", &battle_config.show_katar_crit_bonus, 0, 0, 1, },
  6618. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  6619. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  6620. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  6621. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  6622. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  6623. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  6624. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  6625. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  6626. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  6627. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  6628. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  6629. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, },
  6630. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  6631. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  6632. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  6633. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  6634. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  6635. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  6636. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  6637. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  6638. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  6639. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  6640. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  6641. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  6642. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  6643. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  6644. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  6645. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  6646. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  6647. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  6648. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  6649. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  6650. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  6651. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  6652. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  6653. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  6654. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  6655. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  6656. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  6657. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  6658. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  6659. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  6660. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  6661. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  6662. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  6663. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  6664. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  6665. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  6666. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  6667. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  6668. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  6669. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  6670. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  6671. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  6672. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  6673. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  6674. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  6675. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  6676. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  6677. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  6678. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  6679. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  6680. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  6681. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  6682. { "client_emblem_max_blank_percent", &battle_config.client_emblem_max_blank_percent, 100, 0, 100, },
  6683. // BattleGround Settings
  6684. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  6685. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  6686. /**
  6687. * rAthena
  6688. **/
  6689. { "max_third_parameter", &battle_config.max_third_parameter, 130, 10, 10000, },
  6690. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 117, 10, 10000, },
  6691. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, 10000, },
  6692. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  6693. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
  6694. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  6695. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  6696. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  6697. { "vendchat_near_hiddennpc", &battle_config.vendchat_near_hiddennpc, 0, 0, 1 },
  6698. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  6699. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  6700. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  6701. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  6702. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  6703. /**
  6704. * Hercules
  6705. **/
  6706. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
  6707. { "item_restricted_consumption_type", &battle_config.item_restricted_consumption_type,1, 0, 1, },
  6708. { "unequip_restricted_equipment", &battle_config.unequip_restricted_equipment, 0, 0, 3, },
  6709. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  6710. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  6711. { "gm_ignore_warpable_area", &battle_config.gm_ignore_warpable_area, 0, 2, 100, },
  6712. { "packet_obfuscation", &battle_config.packet_obfuscation, 1, 0, 3, },
  6713. { "client_accept_chatdori", &battle_config.client_accept_chatdori, 0, 0, INT_MAX, },
  6714. { "snovice_call_type", &battle_config.snovice_call_type, 0, 0, 1, },
  6715. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  6716. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  6717. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  6718. { "idletime_criteria", &battle_config.idletime_criteria, 0x25, 1, INT_MAX, },
  6719. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  6720. { "case_sensitive_aegisnames", &battle_config.case_sensitive_aegisnames, 1, 0, 1, },
  6721. { "guild_castle_invite", &battle_config.guild_castle_invite, 0, 0, 1, },
  6722. { "guild_castle_expulsion", &battle_config.guild_castle_expulsion, 0, 0, 1, },
  6723. { "song_timer_reset", &battle_config.song_timer_reset, 0, 0, 1, },
  6724. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  6725. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  6726. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, },
  6727. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  6728. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  6729. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  6730. { "show_monster_hp_bar", &battle_config.show_monster_hp_bar, 1, 0, 1, },
  6731. { "fix_warp_hit_delay_abuse", &battle_config.fix_warp_hit_delay_abuse, 0, 0, 1, },
  6732. { "costume_refine_def", &battle_config.costume_refine_def, 1, 0, 1, },
  6733. { "shadow_refine_def", &battle_config.shadow_refine_def, 1, 0, 1, },
  6734. { "shadow_refine_atk", &battle_config.shadow_refine_atk, 1, 0, 1, },
  6735. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  6736. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  6737. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  6738. };
  6739. #ifndef STATS_OPT_OUT
  6740. /**
  6741. * Hercules anonymous statistic usage report -- packet is built here, and sent to char server to report.
  6742. **/
  6743. void Hercules_report(char* date, char *time_c) {
  6744. int i, bd_size = ARRAYLENGTH(battle_data);
  6745. unsigned int config = 0;
  6746. char timestring[25];
  6747. time_t curtime;
  6748. char* buf;
  6749. enum config_table {
  6750. C_CIRCULAR_AREA = 0x0001,
  6751. C_CELLNOSTACK = 0x0002,
  6752. C_CONSOLE_INPUT = 0x0004,
  6753. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  6754. C_OFFICIAL_WALKPATH = 0x0010,
  6755. C_RENEWAL = 0x0020,
  6756. C_RENEWAL_CAST = 0x0040,
  6757. C_RENEWAL_DROP = 0x0080,
  6758. C_RENEWAL_EXP = 0x0100,
  6759. C_RENEWAL_LVDMG = 0x0200,
  6760. C_RENEWAL_EDP = 0x0400,
  6761. C_RENEWAL_ASPD = 0x0800,
  6762. C_SECURE_NPCTIMEOUT = 0x1000,
  6763. //C_SQL_DB_ITEM = 0x2000,
  6764. C_SQL_LOGS = 0x4000,
  6765. C_MEMWATCH = 0x8000,
  6766. C_DMALLOC = 0x10000,
  6767. C_GCOLLECT = 0x20000,
  6768. C_SEND_SHORTLIST = 0x40000,
  6769. //C_SQL_DB_MOB = 0x80000,
  6770. //C_SQL_DB_MOBSKILL = 0x100000,
  6771. C_PACKETVER_RE = 0x200000,
  6772. };
  6773. /* we get the current time */
  6774. time(&curtime);
  6775. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  6776. #ifdef CIRCULAR_AREA
  6777. config |= C_CIRCULAR_AREA;
  6778. #endif
  6779. #ifdef CELL_NOSTACK
  6780. config |= C_CELLNOSTACK;
  6781. #endif
  6782. #ifdef CONSOLE_INPUT
  6783. config |= C_CONSOLE_INPUT;
  6784. #endif
  6785. #ifdef SCRIPT_CALLFUNC_CHECK
  6786. config |= C_SCRIPT_CALLFUNC_CHECK;
  6787. #endif
  6788. #ifdef OFFICIAL_WALKPATH
  6789. config |= C_OFFICIAL_WALKPATH;
  6790. #endif
  6791. #ifdef RENEWAL
  6792. config |= C_RENEWAL;
  6793. #endif
  6794. #ifdef RENEWAL_CAST
  6795. config |= C_RENEWAL_CAST;
  6796. #endif
  6797. #ifdef RENEWAL_DROP
  6798. config |= C_RENEWAL_DROP;
  6799. #endif
  6800. #ifdef RENEWAL_EXP
  6801. config |= C_RENEWAL_EXP;
  6802. #endif
  6803. #ifdef RENEWAL_LVDMG
  6804. config |= C_RENEWAL_LVDMG;
  6805. #endif
  6806. #ifdef RENEWAL_EDP
  6807. config |= C_RENEWAL_EDP;
  6808. #endif
  6809. #ifdef RENEWAL_ASPD
  6810. config |= C_RENEWAL_ASPD;
  6811. #endif
  6812. #ifdef SECURE_NPCTIMEOUT
  6813. config |= C_SECURE_NPCTIMEOUT;
  6814. #endif
  6815. #ifdef PACKETVER_RE
  6816. config |= C_PACKETVER_RE;
  6817. #endif
  6818. /* non-define part */
  6819. if( logs->config.sql_logs )
  6820. config |= C_SQL_LOGS;
  6821. #ifdef MEMWATCH
  6822. config |= C_MEMWATCH;
  6823. #endif
  6824. #ifdef DMALLOC
  6825. config |= C_DMALLOC;
  6826. #endif
  6827. #ifdef GCOLLECT
  6828. config |= C_GCOLLECT;
  6829. #endif
  6830. #ifdef SEND_SHORTLIST
  6831. config |= C_SEND_SHORTLIST;
  6832. #endif
  6833. #define BFLAG_LENGTH 35
  6834. CREATE(buf, char, 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  6835. /* build packet */
  6836. WBUFW(buf,0) = 0x3000;
  6837. WBUFW(buf,2) = 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  6838. WBUFW(buf,4) = 0x9f;
  6839. safestrncpy((char*)WBUFP(buf,6), date, 12);
  6840. safestrncpy((char*)WBUFP(buf,18), time_c, 9);
  6841. safestrncpy((char*)WBUFP(buf,27), timestring, 24);
  6842. safestrncpy((char*)WBUFP(buf,51), sysinfo->platform(), 16);
  6843. safestrncpy((char*)WBUFP(buf,67), sysinfo->osversion(), 50);
  6844. safestrncpy((char*)WBUFP(buf,117), sysinfo->cpu(), 32);
  6845. WBUFL(buf,149) = sysinfo->cpucores();
  6846. safestrncpy((char*)WBUFP(buf,153), sysinfo->arch(), 8);
  6847. WBUFB(buf,161) = sysinfo->vcstypeid();
  6848. WBUFB(buf,162) = sysinfo->is64bit();
  6849. safestrncpy((char*)WBUFP(buf,163), sysinfo->vcsrevision_src(), 41);
  6850. safestrncpy((char*)WBUFP(buf,204), sysinfo->vcsrevision_scripts(), 41);
  6851. WBUFB(buf,245) = (sysinfo->is_superuser()? 1 : 0);
  6852. WBUFL(buf,246) = map->getusers();
  6853. WBUFL(buf,250) = config;
  6854. WBUFL(buf,254) = PACKETVER;
  6855. WBUFL(buf,258) = bd_size;
  6856. for( i = 0; i < bd_size; i++ ) {
  6857. safestrncpy((char*)WBUFP(buf,262 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, BFLAG_LENGTH);
  6858. WBUFL(buf,262 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  6859. }
  6860. chrif->send_report(buf, 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  6861. aFree(buf);
  6862. #undef BFLAG_LENGTH
  6863. }
  6864. static int Hercules_report_timer(int tid, int64 tick, int id, intptr_t data) {
  6865. if( chrif->isconnected() ) {/* char server relays it, so it must be online. */
  6866. Hercules_report(__DATE__,__TIME__);
  6867. }
  6868. return 0;
  6869. }
  6870. #endif
  6871. int battle_set_value(const char* w1, const char* w2)
  6872. {
  6873. int val = config_switch(w2);
  6874. int i;
  6875. nullpo_retr(1, w1);
  6876. nullpo_retr(1, w2);
  6877. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  6878. if (i == ARRAYLENGTH(battle_data)) {
  6879. if( HPM->parseConf(w1,w2,HPCT_BATTLE) ) /* if plugin-owned, succeed */
  6880. return 1;
  6881. return 0; // not found
  6882. }
  6883. if (val < battle_data[i].min || val > battle_data[i].max)
  6884. {
  6885. 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);
  6886. val = battle_data[i].defval;
  6887. }
  6888. *battle_data[i].val = val;
  6889. return 1;
  6890. }
  6891. bool battle_get_value(const char *w1, int *value)
  6892. {
  6893. int i;
  6894. nullpo_retr(false, w1);
  6895. nullpo_retr(false, value);
  6896. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  6897. if (i == ARRAYLENGTH(battle_data)) {
  6898. if (HPM->getBattleConf(w1,value))
  6899. return true;
  6900. } else {
  6901. *value = *battle_data[i].val;
  6902. return true;
  6903. }
  6904. return false;
  6905. }
  6906. void battle_set_defaults(void) {
  6907. int i;
  6908. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  6909. *battle_data[i].val = battle_data[i].defval;
  6910. }
  6911. void battle_adjust_conf(void) {
  6912. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  6913. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  6914. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
  6915. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  6916. battle_config.max_cart_weight *= 10;
  6917. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  6918. battle_config.max_def = 100;
  6919. if(battle_config.min_hitrate > battle_config.max_hitrate)
  6920. battle_config.min_hitrate = battle_config.max_hitrate;
  6921. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  6922. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  6923. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  6924. battle_config.day_duration = 60000;
  6925. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  6926. battle_config.night_duration = 60000;
  6927. #if PACKETVER < 20100427
  6928. if( battle_config.feature_buying_store ) {
  6929. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  6930. battle_config.feature_buying_store = 0;
  6931. }
  6932. #endif
  6933. #if PACKETVER < 20100803
  6934. if( battle_config.feature_search_stores ) {
  6935. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  6936. battle_config.feature_search_stores = 0;
  6937. }
  6938. #endif
  6939. #if PACKETVER < 20130724
  6940. if( battle_config.feature_banking ) {
  6941. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  6942. battle_config.feature_banking = 0;
  6943. }
  6944. #endif
  6945. #if PACKETVER < 20141022
  6946. if( battle_config.feature_roulette ) {
  6947. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  6948. battle_config.feature_roulette = 0;
  6949. }
  6950. #endif
  6951. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* exact date (when it started) not known */
  6952. if( battle_config.feature_auction == 1 ) {
  6953. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
  6954. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  6955. battle_config.feature_auction = 0;
  6956. }
  6957. #endif
  6958. #ifndef CELL_NOSTACK
  6959. if (battle_config.custom_cell_stack_limit != 1)
  6960. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  6961. #endif
  6962. }
  6963. int battle_config_read(const char* cfgName)
  6964. {
  6965. FILE* fp;
  6966. static int count = 0;
  6967. nullpo_ret(cfgName);
  6968. if (count == 0)
  6969. battle->config_set_defaults();
  6970. count++;
  6971. fp = fopen(cfgName,"r");
  6972. if (fp == NULL)
  6973. ShowError("File not found: %s\n", cfgName);
  6974. else
  6975. {
  6976. char line[1024], w1[1024], w2[1024];
  6977. while(fgets(line, sizeof(line), fp))
  6978. {
  6979. if (line[0] == '/' && line[1] == '/')
  6980. continue;
  6981. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  6982. continue;
  6983. if (strcmpi(w1, "import") == 0)
  6984. battle->config_read(w2);
  6985. else
  6986. if (battle->config_set_value(w1, w2) == 0)
  6987. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  6988. }
  6989. fclose(fp);
  6990. }
  6991. count--;
  6992. if (count == 0) {
  6993. battle->config_adjust();
  6994. clif->bc_ready();
  6995. }
  6996. return 0;
  6997. }
  6998. void do_init_battle(bool minimal) {
  6999. if (minimal)
  7000. return;
  7001. battle->delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7002. timer->add_func_list(battle->delay_damage_sub, "battle_delay_damage_sub");
  7003. #ifndef STATS_OPT_OUT
  7004. timer->add_func_list(Hercules_report_timer, "Hercules_report_timer");
  7005. timer->add_interval(timer->gettick()+30000, Hercules_report_timer, 0, 0, 60000 * 30);
  7006. #endif
  7007. }
  7008. void do_final_battle(void) {
  7009. ers_destroy(battle->delay_damage_ers);
  7010. }
  7011. /* initialize the interface */
  7012. void battle_defaults(void) {
  7013. battle = &battle_s;
  7014. battle->bc = &battle_config;
  7015. memset(battle->attr_fix_table, 0, sizeof(battle->attr_fix_table));
  7016. battle->delay_damage_ers = NULL;
  7017. battle->init = do_init_battle;
  7018. battle->final = do_final_battle;
  7019. battle->calc_attack = battle_calc_attack;
  7020. battle->calc_damage = battle_calc_damage;
  7021. battle->calc_gvg_damage = battle_calc_gvg_damage;
  7022. battle->calc_bg_damage = battle_calc_bg_damage;
  7023. battle->weapon_attack = battle_weapon_attack;
  7024. battle->calc_weapon_attack = battle_calc_weapon_attack;
  7025. battle->delay_damage = battle_delay_damage;
  7026. battle->drain = battle_drain;
  7027. battle->reflect_damage = battle_reflect_damage;
  7028. battle->attr_ratio = battle_attr_ratio;
  7029. battle->attr_fix = battle_attr_fix;
  7030. battle->calc_cardfix = battle_calc_cardfix;
  7031. battle->calc_cardfix2 = battle_calc_cardfix2;
  7032. battle->calc_elefix = battle_calc_elefix;
  7033. battle->calc_masteryfix = battle_calc_masteryfix;
  7034. battle->calc_chorusbonus = battle_calc_chorusbonus;
  7035. battle->calc_skillratio = battle_calc_skillratio;
  7036. battle->calc_sizefix = battle_calc_sizefix;
  7037. battle->calc_weapon_damage = battle_calc_weapon_damage;
  7038. battle->calc_defense = battle_calc_defense;
  7039. battle->get_master = battle_get_master;
  7040. battle->get_targeted = battle_gettargeted;
  7041. battle->get_enemy = battle_getenemy;
  7042. battle->get_target = battle_gettarget;
  7043. battle->get_current_skill = battle_getcurrentskill;
  7044. battle->check_undead = battle_check_undead;
  7045. battle->check_target = battle_check_target;
  7046. battle->check_range = battle_check_range;
  7047. battle->consume_ammo = battle_consume_ammo;
  7048. battle->get_targeted_sub = battle_gettargeted_sub;
  7049. battle->get_enemy_sub = battle_getenemy_sub;
  7050. battle->get_enemy_area_sub = battle_getenemyarea_sub;
  7051. battle->delay_damage_sub = battle_delay_damage_sub;
  7052. battle->blewcount_bonus = battle_blewcount_bonus;
  7053. battle->range_type = battle_range_type;
  7054. battle->calc_base_damage = battle_calc_base_damage;
  7055. battle->calc_base_damage2 = battle_calc_base_damage2;
  7056. battle->calc_misc_attack = battle_calc_misc_attack;
  7057. battle->calc_magic_attack = battle_calc_magic_attack;
  7058. battle->adjust_skill_damage = battle_adjust_skill_damage;
  7059. battle->add_mastery = battle_addmastery;
  7060. battle->calc_drain = battle_calc_drain;
  7061. battle->config_read = battle_config_read;
  7062. battle->config_set_defaults = battle_set_defaults;
  7063. battle->config_set_value = battle_set_value;
  7064. battle->config_get_value = battle_get_value;
  7065. battle->config_adjust = battle_adjust_conf;
  7066. battle->get_enemy_area = battle_getenemyarea;
  7067. battle->damage_area = battle_damage_area;
  7068. battle->calc_masteryfix_unknown = battle_calc_masteryfix_unknown;
  7069. battle->calc_skillratio_magic_unknown = battle_calc_skillratio_magic_unknown;
  7070. battle->calc_skillratio_weapon_unknown = battle_calc_skillratio_weapon_unknown;
  7071. battle->calc_misc_attack_unknown = battle_calc_misc_attack_unknown;
  7072. }