summaryrefslogblamecommitdiff
path: root/src/map/battle.cpp
blob: 33941f64d8f62a8ba5d4f60acc1865b8ff19bb96 (plain) (tree)
1
2
3
4
5
6
7
8
9
                     
 

                  

                  
                                 
                                
                               
 
                   




                     
 

                        


                                            

                                                              

                                            
      
                                                                       
                      
 
                   
                          
                                                                    

                                            
                                                                         
             
 
 
                                            

                                  

                                            
                                           
 
                   
                           
                                                   

                               

                 
 
 
                                            

                                   

                                            
                                         
 
                   





                                                                 
 
 
                                            

                                      

                                            
                                        
 
                   





                                                                   
 
 
                                            

                                   

                                            
                                           
 
                   
                                                     
                                                                 



                                                                 
 
 
                                            

                               

                                            
                                        
 
                       





                                                                 
 
 
                                            

                                

                                            
                                            
 
                       



                                                               
                                                                                  
                       


                                                                 
                                                                     





















                                                                            
 
 
                                            

                                

                                            
                                         
 
                
                                                     
 
                   
                                     


                                                                   
                                                                   






                                                                            
                                                     

                                                                   
                             
                                                 
                
                                                                
         
                                                                                            




                     
 
 
                                            

                                


                                            
                                         
 
                
                                                     
 
                   
                                     


                                                                 
                                                                  


                
                                                                                                                                                                                 





                                                                     
                                                                   

                                                    
                                                                     
                      
                                                                                            




                     
 
 
                                            

                                

                                            
                                         
 
                
                                                     
 
                   
                                     


                                                                 
                                                                  



                                                                    
                                                                                            





                     
 
 
                                            

                                

                                            
                                         
 
                 
                                                     
 
                   
                                     


                                                                 
                                                                   



                                                                  
                                                     

                                                                   
                             
                                                 
                
                                                                


                                                                   
                                                                                            




                      
 
 
                                            

                                

                                            
                                         
 
                
                                                     
 
                   
                                     


                                                                 
                                                                  







                                                                     
                                                     

                                                                   
                             
                                                 
                
                                                                

         
                                                                     
                      
                                                                                            




                     
 
 
                                            

                                

                                            
                                         
 
                
                                                     
 
                   
                                     


                                                                 
                                                                  


                
                                                                                                 
                      
                                                     
                    
                                                                                            




                     


                                            

                                 

                                            
      
                                          
 
                 
                                                     
 

                                     


                                                            
                                                      








                                                                             
                                                                                               
                                                             
                                                                                              

                                    


                                                                             



                 
 
 
                                            

                                

                                            
      
                                         
 
                
                                                     
 

                                     


                                                            
                                                     







                                                                      
                                                                         
                                  
                                                                                            
                                                    
                                                                                                        

                                                                         

                                                                             



                
 
 
                                            

                                         

                                            
      
                                           
 
                  
                                                     
 

                                     

                                                            
                                        

                                                     
                                                                       

        
                                       






                                                                         


                                                                             



                  
 
 
                                            

                                               

                                            
      
                                              
 
                     
                                                     
 

                                     

                                                            
                                               

                                                        
                                                                             

        
                                              








                                                                           
                                                                                           




                                                                    
 
 
                                            

                            

                                            
      
                                             
 
                                                     
                 
 

                                     
                                                            
                                                                                           
        
                                                    

                                        
                        
                                                             

                





                                                                                                            


                                                                      
                                                          
                
 
 
                                            

                                

                                            
      
                                         
 
                                                     
                
 
                   
                                     










                                                                   
                                                                                                        




                                                                    
 
 
                                            

                                      

                                            
      
                                          
 
                   

                                                            
                                                          






                                                                            
 
 
                                            

                                 

                                            
      
                                          
 
                   



                                                            
                                                                                  
                     












                                                                         
                                                      


                                                    
                                                                                        






                                                                          
 
 
                                            

                                       

                                            
      
                                           
 
                   



                                                        
 
 
                                            

                                  

                                            
      
                                           
 
                                                     
                   
                                     

                           
                                            










                                                                             
 
 
                                            

                                  

                                            
      
                                           
 
                                                                              
                   

                           
                                            










                                                                             
 
 
                                            

                                

                                            
                                         
 


                                                     
 
                   
                                     
















                                                                  
                                         

                                                
                                         

                                                                              
                                            

                                                                        
                                                  

                                                                    
                                                     

                                                                         
                                                  

                                                                          
                                                

                                                                          
                                               



                                                    
                                                        



                                                                             
                                                             

                             
                                                      






                                                     
 
 
                                            

                                 

                                            
                                          
 
                                                     
                 
 
                   
                                     








                                                            
                                             







                                                              
                                          










                                                                         
 
 
                                            

                                 

                                            
                                          
 
                                                     
                 
 

                                     












                                                                            
                                                    





                                                                           
 
 
                                            

                                  

                                            
                                           
 
                  
                                                                              
 
                   






                                                            
                                                                       







                                                                      
 
 
                                            


                                                  

                                            
                                           
 
                          



                                                            
                                                                                  
                         




                                                               
                                         


                                                        
                                         

                                                    
                                               

                                                 
                                                  




                                                                             
                                   

                                                  
                                               

                                                                              
                                       

                                                
                                   

                                              
                                                       






                                                                         
 
 
                                            

                                                          

                                            
                                            
 
                          



                                                             
                                                                                  
                                           




                                                                 
                                                                                                                                    

                                                                                                                                          
                                                                                                                                                              



                                                         

                                                                                                       


                                                         
                                                   


                                    

                                                                                                                                                                                                                                               
                                                            

                                                                                     






                                                                          

                                                                                



                                                          

                                                             
                                
                                                     





                                                           


                                                               
                                               









                                                                   
 
 
                                             
 
                          



                                                            
                                                                                  
                                            
                                                         
                                                                          








                                                                                                                                          
                                                                 





                                                         
                                                                                                                                                                                                                                               
                                                            
                                                                                     






                                                                          
                                                                                



                                                          
                                                             
                                





                                                           











                                                                  
 
 
                                             
 
            
                                                     
 
                   
                                     

                                                     
                                                                  

















                                                                             
 
 
                                             
 
                 
                                                     
 

                                     
                                                                                               

                                                                 
                                                                                  


                
                                                               
                     
                                                     





                                                                         
 
 
      
                                                    
 
                
                                                                              
 
                   






                                                                 
                                                                               
                    
                                                                                     
                    
                                                                                  
                    
                                                                                         
                    
                                                                                 
                    
                                                                     



                    
 
 
                                              
 
                   












                                                                 
 
 
                                          
 
                   
                                                     
                                                                



                                                                 
 
 
                                              
 
                                       
                                                     
                                                                

                                               

 
                                          
 
                   



                                                            
                                          
                                                                    
                                                                            




                         

 
                                                      
 


                    
                                      
                    
                                      
                    
                                      
                    
                                      
                    
                                      
                    
                                      
                

                     

 
                           
                                                                                  
 









                                                          
 
 
                                                 
 
                          




                                                                 
 
 
                                            
 
                   






                                                                 
 
 
                                            
 
                   






                                                                 
 
 
                                            
 
                   






                                                                 
 
 
                                                
 
                   






                                                                 



                                                                     
                        


                                    

               
  
 
                       
                                                                   
                                        
 
                                                                                  
                    
          
 
                                                                                            










                             


                   
                                                         
 
                                                                 

                         
                                            
                                           
                                                           
                                                                         
                                                          
                                          
                                                          




                                                         
                                                                                       

                                             





                                                                          
                                                  
                                                                                
                                         

                                                           
             
                                               




                                                      
                                                                 
                                                      
                                                       





                                         

                                                                           
                                                 

                                                      
                                            
         
 
                                          
 

                                      

                                                                             

             
 
                                                                         

                                  
                                                                                            

                             
                                                         




                           
                                                    

                               
                                                        
                                   
                                                                   
             

 
               
                                            
 
                   
                           
                                                      
                               
                                                             
             
 
 
               
                                                       
 
                   
                           
                                                              
                               
                                                                     
             

 
                                            
                           

                                            
      
                                                                     
                                             
                                                        
 

                                       
                                                     
                    
 
                   
 




                                            

                                       



                                          



                                              

                                             
                                          


                                                                  

                                                                             

                       




                                             
         
                           


                       


                                             
         
                           



                                                          
                                                              
                         
                                                        

         
                                        
                                            
                                                  

                                                
                                                                  

                                                        



                                                                  
                                                              

                                                
                                                                      

                                                        



                                                                      
                                                  

                                                
                                                                 

                                                        



                                                                 
                                      
                                                        



                                      
                                                                          



                                                                           
                                                 

                                       
                                                                   





                                                                           


                                                          
                               
                                       





                                       
                                                     
                                                          



                                                           
                           


                                                               
                                     
         
                           



                                                           
                                      
         
                                                        

                           
                       
                                                       
                            
                                                       

             

                                                                            
                                                          
                                      
         
                                                       
                           
         
                                   
                                                             
                                     

                                                                         
                                
                                                                       

                                     
                                                                     
                                                        
                                           
                                                  
                                                          
                                                                    



             

                                      









                                            
                                                                                    
                                 

                  

 

                                                                   
                                                                              
                                                                      
                                                                      
 

                                                               
                                               
                         


                                       
                     

                                                    
            
                    
                           
                                                                
 
                                                                  

                                                    

                                   


                  
                                      
 
                      



                                                 
                                             
                                           
 
                                                                           
 
                                              
                                   


                                             
                                             
                                                                     



















                                                                   
                                              



                                                
                                
                                         

                   
     

                                      
     
                                        




                                                
                                                         
                                                              


                        

                                      





                                                            
                                                                                                  




                   


                                                    
                                    


                                                        
                       





                         
                        

                            
                                                            

                             






                                                                                                                        
                    

                                                                               
                                                                           
                                                                            
                                                                          
                                                                      

                                            
 
                                                                         
         


                                                     
                                                      
                                                              

                                   
                                                               
                                                              
                          
                                               


















                                                                        

             
 

                                           

                                                                                    
                               
                                                
                          
                              
                                                         
                                                                             



















































                                                                          






                                                                              
                                                                           




                                                             
                                                                           




                 
                                       


                   
                   

                                                                        
                                               
                                                                              

                                                                                                                                                              
                          
                                           










                             
                          
                                 
                                                                        
                                  




                                                                        
                          

                                              




                                                                          
                                                          








                                     
                                                                                          
                                                  
 
                            
                                                                  
                                                  







                                         
                                                                      
                                                      







                                     
                                                    




                                                   

                                                          




                       
                                         
                                            



                             

 
                                            












                                                                     
 

                                                                            
                             

                                                                           

                                                                  
                                                                             
                                                                     
                                                                     
 


                                                                         
                                               
                              


                                       
                     
                                                
                                                 
            
                           
                   
                                                                
                                                 
                                    
                    
                    

                                      
 
                                                                  

                                                    

                                   


                  
                      
                                                              
 
                                                                        





                                                                              

                                                            
                                                              
                                                                               
 
                                                                           
 
                                              
                                   
                                                                                                                         

                                                                                 


                                                           

                                                                                             





                                                                   
                                                                                                 




                                                         
                                                           
         
     
                                                                

                                                                       


                                         
 
                                      
                    
                                                                     


                                                   
                                    

                                              



                                                
     
                                                                                                        













                                                                                    

                                                                
                                                                                                  

                          

                                                                                                  

                           
                                                                                      

                                


                                                                                           
                                                        

     


                                                                                                    
                                     
                                                                                  




                        

                        
     
                                                             
                                          
                                                                                                




                                                  
                                                                      


                          
                                                         
                                                              



                          
                                                                           
                                          
 
                               
                           
                                            
                            
                                              
 
            

                                                                               
                                       



                                    
                                                                  
                      
                                          
                                                                                                      


                       




                                                    
                                                                                                             
                                                                         










                                                     


        
                        

                            
                                                            


                              
                                                                






                                                     
 


                                  
                                                     


                                     
                           












                                                           
                                             


























                                                                       






                                                                                                                        
                    
                                                                      
                                                   
                                                           



                                                                             
                                                        



                                                                            
                                                  




                                              
                                                                         
         


                                                     
                                                      
                                                              


                                    
                                                               

                                                                
                          
                                               



















                                                                    

             


                                           

                                                                                    
                               
                                                
                          
                              
                                                         
                                                                             


























































                                                                          
                                                 






















                                                                        
                                                                 





                                                                 
                                                                 










                                                                        
                                                                 





                                                                  
                                                                 




                     
                                  
                                                

                                         
     
 
                                       




                    

                                                                                                      
                                                          



                            
                                         


                              
                   
                                          
                                               
                                                                              

                                                                                                                                                              
                          
                                           







                             
 
            
                                                      
                      
                                 
                                                                                                                                    
                                  


                                                                                                                                   
     
                                                        
 
                                                                                      


                      

                                                                                      
                                                                                                                  

                           

                                                                                                              

                                                
                                                       











                                         
                                                                                      
 




                    
                                        





                                                     
                                                                  


                                                   
 




                                                                                         
 
                              




                                                    
                                     
                               
                                                
                                         
                                                  
                                   

                                  
                                                 
                                     


                                    
                                                                                

                    
                          
           
                                                                               






                                
                                         
                                   



                                      
                            
                                                                                
                                                  





                             
                                                      

                                         
                                                                                    
                                                      






                                 
                                                                   
                                      






                        
                                                                                                               
                                                   

                             
                                  
     
                                                           
                    
                                                                        
                                                    
                                                     
                     
                                                                         

                                                    
                                                                                                    
                                                    
                    
                                                                       









                                                                  
                                                                            
     
                                                        







                                                                
 



                         
                                         
                                            




                             


                                            
                           

                                            
      
                                                               
                                                                   
                                                                         
                                                   
 

                     
                                                                  

                                      

                                   



                                
                                                                                                                   
                                 
                                                                            

                                                   
                                   






                                                                      
                              


                                                                              
                                  

                                                                        
                                                                       




                                                                  
                              


                                                                    

                                           






                                                                 
                          







                                                                             
                          


                                                                
                                                              



              


                                            
                           

                                            
      
                                                             
                                                                  
                                                                             
 



                                                              
                     
                             
                                       
                                                    
 
                                                                  

                                     

                                   


                  

                                 

                                         
                                             


                                                                     



                                                                   
                                         



                                                 
 
                                             
 
                                                                     

                          

                                                                                     
                         
                                                           

                                     



                         
                                                                 
                           
                          
                                                        






                                                        
                                             





















                                                                         

         



                       

            
                      





                                                              
                                              
 
                 


                                      
                                                    





                                                  
                                       



                                                                             
                                                                                 

     
                                                                                                      






                                                                     

                                                                   




                                                  

                                            





                             


                                            
                              

                                            
      
                                                            
                                                                 
                                                                            
 
                
                                                    

                                                 
                     
                      
 
                                            
 
                                                                  

                                     

                                   













                                                                   
                                            
                                                                


                          
                                                    





                            
                                                                                          

                                                                  







                                                                            
                                     
             
                                                                   




                                  

     







                                                      




                                                                 

     
                                              




                         

                                                        



                      
                                                                                                      


                       

                                            




                             

 
 
                                            
                                    

                                            
                                                
                                                        
                                                                               
                                                         
 
                    
                             



                        
                                                                             

                                                    
                                                                            

                                                   
                                                                           


                                                  

                                                                        


                  
 
 
                                            
                              

                                            

                                                                           
 
                                       
                                                                                    

                            

                     

                                   




                                                  
                         
                                            
                         
                             
                                                         
                         
 

                                      
     
                               
                         
     
 



                                                          
     
                                                  

                                          
                                                   

                                                  
                                                                        


                
                                       
                                 

             
                                                                         





                                                                           
 


                                                                              
                                                           

                                      
 
                                   
                                                            




                                                                   
                                         


















                                                                           
                 
             
                                             













                                                                          
 
                            
                                                                             
         
 
         
                                                                  
                                                                  
                                                                                  
                                                                 
                                                                           


                                                                            
                                                                                    
                             


                               
                                                              
                           
                                                
                                                                                 

                                                                  
                                                                 




                                                                     
                                              

                                                     
 


                                                                              
                                                             

                                                                          



                                                                        

                                             
 
                                                                


                                      
                                                                     


                                                
                                                                                        

             

               


                                                        
                                                   
             

                                                             





                                 
                                                                     

                                        
                                                                  
                                   
                              

                        
                                                               


                                   
                                                                        



                                                                              
                                                      
                                                               

                                                                            



                                                                                  
                                                                      








                                                                                    
                                            

                 

                                         

                                                     
                                   
                                                      
                                                      

                                                               
                 
                                                        
                                                       

                                                                 
                 
                                                      
                                                      

                                                               
                 
                                                        
                                                       

                                                                 

                             
                                        

             
 
                        
                                                   
                                                                                                                                       
                                                             
 
                               

                     

 
                                              
 















                                                   


                                            

                                                                               



                                                                                                           

                                            
                                                                          
                 
 
                 

                                

                       
 
                         
                                                  
                                                                                 




                        
                       






                                                            
                                                                                                                  













                                                                        


         
                                                       

                              

                                                                         
                 
                                                                            


                             
                                                                                                                                                         
                                   
                                                                     








                             
                                                                              




                                                      
                                                                  



                                           
                                                               


                                                                      
                                                                                                         

                                     
                                                                                                 







                                                             
                                                        


                          
 
                                                             
                 
 
                             
                                                              
                  
 
                                                              
                                                                           
                  
 

                                                        
                                                      
 
                                  
 
                                      
 
                         
     
                                                                                     
                     
                                                                                                        

                     
 

                                                                                                          
 
                                                   
                                                                          



                                           
                                                          



                                                                
                                           



                                                                                 


                     
 
                                                                                                              
 
 
                                            
               

                                            
                                                                     
                                  

 
               
                             
               
 

                    
 

                             
                                   
 
                                                  
                 
 
                                                       
                 
 
                                                        
                 
 

                                                                                 
 
                      


                      
                                                                           

                 
 

                                            
                                                               
                                                                         


                                            
                                    

                                            
                                           
 



















































                                                                     











                                                      


































                                                          
                                                                   


                                           
                                                                  








                                                    
















































































                                                                                         



                                                
                                      

                                             

     

                              
     
                                                

                 


                                  
     
                                                                            

                    
                            


                     































































































































































































                                                                                                    

          

                                             
                     



                                           
                     








                                                       
                                                             
 

                   
     
























































                                                                              




























































                                                                           














                                                             




                                               



                                                                         


             
 
#include "battle.hpp"

#include <cstring>

#include <fstream>

#include "../common/cxxstdio.hpp"
#include "../common/mt_rand.hpp"
#include "../common/nullpo.hpp"

#include "clif.hpp"
#include "itemdb.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "pc.hpp"
#include "skill.hpp"

#include "../poison.hpp"

struct Battle_Config battle_config;

/*==========================================
 * 自分をロックしている対象の数を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
static
int battle_counttargeted(struct block_list *bl, struct block_list *src,
        ATK target_lv)
{
    nullpo_ret(bl);
    if (bl->type == BL_PC)
        return pc_counttargeted((struct map_session_data *) bl, src,
                                 target_lv);
    else if (bl->type == BL_MOB)
        return mob_counttargeted((struct mob_data *) bl, src, target_lv);
    return 0;
}

/*==========================================
 * 対象のClassを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_class(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB)
        return ((struct mob_data *) bl)->mob_class;
    else if (bl->type == BL_PC)
        return 0;
    else
        return 0;
}

/*==========================================
 * 対象の方向を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_dir(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return ((struct mob_data *) bl)->dir;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->dir;
    else
        return 0;
}

/*==========================================
 * 対象のレベルを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_lv(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return ((struct mob_data *) bl)->stats[MOB_LV];
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->status.base_level;
    else
        return 0;
}

/*==========================================
 * 対象の射程を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_range(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return mob_db[((struct mob_data *) bl)->mob_class].range;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->attackrange;
    else
        return 0;
}

/*==========================================
 * 対象のHPを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_hp(struct block_list *bl)
{
    nullpo_retr(1, bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return ((struct mob_data *) bl)->hp;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->status.hp;
    else
        return 1;
}

/*==========================================
 * 対象のMHPを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_max_hp(struct block_list *bl)
{
    nullpo_retr(1, bl);
    if (bl->type == BL_PC && ((struct map_session_data *) bl))
        return ((struct map_session_data *) bl)->status.max_hp;
    else
    {
        eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
        int max_hp = 1;
        if (bl->type == BL_MOB && ((struct mob_data *) bl))
        {
            max_hp = ((struct mob_data *) bl)->stats[MOB_MAX_HP];
            if (mob_db[((struct mob_data *) bl)->mob_class].mexp > 0)
            {
                if (battle_config.mvp_hp_rate != 100)
                    max_hp = (max_hp * battle_config.mvp_hp_rate) / 100;
            }
            else
            {
                if (battle_config.monster_hp_rate != 100)
                    max_hp = (max_hp * battle_config.monster_hp_rate) / 100;
            }
        }
        if (sc_data)
        {
            if (sc_data[SC_APPLEIDUN].timer != -1)
                max_hp +=
                    ((5 + sc_data[SC_APPLEIDUN].val1 * 2 +
                      ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) +
                      sc_data[SC_APPLEIDUN].val3 / 10) * max_hp) / 100;
        }
        if (max_hp < 1)
            max_hp = 1;
        return max_hp;
    }
}

/*==========================================
 * 対象のStrを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_str(struct block_list *bl)
{
    int str = 0;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && ((struct mob_data *) bl))
        str = ((struct mob_data *) bl)->stats[MOB_STR];
    else if (bl->type == BL_PC && ((struct map_session_data *) bl))
        return ((struct map_session_data *) bl)->paramc[ATTR::STR];

    if (sc_data)
    {
        if (sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1
            && bl->type != BL_PC)
            str += 4;
        if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
        {                       // ブレッシング
            int race = battle_get_race(bl);
            if (battle_check_undead(race, battle_get_elem_type(bl))
                || race == 6)
                str >>= 1;      // 悪 魔/不死
            else
                str += sc_data[SC_BLESSING].val1;   // その他
        }
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
            str += 5;
    }
    if (str < 0)
        str = 0;
    return str;
}

/*==========================================
 * 対象のAgiを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */

int battle_get_agi(struct block_list *bl)
{
    int agi = 0;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        agi = ((struct mob_data *) bl)->stats[MOB_AGI];
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        agi = ((struct map_session_data *) bl)->paramc[ATTR::AGI];

    if (sc_data)
    {
        if (sc_data[SC_INCREASEAGI].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC)   // 速度増加(PCはpc.cで)
            agi += 2 + sc_data[SC_INCREASEAGI].val1;

        if (sc_data[SC_CONCENTRATE].timer != -1
            && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
            agi += agi * (2 + sc_data[SC_CONCENTRATE].val1) / 100;

        if (sc_data[SC_DECREASEAGI].timer != -1)    // 速度減少
            agi -= 2 + sc_data[SC_DECREASEAGI].val1;

        if (sc_data[SC_QUAGMIRE].timer != -1)   // クァグマイア
            agi >>= 1;
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
            agi += 5;
    }
    if (agi < 0)
        agi = 0;
    return agi;
}

/*==========================================
 * 対象のVitを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_vit(struct block_list *bl)
{
    int vit = 0;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        vit = ((struct mob_data *) bl)->stats[MOB_VIT];
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        vit = ((struct map_session_data *) bl)->paramc[ATTR::VIT];
    if (sc_data)
    {
        if (sc_data[SC_STRIPARMOR].timer != -1 && bl->type != BL_PC)
            vit = vit * 60 / 100;
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
            vit += 5;
    }

    if (vit < 0)
        vit = 0;
    return vit;
}

/*==========================================
 * 対象のIntを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_int(struct block_list *bl)
{
    int int_ = 0;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        int_ = ((struct mob_data *) bl)->stats[MOB_INT];
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        int_ = ((struct map_session_data *) bl)->paramc[ATTR::INT];

    if (sc_data)
    {
        if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
        {                       // ブレッシング
            int race = battle_get_race(bl);
            if (battle_check_undead(race, battle_get_elem_type(bl))
                || race == 6)
                int_ >>= 1;     // 悪 魔/不死
            else
                int_ += sc_data[SC_BLESSING].val1;  // その他
        }
        if (sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
            int_ = int_ * 60 / 100;
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
            int_ += 5;
    }
    if (int_ < 0)
        int_ = 0;
    return int_;
}

/*==========================================
 * 対象のDexを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_dex(struct block_list *bl)
{
    int dex = 0;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        dex = ((struct mob_data *) bl)->stats[MOB_DEX];
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        dex = ((struct map_session_data *) bl)->paramc[ATTR::DEX];

    if (sc_data)
    {
        if (sc_data[SC_CONCENTRATE].timer != -1
            && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
            dex += dex * (2 + sc_data[SC_CONCENTRATE].val1) / 100;

        if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
        {                       // ブレッシング
            int race = battle_get_race(bl);
            if (battle_check_undead(race, battle_get_elem_type(bl))
                || race == 6)
                dex >>= 1;      // 悪 魔/不死
            else
                dex += sc_data[SC_BLESSING].val1;   // その他
        }

        if (sc_data[SC_QUAGMIRE].timer != -1)   // クァグマイア
            dex >>= 1;
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
            dex += 5;
    }
    if (dex < 0)
        dex = 0;
    return dex;
}

/*==========================================
 * 対象のLukを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_luk(struct block_list *bl)
{
    int luk = 0;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        luk = ((struct mob_data *) bl)->stats[MOB_LUK];
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        luk = ((struct map_session_data *) bl)->paramc[ATTR::LUK];

    if (sc_data)
    {
        if (sc_data[SC_GLORIA].timer != -1 && bl->type != BL_PC)    // グロリア(PCはpc.cで)
            luk += 30;
        if (sc_data[SC_CURSE].timer != -1)  // 呪い
            luk = 0;
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
            luk += 5;
    }
    if (luk < 0)
        luk = 0;
    return luk;
}

/*==========================================
 * 対象のFleeを返す(汎用)
 * 戻りは整数で1以上
 *------------------------------------------
 */
static
int battle_get_flee(struct block_list *bl)
{
    int flee = 1;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_retr(1, bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        flee = ((struct map_session_data *) bl)->flee;
    else
        flee = battle_get_agi(bl) + battle_get_lv(bl);

    if (sc_data)
    {
        if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
            flee +=
                flee * (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2 +
                        (sc_data[SC_WHISTLE].val3 >> 16)) / 100;
        if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC)
            flee -= flee * 25 / 100;
        if (sc_data[SC_WINDWALK].timer != -1 && bl->type != BL_PC)  // ウィンドウォーク
            flee += flee * (sc_data[SC_WINDWALK].val2) / 100;
        if (sc_data[SC_SPIDERWEB].timer != -1 && bl->type != BL_PC) //スパイダーウェブ
            flee -= flee * 50 / 100;

        if (battle_is_unarmed(bl))
            flee += (skill_power_bl(bl, TMW_BRAWLING) >> 3);   // +25 for 200
        flee += skill_power_bl(bl, TMW_SPEED) >> 3;
    }
    if (flee < 1)
        flee = 1;
    return flee;
}

/*==========================================
 * 対象のHitを返す(汎用)
 * 戻りは整数で1以上
 *------------------------------------------
 */
static
int battle_get_hit(struct block_list *bl)
{
    int hit = 1;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_retr(1, bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        hit = ((struct map_session_data *) bl)->hit;
    else
        hit = battle_get_dex(bl) + battle_get_lv(bl);

    if (sc_data)
    {
        if (sc_data[SC_HUMMING].timer != -1 && bl->type != BL_PC)   //
            hit +=
                hit * (sc_data[SC_HUMMING].val1 * 2 +
                       sc_data[SC_HUMMING].val2 +
                       sc_data[SC_HUMMING].val3) / 100;
        if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) // 呪い
            hit -= hit * 25 / 100;
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
            hit += 3 * (sc_data[SC_TRUESIGHT].val1);
        if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
            hit += (hit * (10 * (sc_data[SC_CONCENTRATION].val1))) / 100;

        if (battle_is_unarmed(bl))
            hit += (skill_power_bl(bl, TMW_BRAWLING) >> 4);    // +12 for 200
    }
    if (hit < 1)
        hit = 1;
    return hit;
}

/*==========================================
 * 対象の完全回避を返す(汎用)
 * 戻りは整数で1以上
 *------------------------------------------
 */
static
int battle_get_flee2(struct block_list *bl)
{
    int flee2 = 1;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_retr(1, bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
    {
        flee2 = battle_get_luk(bl) + 10;
        flee2 +=
            ((struct map_session_data *) bl)->flee2 -
            (((struct map_session_data *) bl)->paramc[ATTR::LUK] + 10);
    }
    else
        flee2 = battle_get_luk(bl) + 1;

    if (sc_data)
    {
        if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
            flee2 += (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2
                      + (sc_data[SC_WHISTLE].val3 & 0xffff)) * 10;

        if (battle_is_unarmed(bl))
            flee2 += (skill_power_bl(bl, TMW_BRAWLING) >> 3);  // +25 for 200
        flee2 += skill_power_bl(bl, TMW_SPEED) >> 3;
    }
    if (flee2 < 1)
        flee2 = 1;
    return flee2;
}

/*==========================================
 * 対象のクリティカルを返す(汎用)
 * 戻りは整数で1以上
 *------------------------------------------
 */
static
int battle_get_critical(struct block_list *bl)
{
    int critical = 1;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_retr(1, bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
    {
        critical = battle_get_luk(bl) * 2 + 10;
        critical +=
            ((struct map_session_data *) bl)->critical -
            ((((struct map_session_data *) bl)->paramc[ATTR::LUK] * 3) + 10);
    }
    else
        critical = battle_get_luk(bl) * 3 + 1;

    if (sc_data)
    {
        if (sc_data[SC_FORTUNE].timer != -1 && bl->type != BL_PC)
            critical +=
                (10 + sc_data[SC_FORTUNE].val1 + sc_data[SC_FORTUNE].val2 +
                 sc_data[SC_FORTUNE].val3) * 10;
        if (sc_data[SC_EXPLOSIONSPIRITS].timer != -1 && bl->type != BL_PC)
            critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
        if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) //トゥルーサイト
            critical += critical * sc_data[SC_TRUESIGHT].val1 / 100;
    }
    if (critical < 1)
        critical = 1;
    return critical;
}

/*==========================================
 * base_atkの取得
 * 戻りは整数で1以上
 *------------------------------------------
 */
static
int battle_get_baseatk(struct block_list *bl)
{
    eptr<struct status_change, StatusChange> sc_data;
    int batk = 1;

    nullpo_retr(1, bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        batk = ((struct map_session_data *) bl)->base_atk;  //設定されているbase_atk
    else
    {                           //それ以外なら
        int str, dstr;
        str = battle_get_str(bl);  //STR
        dstr = str / 10;
        batk = dstr * dstr + str;   //base_atkを計算する
    }
    if (sc_data)
    {                           //状態異常あり
        if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)   //PCでプロボック(SM_PROVOKE)状態
            batk = batk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;   //base_atk増加
        if (sc_data[SC_CURSE].timer != -1)  //呪われていたら
            batk -= batk * 25 / 100;    //base_atkが25%減少
        if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
            batk += batk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
    }
    if (batk < 1)
        batk = 1;               //base_atkは最低でも1
    return batk;
}

/*==========================================
 * 対象のAtkを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
static
int battle_get_atk(struct block_list *bl)
{
    eptr<struct status_change, StatusChange> sc_data;
    int atk = 0;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        atk = ((struct map_session_data *) bl)->watk;
    else if (bl->type == BL_MOB && (struct mob_data *) bl)
        atk = ((struct mob_data *) bl)->stats[MOB_ATK1];

    if (sc_data)
    {
        if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
            atk = atk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
        if (sc_data[SC_CURSE].timer != -1)
            atk -= atk * 25 / 100;
        if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
            atk += atk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
    }
    if (atk < 0)
        atk = 0;
    return atk;
}

/*==========================================
 * 対象の左手Atkを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
static
int battle_get_atk_(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
    {
        int atk = ((struct map_session_data *) bl)->watk_;

        if (((struct map_session_data *) bl)->sc_data[SC_CURSE].timer != -1)
            atk -= atk * 25 / 100;
        return atk;
    }
    else
        return 0;
}

/*==========================================
 * 対象のAtk2を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
static
int battle_get_atk2(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->watk2;
    else
    {
        eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
        int atk2 = 0;
        if (bl->type == BL_MOB && (struct mob_data *) bl)
            atk2 = ((struct mob_data *) bl)->stats[MOB_ATK2];
        if (sc_data)
        {
            if (sc_data[SC_IMPOSITIO].timer != -1)
                atk2 += sc_data[SC_IMPOSITIO].val1 * 5;
            if (sc_data[SC_PROVOKE].timer != -1)
                atk2 = atk2 * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
            if (sc_data[SC_CURSE].timer != -1)
                atk2 -= atk2 * 25 / 100;
            if (sc_data[SC_DRUMBATTLE].timer != -1)
                atk2 += sc_data[SC_DRUMBATTLE].val2;
            if (sc_data[SC_NIBELUNGEN].timer != -1
                && (battle_get_element(bl) / 10) >= 8)
                atk2 += sc_data[SC_NIBELUNGEN].val2;
            if (sc_data[SC_STRIPWEAPON].timer != -1)
                atk2 = atk2 * 90 / 100;
            if (sc_data[SC_CONCENTRATION].timer != -1)  //コンセントレーション
                atk2 += atk2 * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
        }

        if (atk2 < 0)
            atk2 = 0;
        return atk2;
    }
}

/*==========================================
 * 対象の左手Atk2を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
static
int battle_get_atk_2(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_PC)
        return ((struct map_session_data *) bl)->watk_2;
    else
        return 0;
}

/*==========================================
 * 対象のMAtk1を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
static
int battle_get_matk1(struct block_list *bl)
{
    eptr<struct status_change, StatusChange> sc_data;
    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB)
    {
        int matk, int_ = battle_get_int(bl);
        matk = int_ + (int_ / 5) * (int_ / 5);

        if (sc_data)
            if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
                matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
        return matk;
    }
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->matk1;
    else
        return 0;
}

/*==========================================
 * 対象のMAtk2を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
static
int battle_get_matk2(struct block_list *bl)
{
    eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
    nullpo_ret(bl);
    if (bl->type == BL_MOB)
    {
        int matk, int_ = battle_get_int(bl);
        matk = int_ + (int_ / 7) * (int_ / 7);

        if (sc_data)
            if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
                matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
        return matk;
    }
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->matk2;
    else
        return 0;
}

/*==========================================
 * 対象のDefを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_def(struct block_list *bl)
{
    eptr<struct status_change, StatusChange> sc_data;
    int def = 0, skilltimer = -1;
    SkillID skillid = SkillID::ZERO;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
    {
        def = ((struct map_session_data *) bl)->def;
        skilltimer = ((struct map_session_data *) bl)->skilltimer;
        skillid = ((struct map_session_data *) bl)->skillid;
    }
    else if (bl->type == BL_MOB && (struct mob_data *) bl)
    {
        def = ((struct mob_data *) bl)->stats[MOB_DEF];
        skilltimer = ((struct mob_data *) bl)->skilltimer;
        skillid = ((struct mob_data *) bl)->skillid;
    }

    if (def < 1000000)
    {
        if (sc_data)
        {
            //キーピング時はDEF100
            if (sc_data[SC_KEEPING].timer != -1)
                def = 100;
            //プロボック時は減算
            if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
                def = (def * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
            //戦太鼓の響き時は加算
            if (sc_data[SC_DRUMBATTLE].timer != -1 && bl->type != BL_PC)
                def += sc_data[SC_DRUMBATTLE].val3;
            //毒にかかっている時は減算
            if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
                def = def * 75 / 100;
            //ストリップシールド時は減算
            if (sc_data[SC_STRIPSHIELD].timer != -1 && bl->type != BL_PC)
                def = def * 85 / 100;
            //シグナムクルシス時は減算
            if (sc_data[SC_SIGNUMCRUCIS].timer != -1 && bl->type != BL_PC)
                def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2) / 100;
            //永遠の混沌時はDEF0になる
            if (sc_data[SC_ETERNALCHAOS].timer != -1 && bl->type != BL_PC)
                def = 0;
            //凍結、石化時は右シフト
            if (sc_data[SC_FREEZE].timer != -1
                || (sc_data[SC_STONE].timer != -1
                    && sc_data[SC_STONE].val2 == 0))
                def >>= 1;
            //コンセントレーション時は減算
            if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
                def =
                    (def * (100 - 5 * sc_data[SC_CONCENTRATION].val1)) / 100;
        }
        //詠唱中は詠唱時減算率に基づいて減算
        if (skilltimer != -1)
        {
            int def_rate = skill_get_castdef(skillid);
            if (def_rate != 0)
                def = (def * (100 - def_rate)) / 100;
        }
    }
    if (def < 0)
        def = 0;
    return def;
}

/*==========================================
 * 対象のMDefを返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_mdef(struct block_list *bl)
{
    eptr<struct status_change, StatusChange> sc_data;
    int mdef = 0;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        mdef = ((struct map_session_data *) bl)->mdef;
    else if (bl->type == BL_MOB && (struct mob_data *) bl)
        mdef = ((struct mob_data *) bl)->stats[MOB_MDEF];

    if (mdef < 1000000)
    {
        if (sc_data)
        {
            //バリアー状態時はMDEF100
            if (mdef < 90 && sc_data[SC_MBARRIER].timer != -1)
            {
                mdef += sc_data[SC_MBARRIER].val1;
                if (mdef > 90)
                    mdef = 90;
            }
            if (sc_data[SC_BARRIER].timer != -1)
                mdef = 100;
            //凍結、石化時は1.25倍
            if (sc_data[SC_FREEZE].timer != -1
                || (sc_data[SC_STONE].timer != -1
                    && sc_data[SC_STONE].val2 == 0))
                mdef = mdef * 125 / 100;
            if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
                mdef -= (mdef * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
        }
    }
    if (mdef < 0)
        mdef = 0;
    return mdef;
}

/*==========================================
 * 対象のDef2を返す(汎用)
 * 戻りは整数で1以上
 *------------------------------------------
 */
int battle_get_def2(struct block_list *bl)
{
    eptr<struct status_change, StatusChange> sc_data;
    int def2 = 1;

    nullpo_retr(1, bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_PC)
        def2 = ((struct map_session_data *) bl)->def2;
    else if (bl->type == BL_MOB)
        def2 = ((struct mob_data *) bl)->stats[MOB_VIT];

    if (sc_data)
    {
        if (sc_data[SC_ANGELUS].timer != -1 && bl->type != BL_PC)
            def2 = def2 * (110 + 5 * sc_data[SC_ANGELUS].val1) / 100;
        if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
            def2 = (def2 * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
        if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
            def2 = def2 * 75 / 100;
        //コンセントレーション時は減算
        if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
            def2 = def2 * (100 - 5 * sc_data[SC_CONCENTRATION].val1) / 100;
    }
    if (def2 < 1)
        def2 = 1;
    return def2;
}

/*==========================================
 * 対象のMDef2を返す(汎用)
 * 戻りは整数で0以上
 *------------------------------------------
 */
int battle_get_mdef2(struct block_list *bl)
{
    int mdef2 = 0;
    eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);

    nullpo_ret(bl);
    if (bl->type == BL_MOB)
        mdef2 =
            ((struct mob_data *) bl)->stats[MOB_INT] +
            (((struct mob_data *) bl)->stats[MOB_VIT] >> 1);
    else if (bl->type == BL_PC)
        mdef2 =
            ((struct map_session_data *) bl)->mdef2 +
            (((struct map_session_data *) bl)->paramc[ATTR::VIT] >> 1);
    if (sc_data)
    {
        if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
            mdef2 -= (mdef2 * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
    }
    if (mdef2 < 0)
        mdef2 = 0;
    return mdef2;
}

/*==========================================
 * 対象のSpeed(移動速度)を返す(汎用)
 * 戻りは整数で1以上
 * Speedは小さいほうが移動速度が速い
 *------------------------------------------
 */
int battle_get_speed(struct block_list *bl)
{
    nullpo_retr(1000, bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->speed;
    else
    {
        eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
        int speed = 1000;
        if (bl->type == BL_MOB && (struct mob_data *) bl)
            speed = ((struct mob_data *) bl)->stats[MOB_SPEED];

        if (sc_data)
        {
            //速度増加時は25%減算
            if (sc_data[SC_INCREASEAGI].timer != -1
                && sc_data[SC_DONTFORGETME].timer == -1)
                speed -= speed * 25 / 100;
            //速度減少時は25%加算
            if (sc_data[SC_DECREASEAGI].timer != -1)
                speed = speed * 125 / 100;
            //クァグマイア時は50%加算
            if (sc_data[SC_QUAGMIRE].timer != -1)
                speed = speed * 3 / 2;
            //私を忘れないで…時は加算
            if (sc_data[SC_DONTFORGETME].timer != -1)
                speed =
                    speed * (100 + sc_data[SC_DONTFORGETME].val1 * 2 +
                             sc_data[SC_DONTFORGETME].val2 +
                             (sc_data[SC_DONTFORGETME].val3 & 0xffff)) / 100;
            //金剛時は25%加算
            if (sc_data[SC_STEELBODY].timer != -1)
                speed = speed * 125 / 100;
            //ディフェンダー時は加算
            if (sc_data[SC_DEFENDER].timer != -1)
                speed = (speed * (155 - sc_data[SC_DEFENDER].val1 * 5)) / 100;
            //踊り状態は4倍遅い
            if (sc_data[SC_DANCING].timer != -1)
                speed *= 4;
            //呪い時は450加算
            if (sc_data[SC_CURSE].timer != -1)
                speed = speed + 450;
            //ウィンドウォーク時はLv*2%減算
            if (sc_data[SC_WINDWALK].timer != -1)
                speed -= (speed * (sc_data[SC_WINDWALK].val1 * 2)) / 100;
        }
        if (speed < 1)
            speed = 1;
        return speed;
    }
}

/*==========================================
 * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
 * aDelayは小さいほうが攻撃速度が速い
 *------------------------------------------
 */
int battle_get_adelay(struct block_list *bl)
{
    nullpo_retr(4000, bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        return (((struct map_session_data *) bl)->aspd << 1);
    else
    {
        eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
        int adelay = 4000, aspd_rate = 100;
        if (bl->type == BL_MOB && (struct mob_data *) bl)
            adelay = ((struct mob_data *) bl)->stats[MOB_ADELAY];

        if (sc_data)
        {
            //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
            if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
                aspd_rate -= 30;
            //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
            if (sc_data[SC_ADRENALINE].timer != -1
                && sc_data[SC_TWOHANDQUICKEN].timer == -1
                && sc_data[SC_QUAGMIRE].timer == -1
                && sc_data[SC_DONTFORGETME].timer == -1)
            {                   // アドレナリンラッシュ
                //使用者とパーティメンバーで格差が出る設定でなければ3割減算
                if (sc_data[SC_ADRENALINE].val2
                    || !battle_config.party_skill_penaly)
                    aspd_rate -= 30;
                //そうでなければ2.5割減算
                else
                    aspd_rate -= 25;
            }
            //スピアクィッケン時は減算
            if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1)  // スピアクィッケン
                aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
            //夕日のアサシンクロス時は減算
            if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
                sc_data[SC_TWOHANDQUICKEN].timer == -1
                && sc_data[SC_ADRENALINE].timer == -1
                && sc_data[SC_SPEARSQUICKEN].timer == -1
                && sc_data[SC_DONTFORGETME].timer == -1)
                aspd_rate -=
                    5 + sc_data[SC_ASSNCROS].val1 +
                    sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
            //私を忘れないで…時は加算
            if (sc_data[SC_DONTFORGETME].timer != -1)   // 私を忘れないで
                aspd_rate +=
                    sc_data[SC_DONTFORGETME].val1 * 3 +
                    sc_data[SC_DONTFORGETME].val2 +
                    (sc_data[SC_DONTFORGETME].val3 >> 16);
            //金剛時25%加算
            if (sc_data[SC_STEELBODY].timer != -1)  // 金剛
                aspd_rate += 25;
            //増速ポーション使用時は減算
            if (sc_data[SC_SPEEDPOTION2].timer != -1)
                aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
            else if (sc_data[SC_SPEEDPOTION1].timer != -1)
                aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
            else if (sc_data[SC_SPEEDPOTION0].timer != -1)
                aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
            // Fate's `haste' spell works the same as the above
            if (sc_data[SC_HASTE].timer != -1)
                aspd_rate -= sc_data[SC_HASTE].val1;
            //ディフェンダー時は加算
            if (sc_data[SC_DEFENDER].timer != -1)
                adelay += (1100 - sc_data[SC_DEFENDER].val1 * 100);
        }

        if (aspd_rate != 100)
            adelay = adelay * aspd_rate / 100;
        if (adelay < battle_config.monster_max_aspd << 1)
            adelay = battle_config.monster_max_aspd << 1;
        return adelay;
    }
}

int battle_get_amotion(struct block_list *bl)
{
    nullpo_retr(2000, bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->amotion;
    else
    {
        eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
        int amotion = 2000, aspd_rate = 100;
        if (bl->type == BL_MOB && (struct mob_data *) bl)
            amotion = mob_db[((struct mob_data *) bl)->mob_class].amotion;

        if (sc_data)
        {
            if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
                aspd_rate -= 30;
            if (sc_data[SC_ADRENALINE].timer != -1
                && sc_data[SC_TWOHANDQUICKEN].timer == -1
                && sc_data[SC_QUAGMIRE].timer == -1
                && sc_data[SC_DONTFORGETME].timer == -1)
            {                   // アドレナリンラッシュ
                if (sc_data[SC_ADRENALINE].val2
                    || !battle_config.party_skill_penaly)
                    aspd_rate -= 30;
                else
                    aspd_rate -= 25;
            }
            if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1)  // スピアクィッケン
                aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
            if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
                sc_data[SC_TWOHANDQUICKEN].timer == -1
                && sc_data[SC_ADRENALINE].timer == -1
                && sc_data[SC_SPEARSQUICKEN].timer == -1
                && sc_data[SC_DONTFORGETME].timer == -1)
                aspd_rate -=
                    5 + sc_data[SC_ASSNCROS].val1 +
                    sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
            if (sc_data[SC_DONTFORGETME].timer != -1)   // 私を忘れないで
                aspd_rate +=
                    sc_data[SC_DONTFORGETME].val1 * 3 +
                    sc_data[SC_DONTFORGETME].val2 +
                    (sc_data[SC_DONTFORGETME].val3 >> 16);
            if (sc_data[SC_STEELBODY].timer != -1)  // 金剛
                aspd_rate += 25;
            if (sc_data[SC_SPEEDPOTION2].timer != -1)
                aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
            else if (sc_data[SC_SPEEDPOTION1].timer != -1)
                aspd_rate -= sc_data[SC_SPEEDPOTION1].val1;
            else if (sc_data[SC_SPEEDPOTION0].timer != -1)
                aspd_rate -= sc_data[SC_SPEEDPOTION0].val1;
            if (sc_data[SC_HASTE].timer != -1)
                aspd_rate -= sc_data[SC_HASTE].val1;
            if (sc_data[SC_DEFENDER].timer != -1)
                amotion += (550 - sc_data[SC_DEFENDER].val1 * 50);
        }

        if (aspd_rate != 100)
            amotion = amotion * aspd_rate / 100;
        if (amotion < battle_config.monster_max_aspd)
            amotion = battle_config.monster_max_aspd;
        return amotion;
    }
}

int battle_get_dmotion(struct block_list *bl)
{
    int ret;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
    {
        ret = mob_db[((struct mob_data *) bl)->mob_class].dmotion;
        if (battle_config.monster_damage_delay_rate != 100)
            ret = ret * battle_config.monster_damage_delay_rate / 400;
    }
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
    {
        ret = ((struct map_session_data *) bl)->dmotion;
        if (battle_config.pc_damage_delay_rate != 100)
            ret = ret * battle_config.pc_damage_delay_rate / 400;
    }
    else
        return 2000;

    if ((sc_data && sc_data[SC_ENDURE].timer != -1) ||
        (bl->type == BL_PC
         && ((struct map_session_data *) bl)->special_state.infinite_endure))
        ret = 0;

    return ret;
}

int battle_get_element(struct block_list *bl)
{
    int ret = 20;
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_retr(ret, bl);
    sc_data = battle_get_sc_data(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)   // 10の位=Lv*2、1の位=属性
        ret = ((struct mob_data *) bl)->def_ele;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        ret = 20 + ((struct map_session_data *) bl)->def_ele;   // 防御属性Lv1

    if (sc_data)
    {
        if (sc_data[SC_BENEDICTIO].timer != -1) // 聖体降福
            ret = 26;
        if (sc_data[SC_FREEZE].timer != -1) // 凍結
            ret = 21;
        if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
            ret = 22;
    }

    return ret;
}

static
int battle_get_attack_element(struct block_list *bl)
{
    int ret = 0;
    eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);

    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        ret = 0;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        ret = ((struct map_session_data *) bl)->atk_ele;

    if (sc_data)
    {
        if (sc_data[SC_FROSTWEAPON].timer != -1)    // フロストウェポン
            ret = 1;
        if (sc_data[SC_SEISMICWEAPON].timer != -1)  // サイズミックウェポン
            ret = 2;
        if (sc_data[SC_FLAMELAUNCHER].timer != -1)  // フレームランチャー
            ret = 3;
        if (sc_data[SC_LIGHTNINGLOADER].timer != -1)    // ライトニングローダー
            ret = 4;
        if (sc_data[SC_ENCPOISON].timer != -1)  // エンチャントポイズン
            ret = 5;
        if (sc_data[SC_ASPERSIO].timer != -1)   // アスペルシオ
            ret = 6;
    }

    return ret;
}

int battle_get_party_id(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_PC && (struct map_session_data *) bl)
        return ((struct map_session_data *) bl)->status.party_id;
    else if (bl->type == BL_MOB && (struct mob_data *) bl)
    {
        struct mob_data *md = (struct mob_data *) bl;
        if (md->master_id > 0)
            return -md->master_id;
        return -md->bl.id;
    }
    else if (bl->type == BL_SKILL && (struct skill_unit *) bl)
        return ((struct skill_unit *) bl)->group->party_id;
    else
        return 0;
}

int battle_get_race(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return mob_db[((struct mob_data *) bl)->mob_class].race;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return 7;
    else
        return 0;
}

MobMode battle_get_mode(struct block_list *bl)
{
    nullpo_retr(MobMode::CAN_MOVE, bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return mob_db[((struct mob_data *) bl)->mob_class].mode;
    // とりあえず動くということで1
    return MobMode::CAN_MOVE;
}

int battle_get_mexp(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
    {
        const struct mob_data *mob = (struct mob_data *) bl;
        const int retval =
            (mob_db[mob->mob_class].mexp *
             (int)(mob->stats[MOB_XP_BONUS])) >> MOB_XP_BONUS_SHIFT;
        FPRINTF(stderr, "Modifier of %x: -> %d\n", mob->stats[MOB_XP_BONUS],
                 retval);
        return retval;
    }
    else
        return 0;
}

int battle_get_stat(SP stat_id, struct block_list *bl)
{
    switch (stat_id)
    {
        case SP_STR:
            return battle_get_str(bl);
        case SP_AGI:
            return battle_get_agi(bl);
        case SP_DEX:
            return battle_get_dex(bl);
        case SP_VIT:
            return battle_get_vit(bl);
        case SP_INT:
            return battle_get_int(bl);
        case SP_LUK:
            return battle_get_luk(bl);
        default:
            return 0;
    }
}

// StatusChange系の所得
eptr<struct status_change, StatusChange> battle_get_sc_data(struct block_list *bl)
{
    nullpo_retr(nullptr, bl);

    switch (bl->type)
    {
    case BL_MOB:
        return ((struct mob_data *)(bl))->sc_data;
    case BL_PC:
        return ((struct map_session_data *)(bl))->sc_data;
    }
    return nullptr;
}

short *battle_get_sc_count(struct block_list *bl)
{
    nullpo_retr(NULL, bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return &((struct mob_data *) bl)->sc_count;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return &((struct map_session_data *) bl)->sc_count;
    return NULL;
}

Opt1 *battle_get_opt1(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return &((struct mob_data *) bl)->opt1;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return &((struct map_session_data *) bl)->opt1;
    else if (bl->type == BL_NPC && (struct npc_data *) bl)
        return &((struct npc_data *) bl)->opt1;
    return 0;
}

Opt2 *battle_get_opt2(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return &((struct mob_data *) bl)->opt2;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return &((struct map_session_data *) bl)->opt2;
    else if (bl->type == BL_NPC && (struct npc_data *) bl)
        return &((struct npc_data *) bl)->opt2;
    return 0;
}

Opt3 *battle_get_opt3(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return &((struct mob_data *) bl)->opt3;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return &((struct map_session_data *) bl)->opt3;
    else if (bl->type == BL_NPC && (struct npc_data *) bl)
        return &((struct npc_data *) bl)->opt3;
    return 0;
}

Option *battle_get_option(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB && (struct mob_data *) bl)
        return &((struct mob_data *) bl)->option;
    else if (bl->type == BL_PC && (struct map_session_data *) bl)
        return &((struct map_session_data *) bl)->status.option;
    else if (bl->type == BL_NPC && (struct npc_data *) bl)
        return &((struct npc_data *) bl)->option;
    return 0;
}

//-------------------------------------------------------------------

// ダメージの遅延
struct battle_delay_damage_
{
    struct block_list *src, *target;
    int damage;
    int flag;
};

// 実際にHPを操作
int battle_damage(struct block_list *bl, struct block_list *target,
                   int damage, int flag)
{
    eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(target);
    short *sc_count;
    int i;

    nullpo_ret(target);    //blはNULLで呼ばれることがあるので他でチェック

    if (damage == 0)
        return 0;

    if (target->prev == NULL)
        return 0;

    if (bl)
    {
        if (bl->prev == NULL)
            return 0;
    }

    if (damage < 0)
        return battle_heal(bl, target, -damage, 0, flag);

    if (!flag && (sc_count = battle_get_sc_count(target)) != NULL
        && *sc_count > 0)
    {
        // 凍結、石化、睡眠を消去
        if (sc_data[SC_FREEZE].timer != -1)
            skill_status_change_end(target, SC_FREEZE, -1);
        if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
            skill_status_change_end(target, SC_STONE, -1);
        if (sc_data[SC_SLEEP].timer != -1)
            skill_status_change_end(target, SC_SLEEP, -1);
    }

    if (target->type == BL_MOB)
    {                           // MOB
        struct mob_data *md = (struct mob_data *) target;
        if (md && md->skilltimer != -1 && md->state.skillcastcancel)    // 詠唱妨害
            skill_castcancel(target, 0);
        return mob_damage(bl, md, damage, 0);
    }
    else if (target->type == BL_PC)
    {                           // PC

        struct map_session_data *tsd = (struct map_session_data *) target;

        if (tsd && tsd->sc_data[SC_DEVOTION].val1)
        {                       // ディボーションをかけられている
            struct map_session_data *md =
                map_id2sd(tsd->sc_data[SC_DEVOTION].val1);
            if (md && skill_devotion3(&md->bl, target->id))
            {
                skill_devotion(md, target->id);
            }
            else if (md && bl)
                for (i = 0; i < 5; i++)
                    if (md->dev.val1[i] == target->id)
                    {
                        clif_damage(bl, &md->bl, gettick(), 0, 0,
                                     damage, 0, 0, 0);
                        pc_damage(&md->bl, md, damage);

                        return 0;
                    }
        }

        if (tsd && tsd->skilltimer != -1)
        {                       // 詠唱妨害
            // フェンカードや妨害されないスキルかの検査
            if (!tsd->special_state.no_castcancel
                && tsd->state.skillcastcancel
                && !tsd->special_state.no_castcancel2)
                skill_castcancel(target, 0);
        }

        return pc_damage(bl, tsd, damage);

    }
    else if (target->type == BL_SKILL)
        return skill_unit_ondamaged((struct skill_unit *) target, bl, damage,
                                     gettick());
    return 0;
}

int battle_heal(struct block_list *bl, struct block_list *target, int hp,
                 int sp, int flag)
{
    nullpo_ret(target);    //blはNULLで呼ばれることがあるので他でチェック

    if (target->type == BL_PC
        && pc_isdead((struct map_session_data *) target))
        return 0;
    if (hp == 0 && sp == 0)
        return 0;

    if (hp < 0)
        return battle_damage(bl, target, -hp, flag);

    if (target->type == BL_MOB)
        return mob_heal((struct mob_data *) target, hp);
    else if (target->type == BL_PC)
        return pc_heal((struct map_session_data *) target, hp, sp);
    return 0;
}

// 攻撃停止
int battle_stopattack(struct block_list *bl)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB)
        return mob_stopattack((struct mob_data *) bl);
    else if (bl->type == BL_PC)
        return pc_stopattack((struct map_session_data *) bl);
    return 0;
}

// 移動停止
int battle_stopwalking(struct block_list *bl, int type)
{
    nullpo_ret(bl);
    if (bl->type == BL_MOB)
        return mob_stop_walking((struct mob_data *) bl, type);
    else if (bl->type == BL_PC)
        return pc_stop_walking((struct map_session_data *) bl, type);
    return 0;
}

/*==========================================
 * ダメージ最終計算
 *------------------------------------------
 */
static
int battle_calc_damage(struct block_list *src, struct block_list *bl,
                        int damage, int div_,
                        SkillID skill_num, int, BF flag)
{
    struct map_session_data *sd = NULL;
    struct mob_data *md = NULL;
    eptr<struct status_change, StatusChange> sc_data;
    short *sc_count;

    nullpo_ret(bl);

    if (bl->type == BL_MOB)
        md = (struct mob_data *) bl;
    else
        sd = (struct map_session_data *) bl;

    sc_data = battle_get_sc_data(bl);
    sc_count = battle_get_sc_count(bl);

    if (sc_count != NULL && *sc_count > 0)
    {

        if (sc_data[SC_SAFETYWALL].timer != -1
            && damage > 0
            && bool(flag & BF_WEAPON)
            && bool(flag & BF_SHORT)
            && skill_num != NPC_GUIDEDATTACK)
        {
            // セーフティウォール
            struct skill_unit *unit =
                (struct skill_unit *) sc_data[SC_SAFETYWALL].val2;
            if (unit && unit->alive && (--unit->group->val2) <= 0)
                skill_delunit(unit);
            skill_unit_move(bl, gettick(), 1);    // 重ね掛けチェック
            damage = 0;
        }
        if (sc_data[SC_PNEUMA].timer != -1
            && damage > 0
            && bool(flag & BF_WEAPON)
            && bool(flag & BF_LONG)
            && skill_num != NPC_GUIDEDATTACK)
        {
            // ニューマ
            damage = 0;
        }

        if (sc_data[SC_ROKISWEIL].timer != -1
            && damage > 0
            && bool(flag & BF_MAGIC))
        {
            // ニューマ
            damage = 0;
        }

        if (sc_data[SC_AETERNA].timer != -1 && damage > 0)
        {                       // レックスエーテルナ
            damage <<= 1;
            skill_status_change_end(bl, SC_AETERNA, -1);
        }

        //属性場のダメージ増加
        if (sc_data[SC_VOLCANO].timer != -1)
        {                       // ボルケーノ
            if (bool(flag & BF_SKILL)
                && skill_get_pl(skill_num) == 3)
                damage += damage * sc_data[SC_VOLCANO].val4 / 100;
            else if (!bool(flag & BF_SKILL)
                && (battle_get_attack_element(bl) == 3))
                damage += damage * sc_data[SC_VOLCANO].val4 / 100;
        }

        if (sc_data[SC_VIOLENTGALE].timer != -1)
        {                       // バイオレントゲイル
            if (bool(flag & BF_SKILL)
                && skill_get_pl(skill_num) == 4)
                damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
            else if (!bool(flag & BF_SKILL)
                && (battle_get_attack_element(bl) == 4))
                damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
        }

        if (sc_data[SC_DELUGE].timer != -1)
        {                       // デリュージ
            if (bool(flag & BF_SKILL)
                && skill_get_pl(skill_num) == 1)
                damage += damage * sc_data[SC_DELUGE].val4 / 100;
            else if (!bool(flag & BF_SKILL)
                && (battle_get_attack_element(bl) == 1))
                damage += damage * sc_data[SC_DELUGE].val4 / 100;
        }

        if (sc_data[SC_ENERGYCOAT].timer != -1 && damage > 0
            && bool(flag & BF_WEAPON))
        {                       // エナジーコート
            if (sd)
            {
                if (sd->status.sp > 0)
                {
                    int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
                    sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
                    if (sd->status.sp < 0)
                        sd->status.sp = 0;
                    damage -= damage * ((per + 1) * 6) / 100;
                    clif_updatestatus(sd, SP_SP);
                }
                if (sd->status.sp <= 0)
                    skill_status_change_end(bl, SC_ENERGYCOAT, -1);
            }
            else
                damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
        }

        if (sc_data[SC_KYRIE].timer != -1 && damage > 0)
        {
            // キリエエレイソン
            struct status_change *sc = &sc_data[SC_KYRIE];
            sc->val2 -= damage;
            if (bool(flag & BF_WEAPON))
            {
                if (sc->val2 >= 0)
                    damage = 0;
                else
                    damage = -sc->val2;
            }
            if ((--sc->val3) <= 0 || (sc->val2 <= 0))
                skill_status_change_end(bl, SC_KYRIE, -1);
        }

        if (sc_data[SC_BASILICA].timer != -1 && damage > 0)
        {
            // ニューマ
            damage = 0;
        }
        if (sc_data[SC_LANDPROTECTOR].timer != -1 && damage > 0
            && bool(flag & BF_MAGIC))
        {
            // ニューマ
            damage = 0;
        }

        if (sc_data[SC_AUTOGUARD].timer != -1 && damage > 0
            && bool(flag & BF_WEAPON))
        {
            if (MRAND(100) < sc_data[SC_AUTOGUARD].val2)
            {
                damage = 0;
                if (sd)
                    sd->canmove_tick = gettick() + 300;
                else if (md)
                    md->canmove_tick = gettick() + 300;
            }
        }
// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
//
        if (sc_data[SC_PARRYING].timer != -1 && damage > 0
            && bool(flag & BF_WEAPON))
        {
            if (MRAND(100) < sc_data[SC_PARRYING].val2)
                damage = 0;
        }
        // リジェクトソード
        if (sc_data[SC_REJECTSWORD].timer != -1 && damage > 0
            && bool(flag & BF_WEAPON)
            && // the logic was always broken, I've simplfied to what it
            // was doing, it's not like this will be sticking around long
            ((src->type == BL_PC
              && ((struct map_session_data *) src)->status.weapon == 1)
             || src->type == BL_MOB))
        {
            if (MRAND(100) < (10 + 5 * sc_data[SC_REJECTSWORD].val1))
            {                   //反射確率は10+5*Lv
                damage = damage * 50 / 100;
                battle_damage(bl, src, damage, 0);
                if ((--sc_data[SC_REJECTSWORD].val2) <= 0)
                    skill_status_change_end(bl, SC_REJECTSWORD, -1);
            }
        }
    }

    if (battle_config.skill_min_damage
        || bool(flag & BF_MISC))
    {
        if (div_ < 255)
        {
            if (damage > 0 && damage < div_)
                damage = div_;
        }
        else if (damage > 0 && damage < 3)
            damage = 3;
    }

    if (md != NULL && md->hp > 0 && damage > 0) // 反撃などのMOBスキル判定
        mobskill_event(md, flag);

    return damage;
}

static
struct Damage battle_calc_mob_weapon_attack(struct block_list *src,
                                                    struct block_list *target,
                                                    SkillID skill_num,
                                                    int skill_lv, int)
{
    struct map_session_data *tsd = NULL;
    struct mob_data *md = (struct mob_data *) src, *tmd = NULL;
    int hitrate, flee, cri = 0, atkmin, atkmax;
    int target_count = 1;
    int def1 = battle_get_def(target);
    int def2 = battle_get_def2(target);
    int t_vit = battle_get_vit(target);
    struct Damage wd;
    int damage, damage2 = 0, type, div_, blewcount =
        skill_get_blewcount(skill_num, skill_lv);
    BF flag;
    int ac_flag = 0;
    ATK dmg_lv = ATK::ZERO;
    eptr<struct status_change, StatusChange> sc_data, t_sc_data;

    //return前の処理があるので情報出力部のみ変更
    if (src == NULL || target == NULL || md == NULL)
    {
        nullpo_info(NLP_MARK);
        memset(&wd, 0, sizeof(wd));
        return wd;
    }

    sc_data = battle_get_sc_data(src);

    // ターゲット
    if (target->type == BL_PC)
        tsd = (struct map_session_data *) target;
    else if (target->type == BL_MOB)
        tmd = (struct mob_data *) target;
    MobMode t_mode = battle_get_mode(target);
    t_sc_data = battle_get_sc_data(target);

    flag = BF_SHORT | BF_WEAPON | BF_NORMAL;    // 攻撃の種類の設定

    // 回避率計算、回避判定は後で
    flee = battle_get_flee(target);
    if (battle_config.agi_penaly_type > 0
        || battle_config.vit_penaly_type > 0)
        target_count +=
            battle_counttargeted(target, src,
                    ATK(battle_config.agi_penaly_count_lv)); // FIXME
    if (battle_config.agi_penaly_type > 0)
    {
        if (target_count >= battle_config.agi_penaly_count)
        {
            if (battle_config.agi_penaly_type == 1)
                flee =
                    (flee *
                     (100 -
                      (target_count -
                       (battle_config.agi_penaly_count -
                        1)) * battle_config.agi_penaly_num)) / 100;
            else if (battle_config.agi_penaly_type == 2)
                flee -=
                    (target_count -
                     (battle_config.agi_penaly_count -
                      1)) * battle_config.agi_penaly_num;
            if (flee < 1)
                flee = 1;
        }
    }
    hitrate = battle_get_hit(src) - flee + 80;

    type = 0;                   // normal
    div_ = 1;                   // single attack

    if (battle_config.enemy_str)
        damage = battle_get_baseatk(src);
    else
        damage = 0;
    {
        atkmin = battle_get_atk(src);
        atkmax = battle_get_atk2(src);
    }
    if (mob_db[md->mob_class].range > 3)
        flag = (flag & ~BF_RANGEMASK) | BF_LONG;

    if (atkmin > atkmax)
        atkmin = atkmax;

    if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer != -1)
    {                           // マキシマイズパワー
        atkmin = atkmax;
    }

    cri = battle_get_critical(src);
    cri -= battle_get_luk(target) * 3;
    if (battle_config.enemy_critical_rate != 100)
    {
        cri = cri * battle_config.enemy_critical_rate / 100;
        if (cri < 1)
            cri = 1;
    }
    if (t_sc_data && t_sc_data[SC_SLEEP].timer != -1)   // 睡眠中はクリティカルが倍に
        cri <<= 1;

    if (ac_flag)
        cri = 1000;

    if (tsd && tsd->critical_def)
        cri = cri * (100 - tsd->critical_def) / 100;

    if ((skill_num == SkillID::ZERO)
        && skill_lv >= 0 && battle_config.enemy_critical
        && (MRAND(1000)) < cri)
        // 判定(スキルの場合は無視)
        // 敵の判定
    {
        damage += atkmax;
        type = 0x0a;
    }
    else
    {
        int vitbonusmax;

        if (atkmax > atkmin)
            damage += atkmin + MRAND((atkmax - atkmin + 1));
        else
            damage += atkmin;
        // スキル修正1(攻撃力倍化系)
        // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
        // バッシュ,マグナムブレイク,
        // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
        // メマーナイト,カートレボリューション
        // ダブルストレイフィング,アローシャワー,チャージアロー,
        // ソニックブロー
        if (sc_data)
        {                       //状態異常中のダメージ追加
            if (sc_data[SC_OVERTHRUST].timer != -1) // オーバートラスト
                damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
            if (sc_data[SC_TRUESIGHT].timer != -1)  // トゥルーサイト
                damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
            if (sc_data[SC_BERSERK].timer != -1)    // バーサーク
                damage += damage * 50 / 100;
        }

        if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE)
        {
            flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
            switch (skill_num)
            {
                case NPC_COMBOATTACK:  // 多段攻撃
                    div_ = skill_get_num(skill_num, skill_lv);
                    damage *= div_;
                    break;
                case NPC_RANDOMATTACK: // ランダムATK攻撃
                    damage = damage * (MPRAND(50, 150)) / 100;
                    break;
                    // 属性攻撃(適当)
                case NPC_WATERATTACK:
                case NPC_GROUNDATTACK:
                case NPC_FIREATTACK:
                case NPC_WINDATTACK:
                case NPC_POISONATTACK:
                case NPC_HOLYATTACK:
                case NPC_DARKNESSATTACK:
                case NPC_TELEKINESISATTACK:
                    damage = damage * (100 + 25 * (skill_lv - 1)) / 100;
                    break;
                case NPC_GUIDEDATTACK:
                    hitrate = 1000000;
                    break;
                case NPC_RANGEATTACK:
                    flag = (flag & ~BF_RANGEMASK) | BF_LONG;
                    break;
                case NPC_PIERCINGATT:
                    flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
                    break;
            }
        }

        if (skill_num != NPC_CRITICALSLASH)
        {
            // 対 象の防御力によるダメージの減少
            // ディバインプロテクション(ここでいいのかな?)
            if (def1 < 1000000)
            {                   //DEF, VIT無視
                int t_def;
                target_count =
                    1 + battle_counttargeted(target, src,
                            ATK(battle_config.vit_penaly_count_lv)); // FIXME
                if (battle_config.vit_penaly_type > 0)
                {
                    if (target_count >= battle_config.vit_penaly_count)
                    {
                        if (battle_config.vit_penaly_type == 1)
                        {
                            def1 =
                                (def1 *
                                 (100 -
                                  (target_count -
                                   (battle_config.vit_penaly_count -
                                    1)) * battle_config.vit_penaly_num)) /
                                100;
                            def2 =
                                (def2 *
                                 (100 -
                                  (target_count -
                                   (battle_config.vit_penaly_count -
                                    1)) * battle_config.vit_penaly_num)) /
                                100;
                            t_vit =
                                (t_vit *
                                 (100 -
                                  (target_count -
                                   (battle_config.vit_penaly_count -
                                    1)) * battle_config.vit_penaly_num)) /
                                100;
                        }
                        else if (battle_config.vit_penaly_type == 2)
                        {
                            def1 -=
                                (target_count -
                                 (battle_config.vit_penaly_count -
                                  1)) * battle_config.vit_penaly_num;
                            def2 -=
                                (target_count -
                                 (battle_config.vit_penaly_count -
                                  1)) * battle_config.vit_penaly_num;
                            t_vit -=
                                (target_count -
                                 (battle_config.vit_penaly_count -
                                  1)) * battle_config.vit_penaly_num;
                        }
                        if (def1 < 0)
                            def1 = 0;
                        if (def2 < 1)
                            def2 = 1;
                        if (t_vit < 1)
                            t_vit = 1;
                    }
                }
                t_def = def2 * 8 / 10;

                vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1;
                if (battle_config.monster_defense_type)
                {
                    damage =
                        damage - (def1 * battle_config.monster_defense_type) -
                        t_def -
                        ((vitbonusmax < 1) ? 0 : MRAND((vitbonusmax + 1)));
                }
                else
                {
                    damage =
                        damage * (100 - def1) / 100 - t_def -
                        ((vitbonusmax < 1) ? 0 : MRAND((vitbonusmax + 1)));
                }
            }
        }
    }

    // 0未満だった場合1に補正
    if (damage < 1)
        damage = 1;

    // 回避修正
    if (hitrate < 1000000)
        hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate));
    if (hitrate < 1000000 &&    // 必中攻撃
        (t_sc_data && (t_sc_data[SC_SLEEP].timer != -1 ||   // 睡眠は必中
                               t_sc_data[SC_STAN].timer != -1 ||    // スタンは必中
                               t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0))))    // 凍結は必中
        hitrate = 1000000;
    if (type == 0 && MRAND(100) >= hitrate)
    {
        damage = damage2 = 0;
        dmg_lv = ATK_FLEE;
    }
    else
    {
        dmg_lv = ATK_DEF;
    }

    if (tsd)
    {
        int cardfix = 100;
        if (bool(flag & BF_LONG))
            cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100;
        if (bool(flag & BF_SHORT))
            cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100;
        damage = damage * cardfix / 100;
    }
    if (t_sc_data)
    {
        int cardfix = 100;
        if (t_sc_data[SC_DEFENDER].timer != -1
            && bool(flag & BF_LONG))
            cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100;
        if (cardfix != 100)
            damage = damage * cardfix / 100;
    }
    if (t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1)
    {                           //アシャンプティオ
        if (!map[target->m].flag.pvp)
            damage = damage / 3;
        else
            damage = damage / 2;
    }

    if (damage < 0)
        damage = 0;

    if (sc_data && sc_data[SC_AURABLADE].timer != -1)   /* オーラブレード 必中 */
        damage += sc_data[SC_AURABLADE].val1 * 10;

    // 完全回避の判定
    if (skill_num == SkillID::ZERO && skill_lv >= 0 && tsd != NULL
        && MRAND(1000) < battle_get_flee2(target))
    {
        damage = 0;
        type = 0x0b;
        dmg_lv = ATK_LUCKY;
    }

    if (battle_config.enemy_perfect_flee)
    {
        if (skill_num == SkillID::ZERO && skill_lv >= 0 && tmd != NULL
            && MRAND(1000) < battle_get_flee2(target))
        {
            damage = 0;
            type = 0x0b;
            dmg_lv = ATK_LUCKY;
        }
    }

//  if(def1 >= 1000000 && damage > 0)
    if (bool(t_mode & MobMode::PLANT) && damage > 0)
        damage = 1;

    if (tsd && tsd->special_state.no_weapon_damage)
        damage = 0;

    damage = battle_calc_damage(src, target, damage, div_,
            skill_num, skill_lv, flag);

    wd.damage = damage;
    wd.damage2 = 0;
    wd.type = type;
    wd.div_ = div_;
    wd.amotion = battle_get_amotion(src);
    wd.dmotion = battle_get_dmotion(target);
    wd.blewcount = blewcount;
    wd.flag = flag;
    wd.dmg_lv = dmg_lv;
    return wd;
}

int battle_is_unarmed(struct block_list *bl)
{
    if (!bl)
        return 0;
    if (bl->type == BL_PC)
    {
        struct map_session_data *sd = (struct map_session_data *) bl;

        return (sd->equip_index[EQUIP_SHIELD] == -1
                && sd->equip_index[EQUIP_WEAPON] == -1);
    }
    else
        return 0;
}

/*
 * =========================================================================
 * PCの武器による攻撃
 *-------------------------------------------------------------------------
 */
static
struct Damage battle_calc_pc_weapon_attack(struct block_list *src,
                                                   struct block_list *target,
                                                   SkillID skill_num,
                                                   int skill_lv, int)
{
    struct map_session_data *sd = (struct map_session_data *) src, *tsd =
        NULL;
    struct mob_data *tmd = NULL;
    int hitrate, flee, cri = 0, atkmin, atkmax;
    int dex, target_count = 1;
    int def1 = battle_get_def(target);
    int def2 = battle_get_def2(target);
    int t_vit = battle_get_vit(target);
    struct Damage wd;
    int damage, damage2, type, div_, blewcount =
        skill_get_blewcount(skill_num, skill_lv);
    BF flag;
    ATK dmg_lv = ATK::ZERO;
    int t_race = 0;
    eptr<struct status_change, StatusChange> sc_data, t_sc_data;
    int atkmax_ = 0, atkmin_ = 0;  //二刀流用
    int watk, watk_, cardfix, t_ele;
    bool da = false;
    int ac_flag = 0;
    int idef_flag = 0, idef_flag_ = 0;
    int target_distance;

    //return前の処理があるので情報出力部のみ変更
    if (src == NULL || target == NULL || sd == NULL)
    {
        nullpo_info(NLP_MARK);
        memset(&wd, 0, sizeof(wd));
        return wd;
    }

    // アタッカー
    sc_data = battle_get_sc_data(src); //ステータス異常

    sd->state.attack_type = BF_WEAPON;  //攻撃タイプは武器攻撃

    // ターゲット
    if (target->type == BL_PC)  //対象がPCなら
        tsd = (struct map_session_data *) target;   //tsdに代入(tmdはNULL)
    else if (target->type == BL_MOB)    //対象がMobなら
        tmd = (struct mob_data *) target;   //tmdに代入(tsdはNULL)
    t_race = battle_get_race(target);  //対象の種族
    t_ele = battle_get_elem_type(target);  //対象の属性
    MobMode t_mode = battle_get_mode(target);  //対象のMode
    t_sc_data = battle_get_sc_data(target);    //対象のステータス異常

    flag = BF_SHORT | BF_WEAPON | BF_NORMAL;    // 攻撃の種類の設定

    // 回避率計算、回避判定は後で
    flee = battle_get_flee(target);
    if (battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGI、VITペナルティ設定が有効
        target_count += battle_counttargeted(target, src,
                ATK(battle_config.agi_penaly_count_lv));  //対象の数を算出
    if (battle_config.agi_penaly_type > 0)
    {
        if (target_count >= battle_config.agi_penaly_count)
        {                       //ペナルティ設定より対象が多い
            if (battle_config.agi_penaly_type == 1) //回避率がagi_penaly_num%ずつ減少
                flee =
                    (flee *
                     (100 -
                      (target_count -
                       (battle_config.agi_penaly_count -
                        1)) * battle_config.agi_penaly_num)) / 100;
            else if (battle_config.agi_penaly_type == 2)    //回避率がagi_penaly_num分減少
                flee -=
                    (target_count -
                     (battle_config.agi_penaly_count -
                      1)) * battle_config.agi_penaly_num;
            if (flee < 1)
                flee = 1;       //回避率は最低でも1
        }
    }
    hitrate = battle_get_hit(src) - flee + 80; //命中率計算

    {                           // [fate] Reduce hit chance by distance
        int dx = abs(src->x - target->x);
        int dy = abs(src->y - target->y);
        int malus_dist;

        target_distance = max(dx, dy);
        malus_dist =
            max(0, target_distance - (skill_power(sd, AC_OWL) / 75));
        hitrate -= (malus_dist * (malus_dist + 1));
    }

    dex = battle_get_dex(src); //DEX
    watk = battle_get_atk(src);    //ATK
    watk_ = battle_get_atk_(src);  //ATK左手

    type = 0;                   // normal
    div_ = 1;                   // single attack

    {
        damage = damage2 = battle_get_baseatk(&sd->bl);    //damega,damega2初登場、base_atkの取得
    }
    if (sd->attackrange > 2)
    {                           // [fate] ranged weapon?
        const int range_damage_bonus = 80;  // up to 31.25% bonus for long-range hit
        damage =
            damage * (256 +
                      ((range_damage_bonus * target_distance) /
                       sd->attackrange)) >> 8;
        damage2 =
            damage2 * (256 +
                       ((range_damage_bonus * target_distance) /
                        sd->attackrange)) >> 8;
    }

    atkmin = atkmin_ = dex;     //最低ATKはDEXで初期化?
    sd->state.arrow_atk = 0;    //arrow_atk初期化
    if (sd->equip_index[EQUIP::WEAPON] >= 0 && sd->inventory_data[sd->equip_index[EQUIP::WEAPON]])
        atkmin =
            atkmin * (80 +
                      sd->inventory_data[sd->equip_index[EQUIP::WEAPON]]->wlv * 20) / 100;
    if (sd->equip_index[EQUIP::SHIELD] >= 0 && sd->inventory_data[sd->equip_index[EQUIP::SHIELD]])
        atkmin_ =
            atkmin_ * (80 +
                       sd->inventory_data[sd->equip_index[EQUIP::SHIELD]]->wlv * 20) /
            100;
    if (sd->status.weapon == 11)
    {                           //武器が弓矢の場合
        atkmin = watk * ((atkmin < watk) ? atkmin : watk) / 100;    //弓用最低ATK計算
        flag = (flag & ~BF_RANGEMASK) | BF_LONG;    //遠距離攻撃フラグを有効
        sd->state.arrow_atk = 1;    //arrow_atk有効化
    }

    // サイズ修正
    // ペコ騎乗していて、槍で攻撃した場合は中型のサイズ修正を100にする
    // ウェポンパーフェクション,ドレイクC
    if (sd->special_state.no_sizefix)
    {                           //ペコ騎乗していて、槍で中型を攻撃
        atkmax = watk;
        atkmax_ = watk_;
    }
    else
    {
        atkmax = watk;
        atkmax_ = watk_;
    }
    if ((sc_data && sc_data[SC_WEAPONPERFECTION].timer != -1)
        || (sd->special_state.no_sizefix))
    {                           // ウェポンパーフェクション || ドレイクカード
        atkmax = watk;
        atkmax_ = watk_;
    }

    if (atkmin > atkmax && !(sd->state.arrow_atk))
        atkmin = atkmax;        //弓は最低が上回る場合あり
    if (atkmin_ > atkmax_)
        atkmin_ = atkmax_;

    if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer != -1)
    {                           // マキシマイズパワー
        atkmin = atkmax;
        atkmin_ = atkmax_;
    }

    if (sd->double_rate > 0 && skill_num == SkillID::ZERO && skill_lv >= 0)
        da = MRAND(100) < sd->double_rate;

    // 過剰精錬ボーナス
    if (sd->overrefine > 0)
        damage += MPRAND(1, sd->overrefine);
    if (sd->overrefine_ > 0)
        damage2 += MPRAND(1, sd->overrefine_);

    if (!da)
    {                           //ダブルアタックが発動していない
        // クリティカル計算
        cri = battle_get_critical(src);

        if (sd->state.arrow_atk)
            cri += sd->arrow_cri;
        if (sd->status.weapon == 16)
            // カタールの場合、クリティカルを倍に
            cri <<= 1;
        cri -= battle_get_luk(target) * 3;
        if (t_sc_data && t_sc_data[SC_SLEEP].timer != -1)   // 睡眠中はクリティカルが倍に
            cri <<= 1;
        if (ac_flag)
            cri = 1000;
    }

    if (tsd && tsd->critical_def)
        cri = cri * (100 - tsd->critical_def) / 100;

    if (!da && skill_num == SkillID::ZERO && skill_lv >= 0 && //ダブルアタックが発動していない
        (MRAND(1000)) < cri)   // 判定(スキルの場合は無視)
    {
        damage += atkmax;
        damage2 += atkmax_;
        if (sd->atk_rate != 100)
        {
            damage = (damage * sd->atk_rate) / 100;
            damage2 = (damage2 * sd->atk_rate) / 100;
        }
        if (sd->state.arrow_atk)
            damage += sd->arrow_atk;
        type = 0x0a;
    }
    else
    {
        int vitbonusmax;

        if (atkmax > atkmin)
            damage += atkmin + MRAND((atkmax - atkmin + 1));
        else
            damage += atkmin;
        if (atkmax_ > atkmin_)
            damage2 += atkmin_ + MRAND((atkmax_ - atkmin_ + 1));
        else
            damage2 += atkmin_;
        if (sd->atk_rate != 100)
        {
            damage = (damage * sd->atk_rate) / 100;
            damage2 = (damage2 * sd->atk_rate) / 100;
        }

        if (sd->state.arrow_atk)
        {
            if (sd->arrow_atk > 0)
                damage += MRAND((sd->arrow_atk + 1));
            hitrate += sd->arrow_hit;
        }

        if (def1 < 1000000)
        {
            if (sd->def_ratio_atk_ele & (1 << t_ele)
                || sd->def_ratio_atk_race & (1 << t_race))
            {
                damage = (damage * (def1 + def2)) / 100;
                idef_flag = 1;
            }
            if (sd->def_ratio_atk_ele_ & (1 << t_ele)
                || sd->def_ratio_atk_race_ & (1 << t_race))
            {
                damage2 = (damage2 * (def1 + def2)) / 100;
                idef_flag_ = 1;
            }
            if (bool(t_mode & MobMode::BOSS))
            {
                if (!idef_flag && sd->def_ratio_atk_race & (1 << 10))
                {
                    damage = (damage * (def1 + def2)) / 100;
                    idef_flag = 1;
                }
                if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 10))
                {
                    damage2 = (damage2 * (def1 + def2)) / 100;
                    idef_flag_ = 1;
                }
            }
            else
            {
                if (!idef_flag && sd->def_ratio_atk_race & (1 << 11))
                {
                    damage = (damage * (def1 + def2)) / 100;
                    idef_flag = 1;
                }
                if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 11))
                {
                    damage2 = (damage2 * (def1 + def2)) / 100;
                    idef_flag_ = 1;
                }
            }
        }

        // スキル修正1(攻撃力倍化系)
        // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
        // バッシュ,マグナムブレイク,
        // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
        // メマーナイト,カートレボリューション
        // ダブルストレイフィング,アローシャワー,チャージアロー,
        // ソニックブロー
        if (sc_data)
        {                       //状態異常中のダメージ追加
            if (sc_data[SC_OVERTHRUST].timer != -1)
            {                   // オーバートラスト
                damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
                damage2 += damage2 * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
            }
            if (sc_data[SC_TRUESIGHT].timer != -1)
            {                   // トゥルーサイト
                damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
                damage2 += damage2 * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
            }
            if (sc_data[SC_BERSERK].timer != -1)
            {                   // バーサーク
                damage += damage * 50 / 100;
                damage2 += damage2 * 50 / 100;
            }
        }

        if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE)
        {
            flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
            switch (skill_num)
            {
                case NPC_COMBOATTACK:  // 多段攻撃
                    div_ = skill_get_num(skill_num, skill_lv);
                    damage *= div_;
                    damage2 *= div_;
                    break;
                case NPC_RANDOMATTACK: // ランダムATK攻撃
                    damage = damage * (MPRAND(50, 150)) / 100;
                    damage2 = damage2 * (MPRAND(50, 150)) / 100;
                    break;
                    // 属性攻撃(適当)
                case NPC_WATERATTACK:
                case NPC_GROUNDATTACK:
                case NPC_FIREATTACK:
                case NPC_WINDATTACK:
                case NPC_POISONATTACK:
                case NPC_HOLYATTACK:
                case NPC_DARKNESSATTACK:
                case NPC_TELEKINESISATTACK:
                    damage = damage * (100 + 25 * skill_lv) / 100;
                    damage2 = damage2 * (100 + 25 * skill_lv) / 100;
                    break;
                case NPC_GUIDEDATTACK:
                    hitrate = 1000000;
                    break;
                case NPC_RANGEATTACK:
                    flag = (flag & ~BF_RANGEMASK) | BF_LONG;
                    break;
                case NPC_PIERCINGATT:
                    flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
                    break;
            }
        }

        if (skill_num != NPC_CRITICALSLASH)
        {
            // 対 象の防御力によるダメージの減少
            // ディバインプロテクション(ここでいいのかな?)
            if (def1 < 1000000)
            {                   //DEF, VIT無視
                int t_def;
                target_count =
                    1 + battle_counttargeted(target, src,
                            ATK(battle_config.vit_penaly_count_lv)); // FIXME
                if (battle_config.vit_penaly_type > 0)
                {
                    if (target_count >= battle_config.vit_penaly_count)
                    {
                        if (battle_config.vit_penaly_type == 1)
                        {
                            def1 =
                                (def1 *
                                 (100 -
                                  (target_count -
                                   (battle_config.vit_penaly_count -
                                    1)) * battle_config.vit_penaly_num)) /
                                100;
                            def2 =
                                (def2 *
                                 (100 -
                                  (target_count -
                                   (battle_config.vit_penaly_count -
                                    1)) * battle_config.vit_penaly_num)) /
                                100;
                            t_vit =
                                (t_vit *
                                 (100 -
                                  (target_count -
                                   (battle_config.vit_penaly_count -
                                    1)) * battle_config.vit_penaly_num)) /
                                100;
                        }
                        else if (battle_config.vit_penaly_type == 2)
                        {
                            def1 -=
                                (target_count -
                                 (battle_config.vit_penaly_count -
                                  1)) * battle_config.vit_penaly_num;
                            def2 -=
                                (target_count -
                                 (battle_config.vit_penaly_count -
                                  1)) * battle_config.vit_penaly_num;
                            t_vit -=
                                (target_count -
                                 (battle_config.vit_penaly_count -
                                  1)) * battle_config.vit_penaly_num;
                        }
                        if (def1 < 0)
                            def1 = 0;
                        if (def2 < 1)
                            def2 = 1;
                        if (t_vit < 1)
                            t_vit = 1;
                    }
                }
                t_def = def2 * 8 / 10;
                vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1;
                if (sd->ignore_def_ele & (1 << t_ele)
                    || sd->ignore_def_race & (1 << t_race))
                    idef_flag = 1;
                if (sd->ignore_def_ele_ & (1 << t_ele)
                    || sd->ignore_def_race_ & (1 << t_race))
                    idef_flag_ = 1;
                if (bool(t_mode & MobMode::BOSS))
                {
                    if (sd->ignore_def_race & (1 << 10))
                        idef_flag = 1;
                    if (sd->ignore_def_race_ & (1 << 10))
                        idef_flag_ = 1;
                }
                else
                {
                    if (sd->ignore_def_race & (1 << 11))
                        idef_flag = 1;
                    if (sd->ignore_def_race_ & (1 << 11))
                        idef_flag_ = 1;
                }

                if (!idef_flag)
                {
                    if (battle_config.player_defense_type)
                    {
                        damage =
                            damage -
                            (def1 * battle_config.player_defense_type) -
                            t_def -
                            ((vitbonusmax <
                              1) ? 0 : MRAND((vitbonusmax + 1)));
                    }
                    else
                    {
                        damage =
                            damage * (100 - def1) / 100 - t_def -
                            ((vitbonusmax <
                              1) ? 0 : MRAND((vitbonusmax + 1)));
                    }
                }
                if (!idef_flag_)
                {
                    if (battle_config.player_defense_type)
                    {
                        damage2 =
                            damage2 -
                            (def1 * battle_config.player_defense_type) -
                            t_def -
                            ((vitbonusmax <
                              1) ? 0 : MRAND((vitbonusmax + 1)));
                    }
                    else
                    {
                        damage2 =
                            damage2 * (100 - def1) / 100 - t_def -
                            ((vitbonusmax <
                              1) ? 0 : MRAND((vitbonusmax + 1)));
                    }
                }
            }
        }
    }
    // 精錬ダメージの追加
    {                           //DEF, VIT無視
        damage += battle_get_atk2(src);
        damage2 += battle_get_atk_2(src);
    }

    // 0未満だった場合1に補正
    if (damage < 1)
        damage = 1;
    if (damage2 < 1)
        damage2 = 1;

    // スキル修正2(修練系)
    // 修練ダメージ(右手のみ) ソニックブロー時は別処理(1撃に付き1/8適応)
    {                           //修練ダメージ無視
    }

    if (sd->perfect_hit > 0)
    {
        if (MRAND(100) < sd->perfect_hit)
            hitrate = 1000000;
    }

    // 回避修正
    hitrate = (hitrate < 5) ? 5 : hitrate;
    if (hitrate < 1000000 &&    // 必中攻撃
        (t_sc_data && (t_sc_data[SC_SLEEP].timer != -1 ||   // 睡眠は必中
                               t_sc_data[SC_STAN].timer != -1 ||    // スタンは必中
                               t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0))))    // 凍結は必中
        hitrate = 1000000;
    if (type == 0 && MRAND(100) >= hitrate)
    {
        damage = damage2 = 0;
        dmg_lv = ATK_FLEE;
    }
    else
    {
        dmg_lv = ATK_DEF;
    }

    if (tsd)
    {                           //対象がPCの場合
        cardfix = 100;
        if (bool(flag & BF_LONG))
            cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100;    //遠距離攻撃はダメージ減少(ホルンCとか)
        if (bool(flag & BF_SHORT))
            cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100;    //近距離攻撃はダメージ減少(該当無し?)
        damage = damage * cardfix / 100;    //カード補正によるダメージ減少
        damage2 = damage2 * cardfix / 100;  //カード補正による左手ダメージ減少
    }
//カードによるダメージ減衰処理ここまで

//対象にステータス異常がある場合のダメージ減算処理ここから
    if (t_sc_data)
    {
        cardfix = 100;
        if (t_sc_data[SC_DEFENDER].timer != -1
            && bool(flag & BF_LONG))   //ディフェンダー状態で遠距離攻撃
            cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100;  //ディフェンダーによる減衰
        if (cardfix != 100)
        {
            damage = damage * cardfix / 100;    //ディフェンダー補正によるダメージ減少
            damage2 = damage2 * cardfix / 100;  //ディフェンダー補正による左手ダメージ減少
        }
        if (t_sc_data[SC_ASSUMPTIO].timer != -1)
        {                       //アスムプティオ
            if (!map[target->m].flag.pvp)
            {
                damage = damage / 3;
                damage2 = damage2 / 3;
            }
            else
            {
                damage = damage / 2;
                damage2 = damage2 / 2;
            }
        }
    }
//対象にステータス異常がある場合のダメージ減算処理ここまで

    if (damage < 0)
        damage = 0;
    if (damage2 < 0)
        damage2 = 0;

    // 星のかけら、気球の適用
    damage += sd->star;
    damage2 += sd->star_;
    damage += sd->spiritball * 3;
    damage2 += sd->spiritball * 3;

    if (sc_data && sc_data[SC_AURABLADE].timer != -1)
    {                           /* オーラブレード 必中 */
        damage += sc_data[SC_AURABLADE].val1 * 10;
        damage2 += sc_data[SC_AURABLADE].val1 * 10;
    }

    // >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ!
    // >map_session_data に左手ダメージ(atk,atk2)追加して
    // >pc_calcstatus()でやるべきかな?
    // map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して
    // pc_calcstatus()でデータを入力しています

    //左手のみ武器装備
    if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
    {
        damage = damage2;
        damage2 = 0;
    }
    // 右手、左手修練の適用
    if (sd->status.weapon > 16)
    {                           // 二刀流か?
        int dmg = damage, dmg2 = damage2;
        // 右手修練(60% 〜 100%) 右手全般
        damage = damage * 50 / 100;
        if (dmg > 0 && damage < 1)
            damage = 1;
        // 左手修練(40% 〜 80%) 左手全般
        damage2 = damage2 * 30 / 100;
        if (dmg2 > 0 && damage2 < 1)
            damage2 = 1;
    }
    else                        //二刀流でなければ左手ダメージは0
        damage2 = 0;

    // 右手,短剣のみ
    if (da)
    {                           //ダブルアタックが発動しているか
        div_ = 2;
        damage += damage;
        type = 0x08;
    }

    if (sd->status.weapon == 16)
    {
        // カタール追撃ダメージ
        damage2 = damage * 1 / 100;
        if (damage > 0 && damage2 < 1)
            damage2 = 1;
    }

    // 完全回避の判定
    if (skill_num == SkillID::ZERO && skill_lv >= 0 && tsd != NULL && div_ < 255
        && MRAND(1000) < battle_get_flee2(target))
    {
        damage = damage2 = 0;
        type = 0x0b;
        dmg_lv = ATK_LUCKY;
    }

    // 対象が完全回避をする設定がONなら
    if (battle_config.enemy_perfect_flee)
    {
        if (skill_num == SkillID::ZERO && skill_lv >= 0 && tmd != NULL && div_ < 255
            && MRAND(1000) < battle_get_flee2(target))
        {
            damage = damage2 = 0;
            type = 0x0b;
            dmg_lv = ATK_LUCKY;
        }
    }

    //MobのModeに頑強フラグが立っているときの処理
    if (bool(t_mode & MobMode::PLANT))
    {
        if (damage > 0)
            damage = 1;
        if (damage2 > 0)
            damage2 = 1;
    }

    //bNoWeaponDamage(設定アイテム無し?)でグランドクロスじゃない場合はダメージが0
    if (tsd && tsd->special_state.no_weapon_damage)
        damage = damage2 = 0;

    if (damage > 0 || damage2 > 0)
    {
        if (damage2 < 1)        // ダメージ最終修正
            damage =
                battle_calc_damage(src, target, damage, div_, skill_num,
                                    skill_lv, flag);
        else if (damage < 1)    // 右手がミス?
            damage2 =
                battle_calc_damage(src, target, damage2, div_, skill_num,
                                    skill_lv, flag);
        else
        {                       // 両 手/カタールの場合はちょっと計算ややこしい
            int d1 = damage + damage2, d2 = damage2;
            damage =
                battle_calc_damage(src, target, damage + damage2, div_,
                                    skill_num, skill_lv, flag);
            damage2 = (d2 * 100 / d1) * damage / 100;
            if (damage > 1 && damage2 < 1)
                damage2 = 1;
            damage -= damage2;
        }
    }

    /*              For executioner card [Valaris]              */
    if (src->type == BL_PC && sd->random_attack_increase_add > 0
        && sd->random_attack_increase_per > 0 && skill_num == SkillID::ZERO)
    {
        if (MRAND(100) < sd->random_attack_increase_per)
        {
            if (damage > 0)
                damage *= sd->random_attack_increase_add / 100;
            if (damage2 > 0)
                damage2 *= sd->random_attack_increase_add / 100;
        }
    }
    /*                  End addition                    */

    wd.damage = damage;
    wd.damage2 = damage2;
    wd.type = type;
    wd.div_ = div_;
    wd.amotion = battle_get_amotion(src);
    wd.dmotion = battle_get_dmotion(target);
    wd.blewcount = blewcount;
    wd.flag = flag;
    wd.dmg_lv = dmg_lv;

    return wd;
}

/*==========================================
 * 武器ダメージ計算
 *------------------------------------------
 */
static
struct Damage battle_calc_weapon_attack(struct block_list *src,
                                         struct block_list *target,
                                         SkillID skill_num, int skill_lv,
                                         int wflag)
{
    struct Damage wd;

    //return前の処理があるので情報出力部のみ変更
    if (src == NULL || target == NULL)
    {
        nullpo_info(NLP_MARK);
        memset(&wd, 0, sizeof(wd));
        return wd;
    }

    else if (src->type == BL_PC)
        wd = battle_calc_pc_weapon_attack(src, target, skill_num, skill_lv, wflag);    // weapon breaking [Valaris]
    else if (src->type == BL_MOB)
        wd = battle_calc_mob_weapon_attack(src, target, skill_num, skill_lv,
                                            wflag);
    else
        memset(&wd, 0, sizeof(wd));

    if (battle_config.equipment_breaking && src->type == BL_PC
        && (wd.damage > 0 || wd.damage2 > 0))
    {
        struct map_session_data *sd = (struct map_session_data *) src;
        if (sd->status.weapon && sd->status.weapon != 11)
        {
            int breakrate = 1;
            if (target->type == BL_PC && sd->sc_data[SC_MELTDOWN].timer != -1)
            {
                breakrate += 100 * sd->sc_data[SC_MELTDOWN].val1;
                if (MRAND(10000) <
                    breakrate * battle_config.equipment_break_rate / 100
                    || breakrate >= 10000)
                    pc_breakweapon((struct map_session_data *) target);
            }
            if (sd->sc_data[SC_OVERTHRUST].timer != -1)
                breakrate += 20 * sd->sc_data[SC_OVERTHRUST].val1;
            if (wd.type == 0x0a)
                breakrate *= 2;
            if (MRAND(10000) <
                breakrate * battle_config.equipment_break_rate / 100
                || breakrate >= 10000)
            {
                pc_breakweapon(sd);
                memset(&wd, 0, sizeof(wd));
            }
        }
    }

    if (battle_config.equipment_breaking && target->type == BL_PC
        && (wd.damage > 0 || wd.damage2 > 0))
    {
        int breakrate = 1;
        if (src->type == BL_PC
            && ((struct map_session_data *) src)->
            sc_data[SC_MELTDOWN].timer != -1)
            breakrate +=
                70 *
                ((struct map_session_data *) src)->sc_data[SC_MELTDOWN].val1;
        if (wd.type == 0x0a)
            breakrate *= 2;
        if (MRAND(10000) <
            breakrate * battle_config.equipment_break_rate / 100
            || breakrate >= 10000)
        {
            pc_breakarmor((struct map_session_data *) target);
        }
    }

    return wd;
}

/*==========================================
 * 魔法ダメージ計算
 *------------------------------------------
 */
static
struct Damage battle_calc_magic_attack(struct block_list *bl,
                                        struct block_list *target,
                                        SkillID skill_num, int skill_lv, int)
{
    int mdef1 = battle_get_mdef(target);
    int mdef2 = battle_get_mdef2(target);
    int matk1, matk2, damage = 0, div_ = 1, blewcount =
        skill_get_blewcount(skill_num, skill_lv), rdamage = 0;
    struct Damage md;
    int normalmagic_flag = 1;
    int t_ele = 0, t_race = 7, cardfix;
    struct map_session_data *sd = NULL, *tsd = NULL;

    //return前の処理があるので情報出力部のみ変更
    if (bl == NULL || target == NULL)
    {
        nullpo_info(NLP_MARK);
        memset(&md, 0, sizeof(md));
        return md;
    }

    matk1 = battle_get_matk1(bl);
    matk2 = battle_get_matk2(bl);
    t_ele = battle_get_elem_type(target);
    t_race = battle_get_race(target);
    MobMode t_mode = battle_get_mode(target);

#define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); }

    if (bl->type == BL_PC && (sd = (struct map_session_data *) bl))
    {
        sd->state.attack_type = BF_MAGIC;
        if (sd->matk_rate != 100)
            MATK_FIX(sd->matk_rate, 100);
        sd->state.arrow_atk = 0;
    }
    if (target->type == BL_PC)
        tsd = (struct map_session_data *) target;

    BF aflag = BF_MAGIC | BF_LONG | BF_SKILL;

    if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE)
    {
        switch (skill_num)
        {                       // 基本ダメージ計算(スキルごとに処理)
                // ヒールor聖体
            case AL_HEAL:
                damage = skill_calc_heal(bl, skill_lv) / 2;
                normalmagic_flag = 0;
                break;
        }
    }

    if (normalmagic_flag)
    {                           // 一般魔法ダメージ計算
        int imdef_flag = 0;
        if (matk1 > matk2)
            damage = matk2 + MRAND((matk1 - matk2 + 1));
        else
            damage = matk2;
        if (sd)
        {
            if (sd->ignore_mdef_ele & (1 << t_ele)
                || sd->ignore_mdef_race & (1 << t_race))
                imdef_flag = 1;
            if (bool(t_mode & MobMode::BOSS))
            {
                if (sd->ignore_mdef_race & (1 << 10))
                    imdef_flag = 1;
            }
            else
            {
                if (sd->ignore_mdef_race & (1 << 11))
                    imdef_flag = 1;
            }
        }
        if (!imdef_flag)
        {
            if (battle_config.magic_defense_type)
            {
                damage =
                    damage - (mdef1 * battle_config.magic_defense_type) -
                    mdef2;
            }
            else
            {
                damage = (damage * (100 - mdef1)) / 100 - mdef2;
            }
        }

        if (damage < 1)
            damage = 1;
    }

    if (tsd)
    {
        cardfix = 100;
        cardfix = cardfix * (100 - tsd->magic_def_rate) / 100;
        damage = damage * cardfix / 100;
    }
    if (damage < 0)
        damage = 0;

    div_ = skill_get_num(skill_num, skill_lv);

    if (div_ > 1)
        damage *= div_;

//  if(mdef1 >= 1000000 && damage > 0)
    if (bool(t_mode & MobMode::PLANT) && damage > 0)
        damage = 1;

    if (tsd && tsd->special_state.no_magic_damage)
    {
        if (battle_config.gtb_pvp_only != 0)
        {                       // [MouseJstr]
            if (map[target->m].flag.pvp
                && target->type == BL_PC)
                damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100;
        }
        else
            damage = 0;         // 黄 金蟲カード(魔法ダメージ0)
    }

    damage = battle_calc_damage(bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正

    /* magic_damage_return by [AppleGirl] and [Valaris]     */
    if (target->type == BL_PC && tsd && tsd->magic_damage_return > 0)
    {
        rdamage += damage * tsd->magic_damage_return / 100;
        if (rdamage < 1)
            rdamage = 1;
        clif_damage(target, bl, gettick(), 0, 0, rdamage, 0, 0, 0);
        battle_damage(target, bl, rdamage, 0);
    }
    /*          end magic_damage_return         */

    md.damage = damage;
    md.div_ = div_;
    md.amotion = battle_get_amotion(bl);
    md.dmotion = battle_get_dmotion(target);
    md.damage2 = 0;
    md.type = 0;
    md.blewcount = blewcount;
    md.flag = aflag;

    return md;
}

/*==========================================
 * その他ダメージ計算
 *------------------------------------------
 */
static
struct Damage battle_calc_misc_attack(struct block_list *bl,
                                       struct block_list *target,
                                       SkillID skill_num, int skill_lv, int)
{
    int cardfix;
    struct map_session_data *sd = NULL, *tsd = NULL;
    int damage = 0, div_ = 1, blewcount =
        skill_get_blewcount(skill_num, skill_lv);
    struct Damage md;
    int damagefix = 1;

    BF aflag = BF_MISC | BF_LONG | BF_SKILL;

    //return前の処理があるので情報出力部のみ変更
    if (bl == NULL || target == NULL)
    {
        nullpo_info(NLP_MARK);
        memset(&md, 0, sizeof(md));
        return md;
    }

    if (bl->type == BL_PC && (sd = (struct map_session_data *) bl))
    {
        sd->state.attack_type = BF_MISC;
        sd->state.arrow_atk = 0;
    }

    if (target->type == BL_PC)
        tsd = (struct map_session_data *) target;

    switch (skill_num)
    {
        case NPC_SELFDESTRUCTION:  // 自爆
            damage = battle_get_hp(bl) - (bl == target ? 1 : 0);
            damagefix = 0;
            break;

        case NPC_SMOKING:      // タバコを吸う
            damage = 3;
            damagefix = 0;
            break;

        case NPC_DARKBREATH:
        {
            eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(target);
            int hitrate =
                battle_get_hit(bl) - battle_get_flee(target) + 80;
            hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate));
            if (sc_data
                && (sc_data[SC_SLEEP].timer != -1
                    || sc_data[SC_STAN].timer != -1
                    || sc_data[SC_FREEZE].timer != -1
                    || (sc_data[SC_STONE].timer != -1
                        && sc_data[SC_STONE].val2 == 0)))
                hitrate = 1000000;
            if (MRAND(100) < hitrate)
            {
                damage = 500 + (skill_lv - 1) * 1000 + MRAND(1000);
                if (damage > 9999)
                    damage = 9999;
            }
        }
            break;
    }

    if (damagefix)
    {
        if (damage < 1 && skill_num != NPC_DARKBREATH)
            damage = 1;

        if (tsd)
        {
            cardfix = 100;
            cardfix = cardfix * (100 - tsd->misc_def_rate) / 100;
            damage = damage * cardfix / 100;
        }
        if (damage < 0)
            damage = 0;
    }

    div_ = skill_get_num(skill_num, skill_lv);
    if (div_ > 1)
        damage *= div_;

    if (damage > 0
        && (damage < div_
            || (battle_get_def(target) >= 1000000
                && battle_get_mdef(target) >= 1000000)))
    {
        damage = div_;
    }

    damage = battle_calc_damage(bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正

    md.damage = damage;
    md.div_ = div_;
    md.amotion = battle_get_amotion(bl);
    md.dmotion = battle_get_dmotion(target);
    md.damage2 = 0;
    md.type = 0;
    md.blewcount = blewcount;
    md.flag = aflag;
    return md;

}

/*==========================================
 * ダメージ計算一括処理用
 *------------------------------------------
 */
struct Damage battle_calc_attack(BF attack_type,
                                  struct block_list *bl,
                                  struct block_list *target, SkillID skill_num,
                                  int skill_lv, int flag)
{
    struct Damage d;
    memset(&d, 0, sizeof(d));

    switch (attack_type)
    {
        case BF_WEAPON:
            return battle_calc_weapon_attack(bl, target, skill_num, skill_lv,
                                              flag);
        case BF_MAGIC:
            return battle_calc_magic_attack(bl, target, skill_num, skill_lv,
                                             flag);
        case BF_MISC:
            return battle_calc_misc_attack(bl, target, skill_num, skill_lv,
                                            flag);
        default:
            if (battle_config.error_log)
                PRINTF("battle_calc_attack: unknwon attack type ! %d\n",
                        attack_type);
            break;
    }
    return d;
}

/*==========================================
 * 通常攻撃処理まとめ
 *------------------------------------------
 */
ATK battle_weapon_attack(struct block_list *src, struct block_list *target,
                          unsigned int tick, BCT flag)
{
    struct map_session_data *sd = NULL;
    eptr<struct status_change, StatusChange> t_sc_data = battle_get_sc_data(target);
    int race = 7, ele = 0;
    int damage, rdamage = 0;
    struct Damage wd;

    nullpo_retr(ATK::ZERO, src);
    nullpo_retr(ATK::ZERO, target);

    if (src->type == BL_PC)
        sd = (struct map_session_data *) src;

    if (src->prev == NULL || target->prev == NULL)
        return ATK::ZERO;
    if (src->type == BL_PC && pc_isdead(sd))
        return ATK::ZERO;
    if (target->type == BL_PC
        && pc_isdead((struct map_session_data *) target))
        return ATK::ZERO;

    Opt1 *opt1 = battle_get_opt1(src);
    if (opt1 != NULL && bool(*opt1))
    {
        battle_stopattack(src);
        return ATK::ZERO;
    }

    race = battle_get_race(target);
    ele = battle_get_elem_type(target);
    if (battle_check_target(src, target, BCT_ENEMY) > 0 &&
        battle_check_range(src, target, 0))
    {
        // 攻撃対象となりうるので攻撃
        if (sd && sd->status.weapon == 11)
        {
            if (sd->equip_index[EQUIP::ARROW] >= 0)
            {
                if (battle_config.arrow_decrement)
                    pc_delitem(sd, sd->equip_index[EQUIP::ARROW], 1, 0);
            }
            else
            {
                clif_arrow_fail(sd, 0);
                return ATK::ZERO;
            }
        }
        wd = battle_calc_weapon_attack(src, target, SkillID::ZERO, 0, 0);

        // significantly increase injuries for hasted characters
        if (wd.damage > 0 && (t_sc_data[SC_HASTE].timer != -1))
        {
            wd.damage = (wd.damage * (16 + t_sc_data[SC_HASTE].val1)) >> 4;
        }

        if (wd.damage > 0
            && t_sc_data[SC_PHYS_SHIELD].timer != -1 && target->type == BL_PC)
        {
            int reduction = t_sc_data[SC_PHYS_SHIELD].val1;
            if (reduction > wd.damage)
                reduction = wd.damage;

            wd.damage -= reduction;
            MAP_LOG_PC(((struct map_session_data *) target),
                        "MAGIC-ABSORB-DMG %d", reduction);
        }

        if ((damage = wd.damage + wd.damage2) > 0 && src != target)
        {
            if (bool(wd.flag & BF_SHORT))
            {
                if (target->type == BL_PC)
                {
                    struct map_session_data *tsd =
                        (struct map_session_data *) target;
                    if (tsd && tsd->short_weapon_damage_return > 0)
                    {
                        rdamage +=
                            damage * tsd->short_weapon_damage_return / 100;
                        if (rdamage < 1)
                            rdamage = 1;
                    }
                }
                if (t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1)
                {
                    rdamage +=
                        damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100;
                    if (rdamage < 1)
                        rdamage = 1;
                }
            }
            else if (bool(wd.flag & BF_LONG))
            {
                if (target->type == BL_PC)
                {
                    struct map_session_data *tsd =
                        (struct map_session_data *) target;
                    if (tsd && tsd->long_weapon_damage_return > 0)
                    {
                        rdamage +=
                            damage * tsd->long_weapon_damage_return / 100;
                        if (rdamage < 1)
                            rdamage = 1;
                    }
                }
            }

            if (rdamage > 0)
                clif_damage(src, src, tick, wd.amotion, 0, rdamage, 1, 4, 0);
        }

        {
            clif_damage(src, target, tick, wd.amotion, wd.dmotion,
                         wd.damage, wd.div_, wd.type, wd.damage2);
            //二刀流左手とカタール追撃のミス表示(無理やり〜)
            if (sd && sd->status.weapon >= 16 && wd.damage2 == 0)
                clif_damage(src, target, tick + 10, wd.amotion, wd.dmotion,
                             0, 1, 0, 0);
        }
        if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0))
            skill_castend_damage_id(src, target, SkillID::ZERO, -1, tick, BCT_ZERO);
        map_freeblock_lock();

        if (src->type == BL_PC)
        {
            int weapon_index = sd->equip_index[EQUIP::WEAPON];
            int weapon = 0;
            if (sd->inventory_data[weapon_index]
                && bool(sd->status.inventory[weapon_index].equip & EPOS::WEAPON))
                weapon = sd->inventory_data[weapon_index]->nameid;

            MAP_LOG("PC%d %d:%d,%d WPNDMG %s%d %d FOR %d WPN %d",
                     sd->status.char_id, src->m, src->x, src->y,
                     (target->type == BL_PC) ? "PC" : "MOB",
                     (target->type ==
                      BL_PC) ? ((struct map_session_data *) target)->
                     status.char_id : target->id,
                     battle_get_class(target),
                     wd.damage + wd.damage2, weapon);
        }

        if (target->type == BL_PC)
        {
            struct map_session_data *sd2 = (struct map_session_data *) target;
            MAP_LOG("PC%d %d:%d,%d WPNINJURY %s%d %d FOR %d",
                     sd2->status.char_id, target->m, target->x, target->y,
                     (src->type == BL_PC) ? "PC" : "MOB",
                     (src->type == BL_PC)
                     ? ((struct map_session_data *) src)->status.char_id
                     : src->id,
                     battle_get_class(src),
                     wd.damage + wd.damage2);
        }

        battle_damage(src, target, (wd.damage + wd.damage2), 0);
        if (target->prev != NULL &&
            (target->type != BL_PC
             || (target->type == BL_PC
                 && !pc_isdead((struct map_session_data *) target))))
        {
            if (wd.damage > 0 || wd.damage2 > 0)
            {
                skill_additional_effect(src, target, SkillID::ZERO, 0, BF_WEAPON, tick);
            }
        }
        if (sd)
        {
            if (sd->autospell_id != SkillID::ZERO
                && sd->autospell_id != SkillID::NEGATIVE
                && sd->autospell_lv > 0
                && MRAND(100) < sd->autospell_rate)
            {
                int skilllv = sd->autospell_lv, i, f = 0, sp;
                i = MRAND(100);
                if (i >= 50)
                    skilllv -= 2;
                else if (i >= 15)
                    skilllv--;
                if (skilllv < 1)
                    skilllv = 1;
                sp = skill_get_sp(sd->autospell_id, skilllv) * 2 / 3;
                if (sd->status.sp >= sp)
                {
                    if ((i = skill_get_inf(sd->autospell_id) == 2)
                        || i == 32)
                        f = 0;
                    else
                    {
                        switch (skill_get_nk(sd->autospell_id))
                        {
                            case 0:
                            case 2:
                                f = skill_castend_damage_id(src, target,
                                                             sd->autospell_id,
                                                             skilllv, tick,
                                                             flag);
                                break;
                            case 1:    /* 支援系 */
                                if (sd->autospell_id == AL_HEAL
                                    && battle_check_undead(race, ele))
                                    f = skill_castend_damage_id(src, target,
                                                                 sd->autospell_id,
                                                                 skilllv,
                                                                 tick, flag);
                                else
                                    f = skill_castend_nodamage_id(src,
                                                                   target,
                                                                   sd->autospell_id,
                                                                   skilllv,
                                                                   tick,
                                                                   flag);
                                break;
                        }
                    }
                    if (!f)
                        pc_heal(sd, 0, -sp);
                }
            }
            if (bool(wd.flag & BF_WEAPON)
                && src != target
                && (wd.damage > 0 || wd.damage2 > 0))
            {
                int hp = 0, sp = 0;
                if (sd->hp_drain_rate && wd.damage > 0
                    && MRAND(100) < sd->hp_drain_rate)
                {
                    hp += (wd.damage * sd->hp_drain_per) / 100;
                }
                if (sd->hp_drain_rate_ && wd.damage2 > 0
                    && MRAND(100) < sd->hp_drain_rate_)
                {
                    hp += (wd.damage2 * sd->hp_drain_per_) / 100;
                }
                if (sd->sp_drain_rate && wd.damage > 0
                    && MRAND(100) < sd->sp_drain_rate)
                {
                    sp += (wd.damage * sd->sp_drain_per) / 100;
                }
                if (sd->sp_drain_rate_ && wd.damage2 > 0
                    && MRAND(100) < sd->sp_drain_rate_)
                {
                    sp += (wd.damage2 * sd->sp_drain_per_) / 100;
                }
                if (hp || sp)
                    pc_heal(sd, hp, sp);
            }
        }

        if (rdamage > 0)
            battle_damage(target, src, rdamage, 0);
        if (t_sc_data && t_sc_data[SC_SPLASHER].timer != -1)    //殴ったので対象のベナムスプラッシャー状態を解除
            skill_status_change_end(target, SC_SPLASHER, -1);

        map_freeblock_unlock();
    }
    return wd.dmg_lv;
}

int battle_check_undead(int race, int element)
{
    if (battle_config.undead_detect_type == 0)
    {
        if (element == 9)
            return 1;
    }
    else if (battle_config.undead_detect_type == 1)
    {
        if (race == 1)
            return 1;
    }
    else
    {
        if (element == 9 || race == 1)
            return 1;
    }
    return 0;
}

/*==========================================
 * 敵味方判定(1=肯定,0=否定,-1=エラー)
 * flag&0xf0000 = 0x00000:敵じゃないか判定(ret:1=敵ではない)
 *                              = 0x10000:パーティー判定(ret:1=パーティーメンバ)
 *                              = 0x20000:全て(ret:1=敵味方両方)
 *                              = 0x40000:敵か判定(ret:1=敵)
 *                              = 0x50000:パーティーじゃないか判定(ret:1=パーティでない)
 *------------------------------------------
 */
int battle_check_target(struct block_list *src, struct block_list *target,
        BCT flag)
{
    int s_p, t_p;
    struct block_list *ss = src;

    nullpo_ret(src);
    nullpo_ret(target);

    if (flag & BCT_ENEMY)
    {                           // 反転フラグ
        int ret = battle_check_target(src, target, flag & (BCT_PARTY | BCT_ALL));
        if (ret != -1)
            return !ret;
        return -1;
    }

    if (flag & BCT_ALL)
    {
        if (target->type == BL_MOB || target->type == BL_PC)
            return 1;
        else
            return -1;
    }

    if (src->type == BL_SKILL && target->type == BL_SKILL)  // 対象がスキルユニットなら無条件肯定
        return -1;

    if (target->type == BL_PC
        && ((struct map_session_data *) target)->invincible_timer != -1)
        return -1;

    if (target->type == BL_SKILL)
    {
        switch (((struct skill_unit *) target)->group->unit_id)
        {
            case 0x8d:
            case 0x8f:
            case 0x98:
                return 0;
        }
    }

    // スキルユニットの場合、親を求める
    if (src->type == BL_SKILL)
    {
        int inf2 =
            skill_get_inf2(((struct skill_unit *) src)->group->skill_id);
        if ((ss =
             map_id2bl(((struct skill_unit *) src)->group->src_id)) == NULL)
            return -1;
        if (ss->prev == NULL)
            return -1;
        if (inf2 & 0x80 && (map[src->m].flag.pvp || pc_iskiller((struct map_session_data *) src, (struct map_session_data *) target)) &&   // [MouseJstr]
            !(target->type == BL_PC
              && pc_isinvisible((struct map_session_data *) target)))
            return 0;
        if (ss == target)
        {
            if (inf2 & 0x100)
                return 0;
            if (inf2 & 0x200)
                return -1;
        }
    }
    // Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める
    if (src->type == BL_MOB)
    {
        struct mob_data *md = (struct mob_data *) src;
        if (md && md->master_id > 0)
        {
            if (md->master_id == target->id)    // 主なら肯定
                return 1;
            if (md->state.special_mob_ai)
            {
                if (target->type == BL_MOB)
                {               //special_mob_aiで対象がMob
                    struct mob_data *tmd = (struct mob_data *) target;
                    if (tmd)
                    {
                        if (tmd->master_id != md->master_id)    //召喚主が一緒でなければ否定
                            return 0;
                        else
                        {       //召喚主が一緒なので肯定したいけど自爆は否定
                            if (md->state.special_mob_ai > 2)
                                return 0;
                            else
                                return 1;
                        }
                    }
                }
            }
            if ((ss = map_id2bl(md->master_id)) == NULL)
                return -1;
        }
    }

    if (src == target || ss == target)  // 同じなら肯定
        return 1;

    if (target->type == BL_PC
        && pc_isinvisible((struct map_session_data *) target))
        return -1;

    if (src->prev == NULL ||    // 死んでるならエラー
        (src->type == BL_PC && pc_isdead((struct map_session_data *) src)))
        return -1;

    if ((ss->type == BL_PC && target->type == BL_MOB) ||
        (ss->type == BL_MOB && target->type == BL_PC))
        return 0;               // PCvsMOBなら否定

    s_p = battle_get_party_id(ss);

    t_p = battle_get_party_id(target);

    if (flag & BCT_PARTY)
    {
        if (s_p && t_p && s_p == t_p)   // 同じパーティなら肯定(味方)
            return 1;
        else                    // パーティ検索なら同じパーティじゃない時点で否定
            return 0;
    }

//PRINTF("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type);
//PRINTF("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g);

    if (ss->type == BL_PC && target->type == BL_PC)
    {                           // 両方PVPモードなら否定(敵)
        struct skill_unit *su = NULL;
        if (src->type == BL_SKILL)
            su = (struct skill_unit *) src;
        if (map[ss->m].flag.pvp
            || pc_iskiller((struct map_session_data *) ss,
                            (struct map_session_data *) target))
        {                       // [MouseJstr]
            if (su && su->group->target_flag == BCT_NOENEMY)
                return 1;
            else if (battle_config.pk_mode)
                return 1;       // prevent novice engagement in pk_mode [Valaris]
            else if (map[ss->m].flag.pvp_noparty && s_p > 0 && t_p > 0
                     && s_p == t_p)
                return 1;
            return 0;
        }
    }

    return 1;                   // 該当しないので無関係人物(まあ敵じゃないので味方)
}

/*==========================================
 * 射程判定
 *------------------------------------------
 */
int battle_check_range(struct block_list *src, struct block_list *bl,
                        int range)
{

    int dx, dy;
    struct walkpath_data wpd;
    int arange;

    nullpo_ret(src);
    nullpo_ret(bl);

    dx = abs(bl->x - src->x);
    dy = abs(bl->y - src->y);
    arange = ((dx > dy) ? dx : dy);

    if (src->m != bl->m)        // 違うマップ
        return 0;

    if (range > 0 && range < arange)    // 遠すぎる
        return 0;

    if (arange < 2)             // 同じマスか隣接
        return 1;

//  if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d)
//      return 1;

    // 障害物判定
    wpd.path_len = 0;
    wpd.path_pos = 0;
    wpd.path_half = 0;
    if (path_search(&wpd, src->m, src->x, src->y, bl->x, bl->y, 0x10001) !=
        -1)
        return 1;

    dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
    dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
    return (path_search(&wpd, src->m, src->x + dx, src->y + dy,
                         bl->x - dx, bl->y - dy, 0x10001) != -1) ? 1 : 0;
}

/*==========================================
 * 設定ファイルを読み込む
 *------------------------------------------
 */
int battle_config_read(const char *cfgName)
{
    static int count = 0;

    if ((count++) == 0)
    {
        battle_config.warp_point_debug = 0;
        battle_config.enemy_critical = 0;
        battle_config.enemy_critical_rate = 100;
        battle_config.enemy_str = 1;
        battle_config.enemy_perfect_flee = 0;
        battle_config.cast_rate = 100;
        battle_config.delay_rate = 100;
        battle_config.delay_dependon_dex = 0;
        battle_config.sdelay_attack_enable = 0;
        battle_config.left_cardfix_to_right = 0;
        battle_config.pc_skill_add_range = 0;
        battle_config.skill_out_range_consume = 1;
        battle_config.mob_skill_add_range = 0;
        battle_config.pc_damage_delay = 1;
        battle_config.pc_damage_delay_rate = 100;
        battle_config.defnotenemy = 1;
        battle_config.random_monster_checklv = 1;
        battle_config.attr_recover = 1;
        battle_config.flooritem_lifetime = LIFETIME_FLOORITEM * 1000;
        battle_config.item_auto_get = 0;
        battle_config.drop_pickup_safety_zone = 20;
        battle_config.item_first_get_time = 3000;
        battle_config.item_second_get_time = 1000;
        battle_config.item_third_get_time = 1000;
        battle_config.mvp_item_first_get_time = 10000;
        battle_config.mvp_item_second_get_time = 10000;
        battle_config.mvp_item_third_get_time = 2000;

        battle_config.drop_rate0item = 0;
        battle_config.base_exp_rate = 100;
        battle_config.job_exp_rate = 100;
        battle_config.pvp_exp = 1;
        battle_config.gtb_pvp_only = 0;
        battle_config.death_penalty_type = 0;
        battle_config.death_penalty_base = 0;
        battle_config.death_penalty_job = 0;
        battle_config.zeny_penalty = 0;
        battle_config.restart_hp_rate = 0;
        battle_config.restart_sp_rate = 0;
        battle_config.mvp_item_rate = 100;
        battle_config.mvp_exp_rate = 100;
        battle_config.mvp_hp_rate = 100;
        battle_config.monster_hp_rate = 100;
        battle_config.monster_max_aspd = 199;
        battle_config.atc_gmonly = 0;
        battle_config.gm_allskill = 0;
        battle_config.gm_allequip = 0;
        battle_config.gm_skilluncond = 0;
        battle_config.skillfree = 0;
        battle_config.skillup_limit = 0;
        battle_config.wp_rate = 100;
        battle_config.pp_rate = 100;
        battle_config.monster_active_enable = 1;
        battle_config.monster_damage_delay_rate = 100;
        battle_config.monster_loot_type = 0;
        battle_config.mob_skill_use = 1;
        battle_config.mob_count_rate = 100;
        battle_config.quest_skill_learn = 0;
        battle_config.quest_skill_reset = 1;
        battle_config.basic_skill_check = 1;
        battle_config.pc_invincible_time = 5000;
        battle_config.skill_min_damage = 0;
        battle_config.finger_offensive_type = 0;
        battle_config.heal_exp = 0;
        battle_config.resurrection_exp = 0;
        battle_config.shop_exp = 0;
        battle_config.combo_delay_rate = 100;
        battle_config.item_check = 1;
        battle_config.wedding_modifydisplay = 0;
        battle_config.natural_healhp_interval = 6000;
        battle_config.natural_healsp_interval = 8000;
        battle_config.natural_heal_skill_interval = 10000;
        battle_config.natural_heal_weight_rate = 50;
        battle_config.itemheal_regeneration_factor = 1;
        battle_config.item_name_override_grffile = 1;
        battle_config.arrow_decrement = 1;
        battle_config.max_aspd = 199;
        battle_config.max_hp = 32500;
        battle_config.max_sp = 32500;
        battle_config.max_lv = 99;  // [MouseJstr]
        battle_config.max_parameter = 99;
        battle_config.max_cart_weight = 8000;
        battle_config.pc_skill_log = 0;
        battle_config.mob_skill_log = 0;
        battle_config.battle_log = 0;
        battle_config.save_log = 0;
        battle_config.error_log = 1;
        battle_config.etc_log = 1;
        battle_config.save_clothcolor = 0;
        battle_config.undead_detect_type = 0;
        battle_config.pc_auto_counter_type = 1;
        battle_config.monster_auto_counter_type = 1;
        battle_config.agi_penaly_type = 0;
        battle_config.agi_penaly_count = 3;
        battle_config.agi_penaly_num = 0;
        battle_config.agi_penaly_count_lv = int(ATK_FLEE); // FIXME
        battle_config.vit_penaly_type = 0;
        battle_config.vit_penaly_count = 3;
        battle_config.vit_penaly_num = 0;
        battle_config.vit_penaly_count_lv = int(ATK_DEF); // FIXME
        battle_config.player_defense_type = 0;
        battle_config.monster_defense_type = 0;
        battle_config.magic_defense_type = 0;
        battle_config.pc_skill_reiteration = 0;
        battle_config.monster_skill_reiteration = 0;
        battle_config.pc_skill_nofootset = 0;
        battle_config.monster_skill_nofootset = 0;
        battle_config.pc_cloak_check_type = 0;
        battle_config.monster_cloak_check_type = 0;
        battle_config.mob_changetarget_byskill = 0;
        battle_config.pc_attack_direction_change = 1;
        battle_config.monster_attack_direction_change = 1;
        battle_config.pc_undead_nofreeze = 0;
        battle_config.pc_land_skill_limit = 1;
        battle_config.monster_land_skill_limit = 1;
        battle_config.party_skill_penaly = 1;
        battle_config.monster_class_change_full_recover = 0;
        battle_config.produce_item_name_input = 1;
        battle_config.produce_potion_name_input = 1;
        battle_config.making_arrow_name_input = 1;
        battle_config.holywater_name_input = 1;
        battle_config.display_delay_skill_fail = 1;
        battle_config.chat_warpportal = 0;
        battle_config.mob_warpportal = 0;
        battle_config.dead_branch_active = 0;
        battle_config.show_steal_in_same_party = 0;
        battle_config.enable_upper_class = 0;
        battle_config.pc_attack_attr_none = 0;
        battle_config.mob_attack_attr_none = 1;
        battle_config.mob_ghostring_fix = 0;
        battle_config.gx_allhit = 0;
        battle_config.gx_cardfix = 0;
        battle_config.gx_dupele = 1;
        battle_config.gx_disptype = 1;
        battle_config.player_skill_partner_check = 1;
        battle_config.hide_GM_session = 0;
        battle_config.unit_movement_type = 0;
        battle_config.invite_request_check = 1;
        battle_config.skill_removetrap_type = 0;
        battle_config.disp_experience = 0;
        battle_config.item_rate_common = 100;
        battle_config.item_rate_equip = 100;
        battle_config.item_rate_card = 100;
        battle_config.item_rate_heal = 100; // Added by Valaris
        battle_config.item_rate_use = 100;  // End
        battle_config.item_drop_common_min = 1; // Added by TyrNemesis^
        battle_config.item_drop_common_max = 10000;
        battle_config.item_drop_equip_min = 1;
        battle_config.item_drop_equip_max = 10000;
        battle_config.item_drop_card_min = 1;
        battle_config.item_drop_card_max = 10000;
        battle_config.item_drop_mvp_min = 1;
        battle_config.item_drop_mvp_max = 10000;    // End Addition
        battle_config.item_drop_heal_min = 1;   // Added by Valaris
        battle_config.item_drop_heal_max = 10000;
        battle_config.item_drop_use_min = 1;
        battle_config.item_drop_use_max = 10000;    // End
        battle_config.prevent_logout = 1;   // Added by RoVeRT
        battle_config.maximum_level = 255;  // Added by Valaris
        battle_config.drops_by_luk = 0; // [Valaris]
        battle_config.equipment_breaking = 0;   // [Valaris]
        battle_config.equipment_break_rate = 100;   // [Valaris]
        battle_config.pk_mode = 0;  // [Valaris]
        battle_config.multi_level_up = 0;   // [Valaris]
        battle_config.backstab_bow_penalty = 0; // Akaru
        battle_config.night_at_start = 0;   // added by [Yor]
        battle_config.day_duration = 2 * 60 * 60 * 1000;    // added by [Yor] (2 hours)
        battle_config.night_duration = 30 * 60 * 1000;  // added by [Yor] (30 minutes)
        battle_config.show_mob_hp = 0;  // [Valaris]
        battle_config.hack_info_GM_level = 60;  // added by [Yor] (default: 60, GM level)
        battle_config.any_warp_GM_min_level = 20;   // added by [Yor]
        battle_config.packet_ver_flag = 63; // added by [Yor]
        battle_config.min_hair_style = 0;
        battle_config.max_hair_style = 20;
        battle_config.min_hair_color = 0;
        battle_config.max_hair_color = 9;
        battle_config.min_cloth_color = 0;
        battle_config.max_cloth_color = 4;

        battle_config.castrate_dex_scale = 150;

        battle_config.area_size = 14;

        battle_config.chat_lame_penalty = 2;
        battle_config.chat_spam_threshold = 10;
        battle_config.chat_spam_flood = 10;
        battle_config.chat_spam_ban = 1;
        battle_config.chat_spam_warn = 8;
        battle_config.chat_maxline = 255;

        battle_config.packet_spam_threshold = 2;
        battle_config.packet_spam_flood = 30;
        battle_config.packet_spam_kick = 1;

        battle_config.mask_ip_gms = 1;

        battle_config.mob_splash_radius = -1;
    }

    std::ifstream in(cfgName);
    if (!in.is_open())
    {
        PRINTF("file not found: %s\n", cfgName);
        return 1;
    }

    std::string line;
    while (std::getline(in, line))
    {
        // s/{"\([a-zA-Z_0-9]*\)", &battle_config.\1}/BATTLE_CONFIG_VAR(\1)/
        const struct
        {
            const char *str;
            int *val;
        } data[] =
        {
            {"warp_point_debug", &battle_config.warp_point_debug},
            {"enemy_critical", &battle_config.enemy_critical},
            {"enemy_critical_rate", &battle_config.enemy_critical_rate},
            {"enemy_str", &battle_config.enemy_str},
            {"enemy_perfect_flee", &battle_config.enemy_perfect_flee},
            {"casting_rate", &battle_config.cast_rate},
            {"delay_rate", &battle_config.delay_rate},
            {"delay_dependon_dex", &battle_config.delay_dependon_dex},
            {"skill_delay_attack_enable", &battle_config.sdelay_attack_enable},
            {"left_cardfix_to_right", &battle_config.left_cardfix_to_right},
            {"player_skill_add_range", &battle_config.pc_skill_add_range},
            {"skill_out_range_consume", &battle_config.skill_out_range_consume},
            {"monster_skill_add_range", &battle_config.mob_skill_add_range},
            {"player_damage_delay", &battle_config.pc_damage_delay},
            {"player_damage_delay_rate", &battle_config.pc_damage_delay_rate},
            {"defunit_not_enemy", &battle_config.defnotenemy},
            {"random_monster_checklv", &battle_config.random_monster_checklv},
            {"attribute_recover", &battle_config.attr_recover},
            {"flooritem_lifetime", &battle_config.flooritem_lifetime},
            {"item_auto_get", &battle_config.item_auto_get},
            {"drop_pickup_safety_zone", &battle_config.drop_pickup_safety_zone},
            {"item_first_get_time", &battle_config.item_first_get_time},
            {"item_second_get_time", &battle_config.item_second_get_time},
            {"item_third_get_time", &battle_config.item_third_get_time},
            {"mvp_item_first_get_time", &battle_config.mvp_item_first_get_time},
            {"mvp_item_second_get_time", &battle_config.mvp_item_second_get_time},
            {"mvp_item_third_get_time", &battle_config.mvp_item_third_get_time},
            {"item_rate", &battle_config.item_rate},
            {"drop_rate0item", &battle_config.drop_rate0item},
            {"base_exp_rate", &battle_config.base_exp_rate},
            {"job_exp_rate", &battle_config.job_exp_rate},
            {"pvp_exp", &battle_config.pvp_exp},
            {"gtb_pvp_only", &battle_config.gtb_pvp_only},
            {"death_penalty_type", &battle_config.death_penalty_type},
            {"death_penalty_base", &battle_config.death_penalty_base},
            {"death_penalty_job", &battle_config.death_penalty_job},
            {"zeny_penalty", &battle_config.zeny_penalty},
            {"restart_hp_rate", &battle_config.restart_hp_rate},
            {"restart_sp_rate", &battle_config.restart_sp_rate},
            {"mvp_hp_rate", &battle_config.mvp_hp_rate},
            {"mvp_item_rate", &battle_config.mvp_item_rate},
            {"mvp_exp_rate", &battle_config.mvp_exp_rate},
            {"monster_hp_rate", &battle_config.monster_hp_rate},
            {"monster_max_aspd", &battle_config.monster_max_aspd},
            {"atcommand_gm_only", &battle_config.atc_gmonly},
            {"atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit},
            {"gm_all_skill", &battle_config.gm_allskill},
            {"gm_all_skill_add_abra", &battle_config.gm_allskill_addabra},
            {"gm_all_equipment", &battle_config.gm_allequip},
            {"gm_skill_unconditional", &battle_config.gm_skilluncond},
            {"player_skillfree", &battle_config.skillfree},
            {"player_skillup_limit", &battle_config.skillup_limit},
            {"weapon_produce_rate", &battle_config.wp_rate},
            {"potion_produce_rate", &battle_config.pp_rate},
            {"monster_active_enable", &battle_config.monster_active_enable},
            {"monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
            {"monster_loot_type", &battle_config.monster_loot_type},
            {"mob_skill_use", &battle_config.mob_skill_use},
            {"mob_count_rate", &battle_config.mob_count_rate},
            {"quest_skill_learn", &battle_config.quest_skill_learn},
            {"quest_skill_reset", &battle_config.quest_skill_reset},
            {"basic_skill_check", &battle_config.basic_skill_check},
            {"player_invincible_time", &battle_config.pc_invincible_time},
            {"skill_min_damage", &battle_config.skill_min_damage},
            {"finger_offensive_type", &battle_config.finger_offensive_type},
            {"heal_exp", &battle_config.heal_exp},
            {"resurrection_exp", &battle_config.resurrection_exp},
            {"shop_exp", &battle_config.shop_exp},
            {"combo_delay_rate", &battle_config.combo_delay_rate},
            {"item_check", &battle_config.item_check},
            {"wedding_modifydisplay", &battle_config.wedding_modifydisplay},
            {"natural_healhp_interval", &battle_config.natural_healhp_interval},
            {"natural_healsp_interval", &battle_config.natural_healsp_interval},
            {"natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
            {"natural_heal_weight_rate", &battle_config.natural_heal_weight_rate},
            {"itemheal_regeneration_factor", &battle_config.itemheal_regeneration_factor},
            {"item_name_override_grffile", &battle_config.item_name_override_grffile},
            {"arrow_decrement", &battle_config.arrow_decrement},
            {"max_aspd", &battle_config.max_aspd},
            {"max_hp", &battle_config.max_hp},
            {"max_sp", &battle_config.max_sp},
            {"max_lv", &battle_config.max_lv},
            {"max_parameter", &battle_config.max_parameter},
            {"max_cart_weight", &battle_config.max_cart_weight},
            {"player_skill_log", &battle_config.pc_skill_log},
            {"monster_skill_log", &battle_config.mob_skill_log},
            {"battle_log", &battle_config.battle_log},
            {"save_log", &battle_config.save_log},
            {"error_log", &battle_config.error_log},
            {"etc_log", &battle_config.etc_log},
            {"save_clothcolor", &battle_config.save_clothcolor},
            {"undead_detect_type", &battle_config.undead_detect_type},
            {"player_auto_counter_type", &battle_config.pc_auto_counter_type},
            {"monster_auto_counter_type", &battle_config.monster_auto_counter_type},
            {"agi_penaly_type", &battle_config.agi_penaly_type},
            {"agi_penaly_count", &battle_config.agi_penaly_count},
            {"agi_penaly_num", &battle_config.agi_penaly_num},
            {"agi_penaly_count_lv", &battle_config.agi_penaly_count_lv},
            {"vit_penaly_type", &battle_config.vit_penaly_type},
            {"vit_penaly_count", &battle_config.vit_penaly_count},
            {"vit_penaly_num", &battle_config.vit_penaly_num},
            {"vit_penaly_count_lv", &battle_config.vit_penaly_count_lv},
            {"player_defense_type", &battle_config.player_defense_type},
            {"monster_defense_type", &battle_config.monster_defense_type},
            {"magic_defense_type", &battle_config.magic_defense_type},
            {"player_skill_reiteration", &battle_config.pc_skill_reiteration},
            {"monster_skill_reiteration", &battle_config.monster_skill_reiteration},
            {"player_skill_nofootset", &battle_config.pc_skill_nofootset},
            {"monster_skill_nofootset", &battle_config.monster_skill_nofootset},
            {"player_cloak_check_type", &battle_config.pc_cloak_check_type},
            {"monster_cloak_check_type", &battle_config.monster_cloak_check_type},
            {"mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
            {"player_attack_direction_change", &battle_config.pc_attack_direction_change},
            {"monster_attack_direction_change", &battle_config.monster_attack_direction_change},
            {"player_land_skill_limit", &battle_config.pc_land_skill_limit},
            {"monster_land_skill_limit", &battle_config.monster_land_skill_limit},
            {"party_skill_penaly", &battle_config.party_skill_penaly},
            {"monster_class_change_full_recover", &battle_config.monster_class_change_full_recover},
            {"produce_item_name_input", &battle_config.produce_item_name_input},
            {"produce_potion_name_input", &battle_config.produce_potion_name_input},
            {"making_arrow_name_input", &battle_config.making_arrow_name_input},
            {"holywater_name_input", &battle_config.holywater_name_input},
            {"display_delay_skill_fail", &battle_config.display_delay_skill_fail},
            {"chat_warpportal", &battle_config.chat_warpportal},
            {"mob_warpportal", &battle_config.mob_warpportal},
            {"dead_branch_active", &battle_config.dead_branch_active},
            {"show_steal_in_same_party", &battle_config.show_steal_in_same_party},
            {"enable_upper_class", &battle_config.enable_upper_class},
            {"mob_attack_attr_none", &battle_config.mob_attack_attr_none},
            {"mob_ghostring_fix", &battle_config.mob_ghostring_fix},
            {"pc_attack_attr_none", &battle_config.pc_attack_attr_none},
            {"gx_allhit", &battle_config.gx_allhit},
            {"gx_cardfix", &battle_config.gx_cardfix},
            {"gx_dupele", &battle_config.gx_dupele},
            {"gx_disptype", &battle_config.gx_disptype},
            {"player_skill_partner_check", &battle_config.player_skill_partner_check},
            {"hide_GM_session", &battle_config.hide_GM_session},
            {"unit_movement_type", &battle_config.unit_movement_type},
            {"invite_request_check", &battle_config.invite_request_check},
            {"skill_removetrap_type", &battle_config.skill_removetrap_type},
            {"disp_experience", &battle_config.disp_experience},
            {"riding_weight", &battle_config.riding_weight},
            {"item_rate_common", &battle_config.item_rate_common},   // Added by RoVeRT
            {"item_rate_equip", &battle_config.item_rate_equip},
            {"item_rate_card", &battle_config.item_rate_card},   // End Addition
            {"item_rate_heal", &battle_config.item_rate_heal},   // Added by Valaris
            {"item_rate_use", &battle_config.item_rate_use}, // End
            {"item_drop_common_min", &battle_config.item_drop_common_min},   // Added by TyrNemesis^
            {"item_drop_common_max", &battle_config.item_drop_common_max},
            {"item_drop_equip_min", &battle_config.item_drop_equip_min},
            {"item_drop_equip_max", &battle_config.item_drop_equip_max},
            {"item_drop_card_min", &battle_config.item_drop_card_min},
            {"item_drop_card_max", &battle_config.item_drop_card_max},
            {"item_drop_mvp_min", &battle_config.item_drop_mvp_min},
            {"item_drop_mvp_max", &battle_config.item_drop_mvp_max}, // End Addition
            {"prevent_logout", &battle_config.prevent_logout},   // Added by RoVeRT
            {"alchemist_summon_reward", &battle_config.alchemist_summon_reward}, // [Valaris]
            {"maximum_level", &battle_config.maximum_level}, // [Valaris]
            {"drops_by_luk", &battle_config.drops_by_luk},   // [Valaris]
            {"monsters_ignore_gm", &battle_config.monsters_ignore_gm},   // [Valaris]
            {"equipment_breaking", &battle_config.equipment_breaking},   // [Valaris]
            {"equipment_break_rate", &battle_config.equipment_break_rate},   // [Valaris]
            {"pk_mode", &battle_config.pk_mode}, // [Valaris]
            {"multi_level_up", &battle_config.multi_level_up},   // [Valaris]
            {"backstab_bow_penalty", &battle_config.backstab_bow_penalty},
            {"night_at_start", &battle_config.night_at_start},   // added by [Yor]
            {"day_duration", &battle_config.day_duration},   // added by [Yor]
            {"night_duration", &battle_config.night_duration},   // added by [Yor]
            {"show_mob_hp", &battle_config.show_mob_hp}, // [Valaris]
            {"hack_info_GM_level", &battle_config.hack_info_GM_level},   // added by [Yor]
            {"any_warp_GM_min_level", &battle_config.any_warp_GM_min_level}, // added by [Yor]
            {"packet_ver_flag", &battle_config.packet_ver_flag}, // added by [Yor]
            {"min_hair_style", &battle_config.min_hair_style},   // added by [MouseJstr]
            {"max_hair_style", &battle_config.max_hair_style},   // added by [MouseJstr]
            {"min_hair_color", &battle_config.min_hair_color},   // added by [MouseJstr]
            {"max_hair_color", &battle_config.max_hair_color},   // added by [MouseJstr]
            {"min_cloth_color", &battle_config.min_cloth_color}, // added by [MouseJstr]
            {"max_cloth_color", &battle_config.max_cloth_color}, // added by [MouseJstr]
            {"castrate_dex_scale", &battle_config.castrate_dex_scale},   // added by [MouseJstr]
            {"area_size", &battle_config.area_size}, // added by [MouseJstr]
            {"muting_players", &battle_config.muting_players},   // added by [Apple]
            {"chat_lame_penalty", &battle_config.chat_lame_penalty},
            {"chat_spam_threshold", &battle_config.chat_spam_threshold},
            {"chat_spam_flood", &battle_config.chat_spam_flood},
            {"chat_spam_ban", &battle_config.chat_spam_ban},
            {"chat_spam_warn", &battle_config.chat_spam_warn},
            {"chat_maxline", &battle_config.chat_maxline},
            {"packet_spam_threshold", &battle_config.packet_spam_threshold},
            {"packet_spam_flood", &battle_config.packet_spam_flood},
            {"packet_spam_kick", &battle_config.packet_spam_kick},
            {"mask_ip_gms", &battle_config.mask_ip_gms},
            {"mob_splash_radius", &battle_config.mob_splash_radius},
        };

        std::string w1, w2;
        if (!split_key_value(line, &w1, &w2))
            continue;

        if (w1 == "import")
        {
            battle_config_read(w2.c_str());
            continue;
        }

        for (auto datum : data)
            if (w1 == datum.str)
            {
                *datum.val = config_switch(w2.c_str());
                goto continue_outer;
            }

        PRINTF("WARNING: unknown battle conf key: %s\n", w1);

    continue_outer:
        ;
    }

    if (--count == 0)
    {
        if (battle_config.flooritem_lifetime < 1000)
            battle_config.flooritem_lifetime = LIFETIME_FLOORITEM * 1000;
        if (battle_config.restart_hp_rate < 0)
            battle_config.restart_hp_rate = 0;
        else if (battle_config.restart_hp_rate > 100)
            battle_config.restart_hp_rate = 100;
        if (battle_config.restart_sp_rate < 0)
            battle_config.restart_sp_rate = 0;
        else if (battle_config.restart_sp_rate > 100)
            battle_config.restart_sp_rate = 100;
        if (battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
            battle_config.natural_healhp_interval = NATURAL_HEAL_INTERVAL;
        if (battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
            battle_config.natural_healsp_interval = NATURAL_HEAL_INTERVAL;
        if (battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
            battle_config.natural_heal_skill_interval = NATURAL_HEAL_INTERVAL;
        if (battle_config.natural_heal_weight_rate < 50)
            battle_config.natural_heal_weight_rate = 50;
        if (battle_config.natural_heal_weight_rate > 101)
            battle_config.natural_heal_weight_rate = 101;
        battle_config.monster_max_aspd =
            2000 - battle_config.monster_max_aspd * 10;
        if (battle_config.monster_max_aspd < 10)
            battle_config.monster_max_aspd = 10;
        if (battle_config.monster_max_aspd > 1000)
            battle_config.monster_max_aspd = 1000;
        battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
        if (battle_config.max_aspd < 10)
            battle_config.max_aspd = 10;
        if (battle_config.max_aspd > 1000)
            battle_config.max_aspd = 1000;
        if (battle_config.max_hp > 1000000)
            battle_config.max_hp = 1000000;
        if (battle_config.max_hp < 100)
            battle_config.max_hp = 100;
        if (battle_config.max_sp > 1000000)
            battle_config.max_sp = 1000000;
        if (battle_config.max_sp < 100)
            battle_config.max_sp = 100;
        if (battle_config.max_parameter < 10)
            battle_config.max_parameter = 10;
        if (battle_config.max_parameter > 10000)
            battle_config.max_parameter = 10000;
        if (battle_config.max_cart_weight > 1000000)
            battle_config.max_cart_weight = 1000000;
        if (battle_config.max_cart_weight < 100)
            battle_config.max_cart_weight = 100;
        battle_config.max_cart_weight *= 10;

        if (battle_config.agi_penaly_count < 2)
            battle_config.agi_penaly_count = 2;
        if (battle_config.vit_penaly_count < 2)
            battle_config.vit_penaly_count = 2;

        if (battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
            battle_config.item_drop_common_min = 1;
        if (battle_config.item_drop_common_max > 10000)
            battle_config.item_drop_common_max = 10000;
        if (battle_config.item_drop_equip_min < 1)
            battle_config.item_drop_equip_min = 1;
        if (battle_config.item_drop_equip_max > 10000)
            battle_config.item_drop_equip_max = 10000;
        if (battle_config.item_drop_card_min < 1)
            battle_config.item_drop_card_min = 1;
        if (battle_config.item_drop_card_max > 10000)
            battle_config.item_drop_card_max = 10000;
        if (battle_config.item_drop_mvp_min < 1)
            battle_config.item_drop_mvp_min = 1;
        if (battle_config.item_drop_mvp_max > 10000)
            battle_config.item_drop_mvp_max = 10000;    // End Addition

        if (battle_config.night_at_start < 0)   // added by [Yor]
            battle_config.night_at_start = 0;
        else if (battle_config.night_at_start > 1)  // added by [Yor]
            battle_config.night_at_start = 1;
        if (battle_config.day_duration < 0) // added by [Yor]
            battle_config.day_duration = 0;
        if (battle_config.night_duration < 0)   // added by [Yor]
            battle_config.night_duration = 0;

        if (battle_config.hack_info_GM_level < 0)   // added by [Yor]
            battle_config.hack_info_GM_level = 0;
        else if (battle_config.hack_info_GM_level > 100)
            battle_config.hack_info_GM_level = 100;

        if (battle_config.any_warp_GM_min_level < 0)    // added by [Yor]
            battle_config.any_warp_GM_min_level = 0;
        else if (battle_config.any_warp_GM_min_level > 100)
            battle_config.any_warp_GM_min_level = 100;

        if (battle_config.chat_spam_ban < 0)
            battle_config.chat_spam_ban = 0;
        else if (battle_config.chat_spam_ban > 32767)
            battle_config.chat_spam_ban = 32767;

        if (battle_config.chat_spam_flood < 0)
            battle_config.chat_spam_flood = 0;
        else if (battle_config.chat_spam_flood > 32767)
            battle_config.chat_spam_flood = 32767;

        if (battle_config.chat_spam_warn < 0)
            battle_config.chat_spam_warn = 0;
        else if (battle_config.chat_spam_warn > 32767)
            battle_config.chat_spam_warn = 32767;

        if (battle_config.chat_spam_threshold < 0)
            battle_config.chat_spam_threshold = 0;
        else if (battle_config.chat_spam_threshold > 32767)
            battle_config.chat_spam_threshold = 32767;

        if (battle_config.chat_maxline < 1)
            battle_config.chat_maxline = 1;
        else if (battle_config.chat_maxline > 512)
            battle_config.chat_maxline = 512;

        if (battle_config.packet_spam_threshold < 0)
            battle_config.packet_spam_threshold = 0;
        else if (battle_config.packet_spam_threshold > 32767)
            battle_config.packet_spam_threshold = 32767;

        if (battle_config.packet_spam_flood < 0)
            battle_config.packet_spam_flood = 0;
        else if (battle_config.packet_spam_flood > 32767)
            battle_config.packet_spam_flood = 32767;

        if (battle_config.packet_spam_kick < 0)
            battle_config.packet_spam_kick = 0;
        else if (battle_config.packet_spam_kick > 1)
            battle_config.packet_spam_kick = 1;

        if (battle_config.mask_ip_gms < 0)
            battle_config.mask_ip_gms = 0;
        else if (battle_config.mask_ip_gms > 1)
            battle_config.mask_ip_gms = 1;

        // at least 1 client must be accepted
        if ((battle_config.packet_ver_flag & 63) == 0)  // added by [Yor]
            battle_config.packet_ver_flag = 63; // accept all clients

    }

    return 0;
}