summaryrefslogblamecommitdiff
path: root/src/map/battle.c
blob: e67cf16ed6addc97b3ba98dfd45a34c32276730a (plain) (tree)
1
2
3
4
5
6
7
8
9
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849

                                                          
                                 



                              
                             
                             
                             
                            
                
                 

                   
                       
                      
                      




                   
                   
                         
                  
 



                   
                                        


                                                                          

                                                             
                                                                                                       
 


                                                                
 
                            
 
                                 


                                            
                                              



                                                                      
 

                                                   
 
                                
 
                         
 
                                     
 


                                                                      
 
                 
 










                                                                                                        


                                                                               








                                                                              
 
                 
 
 


                                                                   
 

                                                   
 
                                 
 
                         
 
                              
 


                                                             
 
                 

                                                                                                 

                                                                                    
 
                                                                                          
 
                            
 
                       
 
                                
 

                                                                       
 


                                                   
 
                                                                     
 
                         
 
                               
 


                                                                          
 
                 

                      

                                                                                                                  
 
                                                                                                                                          
 


                            
 
                                
 
                       
                     



                                
                        
                                   
  
                                                                                
 

                                                                      
 


                                                                               
 






















                                                                                                                                  
 
                                                                                                                                                                                                             
 


































                                                                                                                                        
 
                                                            
 
                                                
 
                                                                           
 
                                                            
 
                                            
                                
                                                                                 
                                              
                                                                                                                        
                                                 
 
                                                
 
                                                
 



                                                                                                                         
 








































                                                                                                     
                                                                                     
























                                                                                                   
 
                                                       
 




                                                                         
 
                                                        
 
                                            
                                                                                
         
                                       
 
 







                                                                                                                                                           
                         
 





                                                 
 
                                                              






                                                                                                                
                                                                                   

                                                                                                    
                                                      

                                                    
                                                               









































                                                                                                                    
                                                               

                               
                                                           































































































































                                                                                                                                                                                                   
                                                                
                                                          
                                                               



















































                                                                                                                    
                                                       































                                                                                                                    
                                                               




                              
 
                                            

                                                                
                                              
                                                                                                                                



                                           
 
                       

                         
                                                                    
 


                                                                        
                                                                          
 
                                                                      
                                                                         
 
                                                                    
                                                                        
 
                                     
 
                               
 
                                                                          
 
                                    
                                                                   
 






                                                                              




                                                                                                                                                  
                                          
                                                                  





                                                                                                                                   
 



                                                      
 

                                                                                                       
                                                                        




                                                                      
                                 















                                                                                                      
                         
                                                                            
 









                                                                                                                               
                                                                                                                                            




























                                                                                                                                                              
                         
                                 
 
 
                                                                                                                              


                                                                              
 






                                                                                               
                 
 













                                                                                                           
                                                                         









                                                                                                                              
                                                                                   
 
                                                                                                           
                                                 
                                                                                                                

                                                                   
                         



                                                                                      
 
                                 
 
                                               
                                                                     
                 
                                                                  
                                                                                                                    
 
                                                                          
                                                                                                                                           
 

                                       
                                          
 


                                                                              
 










                                                                                                   
                                                                












                                                                        
                                                               




                                                                                    
 
 



                                                                                                                        
                                                                                


                                                                  
 
                                                                          
                                                                    
 
                                                                          
                                          
 
                                                                         
                                                         
                                                  

                                                                                   
 




                                                                                    
                                                                                           



                                                                                        
                                                                                          

                                                      
 
                                                             
                                                                
 
              
                                                                                                                  
     
                                                                                               
      






                                                                                                                     
                                                   
                                                
                                                                         
                                             
                                                                      


                                                                                            
 






                                                               
 
                                                                                                 
                                                                                                                           



                                                                                 
 

                                                                           
                                                                        



                                                          
                                                                                          
                                                                               
 
                                                                                  
 
 
                                      
 

                                                                                                   
                                                                     






                                                                                      
 


                                                                                   
                                                                            
 
                                                                                                           


                                                                     
 















                                                                                                                                                                                   
                                                                                                                                              


                                                        
 
         
 




                                                                            
                                          








                                                                                   
                                                                         





                                                                                       
                                                                         

                                                      
                                                                                                                                                                      

                                                                                                                                                      


                                                           
         
 


                                                                                                    
                                                                                
                                          
                                                                               
                                         
                                                                              
                                                                        
                                                                               
                                           
                                                                              

                                        
 






                                                                              
 

                                                                        
                                                                                                

                                                           
                                                                                  













                                                                                               
 
                      

                                            
                                              
                                                                                                                                          
 
                         
 




                                                                                                                                         
 
                          








                                                                                       
                                                                                        
                                                   
                                                                                       
                                                      
                                                                                      


                                                                         
                                                                                       
                                                  
                                                                                      
                         
 
                                                 
 
                      

                                            
                                             
                                              
                                                                                                                                     
 
                                                  
 
                                             
 

                                                               
                                           
               
                                             
      






                                                                                 
 
                                                                                                      
 


                                                                                                                           
 
                           












                                                                                                                            
                                                                                 
                                          
                                                                                
                                         
                                                                               
                                                                        
                                                                                
                                           
                                                                               


                                        

                                            
                          
                                              
                                                           

                                       
                                                   






                                          

                                            
                                  
                                              
                                                                                             






















                                                                                                                                                 
 







































































                                                                                 
 
                      









                                                                                                
                                                                                                                                                              

                                                                                                                                                                             
                                        



































                                                                                                             
 















                                                                                                 
                                                     
                                                                
                                                                 
         
 











                                                                                                      
                                                                                    


                                                                              
                                                                                    

                      



                                              
                                                      
 

                                           
 


                                                    
 
                                                                                                   
 
                                

                             
                                                          
                                         







                                                                
                                                          
                                
 
                                                                               
 



                                                                                   
                                                     

                                                     
 
                                                                                                                                   




                                                                                          
                                                                                                                                          




































                                                                                         
                                                                         
              
                                              
      




                                                                                                                           
 
                                  

                                                                                                                                      
                                    
                                                            
                                           
                                                                                                                          
                                                                                  
                                                                                                        











                                                                                  
                                                                     


                                                                            
                                                                                             

                               

                                                                              











                                                                                                                   
               
                                                
      






































                                                                                                         
                                                                                                       




                                             
 
                                           
                                                           














                                                                           
                          






                                                                             
 

                                                        
                                                                                                                                                 

                                      
 
                     







                                                                                      
 
                                                          




























                                                                                                                                                                                        
 
                                                           


                                                                               















                                                                                              
                                   






























                                                                                        
                                        











                                                                                                                   
 


                                             
              
                                                              
     
                                                               
      









                                                                                                                                                           
 
                                              
 
                                                                                                             
                                                     
 
                                                       
              
                                                                                                       
      
                                        








































                                                                                             
 


                                                                              
 


                                                                                                
 
                                                                                                   
 



                                             
 
                                                                         
 
                                                                                       
                                                                                                         
                                                              
                                                          
                                                                                                              
                                                     

                                                                         
                                 
                                                             
                                          
                                                                          
                                               
               



                                                                                            
























                                                                                                                    
      






















                                                                                              

                                                                                     


















                                                                                                                               
                                                                                                                                                      















                                                                                                                                                    
                                        
                                                            
                                                  








                                                                                                                
                               



                                             
                                          





























                                                                             
               


                                                                      
      





















































































































                                                                                                                                                      































                                                                                                                                        
              












                                                                                                                             
      













































                                                                                                                            
                                                                                                             








































                                                                                                                                      



                                                                         


                                                                        

                                                      


















































































































































































































































                                                                                                                                                                                                                              
                                                                          




































                                                                                                                                                                                                  
                                                                                                            
                                                                                
                                                                                                                                                                                                  
                                                                                      


















































                                                                                                                                                                                              
                                                                                                                    

                                                                                                    



                                                                                             
                                                                                                                                                  







































                                                                                                                                                            
                                                                                                                                                         
                                                                                                                       
                                                                             
                                                                                                

















































                                                                                                                                 
                                                       


                                                                            
 

                                                             
                                           




















                                                                                                                       










                                                                                                                              










                                                                                                   

                                                                                                                    
                                                                                                                                         
                                                                                                                                     








































                                                                                                                                                               

                                                                                                 
                                                                             
                                                 

                                                                                   
                   
                                                                                              
     



                                                                                                                                
      



                                                                                    

                                                                               
                 
 
                                   


                                                                                                                       
 











                                                                                                      
 
                        
                                                                              
                                               
                                                                                                                                                                                             
















                                                                                                                       
 
                                                                                       


















                                                                                                                                         
 


                                                                                                                       
                                                   
 









                                                                                       
 



                                                                                    
 
                                                                                                     
 


















                                                                                                                                                                         
                                                                                                                           


                                                                                                                        
                         
                                                                                          
                                                                               

                                               




                                                                                                                                                                  




                                                                                                                                        
                         
                                               

                                                                             

                                               
                         
 
 



                                                                                  

                                                                          
                                                                                       

                                 
                                                      
                          
                                        
                                                                                               
                                                                                                 
 
 

                                                           
                                                                                                 
                                  


                                                                          
                              




                                                           
               
                                                                                                     
      
                                                                      
              
                                                                                                                                       
      
                                               
 
                                                                            
 



                                                                                                                                      
 



                                                                                  
                                                                                                     
                                                       
                                                            










                                                                                               

                                                       
                                            
                                                                                     



















                                                                                                 
                                                                                                    
                                                 
                                                 







                                                                                                            
                               





                                                                                                                
                                                                                                                                    
                                                                                                                                
                                                                                          


















                                                                                                                                                                          
                                                     


                                                     
                                                                      


                                                        
                                                                                                                
                                                                                              
                                                                                                                          




                                                              

                                                                                                                
 
                                                                                  





                                                                                                                    

                                                                                                                









                                                                                                                             
                                                                                                                             

                                                                                                                           
                                                                                                                           















                                                                                                              
                                                                    
                                                                               
                                                                    


                                                                         
                                                                    
                                                                              
                                                                    
                                                                  
                                                                                                                                                     
                                                            
                                                                              














                                                                    
                                                                                                   
                                                      
                                                                                                                         
                                                                   
                                                                                                                        

                                   
                                                                                                     
                                                      
                                                                                                                             
                                                                   
                                                                                                                           


                                                                        
                                                                                            
                                                      
                                                                                                                           
                                                                   
                                                                                                                          
                                                                      











                                                                           
                             



                                                                                                              
                                                                                                   






                                                
                                                                                                






                                                                   
                                 








                                                                                                                                       
                                                                                                    







                                              
                                                                                                                                  



                                                              
                  
                                       















                                                                     
                      
                                                                                                                        
                                    
                                                              
                                  
                                    

                                          
                                   


                                                           
                                                  









                                                                             
 
                                           
                                       


                                                                                                                 
                 
         
 

                                                     
                                                                     
         
 
                              
                                                                      




                                                                                                                           
 
                        









                                                                                                                   
 
                                                             

                                               




                                                                                 
 
                                 






                                                             
                                                                                                    

















                                                                                                   




                                                                                                













                                                                                                       






                                                                                                

                                                                  
                                                                                                                                                      
                                 
 
                                                 












                                                                                                        
                                                                 
                                                      






                                                                                                                                                                                                                        
                                                      
                                                             




                                                                                                          





































































                                                                                                                                                         
                                                                                              









































                                                                                                   





                                                                                           





















































                                                                                                                                                                                                               






                                                                                                                                                                      







                                                                                                                                                   
                                                                   
                                                                            
 

                                                                                                      



                                                                                                                   
                                                         

                                                                                      
                                                                                                       
                                                      
                                                             

                                                                                     
                                                                                                        
                                                      
                                                           

                                                                                                                                                    
                                                                                                            
                                                      
                                                            

                                                                                                                                                  
                                                                                                       
                                                      
                                                              
                                                                                           
                                                                                                            
                                                      
                                                             


                                                                                                         
                                                                                                               
                                                                                            
                                                                                                                
                                                                                           
                                                                                                              
                                                                                                 
                                                                                                                    
                                                      
                                                                                                                                                                                      
                                                                                                                                                      
                                                                                     
                                                                                                        
                                                      
                                                           

                                                                                           
                                                                                                            













































                                                                                                                                                                       
 
                                                      
 
                                                                     
                                                              

                                                     

                                                                                                            
                                        
                                                                  
                                                                    







                                                                                                                 
 













                                                                                        
                                                                                    
                            
                                                                                           





                                                                                                      
 
                                               



                                                                                                                                             
                                                                                                                              
                 
 
                                    
                                                                                                                              
                                         






                                                      
                                                                                                    



                                                                                                                   
 
                                                                                                                    
 
                                                                                
                                                                            
                                                                                                         







                                                                                                                                                            
 

                                                                                                    
         
 
                                           
 
                                             
 
                                                                                 
                                      
                                                                                                         
                                                   
                                                                                                        
 
                                                      
                                                            
                                                                                                         
                                                         


                                        
 
                  

                                            
                                      
                                              
                                                                                                                                 


                    
 


                                                                     
 
                                 
 


                                            
 
                             
                                                                               
                                    
                                                            
                                 
 
                                    
 
                                     
 
                                        
                                                                     
         
 
                                                  


                                                                                                                      
 
                              
                                                                      
 
                          
         
              



                                                                                                        
                                                             
                                                                           
     








                                                                               
      







                                                                         
                                                 




                                                               
                                                                         





































                                                                                                                                 
                                                                       
                                                      
                                                                                                
                                            
                                                                                  





                                                                           
                                                                                








                                                                                                         
                                                                                


                                                                                                  
                                                                                                                   








                                                                         
                      
                                                                                 
                                                                                                                           

                                              
                                                                                                 
 



















                                                                                                                                                                                                   
                                                                                                         
                                                                                       
                                                                                 





                                              
 


                                                           
                                                                                                                              
         
 









                                                                                            
              
                                                              
     
                                                               
      
 










                                                                                                                                                                   
 
                                                      
              
                                                                                                               
      
                                                                                                           
 






                                               
 
                                                                                                
 
                                                        
                                                    


                                                     
                                 



                                             
              
                                      
      






                                                                                                                           
 

                                                                                                            
                                                                                 
                                      
                                                                                                         
                                                   
                                                                                                        
 
                            




                                                   
                                                                                                   











                                                                              
                                            
                                       
                                              
                                                                                                                                           

                             

                                                                                                













                                                                                                                                       
 
                                       
                                                                                                                  






                                                
                                                                                        

                                                                                                                                     
                                                                                                                           
                                                                       
                                                                                                                         







                                                                                                                                             
                                                                                              

                                                    
                                                                                             
                                                                                                  
                                                             
                                                                                                                                  
                                                                
                                                                                             
                                                                                                                                                







                                                                                                                                                                   
                                                                                             

                                                     
 
                                                                    
 
                       
 
                                                                                                   
 






























                                                                                                          
 
                                                                                                      
 


                                                     
 
                                 
 
                                                                           
 
                                          
 
                                                     
























                                                                                                                 
 
                 
 
                                            
                                                             
                                              































































                                                                                                                                          




                                                                                         
                                                                                                       
                                                               


                                                                                            
                                                                          

                                                                                                        
                                                                                                 

                                         
 
                                                                                                                                                                               
                                                                      



                                                                                                                       
                                                                                                

                                         
 










                                                                                                            
 
                                             
                                                                       
                                          
 
                                                                                    
 


                                                                                                                
                                                                                                                 
 




















                                                                                                                                   
                                                     
                                                                         
                                                                              
                                                                                                   

                                               
         
 
                                                                                                                                                                           
 
                                                                    
 
                                              
                                                                









                                                                                                                                                                   
 











                                                                                                                                                                                                                    
                                        
                                          
                                                               
                            
                                                                                                                                          
                 
 










                                                                                                                                                                                                  
 
                                                                                                                      
 











































                                                                                                                                                                                 
                                                               
                                                                                



                                                                             
                                                
                                                               
                                                 
                                                                                                                      
                                                   
                                                                                                               
                                                 
                                                                                                             
































                                                                                                                                                                               
 




                                                                                                          
 












                                                                                                                 
 





































                                                                                                                                                       


                                             











                                                              
 
                                                                































                                                                                                 
 







                                                              
                                              
                                                                                    
 
                                           




























                                                                                                                
 













































                                                                                                                                  
              










                                                                
      
























                                                                                                                                           
                                
 



















                                                                                                       
 



                                                                                                                                        
                                
 























                                                                                                                 
                             
 




















































                                                                                                                                                                                          
                                
 















                                                                      
 






































                                                                                                                                                                                                                                  
                                   













                                                                                                          
                                    
 



                                                                                           
 
                                 
                                            
                                                          
                                              
                                                                                 
 

                                
 
                             
 
                     



                                                                                                                            
      
                                                
 
                                                           
 
                                                                                     
 
                                                                                    
 
                                  



                        
                   




















































































































































































































































































































































































                                                                                                                                               
                                                                                                                                  





                                                                                                                                                                                                  
  


                                                                                                       






























                                                                           
 
                    
                                  
      
 
                   
                                
      
 
                       
                                     

                            
                                          

                        
                                      

              
                            
      
 
                   
                                 

                   
                                 

                  
                                
      
 
                    
                                  
      
 
                  
                                
      
 
                   
                                 
      
 
                                                                                        
                     
                                      
      

                                    
 
                                     
 
                       
 
                                                                                                     
 
                          
 

                                                                                            
 

                                                                  
 
                                                            
 
                                                         
 


                                                                                                                                       
 
                                                                                                       
 
                   
 
                   



                                                                                     
      
 
                                                    
 
                                    
 








                                                                                                                                                                                   
 
                                  
 
                                    
 




                                                                                       
 
                          

                                                            
 
                         



                                                                                           
 
                                                                                                   
 
                                                                      
 
                                                                             
 


                                                                                                   
                        


                                                                                                                                              

                        


                                                                                                                                               
      
                    
                                                                                                                                                 

      
                                           
 
























                                                                                              
 
                           
 
                
 
                                     
 
                 
 
                         
                                                                                                           
 
                     
                                                                                    
      
 
                          
                                      
 
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/random.h"
#include "../common/socket.h"
#include "../common/strlib.h"
#include "../common/utils.h"

#include "map.h"
#include "path.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"
#include "battle.h"
#include "battleground.h"
#include "chrif.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

int attr_fix_table[4][ELE_MAX][ELE_MAX];

struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.

#define DAMAGE_RATE(a){damage = (int64)damage * (a)/100;}
#define DAMAGE_SUBRATE(a){damage -= (int64)damage * (a)/100;}
#define DAMAGE_ADDRATE(a){damage += (int64)damage * (a)/100;}
int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
	struct unit_data *ud;

	if( bl->type == BL_SKILL ) {
		struct skill_unit * su = (struct skill_unit*)bl;
		return su->group?su->group->skill_id:0;
	}

	ud = unit_bl2ud(bl);

	return ud?ud->skill_id:0;
}

/*==========================================
 * Get random targetting enemy
 *------------------------------------------*/
static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
	struct block_list **bl_list;
	struct unit_data *ud;
	int target_id;
	int *c;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	target_id = va_arg(ap, int);

	if (bl->id == target_id)
		return 0;

	if (*c >= 24)
		return 0;

	if ( !(ud = unit_bl2ud(bl)) )
		return 0;

	if (ud->target == target_id || ud->skilltarget == target_id) {
		bl_list[(*c)++] = bl;
		return 1;
	}

	return 0;
}

struct block_list* battle_gettargeted(struct block_list *target) {
	struct block_list *bl_list[24];
	int c = 0;
	nullpo_retr(NULL, target);

	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
	if ( c == 0 )
		return NULL;
	if( c > 24 )
		c = 24;
	return bl_list[rnd()%c];
}


//Returns the id of the current targetted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list* bl) {

	switch (bl->type) {
		case BL_PC:  return ((struct map_session_data*)bl)->ud.target;
		case BL_MOB: return ((struct mob_data*)bl)->target_id;
		case BL_PET: return ((struct pet_data*)bl)->target_id;
		case BL_HOM: return ((struct homun_data*)bl)->ud.target;
		case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
		case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
	}

	return 0;
}

static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
	struct block_list **bl_list;
	struct block_list *target;
	int *c;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	target = va_arg(ap, struct block_list *);

	if (bl->id == target->id)
		return 0;

	if (*c >= 24)
		return 0;

	if (status_isdead(bl))
		return 0;

	if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
		bl_list[(*c)++] = bl;
		return 1;
	}

	return 0;
}

// Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
	struct block_list *bl_list[24];
	int c = 0;

	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);

	if ( c == 0 )
		return NULL;

	if( c > 24 )
		c = 24;

	return bl_list[rnd()%c];
}
static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
	struct block_list **bl_list, *src;
	int *c, ignore_id;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	src = va_arg(ap, struct block_list *);
	ignore_id = va_arg(ap, int);

	if( bl->id == src->id || bl->id == ignore_id )
		return 0; // Ignores Caster and a possible pre-target

	if( *c >= 23 )
		return 0;

	if( status_isdead(bl) )
		return 0;

	if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
		bl_list[(*c)++] = bl;
		return 1;
	}

	return 0;
}

// Pick a random enemy
struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
	struct block_list *bl_list[24];
	int c = 0;

	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);

	if( c == 0 )
		return NULL;
	if( c >= 24 )
		c = 23;

	return bl_list[rnd()%c];
}

// Dammage delayed info
struct delay_damage {
	int src_id;
	int target_id;
	int damage;
	int delay;
	unsigned short distance;
	uint16 skill_lv;
	uint16 skill_id;
	enum damage_lv dmg_lv;
	unsigned short attack_type;
};

int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
	struct delay_damage *dat = (struct delay_damage *)data;

	if ( dat ) {
		struct block_list* src;
		struct block_list* target = map_id2bl(dat->target_id);

		if( !target || status_isdead(target) ) {/* nothing we can do */
			ers_free(delay_damage_ers, dat);
			return 0;
		}

		src = map_id2bl(dat->src_id);

		if( src && target->m == src->m &&
			(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
			check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
		{
			map_freeblock_lock();
			status_fix_damage(src, target, dat->damage, dat->delay);
			if( dat->attack_type && !status_isdead(target) )
				skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
			if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
				skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
			map_freeblock_unlock();
		} else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
			/**
			 * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
			 **/
			map_freeblock_lock();
			status_fix_damage(target, target, dat->damage, dat->delay);
			map_freeblock_unlock();
		}
	}
	ers_free(delay_damage_ers, dat);
	return 0;
}

int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
{
	struct delay_damage *dat;
	struct status_change *sc;
	nullpo_ret(src);
	nullpo_ret(target);

	sc = status_get_sc(target);

	if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
		damage = 0;

	if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
		map_freeblock_lock();
		status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
		if( attack_type && !status_isdead(target) )
			skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
		if( dmg_lv > ATK_BLOCK && attack_type )
			skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
		map_freeblock_unlock();
		return 0;
	}
	dat = ers_alloc(delay_damage_ers, struct delay_damage);
	dat->src_id = src->id;
	dat->target_id = target->id;
	dat->skill_id = skill_id;
	dat->skill_lv = skill_lv;
	dat->attack_type = attack_type;
	dat->damage = damage;
	dat->dmg_lv = dmg_lv;
	dat->delay = ddelay;
	dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
	if (src->type != BL_PC && amotion > 1000)
		amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]

	add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);

	return 0;
}
int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
{

	if (atk_elem < 0 || atk_elem >= ELE_MAX)
		return 100;

	if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
		return 100;

	return attr_fix_table[def_lv-1][atk_elem][def_type];
}

/*==========================================
 * Does attribute fix modifiers.
 * Added passing of the chars so that the status changes can affect it. [Skotlex]
 * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
 *------------------------------------------*/
int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
{
	struct status_change *sc=NULL, *tsc=NULL;
	int ratio;

	if (src) sc = status_get_sc(src);
	if (target) tsc = status_get_sc(target);

	if (atk_elem < 0 || atk_elem >= ELE_MAX)
		atk_elem = rnd()%ELE_MAX;

	if (def_type < 0 || def_type > ELE_MAX ||
		def_lv < 1 || def_lv > 4) {
		ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
		return damage;
	}

	ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
	if (sc && sc->count) {
		if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
			ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
		if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
			ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
		if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
			ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
	}
	if( target && target->type == BL_SKILL ) {
		if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
			struct skill_unit *su = (struct skill_unit*)target;
			struct skill_unit_group *sg;
			struct block_list *src;
			int x,y;

			if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
			   (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
				return 0;

			if( sg->unit_id != UNT_FIREWALL ) {
				x = sg->val3 >> 16;
				y = sg->val3 & 0xffff;
				skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
				sg->val3 = -1;
				sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
			}
		}
	}
	if( tsc && tsc->count ) { //since an atk can only have one type let's optimise this a bit
		switch(atk_elem){
                case ELE_FIRE:
                        if( tsc->data[SC_SPIDERWEB]) {
                                tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
                                if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
                                        damage <<= 1; // double damage
                                if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
                                        status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
                        }
                        if( tsc->data[SC_THORNSTRAP])
                                status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
                        if( tsc->data[SC_FIRE_CLOAK_OPTION])
                                DAMAGE_SUBRATE(tsc->data[SC_FIRE_CLOAK_OPTION]->val2)
                        if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
                                status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
                        if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
						if( tsc->data[SC_ASH]) damage += damage/2; //150%
                        break;
                case ELE_HOLY:
                        if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
                        break;
                case ELE_POISON:
                        if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
                        break;
                case ELE_WIND:
                        if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) damage += damage/2;
                        if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
                        break;
                case ELE_WATER:
                        if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
                        break;
                case ELE_EARTH:
                        if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
                        break;
		}
	} //end tsc check
	if( src && src->type == BL_PC ){
		struct map_session_data *sd = BL_CAST(BL_PC, src);
		int s;

		ARR_FIND(1, 6, s, sd->talisman[s] > 0);

		if( s < 5 && atk_elem == s )
			ratio += sd->talisman[s] * 2; // +2% custom value
	}
	if( target && target->type == BL_PC ) {
		struct map_session_data *tsd = BL_CAST(BL_PC, target);
		int t;

		ARR_FIND(1, 6, t, tsd->talisman[t] > 0);

		if( t < 5 && atk_elem == t )
			DAMAGE_SUBRATE(tsd->talisman[t] * 3) // -3% custom value
	}
	return (int64)damage*ratio/100;
}

/*==========================================
 * Calculates card bonuses damage adjustments.
 *------------------------------------------*/
int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
	struct map_session_data *sd, *tsd;
	short cardfix = 1000, t_class, s_class, s_race2, t_race2;
	struct status_data *sstatus, *tstatus;
	int i;

	if( !damage )
		return 0;

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);
	t_class = status_get_class(target);
	s_class = status_get_class(src);
	sstatus = status_get_status_data(src);
	tstatus = status_get_status_data(target);
	s_race2 = status_get_race2(src);

#define bccDAMAGE_RATE(a){ damage = (int64)damage * (a)/1000;}
	switch(attack_type){
		case BF_MAGIC:
			if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
				cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
				if (!(nk&NK_NO_ELEFIX))
					cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
				cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
				cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
				cardfix=cardfix*(100+sd->magic_atk_ele[s_ele])/100;
				for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
					if(sd->add_mdmg[i].class_ == t_class) {
						cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
						break;
					}
				}
				if (cardfix != 1000)
					bccDAMAGE_RATE(cardfix)
			}

			if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
			{ // Target cards.
				if (!(nk&NK_NO_ELEFIX))
				{
					int ele_fix = tsd->subele[s_ele];
					for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
					{
						if(tsd->subele2[i].ele != s_ele) continue;
						if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
							 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
							 tsd->subele2[i].flag&flag&BF_SKILLMASK))
							continue;
						ele_fix += tsd->subele2[i].rate;
					}
					cardfix=cardfix*(100-ele_fix)/100;
				}
				cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
				cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
				cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
				cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
				if( sstatus->race != RC_DEMIHUMAN )
					cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;

				for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
					if(tsd->add_mdef[i].class_ == s_class) {
						cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
						break;
					}
				}
				//It was discovered that ranged defense also counts vs magic! [Skotlex]
				if ( flag&BF_SHORT )
					cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
				else
					cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;

				cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;

				if( tsd->sc.data[SC_MDEF_RATE] )
					cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;

				if (cardfix != 1000)
					bccDAMAGE_RATE(cardfix)
			}
			break;
		case BF_WEAPON:
			t_race2 = status_get_race2(target);
			if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) )
			{
				short cardfix_ = 1000;
				if(sd->state.arrow_atk)
				{
					cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
					if (!(nk&NK_NO_ELEFIX))
					{
						int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
						for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
							if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
							if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
									continue;
							ele_fix += sd->right_weapon.addele2[i].rate;
						}
						cardfix=cardfix*(100+ele_fix)/100;
					}
					cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
					cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
					cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
					if( tstatus->race != RC_DEMIHUMAN )
						cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
				}
				else
				{ // Melee attack
					if( !battle_config.left_cardfix_to_right )
					{
						cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
						if (!(nk&NK_NO_ELEFIX)) {
							int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
							for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
								if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
								if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
									 sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
									 sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
										continue;
								ele_fix += sd->right_weapon.addele2[i].rate;
							}
							cardfix=cardfix*(100+ele_fix)/100;
						}
						cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
						cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
						cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
						if( tstatus->race != RC_DEMIHUMAN )
							cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;

						if( left&1 )
						{
							cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
							if (!(nk&NK_NO_ELEFIX))	{
								int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
								for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
									if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
									if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
										 sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
										 sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
											continue;
									ele_fix_lh += sd->left_weapon.addele2[i].rate;
								}
								cardfix=cardfix*(100+ele_fix_lh)/100;
							}
							cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
							cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
							cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
							if( tstatus->race != RC_DEMIHUMAN )
								cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
						}
					}
					else
					{
						int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
					for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
							if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
							if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
									continue;
							ele_fix += sd->right_weapon.addele2[i].rate;
						}
						for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
							if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
							if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
								 sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
								 sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
									continue;
							ele_fix += sd->left_weapon.addele2[i].rate;
						}

						cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
						cardfix=cardfix*(100+ele_fix)/100;
						cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
						cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
						cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
						if( tstatus->race != RC_DEMIHUMAN )
							cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
					}
				}
				for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
				{
					if( sd->right_weapon.add_dmg[i].class_ == t_class )
					{
						cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
						break;
					}
				}

				if( left&1 )
				{
					for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
					{
						if( sd->left_weapon.add_dmg[i].class_ == t_class )
						{
							cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
							break;
						}
					}
				}

				if( flag&BF_LONG )
					cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
#ifdef RENEWAL_EDP
				if( sd->sc.data[SC_EDP] ){
					cardfix = cardfix * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
					cardfix_ = cardfix_ * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
				}
#endif
				if( (left&1) && cardfix_ != 1000 )
					bccDAMAGE_RATE(cardfix_)
				else if( cardfix != 1000 )
					bccDAMAGE_RATE(cardfix)

		}else if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
			if( !(nk&NK_NO_ELEFIX) )
			{
				int ele_fix = tsd->subele[s_ele];
				for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
				{
					if(tsd->subele2[i].ele != s_ele) continue;
					if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
						 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
						 tsd->subele2[i].flag&flag&BF_SKILLMASK))
						continue;
					ele_fix += tsd->subele2[i].rate;
				}
				cardfix=cardfix*(100-ele_fix)/100;
				if( left&1 && s_ele_ != s_ele )
				{
					int ele_fix_lh = tsd->subele[s_ele_];
					for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
					{
						if(tsd->subele2[i].ele != s_ele_) continue;
						if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
							 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
							 tsd->subele2[i].flag&flag&BF_SKILLMASK))
							continue;
						ele_fix_lh += tsd->subele2[i].rate;
					}
					cardfix=cardfix*(100-ele_fix_lh)/100;
				}
			}
			cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
 			cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
			cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
			cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
			if( sstatus->race != RC_DEMIHUMAN )
				cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;

			for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
				if( tsd->add_def[i].class_ == s_class ) {
					cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
					break;
				}
			}

			if( flag&BF_SHORT )
				cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
			else	// BF_LONG (there's no other choice)
				cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;

			if( tsd->sc.data[SC_DEF_RATE] )
				cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;

			if( cardfix != 1000 )
				bccDAMAGE_RATE(cardfix)
		}
			break;
		case BF_MISC:
			if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
			// misc damage reduction from equipment
				if (!(nk&NK_NO_ELEFIX))
				{
					int ele_fix = tsd->subele[s_ele];
					for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
					{
						if(tsd->subele2[i].ele != s_ele) continue;
						if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
							 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
							 tsd->subele2[i].flag&flag&BF_SKILLMASK))
							continue;
						ele_fix += tsd->subele2[i].rate;
					}
					cardfix=cardfix*(100-ele_fix)/100;
				}
				cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
				cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
				cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
				cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
				if( sstatus->race != RC_DEMIHUMAN )
					cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;

				cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
				if( flag&BF_SHORT )
					cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
				else	// BF_LONG (there's no other choice)
					cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;

				if (cardfix != 10000)
					bccDAMAGE_RATE(cardfix)
			}
			break;
	}

	return damage;
}

/*==========================================
 * Check dammage trough status.
 * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
 * After this we apply bg/gvg reduction
 *------------------------------------------*/
int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = NULL;
	struct status_change *sc;
	struct status_change_entry *sce;
	int div_ = d->div_, flag = d->flag;

	nullpo_ret(bl);

	if( !damage )
		return 0;
	if( battle_config.ksprotection && mob_ksprotected(src, bl) )
		return 0;

	if (bl->type == BL_PC) {
		sd=(struct map_session_data *)bl;
		//Special no damage states
		if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
			DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)

		if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
			DAMAGE_SUBRATE(sd->special_state.no_magic_damage)

		if(flag&BF_MISC && sd->special_state.no_misc_damage)
			DAMAGE_SUBRATE(sd->special_state.no_misc_damage)

		if(!damage) return 0;
	}

	sc = status_get_sc(bl);

	if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
		return 1;

	if (skill_id == PA_PRESSURE)
		return damage; //This skill bypass everything else.

	if( sc && sc->count )
	{
		//First, sc_*'s that reduce damage to 0.
		if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
		{
			d->dmg_lv = ATK_BLOCK;
			return 0;
		}
		if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
			if( skill_id == MG_NAPALMBEAT ||
				skill_id == MG_SOULSTRIKE ||
				skill_id == WL_SOULEXPANSION ||
				(skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
				(!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
					){
				if( skill_id == WL_SOULEXPANSION )
					damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
				status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
			}else{
				d->dmg_lv = ATK_BLOCK;
				return 0;
			}
		}

		if(sc->data[SC_ZEPHYR] &&
			flag&(BF_LONG|BF_SHORT)){
				d->dmg_lv = ATK_BLOCK;
				return 0;
		}

		if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
		{
			struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
			uint16 skill_id = sc->data[SC_SAFETYWALL]->val2;
			if (group) {
				if(skill_id == MH_STEINWAND){
				    if (--group->val2<=0)
					    skill_delunitgroup(group);
				    d->dmg_lv = ATK_BLOCK;
				    return 0;
				}
				/**
				 * in RE, SW possesses a lifetime equal to 3 times the caster's health
				 **/
			#ifdef RENEWAL
				if ( ( group->val2 - damage) > 0 ) {
					group->val2 -= damage;
					d->dmg_lv = ATK_BLOCK;
					return 0;
				} else
					damage -= group->val2;
				skill_delunitgroup(group);
			#else
				if (--group->val2<=0)
					skill_delunitgroup(group);
				d->dmg_lv = ATK_BLOCK;
				return 0;
			#endif
			}
			status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
		}

		if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
			d->dmg_lv = ATK_BLOCK;
			return 0;
		}
		if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
		{
			clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
			d->dmg_lv = ATK_BLOCK;
			sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
			return 0;
		}
		if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
		{
			int delay;
			clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
			// different delay depending on skill level [celest]
			if (sce->val1 <= 5)
				delay = 300;
			else if (sce->val1 > 5 && sce->val1 <= 9)
				delay = 200;
			else
				delay = 100;
			unit_set_walkdelay(bl, gettick(), delay, 1);

			if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
				skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
			return 0;
		}

		if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
			clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
			sce->val3 -= damage; // absorb damage
			d->dmg_lv = ATK_BLOCK;
			sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
			if( sce->val3 <= 0 ) { // Shield Down
				sce->val2--;
				if( sce->val2 > 0 ) {
					if( sd )
						clif_millenniumshield(sd,sce->val2);
					sce->val3 = 1000; // Next Shield
				} else
					status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
			}
			return 0;
		}


		if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
		{ // attack blocked by Parrying
			clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
			return 0;
		}

		if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
			(flag&BF_LONG || sc->data[SC_SPURT])
			&& rnd()%100 < 20) {
			if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
			clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
			if (!sc->data[SC_COMBO])
				sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
			return 0;
		}

		if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
			return 0;

		if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
			return 0;

		if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
			d->dmg_lv = ATK_MISS;
			return 0;
		}

		if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
		{	//Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
			clif_specialeffect(bl, 462, AREA);
			//Shouldn't end until Breaker's non-weapon part connects.
			if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
				if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
					status_change_end(bl, SC_KAUPE, INVALID_TIMER);
			return 0;
		}

		if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
			clif_specialeffect(bl, 462, AREA); // Still need confirm it.
			return 0;
		}

		if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
		&& flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {

			skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
			if( !status_isdead(src) )
				skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
			if (sce) {
				clif_specialeffect(bl, 462, AREA);
				skill_blown(src,bl,sce->val3,-1,0);
			}
			//Both need to be consumed if they are active.
			if (sce && --(sce->val2) <= 0)
				status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
			if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
				status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);

			return 0;
		}

		//Now damage increasing effects
		if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN )
		{
			if( src->type != BL_MER || skill_id == 0 )
				damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries

			if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
				status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
		}

#ifdef RENEWAL
		if( sc->data[SC_RAID] )
		{
			DAMAGE_ADDRATE(20)

			if (--sc->data[SC_RAID]->val1 == 0)
				status_change_end(bl, SC_RAID, INVALID_TIMER);
		}
#endif

		if( damage ) {
			struct map_session_data *tsd = BL_CAST(BL_PC, src);
			if( sc->data[SC_DEEPSLEEP] ) {
				damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
				status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
			}
			if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){
				switch(tsd->status.weapon){
					case W_MACE:
					case W_2HMACE:
					case W_1HAXE:
					case W_2HAXE:
						DAMAGE_RATE(150)
						break;
					case W_MUSICAL:
					case W_WHIP:
						if(!sd->state.arrow_atk)
							break;
					case W_BOW:
					case W_REVOLVER:
					case W_RIFLE:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
					case W_DAGGER:
					case W_1HSWORD:
					case W_2HSWORD:
						DAMAGE_RATE(50)
						break;
				}
			}
			if( sc->data[SC_VOICEOFSIREN] )
				status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
		}


		//Finally damage reductions....
		// Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
#ifndef RENEWAL
		if( sc->data[SC_ASSUMPTIO] ) {
			if( map_flag_vs(bl->m) )
				damage = (int64)damage*2/3; //Receive 66% damage
			else
				damage >>= 1; //Receive 50% damage
		}
#endif

		if(sc->data[SC_DEFENDER] &&
			(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
			DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)

		if(sc->data[SC_ADJUSTMENT] &&
			(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
			DAMAGE_SUBRATE(20)

		if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH) {
			if(flag&BF_SKILL) //25% reduction
				DAMAGE_SUBRATE(25)
			else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
				damage >>= 2; //75% reduction
		}

		// Compressed code, fixed by map.h [Epoque]
		if (src->type == BL_MOB) {
			int i;
			if (sc->data[SC_MANU_DEF])
				for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
					if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
						DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
						break;
					}
			if (sc->data[SC_SPL_DEF])
				for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
					if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
						DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
						break;
					}
		}

		if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
			sce->val3&flag && sce->val4&flag)
			DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)

#ifdef RENEWAL
		if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
#else
		if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
#endif
		{
			struct status_data *status = status_get_status_data(bl);
			int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
			per /=20; //Uses 20% SP intervals.
			//SP Cost: 1% + 0.5% per every 20% SP
			if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
				status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
			//Reduction: 6% + 6% every 20%
			DAMAGE_SUBRATE(6 * (1+per))
		}
		if(sc->data[SC_GRANITIC_ARMOR]){
			DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
		}
		if(sc->data[SC_PAIN_KILLER]){
			DAMAGE_SUBRATE(sc->data[SC_PAIN_KILLER]->val3)
		}
		if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
			skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
		}

/**
 * In renewal steel body reduces all incoming damage by 1/10
 **/
#ifdef RENEWAL
		if( sc->data[SC_STEELBODY] ) {
			damage = damage > 10 ? damage / 10 : 1;
		}
#endif

		//Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
		if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
		{
			status_change_end(bl, SC_BITE, INVALID_TIMER);
			status_change_end(bl, SC_ANKLE, INVALID_TIMER);
			status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
		}

		//Finally Kyrie because it may, or not, reduce damage to 0.
		if((sce = sc->data[SC_KYRIE]) && damage > 0){
			sce->val2-=damage;
			if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
				if(sce->val2>=0)
					damage=0;
				else
				  	damage=-sce->val2;
			}
			if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
				status_change_end(bl, SC_KYRIE, INVALID_TIMER);
		}

		if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
			damage = 0;


		if (!damage) return 0;

		if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
			int dx[8]={0,-1,-1,-1,0,1,1,1};
			int dy[8]={1,1,0,-1,-1,-1,0,1};
			uint8 dir = map_calc_dir(bl, src->x, src->y);
			if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
				clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
				unit_setdir(bl, dir);
			}
			d->dmg_lv = ATK_DEF;
			status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
			return 0;
		}

		//Probably not the most correct place, but it'll do here
		//(since battle_drain is strictly for players currently)
		if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
			rnd()%100 < sce->val3)
			status_heal(src, (int64)damage*sce->val4/100, 0, 3);

		if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
			pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
		if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
                    TBL_HOM *hd = BL_CAST(BL_HOM,bl);
                    if (hd) hom_addspiritball(hd, 10); //add a sphere
                }

		if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
			status_change_spread(bl, src); // Deadly infect attacked side

		if( sc && sc->data[SC__SHADOWFORM] ) {
			struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
			if( !s_bl ) { // If the shadow form target is not present remove the sc.
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
			} else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
				if( s_bl->type == BL_PC )
					((TBL_PC*)s_bl)->shadowform_id = 0;
			} else {
				if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
					status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
					if( s_bl->type == BL_PC )
						((TBL_PC*)s_bl)->shadowform_id = 0;
				} else {
					status_damage(bl, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
					return ATK_NONE;
				}
			}
		}

	}

	//SC effects from caster side.
	sc = status_get_sc(src);

	if (sc && sc->count)
	{
		if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
			DAMAGE_ADDRATE(75)
		// [Epoque]
		if (bl->type == BL_MOB)
		{
			int i;

			if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
				 ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
				)
				for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
					if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
						DAMAGE_ADDRATE(sce->val1)
						break;
					}
			if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
				 ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
				)
				for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
					if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
						DAMAGE_ADDRATE(sce->val1)
						break;
					}
		}
		if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
			sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
		if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
			status_change_spread(src, bl);
                if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
                    TBL_HOM *hd = BL_CAST(BL_HOM,bl);
                    if (hd) hom_addspiritball(hd, 10);
                }
	}

	if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
  	{
		if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
			if (flag&BF_WEAPON)
				DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
			if (flag&BF_MAGIC)
				DAMAGE_RATE(battle_config.pk_magic_damage_rate)
			if (flag&BF_MISC)
				DAMAGE_RATE(battle_config.pk_misc_damage_rate)
		} else { //Normal attacks get reductions based on range.
			if (flag & BF_SHORT)
				DAMAGE_RATE(battle_config.pk_short_damage_rate)
			if (flag & BF_LONG)
				DAMAGE_RATE(battle_config.pk_long_damage_rate)
		}
		if(!damage) damage  = 1;
	}

	if(battle_config.skill_min_damage && damage > 0 && damage < div_)
	{
		if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
			|| (flag&BF_MAGIC && battle_config.skill_min_damage&2)
			|| (flag&BF_MISC && battle_config.skill_min_damage&4)
		)
			damage = div_;
	}

	if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
	  if (damage > 0 )
			mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
	  if (skill_id)
			mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
	}
	if( sd ) {
		if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
			short element = skill_get_ele(skill_id, skill_lv);
			if( !skill_id || element == -1 ) { //Take weapon's element
				struct status_data *sstatus = NULL;
				if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
					element = ((TBL_PC*)src)->bonus.arrow_ele;
				else if( (sstatus = status_get_status_data(src)) ) {
					element = sstatus->rhw.ele;
				}
			}
			else if( element == -2 ) //Use enchantment's element
				element = status_get_attack_sc_element(src,status_get_sc(src));
			else if( element == -3 ) //Use random element
				element = rnd()%ELE_MAX;
			if( element == ELE_FIRE || element == ELE_WATER )
				pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
		}
	}

	return damage;
}

/*==========================================
 * Calculates BG related damage adjustments.
 *------------------------------------------*/
int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
{
	if( !damage )
		return 0;

	if( bl->type == BL_MOB )
	{
		struct mob_data* md = BL_CAST(BL_MOB, bl);
		if( map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL )
			return 0; // Crystal cannot receive skill damage on battlegrounds
	}

	switch( skill_id )
	{
		case PA_PRESSURE:
		case HW_GRAVITATION:
		case NJ_ZENYNAGE:
		case KO_MUCHANAGE:
			break;
		default:
			if( flag&BF_SKILL )
			{ //Skills get a different reduction than non-skills. [Skotlex]
				if( flag&BF_WEAPON )
					DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
				if( flag&BF_MAGIC )
					DAMAGE_RATE(battle_config.bg_magic_damage_rate)
				if(	flag&BF_MISC )
					DAMAGE_RATE(battle_config.bg_misc_damage_rate)
			}
			else
			{ //Normal attacks get reductions based on range.
				if( flag&BF_SHORT )
					DAMAGE_RATE(battle_config.bg_short_damage_rate)
				if( flag&BF_LONG )
					DAMAGE_RATE(battle_config.bg_long_damage_rate)
			}

			if( !damage ) damage = 1;
	}

	return damage;
}

/*==========================================
 * Calculates GVG related damage adjustments.
 *------------------------------------------*/
int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
{
	struct mob_data* md = BL_CAST(BL_MOB, bl);
	int class_ = status_get_class(bl);

	if (!damage) //No reductions to make.
		return 0;

	if(md && md->guardian_data) {
		if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
		//Skill immunity.
			switch (skill_id) {
#ifndef RENEWAL
			case MO_TRIPLEATTACK:
#endif
			case HW_GRAVITATION:
				break;
			default:
				return 0;
			}
		}
		if(src->type != BL_MOB) {
			struct guild *g = guild_search(status_get_guild_id(src));

			if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
				return 0;

			if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
				return 0; // [MouseJstr]
		}
	}

	switch (skill_id) {
	//Skills with no damage reduction.
	case PA_PRESSURE:
	case HW_GRAVITATION:
	case NJ_ZENYNAGE:
	case KO_MUCHANAGE:
		break;
	default:
		/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
		if (md && md->guardian_data) {
			damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
		}
		*/
		if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
			if (flag&BF_WEAPON)
				DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
			if (flag&BF_MAGIC)
				DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
			if (flag&BF_MISC)
				DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
		} else { //Normal attacks get reductions based on range.
			if (flag & BF_SHORT)
				DAMAGE_RATE(battle_config.gvg_short_damage_rate)
			if (flag & BF_LONG)
				DAMAGE_RATE(battle_config.gvg_long_damage_rate)
		}
		if(!damage) damage  = 1;
	}
	return damage;
}

/*==========================================
 * HP/SP drain calculation
 *------------------------------------------*/
static int battle_calc_drain(int damage, int rate, int per)
{
	int diff = 0;

	if (per && rnd()%1000 < rate) {
		diff = ((int64)damage * per) / 100;
		if (diff == 0) {
			if (per > 0)
				diff = 1;
			else
				diff = -1;
		}
	}
	return diff;
}

/*==========================================
 * Passif skill dammages increases
 *------------------------------------------*/
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
	int damage,skill;
	struct status_data *status = status_get_status_data(target);
	int weapon;
	damage = dmg;

	nullpo_ret(sd);

	if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
		target->type == BL_MOB && //This bonus doesnt work against players.
		(battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
		damage += (skill*(int)(3+(sd->status.base_level+1)*0.05));	// submitted by orn
		//damage += (skill * 3);
	if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
		damage += (skill * 5);
	if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
		damage += (skill * 10);
	if( pc_ismadogear(sd) )
		damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);

	if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
		damage += (skill * 4);
		if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
			damage += sd->status.str;
	}

	if(type == 0)
		weapon = sd->weapontype1;
	else
		weapon = sd->weapontype2;
	switch(weapon)
	{
		case W_1HSWORD:
			#ifdef RENEWAL
				if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
					damage += (skill * 3);
			#endif
		case W_DAGGER:
			if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
				damage += (skill * 4);
			if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
				damage += skill * 10;
			break;
		case W_2HSWORD:
			#ifdef RENEWAL
				if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
					damage += (skill * 3);
			#endif
			if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
				damage += (skill * 4);
			break;
		case W_1HSPEAR:
		case W_2HSPEAR:
			if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
				if(!pc_isriding(sd))
					damage += (skill * 4);
				else
					damage += (skill * 5);
			}
			break;
		case W_1HAXE:
		case W_2HAXE:
			if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
				damage += (skill * 3);
			if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
				damage += (skill * 5);
			break;
		case W_MACE:
		case W_2HMACE:
			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
				damage += (skill * 3);
			if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
				damage += (skill * 5);
			break;
		case W_FIST:
			if((skill = pc_checkskill(sd,TK_RUN)) > 0)
				damage += (skill * 10);
			// No break, fallthrough to Knuckles
		case W_KNUCKLE:
			if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
				damage += (skill * 3);
			break;
		case W_MUSICAL:
			if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
				damage += (skill * 3);
			break;
		case W_WHIP:
			if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
				damage += (skill * 3);
			break;
		case W_BOOK:
			if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
				damage += (skill * 3);
			break;
		case W_KATAR:
			if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
				damage += (skill * 3);
			break;
	}

	return damage;
}
/*==========================================
 * Calculates the standard damage of a normal attack assuming it hits,
 * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
 *------------------------------------------
 * Pass damage2 as NULL to not calc it.
 * Flag values:
 * &1: Critical hit
 * &2: Arrow attack
 * &4: Skill is Magic Crasher
 * &8: Skip target size adjustment (Extremity Fist?)
 *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
 */
static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
{
	unsigned int atkmin=0, atkmax=0;
	short type = 0;
	int damage = 0;

	if (!sd)
	{	//Mobs/Pets
		if(flag&4)
		{
			atkmin = status->matk_min;
			atkmax = status->matk_max;
		} else {
			atkmin = wa->atk;
			atkmax = wa->atk2;
		}
		if (atkmin > atkmax)
			atkmin = atkmax;
	} else {	//PCs
		atkmax = wa->atk;
		type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;

		if (!(flag&1) || (flag&2))
		{	//Normal attacks
			atkmin = status->dex;

			if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
				atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;

			if (atkmin > atkmax)
				atkmin = atkmax;

			if(flag&2 && !(flag&16))
			{	//Bows
				atkmin = atkmin*atkmax/100;
				if (atkmin > atkmax)
					atkmax = atkmin;
			}
		}
	}

	if (sc && sc->data[SC_MAXIMIZEPOWER])
		atkmin = atkmax;

	//Weapon Damage calculation
	if (!(flag&1))
		damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
	else
		damage = atkmax;

	if (sd)
	{
		//rodatazone says the range is 0~arrow_atk-1 for non crit
		if (flag&2 && sd->bonus.arrow_atk)
			damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );

		//SizeFix only for players
		if (!(sd->special_state.no_sizefix || (flag&8)))
			DAMAGE_RATE(type==EQI_HAND_L?
				sd->left_weapon.atkmods[t_size]:
				sd->right_weapon.atkmods[t_size])
	}

	//Finally, add baseatk
	if(flag&4)
		damage += status->matk_min;
	else
		damage += status->batk;

	//rodatazone says that Overrefine bonuses are part of baseatk
	//Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
	if(sd) {
		if (type == EQI_HAND_L) {
			if(sd->left_weapon.overrefine)
				damage += rnd()%sd->left_weapon.overrefine+1;
			if (sd->weapon_atk_rate[sd->weapontype2])
				DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
		} else { //Right hand
			if(sd->right_weapon.overrefine)
				damage += rnd()%sd->right_weapon.overrefine+1;
			if (sd->weapon_atk_rate[sd->weapontype1])
				DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
		}
	}
	return damage;
}

/*==========================================
 * Consumes ammo for the given skill.
 *------------------------------------------*/
void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
{
	int qty=1;
	if (!battle_config.arrow_decrement)
		return;

	if (skill) {
		qty = skill_get_ammo_qty(skill, lv);
		if (!qty) qty = 1;
	}

	if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
		pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);

	sd->state.arrow_atk = 0;
}

static int battle_range_type(
	struct block_list *src, struct block_list *target,
	uint16 skill_id, uint16 skill_lv)
{	//Skill Range Criteria
	if (battle_config.skillrange_by_distance &&
		(src->type&battle_config.skillrange_by_distance)
	) { //based on distance between src/target [Skotlex]
		if (check_distance_bl(src, target, 5))
			return BF_SHORT;
		return BF_LONG;
	}
	//based on used skill's range
	if (skill_get_range2(src, skill_id, skill_lv) < 5)
		return BF_SHORT;
	return BF_LONG;
}

static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
{
	int i;
	if (!sd->skillblown[0].id)
		return 0;
	//Apply the bonus blewcount. [Skotlex]
	for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
		if (sd->skillblown[i].id == skill_id)
			return sd->skillblown[i].val;
	}
	return 0;
}

struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);

//For quick div adjustment.
#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
 * battle_calc_weapon_attack (by Skotlex)
 *------------------------------------------*/
static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag)
{
	unsigned int skillratio = 100;	//Skill dmg modifiers.
	short skill=0;
	short s_ele, s_ele_, t_class;
	int i, nk;
	bool n_ele = false; // non-elemental

	struct map_session_data *sd, *tsd;
	struct Damage wd;
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct {
		unsigned hit : 1; //the attack Hit? (not a miss)
		unsigned cri : 1;		//Critical hit
		unsigned idef : 1;	//Ignore defense
		unsigned idef2 : 1;	//Ignore defense (left weapon)
		unsigned pdef : 2;	//Pierces defense (Investigate/Ice Pick)
		unsigned pdef2 : 2;	//1: Use def+def2/100, 2: Use def+def2/50
		unsigned infdef : 1;	//Infinite defense (plants)
		unsigned arrow : 1;	//Attack is arrow-based
		unsigned rh : 1;		//Attack considers right hand (wd.damage)
		unsigned lh : 1;		//Attack considers left hand (wd.damage2)
		unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
	}	flag;

	memset(&wd,0,sizeof(wd));
	memset(&flag,0,sizeof(flag));

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return wd;
	}
	//Initial flag
	flag.rh=1;
	flag.weapon=1;
	flag.infdef=(tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
#ifdef RENEWAL
		&& skill_id != HT_FREEZINGTRAP
#endif
		?1:0);
	if( target->type == BL_SKILL){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
			flag.infdef = 1;
	}

	//Initial Values
	wd.type=0; //Normal attack
	wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1;
	wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
	if(skill_id == KN_AUTOCOUNTER)
		wd.amotion >>= 1;
	wd.dmotion=tstatus->dmotion;
	wd.blewcount=skill_get_blewcount(skill_id,skill_lv);
	wd.flag = BF_WEAPON; //Initial Flag
	wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
	wd.dmg_lv=ATK_DEF;	//This assumption simplifies the assignation later
	nk = skill_get_nk(skill_id);
	if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
		nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
	flag.hit = nk&NK_IGNORE_FLEE?1:0;
	flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;

	if (sc && !sc->count)
		sc = NULL; //Skip checking as there are no status changes active.
	if (tsc && !tsc->count)
		tsc = NULL; //Skip checking as there are no status changes active.

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	if(sd)
		wd.blewcount += battle_blewcount_bonus(sd, skill_id);

	//Set miscellaneous data that needs be filled regardless of hit/miss
	if(
		(sd && sd->state.arrow_atk) ||
		(!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
	)
		flag.arrow = 1;

	if(skill_id){
		wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
		switch(skill_id)
		{
			case MO_FINGEROFFENSIVE:
				if(sd) {
					if (battle_config.finger_offensive_type)
						wd.div_ = 1;
					else
						wd.div_ = sd->spiritball_old;
				}
				break;
			case HT_PHANTASMIC:
				//Since these do not consume ammo, they need to be explicitly set as arrow attacks.
				flag.arrow = 1;
				break;
#ifndef RENEWAL
			case PA_SHIELDCHAIN:
			case CR_SHIELDBOOMERANG:
#endif
			case LG_SHIELDPRESS:
			case LG_EARTHDRIVE:
				flag.weapon = 0;
				break;

			case KN_PIERCE:
			case ML_PIERCE:
				wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
				break;

			case TF_DOUBLE: //For NPC used skill.
			case GS_CHAINACTION:
				wd.type = 0x08;
				break;

			case GS_GROUNDDRIFT:
			case KN_SPEARSTAB:
			case KN_BOWLINGBASH:
			case MS_BOWLINGBASH:
			case MO_BALKYOUNG:
			case TK_TURNKICK:
				wd.blewcount=0;
				break;

			case KN_AUTOCOUNTER:
				wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
				break;

			case NPC_CRITICALSLASH:
			case LG_PINPOINTATTACK:
				flag.cri = 1; //Always critical skill.
				break;

			case LK_SPIRALPIERCE:
				if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
				break;
		}
	} else //Range for normal attacks.
		wd.flag |= flag.arrow?BF_LONG:BF_SHORT;

	if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
	{	//Check for Lucky Dodge
		wd.type=0x0b;
		wd.dmg_lv=ATK_LUCKY;
		if (wd.div_ < 0) wd.div_*=-1;
		return wd;
	}

	t_class = status_get_class(target);
	s_ele = s_ele_ = skill_get_ele(skill_id, skill_lv);
	if( !skill_id || s_ele == -1 )
	{ //Take weapon's element
		s_ele = sstatus->rhw.ele;
		s_ele_ = sstatus->lhw.ele;
		if( sd ){ //Summoning 10 talisman will endow your weapon.
			ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
			if( i < 5 ) s_ele = s_ele_ = i;
		}
		if( flag.arrow && sd && sd->bonus.arrow_ele )
			s_ele = sd->bonus.arrow_ele;
		if( battle_config.attack_attr_none&src->type )
			n_ele = true; //Weapon's element is "not elemental"
	}
	else if( s_ele == -2 ) //Use enchantment's element
		s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
	else if( s_ele == -3 ) //Use random element
		s_ele = s_ele_ = rnd()%ELE_MAX;
	switch( skill_id )
	{
		case GS_GROUNDDRIFT:
			s_ele = s_ele_ = wflag; //element comes in flag.
			break;
		case LK_SPIRALPIERCE:
			if (!sd) n_ele = false; //forced neutral for monsters
			break;
	}

	if (!(nk & NK_NO_ELEFIX) && !n_ele)
	    if (src->type == BL_HOM)
		n_ele = true; //skill is "not elemental"
	if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
	    s_ele = s_ele_ = ELE_HOLY;
	    n_ele = false;
	}

	if(!skill_id)
  	{	//Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
		if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
		{
			flag.rh=0;
			flag.lh=1;
		}
		if (sstatus->lhw.atk)
			flag.lh=1;
	}

	if( sd && !skill_id ) {	//Check for double attack.
		if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
			|| ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
			|| ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
		{	//Success chance is not added, the higher one is used [Skotlex]
			if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) )
			{
				wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
				wd.type = 0x08;
			}
		}
		else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
		{
			wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
			wd.type = 0x08;
		}
		else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
			short rate[] = { 4, 4, 7, 9, 10 };
			if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) {
				wd.type = 0x08;
				wd.div_ = 2;
				if(sc->data[SC_FEARBREEZE]->val1 > 2){
					int chance = rand()%100;
					wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90);
					wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1);
				}
				wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
				sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
			}
		}
	}

	//Check for critical
	if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
		(!skill_id ||
		skill_id == KN_AUTOCOUNTER ||
		skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
		skill_id == NJ_KIRIKAGE))
	{
		short cri = sstatus->cri;
		if (sd)
		{
			cri+= sd->critaddrace[tstatus->race];
			if(flag.arrow)
				cri += sd->bonus.arrow_cri;
		}
		if( sc && sc->data[SC_CAMOUFLAGE] )
			cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4);
		//The official equation is *2, but that only applies when sd's do critical.
		//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
		cri -= tstatus->luk*(!sd&&tsd?3:2);

		if( tsc && tsc->data[SC_SLEEP] ) {
			cri <<= 1;
		}
		switch (skill_id) {
			case KN_AUTOCOUNTER:
				if(battle_config.auto_counter_type &&
					(battle_config.auto_counter_type&src->type))
					flag.cri = 1;
				else
					cri <<= 1;
				break;
			case SN_SHARPSHOOTING:
			case MA_SHARPSHOOTING:
				cri += 200;
				break;
			case NJ_KIRIKAGE:
				cri += 250 + 50*skill_lv;
				break;
		}
		if(tsd && tsd->bonus.critical_def)
			cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
		if (rnd()%1000 < cri)
			flag.cri = 1;
	}
	if (flag.cri)
	{
		wd.type = 0x0a;
		flag.idef = flag.idef2 = flag.hit = 1;
	} else {	//Check for Perfect Hit
		if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
			flag.hit = 1;
		if (sc && sc->data[SC_FUSION]) {
			flag.hit = 1; //SG_FUSION always hit [Komurka]
			flag.idef = flag.idef2 = 1; //def ignore [Komurka]
		}
		if( !flag.hit )
			switch(skill_id)
			{
				case AS_SPLASHER:
					if( !wflag ) // Always hits the one exploding.
						flag.hit = 1;
					break;
				case CR_SHIELDBOOMERANG:
					if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
						flag.hit = 1;
					break;
			}
		if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
			flag.hit = 1;
	}

	if (!flag.hit)
	{	//Hit/Flee calculation
		short
			flee = tstatus->flee,
#ifdef RENEWAL
				hitrate = 0; //Default hitrate
#else
				hitrate = 80; //Default hitrate
#endif

		if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
			unsigned char attacker_count; //256 max targets should be a sane max
			attacker_count = unit_counttargeted(target);
			if(attacker_count >= battle_config.agi_penalty_count) {
				if (battle_config.agi_penalty_type == 1)
					flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
				else //asume type 2: absolute reduction
					flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
				if(flee < 1) flee = 1;
			}
		}

		hitrate+= sstatus->hit - flee;

		if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
			tsc && tsc->data[SC_FOGWALL])
			hitrate -= 50;

		if(sd && flag.arrow)
			hitrate += sd->bonus.arrow_hit;
#ifdef RENEWAL
		if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
			hitrate += pc_checkskill(sd,AC_VULTURE);
#endif
		if(skill_id)
			switch(skill_id)
		{	//Hit skill modifiers
			//It is proven that bonus is applied on final hitrate, not hit.
			case SM_BASH:
			case MS_BASH:
				hitrate += hitrate * 5 * skill_lv / 100;
				break;
			case MS_MAGNUM:
			case SM_MAGNUM:
				hitrate += hitrate * 10 * skill_lv / 100;
				break;
			case KN_AUTOCOUNTER:
			case PA_SHIELDCHAIN:
			case NPC_WATERATTACK:
			case NPC_GROUNDATTACK:
			case NPC_FIREATTACK:
			case NPC_WINDATTACK:
			case NPC_POISONATTACK:
			case NPC_HOLYATTACK:
			case NPC_DARKNESSATTACK:
			case NPC_UNDEADATTACK:
			case NPC_TELEKINESISATTACK:
			case NPC_BLEEDING:
				hitrate += hitrate * 20 / 100;
				break;
			case KN_PIERCE:
			case ML_PIERCE:
				hitrate += hitrate * 5 * skill_lv / 100;
				break;
			case AS_SONICBLOW:
				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					hitrate += hitrate * 50 / 100;
				break;
			case MC_CARTREVOLUTION:
			case GN_CART_TORNADO:
			case GN_CARTCANNON:
				if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
					hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
				break;
			case GC_VENOMPRESSURE:
				hitrate += 10 + 4 * skill_lv;
				break;
		}

		if( sd ) {
			// Weaponry Research hidden bonus
			if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
				hitrate += hitrate * ( 2 * skill ) / 100;

			if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
			   (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
				hitrate += 3 * skill;
		}

		hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);

		if(rnd()%100 >= hitrate)
			wd.dmg_lv = ATK_FLEE;
		else
			flag.hit = 1;
	}	//End hit/miss calculation

	if (flag.hit && !flag.infdef) //No need to do the math for plants
	{	//Hitting attack

//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
#define ATK_RATER(a){ wd.damage = (int64)wd.damage*(a)/100;}
#define ATK_RATEL(a){ wd.damage2 = (int64)wd.damage2*(a)/100;}
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }

		switch (skill_id)
		{	//Calc base damage according to skill
			case PA_SACRIFICE:
				wd.damage = (int64)sstatus->max_hp* 9/100;
				wd.damage2 = 0;
				break;
#ifndef RENEWAL
			case NJ_ISSEN:
				wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
				wd.damage2 = 0;
				status_set_hp(src, 1, 0);
				break;
			case LK_SPIRALPIERCE:
			case ML_SPIRALPIERCE:
				if (sd) {
					short index = sd->equip_index[EQI_HAND_R];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_WEAPON)
						wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
				} else
					wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2

				ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
				i = sstatus->str/10;
				i*=i;
				ATK_ADD(i); //Add str bonus.
				switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
					case SZ_SMALL: //Small: 125%
						ATK_RATE(125);
						break;
					//case SZ_MEDIUM: //Medium: 100%
					case SZ_BIG: //Large: 75%
						ATK_RATE(75);
						break;
				}
				break;
#endif
			case CR_SHIELDBOOMERANG:
			case PA_SHIELDCHAIN:
			case LG_SHIELDPRESS:
			case LG_EARTHDRIVE:
				wd.damage = sstatus->batk;
				if (sd) {
					short index = sd->equip_index[EQI_HAND_L];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_ARMOR)
						ATK_ADD(sd->inventory_data[index]->weight/10);
				} else
					ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
				break;
			case HFLI_SBR44:	//[orn]
				if(src->type == BL_HOM) {
					wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
					break;
				}
			default:
			{
				i = (flag.cri?1:0)|
					(flag.arrow?2:0)|
					(skill_id == HW_MAGICCRASHER?4:0)|
					(!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
					(skill_id == MO_EXTREMITYFIST?8:0)|
					(sc && sc->data[SC_WEAPONPERFECTION]?8:0);
				if (flag.arrow && sd)
				switch(sd->status.weapon) {
					case W_BOW:
					case W_REVOLVER:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
						break;
					default:
						i |= 16; // for ex. shuriken must not be influenced by DEX
				}
				wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
				if (flag.lh)
					wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);

				if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
					if(wflag>0)
						wd.damage/= wflag;
					else
						ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
				}

				//Add any bonuses that modify the base baseatk+watk (pre-skills)
				if(sd) {
					if (sd->bonus.atk_rate)
						ATK_ADDRATE(sd->bonus.atk_rate);

					if(flag.cri && sd->bonus.crit_atk_rate)
						ATK_ADDRATE(sd->bonus.crit_atk_rate);

					if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
						if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
							ATK_ADDRATE(2*skill*i);
					}
				}
				break;
			}	//End default case
		} //End switch(skill_id)

		//Skill damage modifiers that stack linearly
		if(sc && skill_id != PA_SACRIFICE)
		{
			if(sc->data[SC_OVERTHRUST])
				skillratio += sc->data[SC_OVERTHRUST]->val3;
			if(sc->data[SC_MAXOVERTHRUST])
				skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
			if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])
				skillratio += 100;
			if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
				skillratio += sc->data[SC_ZENKAI]->val1 * 2;
		}
		if( !skill_id )
		{
			ATK_RATE(skillratio);
		}
		else
		{
			switch( skill_id )
			{
				case SM_BASH:
				case MS_BASH:
					skillratio += 30*skill_lv;
					break;
				case SM_MAGNUM:
				case MS_MAGNUM:
					skillratio += 20*skill_lv;
					break;
				case MC_MAMMONITE:
					skillratio += 50*skill_lv;
					break;
				case HT_POWER:
					skillratio += -50+8*sstatus->str;
					break;
				case AC_DOUBLE:
				case MA_DOUBLE:
					skillratio += 10*(skill_lv-1);
					break;
				case AC_SHOWER:
				case MA_SHOWER:
					#ifdef RENEWAL
						skillratio += 50+10*skill_lv;
					#else
						skillratio += -25+5*skill_lv;
					#endif
					break;
				case AC_CHARGEARROW:
				case MA_CHARGEARROW:
					skillratio += 50;
					break;
#ifndef RENEWAL
				case HT_FREEZINGTRAP:
				case MA_FREEZINGTRAP:
					skillratio += -50+10*skill_lv;
					break;
#endif
				case KN_PIERCE:
				case ML_PIERCE:
					skillratio += 10*skill_lv;
					break;
				case MER_CRASH:
					skillratio += 10*skill_lv;
					break;
				case KN_SPEARSTAB:
					skillratio += 15*skill_lv;
					break;
				case KN_SPEARBOOMERANG:
					skillratio += 50*skill_lv;
					break;
				case KN_BRANDISHSPEAR:
				case ML_BRANDISH:
				{
					int ratio = 100+20*skill_lv;
					skillratio += ratio-100;
					if(skill_lv>3 && wflag==1) skillratio += ratio/2;
					if(skill_lv>6 && wflag==1) skillratio += ratio/4;
					if(skill_lv>9 && wflag==1) skillratio += ratio/8;
					if(skill_lv>6 && wflag==2) skillratio += ratio/2;
					if(skill_lv>9 && wflag==2) skillratio += ratio/4;
					if(skill_lv>9 && wflag==3) skillratio += ratio/2;
					break;
				}
				case KN_BOWLINGBASH:
				case MS_BOWLINGBASH:
					skillratio+= 40*skill_lv;
					break;
				case AS_GRIMTOOTH:
					skillratio += 20*skill_lv;
					break;
				case AS_POISONREACT:
					skillratio += 30*skill_lv;
					break;
				case AS_SONICBLOW:
					skillratio += -50+5*skill_lv;
					break;
				case TF_SPRINKLESAND:
					skillratio += 30;
					break;
				case MC_CARTREVOLUTION:
					skillratio += 50;
					if(sd && sd->cart_weight)
						skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
					else if (!sd)
						skillratio += 100; //Max damage for non players.
					break;
				case NPC_RANDOMATTACK:
					skillratio += 100*skill_lv;
					break;
				case NPC_WATERATTACK:
				case NPC_GROUNDATTACK:
				case NPC_FIREATTACK:
				case NPC_WINDATTACK:
				case NPC_POISONATTACK:
				case NPC_HOLYATTACK:
				case NPC_DARKNESSATTACK:
				case NPC_UNDEADATTACK:
				case NPC_TELEKINESISATTACK:
				case NPC_BLOODDRAIN:
				case NPC_ACIDBREATH:
				case NPC_DARKNESSBREATH:
				case NPC_FIREBREATH:
				case NPC_ICEBREATH:
				case NPC_THUNDERBREATH:
				case NPC_HELLJUDGEMENT:
				case NPC_PULSESTRIKE:
					skillratio += 100*(skill_lv-1);
					break;
				case RG_BACKSTAP:
					if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
						skillratio += (200+40*skill_lv)/2;
					else
						skillratio += 200+40*skill_lv;
					break;
				case RG_RAID:
					skillratio += 40*skill_lv;
					break;
				case RG_INTIMIDATE:
					skillratio += 30*skill_lv;
					break;
				case CR_SHIELDCHARGE:
					skillratio += 20*skill_lv;
					break;
				case CR_SHIELDBOOMERANG:
					skillratio += 30*skill_lv;
					break;
				case NPC_DARKCROSS:
				case CR_HOLYCROSS:
				{
					int ratio = 35*skill_lv;
					#ifdef RENEWAL
						if(sd && sd->status.weapon == W_2HSPEAR)
							ratio *= 2;
					#endif
					skillratio += ratio;
					break;
				}
				case AM_DEMONSTRATION:
					skillratio += 20*skill_lv;
					break;
				case AM_ACIDTERROR:
					skillratio += 40*skill_lv;
					break;
				case MO_FINGEROFFENSIVE:
					skillratio+= 50 * skill_lv;
					break;
				case MO_INVESTIGATE:
					skillratio += 75*skill_lv;
					flag.pdef = flag.pdef2 = 2;
					break;
				case MO_EXTREMITYFIST:
					{	//Overflow check. [Skotlex]
						unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
						//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
						if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
						skillratio = (unsigned short)ratio;
					}
					break;
				case MO_TRIPLEATTACK:
					skillratio += 20*skill_lv;
					break;
				case MO_CHAINCOMBO:
					skillratio += 50+50*skill_lv;
					break;
				case MO_COMBOFINISH:
					skillratio += 140+60*skill_lv;
					break;
				case BA_MUSICALSTRIKE:
				case DC_THROWARROW:
					skillratio += 25+25*skill_lv;
					break;
				case CH_TIGERFIST:
					skillratio += 100*skill_lv-60;
					break;
				case CH_CHAINCRUSH:
					skillratio += 300+100*skill_lv;
					break;
				case CH_PALMSTRIKE:
					skillratio += 100+100*skill_lv;
					break;
				case LK_HEADCRUSH:
					skillratio += 40*skill_lv;
					break;
				case LK_JOINTBEAT:
					i = 10*skill_lv-50;
					// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
					if (wflag&BREAK_NECK) i*=2;
					skillratio += i;
					break;
#ifdef RENEWAL
				case LK_SPIRALPIERCE:
				case ML_SPIRALPIERCE:
				{// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits
					short index = sd?sd->equip_index[EQI_HAND_R]:0;
					int weight = 0;

					if (sd && index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_WEAPON)
							weight = sd->inventory_data[index]->weight/20;
					ATK_ADD(weight * skill_lv)
					skillratio += 50*skill_lv;
				}
				break;
#endif
				case ASC_METEORASSAULT:
					skillratio += 40*skill_lv-60;
					break;
				case SN_SHARPSHOOTING:
				case MA_SHARPSHOOTING:
					skillratio += 100+50*skill_lv;
					break;
				case CG_ARROWVULCAN:
					skillratio += 100+100*skill_lv;
					break;
				case AS_SPLASHER:
					skillratio += 400+50*skill_lv;
					if(sd)
						skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
					break;
				case ASC_BREAKER:
					skillratio += 100*skill_lv-100;
					break;
				case PA_SACRIFICE:
					skillratio += 10*skill_lv-10;
					break;
				case PA_SHIELDCHAIN:
					skillratio += 30*skill_lv;
					break;
				case WS_CARTTERMINATION:
					i = 10 * (16 - skill_lv);
					if (i < 1) i = 1;
					//Preserve damage ratio when max cart weight is changed.
					if(sd && sd->cart_weight)
						skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
					else if (!sd)
						skillratio += 80000 / i - 100;
					break;
				case TK_DOWNKICK:
					skillratio += 60 + 20*skill_lv;
					break;
				case TK_STORMKICK:
					skillratio += 60 + 20*skill_lv;
					break;
				case TK_TURNKICK:
					skillratio += 90 + 30*skill_lv;
					break;
				case TK_COUNTER:
					skillratio += 90 + 30*skill_lv;
					break;
				case TK_JUMPKICK:
					skillratio += -70 + 10*skill_lv;
					if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
						skillratio += 10*status_get_lv(src)/3; //Tumble bonus
					if (wflag)
					{
						skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
						if( sc && sc->data[SC_SPURT] )  // Spurt bonus
							skillratio *= 2;
					}
					break;
				case GS_TRIPLEACTION:
					skillratio += 50*skill_lv;
					break;
				case GS_BULLSEYE:
					//Only works well against brute/demihumans non bosses.
					if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
						&& !(tstatus->mode&MD_BOSS))
						skillratio += 400;
					break;
				case GS_TRACKING:
					skillratio += 100 *(skill_lv+1);
					break;
				case GS_PIERCINGSHOT:
					skillratio += 20*skill_lv;
					break;
				case GS_RAPIDSHOWER:
					skillratio += 10*skill_lv;
					break;
				case GS_DESPERADO:
					skillratio += 50*(skill_lv-1);
					break;
				case GS_DUST:
					skillratio += 50*skill_lv;
					break;
				case GS_FULLBUSTER:
					skillratio += 100*(skill_lv+2);
					break;
				case GS_SPREADATTACK:
				#ifdef RENEWAL
					skillratio += 20*(skill_lv);
				#else
					skillratio += 20*(skill_lv-1);
				#endif
					break;
#ifdef RENEWAL
				case NJ_ISSEN:
					skillratio += 100 * (skill_lv-1);
					break;
#endif
				case NJ_HUUMA:
					skillratio += 50 + 150*skill_lv;
					break;
				case NJ_TATAMIGAESHI:
#ifdef RENEWAL
					ATK_RATE(200);
#endif
					skillratio += 10*skill_lv;
					break;
				case NJ_KASUMIKIRI:
					skillratio += 10*skill_lv;
					break;
				case NJ_KIRIKAGE:
					skillratio += 100*(skill_lv-1);
					break;
				case KN_CHARGEATK:
					{
					int k = (wflag-1)/3; //+100% every 3 cells of distance
					if( k > 2 ) k = 2; // ...but hard-limited to 300%.
					skillratio += 100 * k;
					}
					break;
				case HT_PHANTASMIC:
					skillratio += 50;
					break;
				case MO_BALKYOUNG:
					skillratio += 200;
					break;
				case HFLI_MOON:	//[orn]
					skillratio += 10+110*skill_lv;
					break;
				case HFLI_SBR44:	//[orn]
					skillratio += 100 *(skill_lv-1);
					break;
				case NPC_VAMPIRE_GIFT:
					skillratio += ((skill_lv-1)%5+1)*100;
					break;
				case RK_SONICWAVE:
						skillratio += 400 + 100 * skill_lv;
						RE_LVL_DMOD(100);
					break;
				case RK_HUNDREDSPEAR:
						skillratio += 500 + (80 * skill_lv);
						if( sd )
						{
							short index = sd->equip_index[EQI_HAND_R];
							if( index >= 0 && sd->inventory_data[index]
								&& sd->inventory_data[index]->type == IT_WEAPON )
								skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
							skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
						} // (1 + [(Casters Base Level - 100) / 200])
						skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100;
					break;
				case RK_WINDCUTTER:
						skillratio += 50 * skill_lv;
						RE_LVL_DMOD(100);
					break;
				case RK_IGNITIONBREAK:
						i = distance_bl(src,target);
						if( i < 2 )
							skillratio = 200 + 200 * skill_lv;
						else if( i < 4 )
							skillratio = 100 + 200 * skill_lv;
						else
							skillratio = 100 + 100 * skill_lv;
						RE_LVL_DMOD(100);
						if( sstatus->rhw.ele == ELE_FIRE )
							skillratio +=  skillratio / 2;
					break;
				case RK_CRUSHSTRIKE:
					if( sd )
					{//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
						short index = sd->equip_index[EQI_HAND_R];
						if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
							skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
								100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
					}
					break;
				case RK_STORMBLAST:
					skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) +  100 * (sstatus->int_ / 4);
					break;
				case RK_PHANTOMTHRUST:
					skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
					//if( s_level > 100 ) skillratio += skillratio * s_level / 150;	// Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
					//if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200;	// Base level bonus.
					break;
				/**
				 * GC Guilotine Cross
				 **/
				case GC_CROSSIMPACT:
					skillratio += 900 + 100 * skill_lv;
					RE_LVL_DMOD(120);
					break;
				case GC_PHANTOMMENACE:
					skillratio += 200;
					break;
				case GC_COUNTERSLASH:
					//ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
					skillratio += 200 + (100 * skill_lv);
					RE_LVL_DMOD(120);
					skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
					break;
				case GC_ROLLINGCUTTER:
					skillratio += -50 + 50 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case GC_CROSSRIPPERSLASHER:
					skillratio += 300 + 80 * skill_lv;
					RE_LVL_DMOD(100);
					if( sc && sc->data[SC_ROLLINGCUTTER] )
						skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
					break;
				/**
				 * Arch Bishop
				 **/
				case AB_DUPLELIGHT_MELEE:
					skillratio += 10 * skill_lv;
					break;
				/**
				 * Ranger
				 **/
				case RA_ARROWSTORM:
					skillratio += 900 + 80 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case RA_AIMEDBOLT:
					skillratio += 400 + 50 * skill_lv;
					RE_LVL_DMOD(100);
					if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
						wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
					break;
				case RA_CLUSTERBOMB:
					skillratio += 100 + 100 * skill_lv;
					break;
				case RA_WUGDASH:// ATK 300%
					skillratio += 200;
					break;
				case RA_WUGSTRIKE:
					skillratio = 200 * skill_lv;
					break;
				case RA_WUGBITE:
					skillratio += 300 + 200 * skill_lv;
					if ( skill_lv == 5 ) skillratio += 100;
					break;
				case RA_SENSITIVEKEEN:
					skillratio += 50 * skill_lv;
					break;
				/**
				 * Mechanic
				 **/
				case NC_BOOSTKNUCKLE:
					skillratio += 100 + 100 * skill_lv + sstatus->dex;
					RE_LVL_DMOD(100);
					break;
				case NC_PILEBUNKER:
					skillratio += 200 + 100 * skill_lv + sstatus->str;
					RE_LVL_DMOD(100);
					break;
				case NC_VULCANARM:
					skillratio = 70 * skill_lv + sstatus->dex;
					RE_LVL_DMOD(100);
					break;
				case NC_FLAMELAUNCHER:
				case NC_COLDSLOWER:
					skillratio += 200 + 300 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case NC_ARMSCANNON:
					switch( tstatus->size ) {
						case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
						case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
						case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
					}
					RE_LVL_DMOD(100);
					//NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
					break;
				case NC_AXEBOOMERANG:
					skillratio += 60 + 40 * skill_lv;
					if( sd ) {
						short index = sd->equip_index[EQI_HAND_R];
						if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
						skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
					}
					RE_LVL_DMOD(100);
					break;
				case NC_POWERSWING:
					skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
					RE_LVL_DMOD(100);
					break;
				case NC_AXETORNADO:
					skillratio += 100 + 100 * skill_lv + sstatus->vit;
					RE_LVL_DMOD(100);
					break;
				case SC_FATALMENACE:
					skillratio += 100 * skill_lv;
					break;
				case SC_TRIANGLESHOT:
					skillratio += 270 + 30 * skill_lv;
					break;
				case SC_FEINTBOMB:
					skillratio += 100 + 100 * skill_lv;
					break;
				case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
					skillratio += -100 + (50  + sstatus->str) * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case LG_BANISHINGPOINT:
					skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
					RE_LVL_DMOD(100);
					break;
				case LG_SHIELDPRESS:
					skillratio += 60 + 43 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case LG_PINPOINTATTACK:
					skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
					RE_LVL_DMOD(100);
					break;
				case LG_RAGEBURST:
					if( sd && sd->spiritball_old )
						skillratio += -100 + (sd->spiritball_old * 200);
					else
						skillratio += -100 + 15 * 200;
					RE_LVL_DMOD(100);
					break;
				case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
					if( sd ) {
						struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
						skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
						if( shield_data )
							skillratio += shield_data->def * 10;
					} else
						skillratio += 2400;	//2500%
					break;
				case LG_MOONSLASHER:
					skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
					RE_LVL_DMOD(100);
					break;
				case LG_OVERBRAND:
					skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
					RE_LVL_DMOD(100);
					break;
				case LG_OVERBRAND_BRANDISH:
					skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
					RE_LVL_DMOD(100);
					break;
				case LG_OVERBRAND_PLUSATK:
					skillratio = 150 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case LG_RAYOFGENESIS:
					skillratio = 300 + 300 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case LG_EARTHDRIVE:
					skillratio = (skillratio + 100) * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case LG_HESPERUSLIT:
					skillratio += 120 * skill_lv - 100;
					break;
				case SR_DRAGONCOMBO:
					skillratio += 40 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case SR_SKYNETBLOW:
					//ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
					skillratio = 80 * skill_lv + sstatus->agi;
					if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
						skillratio = 100 * skill_lv + sstatus->agi + 150;
					RE_LVL_DMOD(100);
					break;
				case SR_EARTHSHAKER:
					if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
						tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
						skillratio = 150 * skill_lv;
						RE_LVL_DMOD(100);
						skillratio += sstatus->int_ * 3;
					}else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
						skillratio += 50 * (skill_lv-2);
						RE_LVL_DMOD(100);
						skillratio += sstatus->int_ * 2;
					}
					break;
				case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
					skillratio += 150 *skill_lv;
					RE_LVL_DMOD(150);
 					break;
				case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
					{
						int hp = (int64)sstatus->max_hp * (10 + 2 * skill_lv) / 100,
							sp = (int64)sstatus->max_sp * (6 + skill_lv) / 100;
						skillratio = ((int64)hp+sp) / 4;
						if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
							skillratio = (int64)hp+sp / 2;
						RE_LVL_DMOD(100);
					}
						break;
				case SR_RAMPAGEBLASTER:
					skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
					if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
						skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
						RE_LVL_DMOD(120);
					}else
						RE_LVL_DMOD(150);
					break;
				case SR_KNUCKLEARROW:
					if( wflag&4 ){  // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
						skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
						if( tsd && tsd->weight )
							skillratio += 100 * (tsd->weight / tsd->max_weight);
					}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
						skillratio += 400 + (100 * skill_lv);
					RE_LVL_DMOD(100);
					break;
				case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
					skillratio = status_get_lv(src) + sstatus->dex;
					RE_LVL_DMOD(100);
					break;
				case SR_GATEOFHELL:
					if( sc && sc->data[SC_COMBO]
						&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
						skillratio += 800 * skill_lv -100;
					else
						skillratio += 500 * skill_lv -100;
					RE_LVL_DMOD(100);
					break;
				case SR_GENTLETOUCH_QUIET:
					skillratio += 100 * skill_lv - 100 + sstatus->dex;
					RE_LVL_DMOD(100);
					break;
				case SR_HOWLINGOFLION:
					skillratio += 300 * skill_lv - 100;
					RE_LVL_DMOD(150);
					break;
				case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
					if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
						skillratio += skill_lv * 50;
					skillratio += -100 + 200 * skill_lv;
					RE_LVL_DMOD(100);
					break;
				case WM_REVERBERATION_MELEE:
					// ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
					skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
					RE_LVL_DMOD(100);
					break;
				case WM_SEVERE_RAINSTORM_MELEE:
					//ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
					skillratio = (sstatus->dex + sstatus->agi) * (skill_lv * 2);
					RE_LVL_DMOD(100);
					skillratio /= 10;
					break;
				case WM_GREAT_ECHO:
					skillratio += 800 + 100 * skill_lv;
					if( sd ) {	// Still need official value [pakpil]
						short lv = (short)skill_lv;
						skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
					}
					break;
				case WM_SOUND_OF_DESTRUCTION:
					skillratio += 400;
					break;
				case GN_CART_TORNADO:
					// ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
					skillratio = 50 * skill_lv;
					if( sd && sd->cart_weight)
						 skillratio += sd->cart_weight/10 / max(150-sstatus->str,1) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
					break;
				case GN_CARTCANNON:
					// ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
					skillratio = 60 * skill_lv;
					if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40);
					break;
				case GN_SPORE_EXPLOSION:
					skillratio += 200 + 100 * skill_lv;
					break;
				case GN_CRAZYWEED_ATK:
					skillratio += 400 + 100 * skill_lv;
					break;
				case GN_SLINGITEM_RANGEMELEEATK:
					if( sd ) {
						switch( sd->itemid ) {
							case 13260: // Apple Bomob
							case 13261: // Coconut Bomb
							case 13262: // Melon Bomb
							case 13263: // Pinapple Bomb
								skillratio += 400;	// Unconfirded
								break;
							case 13264: // Banana Bomb 2000%
								skillratio += 1900;
								break;
							case 13265: skillratio -= 75; break; // Black Lump 25%
							case 13266: skillratio -= 25; break; // Hard Black Lump 75%
							case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
						}
					} else
						skillratio += 300;	// Bombs
					break;
				case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
					skillratio =  50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 );
					if( sc && sc->data[SC_BLAST_OPTION] )
						skillratio += sd ? sd->status.job_level * 5 : 0;
					break;
					// Physical Elemantal Spirits Attack Skills
				case EL_CIRCLE_OF_FIRE:
				case EL_FIRE_BOMB_ATK:
				case EL_STONE_RAIN:
					skillratio += 200;
					break;
				case EL_FIRE_WAVE_ATK:
					skillratio += 500;
					break;
				case EL_TIDAL_WEAPON:
					skillratio += 1400;
					break;
				case EL_WIND_SLASH:
					skillratio += 100;
					break;
				case EL_HURRICANE:
					skillratio += 600;
					break;
				case EL_TYPOON_MIS:
				case EL_WATER_SCREW_ATK:
					skillratio += 900;
					break;
				case EL_STONE_HAMMER:
					skillratio += 400;
					break;
				case EL_ROCK_CRUSHER:
					skillratio += 700;
					break;
				case KO_JYUMONJIKIRI:
					if( tsc && tsc->data[SC_JYUMONJIKIRI] )
						wd.div_ = wd.div_ * -1;// needs more info
					skillratio += -100 + 150 * skill_lv;
				case KO_HUUMARANKA:
					skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
					break;
				case KO_SETSUDAN:
					skillratio += 100 * (skill_lv-1);
					break;
				case KO_BAKURETSU:
					skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
					break;
				case MH_NEEDLE_OF_PARALYZE:
					skillratio += 600 + 100 * skill_lv;
					break;
				case MH_STAHL_HORN:
					skillratio += 400 + 100 * skill_lv;
					break;
				case MH_LAVA_SLIDE:
					skillratio = 70 * skill_lv;
					break;
				case MH_TINDER_BREAKER:
				case MH_MAGMA_FLOW:
					skillratio += -100 + 100 * skill_lv;
					break;
			}

			ATK_RATE(skillratio);

			//Constant/misc additions from skills
			switch (skill_id) {
				case MO_EXTREMITYFIST:
					ATK_ADD(250 + 150*skill_lv);
					break;
				case TK_DOWNKICK:
				case TK_STORMKICK:
				case TK_TURNKICK:
				case TK_COUNTER:
				case TK_JUMPKICK:
					//TK_RUN kick damage bonus.
					if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
						ATK_ADD(10*pc_checkskill(sd, TK_RUN));
					break;
				case GS_MAGICALBULLET:
					if(sstatus->matk_max>sstatus->matk_min) {
						ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
					} else {
						ATK_ADD(sstatus->matk_min);
					}
					break;
				case NJ_SYURIKEN:
					ATK_ADD(4*skill_lv);
					break;
#ifdef RENEWAL
				case NJ_ISSEN:
					// Damage = (current HP + atk * skill_lv) - (sdef+edef)
					ATK_ADD(sstatus->hp);
					wd.damage2 = 0;// needs more info if this really 0 for dual weilding KG/OB. [malufett]
					status_set_hp(src, max(sstatus->hp/100, 1), 0);
					if( sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0){
						wd.div_ = -( i + 2 ); // mirror image number of hits + 2
						ATK_ADDRATE(20 + i*20); // (20 + 20 * mirror image) %
					}
					break;
#endif
				case HT_FREEZINGTRAP:
					if(sd)
						ATK_ADD( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
					break;
				case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
					if( sd && sd->weight )
						ATK_ADD( sd->weight / 8 );
				case RA_WUGSTRIKE:
				case RA_WUGBITE:
					if(sd)
						ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
					break;
				case SR_GATEOFHELL:
					ATK_ADD (sstatus->max_hp - status_get_hp(src));
					if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){
						ATK_ADD ( ((int64)sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
					}else{
						ATK_ADD ( ((int64)sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
					}
					break;
				case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
					ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
					if( sc && sc->data[SC_COMBO]
						&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
							ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
					break;
				case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
					ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
					if( tsd && tsd->weight ){
						ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
					}else{
						ATK_ADD( status_get_lv(target) * 50 ); //mobs
					}
					break;
				case KO_SETSUDAN:
					if( tsc && tsc->data[SC_SPIRIT] ){
						ATK_ADDRATE(10*tsc->data[SC_SPIRIT]->val1);// +10% custom value.
						status_change_end(target,SC_SPIRIT,INVALID_TIMER);
					}
					break;
				case KO_KAIHOU:
					if( sd ){
						ARR_FIND(1, 6, i, sd->talisman[i] > 0);
						if( i < 5 ){
							s_ele = i;
							ATK_ADDRATE(100 * sd->talisman[i]);// +100% custom value.
							pc_del_talisman(sd, sd->talisman[i], i);
						}
					}
					break;
			}
		}
		//Div fix.
		damage_div_fix(wd.damage, wd.div_);

		//The following are applied on top of current damage and are stackable.
		if ( sc ) {
			if( sc->data[SC_TRUESIGHT] )
				ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
			if( sc->data[SC_GLOOMYDAY_SK] &&
				( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
				  skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
				  skill_id == LG_SHIELDPRESS ) )
				ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
			if( sc->data[SC_EDP] ){
				switch(skill_id){
					case AS_SPLASHER:       case AS_VENOMKNIFE:
					case AS_GRIMTOOTH:
					break;
#ifndef RENEWAL_EDP
					case ASC_BREAKER:       case ASC_METEORASSAULT: break;
#else
					case AS_SONICBLOW:
					case ASC_BREAKER:
					case GC_COUNTERSLASH:
					case GC_CROSSIMPACT:
						ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus
#endif
					default:
						ATK_ADDRATE(sc->data[SC_EDP]->val3);
				}
			}
			if(sc->data[SC_STYLE_CHANGE]){
                                TBL_HOM *hd = BL_CAST(BL_HOM,src);
                                if (hd) ATK_ADD(hd->homunculus.spiritball * 3);
                        }
		}

		switch (skill_id) {
			case AS_SONICBLOW:
				if (sc && sc->data[SC_SPIRIT] &&
					sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
					ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe

				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					ATK_ADDRATE(10);
			break;
			case CR_SHIELDBOOMERANG:
				if(sc && sc->data[SC_SPIRIT] &&
					sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
					ATK_ADDRATE(100);
				break;
			case NC_AXETORNADO:
				if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
					ATK_ADDRATE(50);
				break;
		}

		if( sd )
		{
			if (skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
				ATK_ADDRATE(i);

			if( skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri )
			{ //Elemental/Racial adjustments
				if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
					sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
					sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
				)
					flag.pdef = 1;

				if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
					sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
					sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
				)
				{ //Pass effect onto right hand if configured so. [Skotlex]
					if (battle_config.left_cardfix_to_right && flag.rh)
						flag.pdef = 1;
					else
						flag.pdef2 = 1;
				}
			}

			if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
		  	{	//Ignore Defense?
				if (!flag.idef && (
					sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
					sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
					sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
				))
					flag.idef = 1;

				if (!flag.idef2 && (
					sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
					sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
					sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
				)) {
						if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
							flag.idef = 1;
						else
							flag.idef2 = 1;
				}
			}
		}

		if (!flag.idef || !flag.idef2)
		{	//Defense reduction
			short vit_def;
			defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
			short def2 = tstatus->def2;

			if( sd )
			{
				i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
				i += sd->ignore_def[tstatus->race];
				if( i )
				{
					if( i > 100 ) i = 100;
					def1 -= def1 * i / 100;
					def2 -= def2 * i / 100;
				}
			}

			if( sc && sc->data[SC_EXPIATIO] ){
				i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
				def1 -= def1 * i / 100;
				def2 -= def2 * i / 100;
			}

			if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
				def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;

			if( tsc && tsc->data[SC_CAMOUFLAGE] ){
				i = 5 * (10-tsc->data[SC_CAMOUFLAGE]->val4);
				def1 -= def1 * i / 100;
				def2 -= def2 * i / 100;
			}

			if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
				unsigned char target_count; //256 max targets should be a sane max
				target_count = unit_counttargeted(target);
				if(target_count >= battle_config.vit_penalty_count) {
					if(battle_config.vit_penalty_type == 1) {
						if( !tsc || !tsc->data[SC_STEELBODY] )
							def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
						def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
					} else { //Assume type 2
						if( !tsc || !tsc->data[SC_STEELBODY] )
							def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
						def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
					}
				}
				if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
				if(def2 < 1) def2 = 1;
			}
			//Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
			if (tsd)	//Sd vit-eq
			{
#ifndef RENEWAL
				//[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
				vit_def = def2*(def2-15)/150;
				vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
#else
				vit_def = def2;
#endif
				if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
					src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
					vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04);   // submitted by orn
				if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
					(sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
					vit_def += skill*5;
#ifdef RENEWAL
				if( skill == NJ_ISSEN ){//TODO: do better implementation if other skills(same func) are found [malufett]
					vit_def += def1;
					def1 = 0;
				}
#endif
			}
			else { //Mob-Pet vit-eq
#ifndef RENEWAL
				//VIT + rnd(0,[VIT/20]^2-1)
				vit_def = (def2/20)*(def2/20);
				vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
#else
				vit_def = def2;
#endif
			}


			if (battle_config.weapon_defense_type) {
				vit_def += def1*battle_config.weapon_defense_type;
				def1 = 0;
			}
			#ifdef RENEWAL
			/**
			* RE DEF Reduction
			* Damage = Attack * (4000+eDEF)/(4000+eDEF) - sDEF
			* Icepick no longer bypasses defense, but gains 1 atk per def/2
			**/

			ATK_ADD2(
				flag.pdef ?(def1/2):0,
				flag.pdef2?(def1/2):0
			);
			if( !flag.idef )
				wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
			if( flag.lh && !flag.idef2 )
				wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;


			#else
				if (def1 > 100) def1 = 100;
				ATK_RATE2(
					flag.idef ?100:(flag.pdef ? (def1+vit_def) : (100-def1)),
			 		flag.idef2?100:(flag.pdef2? (def1+vit_def) : (100-def1))
				);
				ATK_ADD2(
					flag.idef ||flag.pdef ?0:-vit_def,
					flag.idef2||flag.pdef2?0:-vit_def
				);
			#endif
		}

		//Post skill/vit reduction damage increases
		if( sc )
		{	//SC skill damages
			if(sc->data[SC_AURABLADE]
#ifndef RENEWAL
					&& skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
#endif
			){
				int lv = sc->data[SC_AURABLADE]->val1;
#ifdef RENEWAL
				lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
#endif
				ATK_ADD(20*lv);
			}

			if(sc->data[SC_GN_CARTBOOST])
				ATK_ADD(10*sc->data[SC_GN_CARTBOOST]->val1);

			if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
				struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
				if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) )
					ATK_ADD( ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
			}

			if(sc->data[SC_CAMOUFLAGE])
				ATK_ADD(30 * (10-sc->data[SC_CAMOUFLAGE]->val4) );
		}

		//Refine bonus
		if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
		{ // Counts refine bonus multiple times
			if( skill_id == MO_FINGEROFFENSIVE )
			{
				ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
			} else {
				ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
			}
		}

		//Set to min of 1
		if (flag.rh && wd.damage < 1) wd.damage = 1;
		if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;

		if (sd && flag.weapon &&
			skill_id != MO_INVESTIGATE &&
		  	skill_id != MO_EXTREMITYFIST &&
		  	skill_id != CR_GRANDCROSS)
		{	//Add mastery damage
			if(skill_id != ASC_BREAKER && sd->status.weapon == W_KATAR &&
				(skill=pc_checkskill(sd,ASC_KATAR)) > 0)
		  	{	//Adv Katar Mastery is does not applies to ASC_BREAKER,
				// but other masteries DO apply >_>
				ATK_ADDRATE(10+ 2*skill);
			}

			wd.damage = battle_addmastery(sd,target,wd.damage,0);
			if (flag.lh)
				wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);

			if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
			else
			ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
			if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
			{
				skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
				if (i == 2) skillratio += sstatus->str; //Star Anger
				if (skill<4)
					skillratio /= 12-3*skill;
				ATK_ADDRATE(skillratio);
			}
			if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
				ATK_ADD(3*skill);
			if (skill_id == NJ_KUNAI)
				ATK_ADD(60);
		}
	} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  	else if(wd.div_ < 0) //Since the attack missed...
		wd.div_ *= -1;

	if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
		ATK_ADD(skill*2);

	if(skill_id==TF_POISON)
		ATK_ADD(15*skill_lv);

	if( !(nk&NK_NO_ELEFIX) && !n_ele )
	{	//Elemental attribute fix
		if( wd.damage > 0 )
		{
			wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
			if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
				wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
			if( skill_id== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
				wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
		}
		if( flag.lh && wd.damage2 > 0 )
			wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
		if( sc && sc->data[SC_WATK_ELEMENT] )
		{ // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
			int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
			wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);

			if( flag.lh )
			{
				damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
				wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
			}
		}
	#ifdef RENEWAL
		/**
		 * In RE Shield Bommerang takes weapon element only for damage calculation,
		 * - resist calculation is always against neutral
		 **/
		if ( skill_id == CR_SHIELDBOOMERANG )
			s_ele = s_ele_ = ELE_NEUTRAL;
	#endif
	}

	if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
		return wd; //Enough, rest is not needed.

	if (sd)
	{
		if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
			ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
		if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
			ATK_ADD(wd.div_*sd->spiritball_old*3);
		} else {
			ATK_ADD(wd.div_*sd->spiritball*3);
		}

		//Card Fix, sd side
        wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
        if( flag.lh )
            wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);

		if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
		{ //Refine bonus applies after cards and elements.
			short index= sd->equip_index[EQI_HAND_L];
			if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
				ATK_ADD(10*sd->status.inventory[index].refine);
		}
	} //if (sd)

    //Card Fix, tsd side
    if(tsd)
        wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, flag.lh, wd.flag);

	if( flag.infdef )
	{ //Plants receive 1 damage when hit
		short class_ = status_get_class(target);
		if( flag.hit || wd.damage > 0 )
			wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
		if( flag.lh && (flag.hit || wd.damage2 > 0) )
			wd.damage2 = wd.div_;
		if( flag.hit && class_ == MOBID_EMPERIUM ) {
			if(wd.damage2 > 0) {
				wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
				wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
			}
			else if(wd.damage > 0) {
				wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
				wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
			}
			return wd;
		}
		if( !(battle_config.skill_min_damage&1) )
			//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
			return wd;
	}

	if (sd) {
		if (!flag.rh && flag.lh) {	//Move lh damage to the rh
			wd.damage = wd.damage2;
			wd.damage2 = 0;
			flag.rh=1;
			flag.lh=0;
		} else if(flag.rh && flag.lh) {	//Dual-wield
			if (wd.damage) {
				if( (skill = pc_checkskill(sd,AS_RIGHT)) )
					ATK_RATER(50 + (skill * 10))
				else if( (skill = pc_checkskill(sd,KO_RIGHT)) )
					ATK_RATER(70 + (skill * 10))
				if(wd.damage < 1) wd.damage = 1;
			}
			if (wd.damage2) {
				if( (skill = pc_checkskill(sd,AS_LEFT)) )
					ATK_RATEL(30 + (skill * 10))
				else if( (skill = pc_checkskill(sd,KO_LEFT)) )
					ATK_RATEL(50 + (skill * 10))
				if(wd.damage2 < 1) wd.damage2 = 1;
			}
		} else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
			skill = pc_checkskill(sd,TF_DOUBLE);
			wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;

			if(wd.damage && !wd.damage2) wd.damage2 = 1;
			flag.lh = 1;
		}
	}

	if(!flag.rh && wd.damage)
		wd.damage=0;

	if(!flag.lh && wd.damage2)
		wd.damage2=0;

	if( wd.damage + wd.damage2 )
	{	//There is a total damage value
		if(!wd.damage2)
		{
			wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
		}
		else if(!wd.damage)
		{
			wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
		}
		else
		{
			int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
			wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
			wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
			if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
			wd.damage-=wd.damage2;
		}
	}
	//Reject Sword bugreport:4493 by Daegaladh
	if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
		(src->type!=BL_PC || (
			((TBL_PC *)src)->weapontype1 == W_DAGGER ||
			((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
			((TBL_PC *)src)->status.weapon == W_2HSWORD
		)) &&
		rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
		) {
		ATK_RATER(50)
		status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
		clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
		if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
			status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
	}
	if(skill_id == ASC_BREAKER) {	//Breaker's int-based damage (a misc attack?)
		struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wflag);
		wd.damage += md.damage;
	}
	if( sc ) {
		//SG_FUSION hp penalty [Komurka]
		if (sc->data[SC_FUSION]) {
			int hp= sstatus->max_hp;
			if (sd && tsd) {
				hp = 8*hp/100;
				if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
					hp = sstatus->hp;
			} else
				hp = 2*hp/100; //2% hp loss per hit
			status_zap(src, hp, 0);
		}
		/**
		 * affecting non-skills
		 **/
		if( !skill_id ) {
			/**
			 * RK Enchant Blade
			 **/
			if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
				//[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
				ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
			}
		}
		status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
	}
	if( skill_id == LG_RAYOFGENESIS ) {
		struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wflag);
		wd.damage += md.damage;
	}

	return wd;
}

/*==========================================
 * battle_calc_magic_attack [DracoRPG]
 *------------------------------------------*/
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
{
	int i, nk;
	short s_ele = 0;
	unsigned int skillratio = 100;	//Skill dmg modifiers.

    TBL_PC *sd;
//    TBL_PC *tsd;
	struct status_change *sc, *tsc;
	struct Damage ad;
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct {
		unsigned imdef : 1;
		unsigned infdef : 1;
	}	flag;

	memset(&ad,0,sizeof(ad));
	memset(&flag,0,sizeof(flag));

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return ad;
	}
	//Initial Values
	ad.damage = 1;
	ad.div_=skill_get_num(skill_id,skill_lv);
	ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
	ad.dmotion=tstatus->dmotion;
	ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
	ad.flag=BF_MAGIC|BF_SKILL;
	ad.dmg_lv=ATK_DEF;
	nk = skill_get_nk(skill_id);
	flag.imdef = nk&NK_IGNORE_DEF?1:0;

	sd = BL_CAST(BL_PC, src);
//    tsd = BL_CAST(BL_PC, target);
	sc = status_get_sc(src);
	tsc = status_get_sc(target);

	//Initialize variables that will be used afterwards
	s_ele = skill_get_ele(skill_id, skill_lv);

	if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
		s_ele = sstatus->rhw.ele;
		if( sd ){ //Summoning 10 talisman will endow your weapon
			ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
			if( i < 5 ) s_ele = i;
		}
	}else if (s_ele == -2) //Use status element
		s_ele = status_get_attack_sc_element(src,status_get_sc(src));
	else if( s_ele == -3 ) //Use random element
		s_ele = rnd()%ELE_MAX;

	if( skill_id == SO_PSYCHIC_WAVE ) {
		if( sc && sc->count ) {
			if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
			else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
			else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
			else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
		}
	}

	//Set miscellaneous data that needs be filled
	if(sd) {
		sd->state.arrow_atk = 0;
		ad.blewcount += battle_blewcount_bonus(sd, skill_id);
	}

	//Skill Range Criteria
	ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
	flag.infdef=(tstatus->mode&MD_PLANT?1:0);
	if( target->type == BL_SKILL){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
			flag.infdef = 1;
	}

	switch(skill_id)
	{
		case MG_FIREWALL:
		case NJ_KAENSIN:
			ad.dmotion = 0; //No flinch animation.
			if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
				ad.blewcount = 0; //No knockback
			break;
		case PR_SANCTUARY:
			ad.dmotion = 0; //No flinch animation.
			break;
	}

	if (!flag.infdef) //No need to do the math for plants
	{
#ifdef RENEWAL
		ad.damage = 0; //reinitialize..
#endif
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define MATK_ADD( a ) { ad.damage+= a; }

		switch (skill_id)
		{	//Calc base damage according to skill
			case AL_HEAL:
			case PR_BENEDICTIO:
			case PR_SANCTUARY:
			/**
			 * Arch Bishop
			 **/
			case AB_HIGHNESSHEAL:
				ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
				break;
			case PR_ASPERSIO:
				ad.damage = 40;
				break;
			case ALL_RESURRECTION:
			case PR_TURNUNDEAD:
				//Undead check is on skill_castend_damageid code.
			#ifdef RENEWAL
				i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
				  	+ 300 - 300*tstatus->hp/tstatus->max_hp;
			#else
				i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
				  	+ 200 - 200*tstatus->hp/tstatus->max_hp;
			#endif
				if(i > 700) i = 700;
				if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
					ad.damage = tstatus->hp;
				else {
				#ifdef RENEWAL
                    if (sstatus->matk_max > sstatus->matk_min) {
                        MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
                    } else {
                        MATK_ADD(sstatus->matk_min);
                    }
                    MATK_RATE(skill_lv);
				#else
					ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
				#endif
				}
				break;
			case PF_SOULBURN:
				ad.damage = tstatus->sp * 2;
				break;
			/**
			 * Arch Bishop
			 **/
			case AB_RENOVATIO:
				//Damage calculation from iRO wiki. [Jobbie]
				ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
				break;
            default: {
                    if (sstatus->matk_max > sstatus->matk_min) {
                        MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
                    } else {
                        MATK_ADD(sstatus->matk_min);
                    }

                    if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
					if(mflag>0)
						ad.damage/= mflag;
					else
						ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
				}

				switch(skill_id){
					case MG_NAPALMBEAT:
						skillratio += skill_lv*10-30;
						break;
					case MG_FIREBALL:
				#ifdef RENEWAL
						skillratio += 20*skill_lv;
				#else
						skillratio += skill_lv*10-30;
				#endif
						break;
					case MG_SOULSTRIKE:
						if (battle_check_undead(tstatus->race,tstatus->def_ele))
							skillratio += 5*skill_lv;
						break;
					case MG_FIREWALL:
						skillratio -= 50;
						break;
					case MG_FIREBOLT:
					case MG_COLDBOLT:
					case MG_LIGHTNINGBOLT:
						if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT )  {
							skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
							ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
							ad.flag = BF_WEAPON|BF_SHORT;
							ad.type = 0;
						}
						break;
					case MG_THUNDERSTORM:
						/**
						 * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
						 **/
						#ifndef RENEWAL
							skillratio -= 20;
						#endif
						break;
					case MG_FROSTDIVER:
						skillratio += 10*skill_lv;
						break;
					case AL_HOLYLIGHT:
						skillratio += 25;
						if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
							skillratio *= 5; //Does 5x damage include bonuses from other skills?
						break;
					case AL_RUWACH:
						skillratio += 45;
						break;
					case WZ_FROSTNOVA:
						skillratio += (100+skill_lv*10)*2/3-100;
						break;
					case WZ_FIREPILLAR:
						if (skill_lv > 10)
							skillratio += 100;
						else
							skillratio -= 80;
						break;
					case WZ_SIGHTRASHER:
						skillratio += 20*skill_lv;
						break;
					case WZ_WATERBALL:
						skillratio += 30*skill_lv;
						break;
					case WZ_STORMGUST:
						skillratio += 40*skill_lv;
						break;
					case HW_NAPALMVULCAN:
						skillratio += 10*skill_lv-30;
						break;
					case SL_STIN:
						skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
						break;
					case SL_STUN:
						skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
						break;
					case SL_SMA:
						skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
						break;
					case NJ_KOUENKA:
						skillratio -= 10;
						break;
					case NJ_KAENSIN:
						skillratio -= 50;
						break;
					case NJ_BAKUENRYU:
						skillratio += 50*(skill_lv-1);
						break;
					case NJ_HYOUSYOURAKU:
						skillratio += 50*skill_lv;
						break;
					case NJ_RAIGEKISAI:
						skillratio += 60 + 40*skill_lv;
						break;
					case NJ_KAMAITACHI:
					case NPC_ENERGYDRAIN:
						skillratio += 100*skill_lv;
						break;
					case NPC_EARTHQUAKE:
						skillratio += 100 +100*skill_lv +100*(skill_lv/2);
						break;
				#ifdef RENEWAL
					case WZ_HEAVENDRIVE:
					case WZ_METEOR:
						skillratio += 25;
						break;
					case WZ_VERMILION:
						{
    						int interval = 0, per = interval, ratio = per;
    						while( (per++) < skill_lv ){
     							ratio += interval;
     							if(per%3==0) interval += 20;
    						}
							if( skill_lv > 9 )
								ratio -= 10;
							skillratio += ratio;
						}
						break;
					case NJ_HUUJIN:
						skillratio += 50;
						break;
				#else
					case WZ_VERMILION:
						skillratio += 20*skill_lv-20;
						break;
				#endif
					/**
					 * Arch Bishop
					 **/
					case AB_JUDEX:
						skillratio += 180 + 20 * skill_lv;
						if (skill_lv > 4) skillratio += 20;
						RE_LVL_DMOD(100);
						break;
					case AB_ADORAMUS:
						skillratio += 400 + 100 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case AB_DUPLELIGHT_MAGIC:
						skillratio += 100 + 20 * skill_lv;
						break;
					/**
					 * Warlock
					 **/
					case WL_SOULEXPANSION:
						skillratio += 300 + 100 * skill_lv + sstatus->int_;
						RE_LVL_DMOD(100);
						break;
					case WL_FROSTMISTY:
						skillratio += 100 + 100 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_JACKFROST:
						if( tsc && tsc->data[SC_FREEZING] ){
							skillratio += 900 + 300 * skill_lv;
							RE_LVL_DMOD(100);
						}else{
							skillratio += 400 + 100 * skill_lv;
							RE_LVL_DMOD(150);
						}
						break;
					case WL_DRAINLIFE:
						skillratio = 200 * skill_lv + sstatus->int_;
						RE_LVL_DMOD(100);
						break;
					case WL_CRIMSONROCK:
						skillratio += 1200 + 300 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_HELLINFERNO:
						skillratio = 300 * skill_lv;
						RE_LVL_DMOD(100);
						// Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
						// Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
						if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
						skillratio /= 5;
						break;
					case WL_COMET: {
						struct status_change * sc = status_get_sc(src);
						if( sc )
							i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
						else
							i = 8;
						if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
						else
						if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
						else
						if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
						else
						skillratio = 800 + 200 * skill_lv;
						}
						break;
					case WL_CHAINLIGHTNING_ATK:
						skillratio += 100 + 300 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_EARTHSTRAIN:
						skillratio += 1900 + 100 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_TETRAVORTEX_FIRE:
					case WL_TETRAVORTEX_WATER:
					case WL_TETRAVORTEX_WIND:
					case WL_TETRAVORTEX_GROUND:
						skillratio += 400 + 500 * skill_lv;
						break;
					case WL_SUMMON_ATK_FIRE:
					case WL_SUMMON_ATK_WATER:
					case WL_SUMMON_ATK_WIND:
					case WL_SUMMON_ATK_GROUND:
						skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
						RE_LVL_DMOD(100);
						break;
					case LG_RAYOFGENESIS:
					{
						int16 lv = skill_lv;
						int bandingBonus = 0;
						if( sc && sc->data[SC_BANDING] )
							bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
						skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
					}
					break;
					case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
						if( sd ) {
							skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
						} else
							skillratio += 1900;	//2000%
						break;
					case WM_METALICSOUND:
						skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
						break;
					/*case WM_SEVERE_RAINSTORM:
						skillratio += 50 * skill_lv;
						break;

						WM_SEVERE_RAINSTORM just set a unit place,
						refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
					*/
					case WM_REVERBERATION_MAGIC:
						// MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
						skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
						RE_LVL_DMOD(100);
						break;
					case SO_FIREWALK:
						skillratio = 300;
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_HEATER_OPTION] )
							skillratio += sc->data[SC_HEATER_OPTION]->val3;
						break;
					case SO_ELECTRICWALK:
						skillratio = 300;
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_BLAST_OPTION] )
							skillratio += sd ? sd->status.job_level / 2 : 0;
						break;
					case SO_EARTHGRAVE:
						skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
							skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
						break;
					case SO_DIAMONDDUST:
						skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_COOLER_OPTION] )
							skillratio += sc->data[SC_COOLER_OPTION]->val3;
						break;
					case SO_POISON_BUSTER:
						skillratio += 1100 + 300 * skill_lv;
						if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
							skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
						break;
					case SO_PSYCHIC_WAVE:
						skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
						RE_LVL_DMOD(100);
						if( sc ){
							if( sc->data[SC_HEATER_OPTION] )
								skillratio += sc->data[SC_HEATER_OPTION]->val3;
							else if(sc->data[SC_COOLER_OPTION] )
								skillratio +=  sc->data[SC_COOLER_OPTION]->val3;
							else if(sc->data[SC_BLAST_OPTION] )
								skillratio += sc->data[SC_BLAST_OPTION]->val2;
							else if(sc->data[SC_CURSED_SOIL_OPTION] )
								skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
						}
						break;
					case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
						skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_BLAST_OPTION] )
							skillratio += sd ? sd->status.job_level * 5 : 0;
						break;
					case SO_CLOUD_KILL:
						skillratio += -100 + skill_lv * 40;
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
							skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
						break;
					case GN_DEMONIC_FIRE:
						if( skill_lv > 20)
						{	// Fire expansion Lv.2
							skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3;	// Need official INT bonus. [LimitLine]
						}
						else if( skill_lv > 10 )
						{	// Fire expansion Lv.1
							skillratio += 110 + 20 * (skill_lv - 10) / 2;
						}
						else
							skillratio += 110 + 20 * skill_lv;
						break;
						// Magical Elemental Spirits Attack Skills
					case EL_FIRE_MANTLE:
					case EL_WATER_SCREW:
						skillratio += 900;
						break;
					case EL_FIRE_ARROW:
					case EL_ROCK_CRUSHER_ATK:
						skillratio += 200;
						break;
					case EL_FIRE_BOMB:
					case EL_ICE_NEEDLE:
					case EL_HURRICANE_ATK:
						skillratio += 400;
						break;
					case EL_FIRE_WAVE:
					case EL_TYPOON_MIS_ATK:
						skillratio += 1100;
						break;
					case MH_ERASER_CUTTER:
						if(skill_lv%2) skillratio += 400; //600:800:1000
						else skillratio += 700; //1000:1200
						skillratio += 100 * skill_lv;
						break;
					case MH_XENO_SLASHER:
					    if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
					    else skillratio += 400 + 100 * skill_lv; //700:900
					    break;
					case MH_HEILIGE_STANGE:
					    skillratio += 400 + 250 * skill_lv;
					    break;
					case MH_POISON_MIST:
					    skillratio += 100 * skill_lv;
						break;
				}

				MATK_RATE(skillratio);

				//Constant/misc additions from skills
				if (skill_id == WZ_FIREPILLAR)
					MATK_ADD(50);
			}
		}
#ifdef RENEWAL
		ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
		if(sd) {
			//Damage bonuses
			if ((i = pc_skillatk_bonus(sd, skill_id)))
				ad.damage += (int64)ad.damage*i/100;

			//Ignore Defense?
			if (!flag.imdef && (
				sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
				sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
				sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
			))
				flag.imdef = 1;
		}

		if(!flag.imdef){
			defType mdef = tstatus->mdef;
			int mdef2= tstatus->mdef2;
			if(sd) {
				i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
				i+= sd->ignore_mdef[tstatus->race];
				if (i)
				{
					if (i > 100) i = 100;
					mdef -= mdef * i/100;
					//mdef2-= mdef2* i/100;
				}
			}
		#ifdef RENEWAL
			/**
			 * RE MDEF Reduction
			 * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
			 **/
			ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
		#else
			if(battle_config.magic_defense_type)
				ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
			else
				ad.damage = ad.damage * (100-mdef)/100 - mdef2;
		#endif
		}

		if (skill_id == NPC_EARTHQUAKE)
		{	//Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
			//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
			if(mflag>0)
				ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
			else
				ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
		}

		if(ad.damage<1)
			ad.damage=1;
		else if(sc){//only applies when hit
			// TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
			switch(skill_id){
				case MG_LIGHTNINGBOLT:
				case MG_THUNDERSTORM:
				case MG_FIREBOLT:
				case MG_FIREWALL:
				case MG_COLDBOLT:
				case MG_FROSTDIVER:
				case WZ_EARTHSPIKE:
				case WZ_HEAVENDRIVE:
					if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
						|| sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
						ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
					break;
			}
		}

		if (!(nk&NK_NO_ELEFIX))
			ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);

		if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
		{ //Apply the physical part of the skill's damage. [Skotlex]
			struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
			ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
			if( src == target )
			{
				if( src->type == BL_PC )
					ad.damage = ad.damage/2;
				else
					ad.damage = 0;
			}
		}

#ifndef RENEWAL
        ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
	}

	damage_div_fix(ad.damage, ad.div_);

	if (flag.infdef && ad.damage)
		ad.damage = ad.damage>0?1:-1;

	ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
	if( map_flag_gvg2(target->m) )
		ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
	else if( map[target->m].flag.battleground )
		ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);

	switch( skill_id ) { /* post-calc modifiers */
		case SO_VARETYR_SPEAR: { // Physical damage.
			struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
			if(!flag.infdef && ad.damage > 1)
				ad.damage += wd.damage;
			break;
		}
		//case HM_ERASER_CUTTER:
	}

	return ad;
}

/*==========================================
 * Calculate Misc dammage for skill_id
 *------------------------------------------*/
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
{
	int skill;
	short i, nk;
	short s_ele;

	struct map_session_data *sd, *tsd;
	struct Damage md; //DO NOT CONFUSE with md of mob_data!
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);

	memset(&md,0,sizeof(md));

	if( src == NULL || target == NULL ){
		nullpo_info(NLP_MARK);
		return md;
	}

	//Some initial values
	md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
	md.dmotion=tstatus->dmotion;
	md.div_=skill_get_num( skill_id,skill_lv );
	md.blewcount=skill_get_blewcount(skill_id,skill_lv);
	md.dmg_lv=ATK_DEF;
	md.flag=BF_MISC|BF_SKILL;

	nk = skill_get_nk(skill_id);

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	if(sd) {
		sd->state.arrow_atk = 0;
		md.blewcount += battle_blewcount_bonus(sd, skill_id);
	}

	s_ele = skill_get_ele(skill_id, skill_lv);
	if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
		s_ele = ELE_NEUTRAL;
	else if (s_ele == -3) //Use random element
		s_ele = rnd()%ELE_MAX;

	//Skill Range Criteria
	md.flag |= battle_range_type(src, target, skill_id, skill_lv);

	switch( skill_id )
	{
#ifdef RENEWAL
	case HT_LANDMINE:
	case MA_LANDMINE:
	case HT_BLASTMINE:
	case HT_CLAYMORETRAP:
		md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
		md.damage += md.damage * (rnd()%20-10) / 100;
		md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
		break;
#else
	case HT_LANDMINE:
	case MA_LANDMINE:
		md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
		break;
	case HT_BLASTMINE:
		md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
		break;
	case HT_CLAYMORETRAP:
		md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
		break;
#endif
	case HT_BLITZBEAT:
	case SN_FALCONASSAULT:
		//Blitz-beat Damage.
		if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
		if(mflag > 1) //Autocasted Blitz.
			nk|=NK_SPLASHSPLIT;

		if (skill_id == SN_FALCONASSAULT)
		{
			//Div fix of Blitzbeat
			skill = skill_get_num(HT_BLITZBEAT, 5);
			damage_div_fix(md.damage, skill);

			//Falcon Assault Modifier
			md.damage=(int64)md.damage*(150+70*skill_lv)/100;
		}
		break;
	case TF_THROWSTONE:
		md.damage=50;
		break;
	case BA_DISSONANCE:
		md.damage=30+skill_lv*10;
		if (sd)
			md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
		break;
	case NPC_SELFDESTRUCTION:
		md.damage = sstatus->hp;
		break;
	case NPC_SMOKING:
		md.damage=3;
		break;
	case NPC_DARKBREATH:
		md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
		if(md.damage > 9999) md.damage = 9999;
		break;
	case PA_PRESSURE:
		md.damage=500+300*skill_lv;
		break;
	case PA_GOSPEL:
		md.damage = 1+rnd()%9999;
		break;
	case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
		if(tstatus->vit+sstatus->int_) //crash fix
			md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
		else
			md.damage = 0;
		if (tsd) md.damage>>=1;
		if (md.damage < 0 || md.damage > INT_MAX>>1)
	  	//Overflow prevention, will anyone whine if I cap it to a few billion?
		//Not capped to INT_MAX to give some room for further damage increase.
			md.damage = INT_MAX>>1;
		break;
	case NJ_ZENYNAGE:
	case KO_MUCHANAGE:
			md.damage = skill_get_zeny(skill_id ,skill_lv);
			if (!md.damage) md.damage = 2;
			md.damage = rand()%md.damage + md.damage / (skill_id==NJ_ZENYNAGE?1:2) ;
			if (is_boss(target))
				md.damage=md.damage / (skill_id==NJ_ZENYNAGE?3:2);
			else if (tsd) // need confirmation for KO_MUCHANAGE
				md.damage=md.damage/2;
		break;
	case GS_FLING:
		md.damage = sd?sd->status.job_level:status_get_lv(src);
		break;
	case HVAN_EXPLOSION:	//[orn]
		md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
		break ;
	case ASC_BREAKER:
		md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
		nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
		break;
	case HW_GRAVITATION:
		md.damage = 200+200*skill_lv;
		md.dmotion = 0; //No flinch animation.
		break;
	case NPC_EVILLAND:
		md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
		break;
	case RK_DRAGONBREATH:
		md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
		RE_LVL_MDMOD(150);
		if (sd) md.damage = (int64)md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
		md.flag |= BF_LONG|BF_WEAPON;
		break;
	/**
	 * Ranger
	 **/
	case RA_CLUSTERBOMB:
	case RA_FIRINGTRAP:
 	case RA_ICEBOUNDTRAP:
		md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ;
		RE_LVL_TMDMOD();
		if(sd)
		{
			int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
			if(researchskill_lv)
				md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
			else
				md.damage = 0;
		}else
			md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);

		break;
	/**
	 * Mechanic
	 **/
	case NC_SELFDESTRUCTION:
		{
			short totaldef = tstatus->def2 + (short)status_get_def(target);
			md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
			RE_LVL_MDMOD(100);
			md.damage += status_get_hp(src) - totaldef;
		}
		break;
	case GN_THORNS_TRAP:
		md.damage = 100 + 200 * skill_lv + sstatus->int_;
		break;
	case GN_HELLS_PLANT_ATK:
		//[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
		md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) );
		break;
	case KO_HAPPOKUNAI:
		{
			struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
			short totaldef = tstatus->def2 + (short)status_get_def(target);
			md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100;
			md.damage -= totaldef;
		}
		break;
	case KO_MAKIBISHI:
		md.damage = 20 * skill_lv;
		break;
	}

	if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
		if(mflag>0)
			md.damage/= mflag;
		else
			ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
	}

	damage_div_fix(md.damage, md.div_);

	if (!(nk&NK_IGNORE_FLEE))
	{
		struct status_change *sc = status_get_sc(target);
		i = 0; //Temp for "hit or no hit"
		if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
			i = 1;
		else {
			short
				flee = tstatus->flee,
#ifdef RENEWAL
				hitrate = 0; //Default hitrate
#else
				hitrate = 80; //Default hitrate
#endif

			if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
				unsigned char attacker_count; //256 max targets should be a sane max
				attacker_count = unit_counttargeted(target);
				if(attacker_count >= battle_config.agi_penalty_count)
				{
					if (battle_config.agi_penalty_type == 1)
						flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
					else //asume type 2: absolute reduction
						flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
					if(flee < 1) flee = 1;
				}
			}

			hitrate+= sstatus->hit - flee;
#ifdef RENEWAL
			if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
				hitrate += pc_checkskill(sd,AC_VULTURE);
#endif
			hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);

			if(rnd()%100 < hitrate)
				i = 1;
		}
		if (!i) {
			md.damage = 0;
			md.dmg_lv=ATK_FLEE;
		}
	}

    md.damage =  battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);

	if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
		md.damage += (int64)md.damage*i/100;

	if(md.damage < 0)
		md.damage = 0;
	else if(md.damage && tstatus->mode&MD_PLANT){
		switch(skill_id){
			case HT_LANDMINE:
			case MA_LANDMINE:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case RA_CLUSTERBOMB:
#ifdef RENEWAL
				break;
#endif
			default:
				md.damage = 1;
		}
	}else if( target->type == BL_SKILL ){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
			md.damage = 1;
	}

	if(!(nk&NK_NO_ELEFIX))
		md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);

	md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
	if( map_flag_gvg2(target->m) )
		md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
	else if( map[target->m].flag.battleground )
		md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);

	switch( skill_id ) {
		case RA_FIRINGTRAP:
 		case RA_ICEBOUNDTRAP:
			if( md.damage == 1 ) break;
		case RA_CLUSTERBOMB:
			{
				struct Damage wd;
				wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
				md.damage += wd.damage;
			}
			break;
		case NJ_ZENYNAGE:
			if( sd ) {
				if ( md.damage > sd->status.zeny )
					md.damage = sd->status.zeny;
				pc_payzeny(sd, md.damage,LOG_TYPE_STEAL,NULL);
			}
		break;
	}

	return md;
}
/*==========================================
 * Battle main entry, from skill_attack
 *------------------------------------------*/
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
{
	struct Damage d;
	switch(attack_type) {
	case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
	case BF_MAGIC:  d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count);  break;
	case BF_MISC:   d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count);   break;
	default:
		ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
		memset(&d,0,sizeof(d));
		break;
	}
	if( d.damage + d.damage2 < 1 )
	{	//Miss/Absorbed
		//Weapon attacks should go through to cause additional effects.
		if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
			d.dmg_lv = ATK_MISS;
		d.dmotion = 0;
	}
	else // Some skills like Weaponry Research will cause damage even if attack is dodged
		d.dmg_lv = ATK_DEF;
	return d;
}

//Calculates BF_WEAPON returned damage.
int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, uint16 skill_id){
	struct map_session_data* sd = NULL;
	int rdamage = 0, damage = *dmg;
	struct status_change* sc;

	sd = BL_CAST(BL_PC, bl);
	sc = status_get_sc(bl);

	if( sc && sc->data[SC_REFLECTDAMAGE] ) {
		int max_damage = (int64)status_get_max_hp(bl) * status_get_lv(bl) / 100;
		rdamage = (int64)(*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
		if( rdamage > max_damage ) rdamage = max_damage;
	}else if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
		//ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
		int ratio = (int64)(status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
		if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
		rdamage = (int64)rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
		skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
		clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage,
			1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
		clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
		status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
		status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
		return 0; // Just put here to minimize redundancy
	}else if (flag & BF_SHORT) {//Bounces back part of the damage.
		if ( sd && sd->bonus.short_weapon_damage_return ) {
			rdamage += (int64)damage * sd->bonus.short_weapon_damage_return / 100;
			if(rdamage < 1) rdamage = 1;
		}
		if( sc && sc->count ) {
			if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
				rdamage += (int64)damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
				if (rdamage < 1) rdamage = 1;
			}
			if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
				uint8 dir = map_calc_dir(bl,src->x,src->y),
					t_dir = unit_getdir(bl);
				int	rd1 = 0;

				if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
					rd1 = (int64)min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
					*dmg = (int64)rd1 * 30 / 100; // Received damage = 30% of amplifly damage.
					clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
					status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
					rdamage += rd1;
					if (rdamage < 1) rdamage = 1;
				}
			}
		}
	} else {
		if (sd && sd->bonus.long_weapon_damage_return) {
			rdamage += (int64)damage * sd->bonus.long_weapon_damage_return / 100;
			if (rdamage < 1) rdamage = 1;
		}
	}

	if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
		rdamage = 0;

	return rdamage;
}

void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
{
	struct weapon_data *wd;
	int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
	for (i = 0; i < 4; i++) {
		//First two iterations: Right hand
		if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
		else { wd = &sd->left_weapon; damage = &ldamage; }
		if (*damage <= 0) continue;
		//First and Third iterations: race, other two boss/nonboss state
		if (i == 0 || i == 2)
			type = race;
		else
			type = boss?RC_BOSS:RC_NONBOSS;

		hp = wd->hp_drain[type].value;
		if (wd->hp_drain[type].rate)
			hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);

		sp = wd->sp_drain[type].value;
		if (wd->sp_drain[type].rate)
			sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);

		if (hp) {
			if (wd->hp_drain[type].type)
				rhp += hp;
			thp += hp;
		}
		if (sp) {
			if (wd->sp_drain[type].type)
				rsp += sp;
			tsp += sp;
		}
	}

	if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
		status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);

	if( sd->sp_gain_race_attack[race] )
		tsp += sd->sp_gain_race_attack[race];
	if( sd->hp_gain_race_attack[race] )
		thp += sd->hp_gain_race_attack[race];

	if (!thp && !tsp) return;

	status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);

	if (rhp || rsp)
		status_zap(tbl, rhp, rsp);
}
// Deals the same damage to targets in area. [pakpil]
int battle_damage_area( struct block_list *bl, va_list ap) {
	unsigned int tick;
	int amotion, dmotion, damage;
	struct block_list *src;

	nullpo_ret(bl);

	tick=va_arg(ap, unsigned int);
	src=va_arg(ap,struct block_list *);
	amotion=va_arg(ap,int);
	dmotion=va_arg(ap,int);
	damage=va_arg(ap,int);
	if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
		return 0;
	if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
		map_freeblock_lock();
		if( src->type == BL_PC )
			battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
		if( amotion )
			battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
		else
			status_fix_damage(src,bl,damage,0);
		clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
		skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
		map_freeblock_unlock();
	}

	return 0;
}
/*==========================================
 * Do a basic physical attack (call trough unit_attack_timer)
 *------------------------------------------*/
enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
	struct map_session_data *sd = NULL, *tsd = NULL;
	struct status_data *sstatus, *tstatus;
	struct status_change *sc, *tsc;
	int damage,rdamage=0,rdelay=0;
	int skillv;
	struct Damage wd;

	nullpo_retr(ATK_NONE, src);
	nullpo_retr(ATK_NONE, target);

	if (src->prev == NULL || target->prev == NULL)
		return ATK_NONE;

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	sstatus = status_get_status_data(src);
	tstatus = status_get_status_data(target);

	sc = status_get_sc(src);
	tsc = status_get_sc(target);

	if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
		sc = NULL;
	if (tsc && !tsc->count)
		tsc = NULL;

	if (sd)
	{
		sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
		if (sd->state.arrow_atk)
		{
			int index = sd->equip_index[EQI_AMMO];
			if (index<0) {
				clif_arrow_fail(sd,0);
				return ATK_NONE;
			}
			//Ammo check by Ishizu-chan
			if (sd->inventory_data[index])
			switch (sd->status.weapon) {
			case W_BOW:
				if (sd->inventory_data[index]->look != A_ARROW) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			case W_REVOLVER:
			case W_RIFLE:
			case W_GATLING:
			case W_SHOTGUN:
				if (sd->inventory_data[index]->look != A_BULLET) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			case W_GRENADE:
				if (sd->inventory_data[index]->look != A_GRENADE) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			}
		}
	}
    if (sc && sc->count) {
        if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
            status_change_end(src, SC_CLOAKING, INVALID_TIMER);
        else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
            status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
    }
	if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
	{
		uint8 dir = map_calc_dir(target,src->x,src->y);
		int t_dir = unit_getdir(target);
		int dist = distance_bl(src, target);
		if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
		{
			uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
			clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
			clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
			status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
			skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
			return ATK_BLOCK;
		}
	}

	if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
	{
		uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
		int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
		status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
		if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
	  	{	//Target locked.
			clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
			clif_bladestop(target, src->id, 1);
			sc_start4(target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
			return ATK_BLOCK;
		}
	}

	if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
		int triple_rate= 30 - skillv; //Base Rate
		if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
			triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
			status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
		}
		if (rnd()%100 < triple_rate) {
			if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
				return ATK_DEF;
			return ATK_MISS;
		}
	}

	if (sc) {
		if (sc->data[SC_SACRIFICE]) {
			uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
			damage_lv ret_val;

			if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
				status_change_end(src, SC_SACRIFICE, INVALID_TIMER);

			/**
			 * We need to calculate the DMG before the hp reduction, because it can kill the source.
			 * For futher information: bugreport:4950
			 **/
			ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);

			status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
			if( ret_val == ATK_NONE )
				return ATK_MISS;
			return ret_val;
		}
		if (sc->data[SC_MAGICALATTACK]) {
			if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
				return ATK_DEF;
			return ATK_MISS;
		}
		if( sc->data[SC_GT_ENERGYGAIN] ) {
			if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
				pc_addspiritball(sd,
								 skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
								 sc->data[SC_GT_ENERGYGAIN]->val1);
		}
		if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
			if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
				pc_addspiritball(tsd,
								 skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
								 tsc->data[SC_GT_ENERGYGAIN]->val1);
		}
		if( sc && sc->data[SC_CRUSHSTRIKE] ){
			uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
			status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
			if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
				return ATK_DEF;
			return ATK_MISS;
		}
	}

	if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
		tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.

	wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);

	if( sc && sc->count ) {
		if (sc->data[SC_EXEEDBREAK]) {
			ATK_RATER(sc->data[SC_EXEEDBREAK]->val1)
			status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
		}
		if( sc->data[SC_SPELLFIST] ) {
			if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
				struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
				wd.damage = ad.damage;
			}else
				status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
		}
		if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
			wd.damage *= 3; // Triple Damage

		if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
			pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
			sc->data[SC_FEARBREEZE]->val4 = 0;
		}
	}
	if (sd && sd->state.arrow_atk) //Consume arrow.
		battle_consume_ammo(sd, 0, 0);

	damage = wd.damage + wd.damage2;
	if( damage > 0 && src != target )
	{
		if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
		{	// Activates it only from melee damage
			uint16 skill_id;
			if( rnd()%2 == 1 )
				skill_id = AB_DUPLELIGHT_MELEE;
			else
				skill_id = AB_DUPLELIGHT_MAGIC;
			skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
		}

		rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
		if( rdamage > 0 ) {
			if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
				if( src != target )// Don't reflect your own damage (Grand Cross)
					map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
			} else {
				rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
				//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
				skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
			}
		}
	}

	wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);

	if (sd && sd->bonus.splash_range > 0 && damage > 0)
		skill_castend_damage_id(src, target, 0, 1, tick, 0);
	if ( target->type == BL_SKILL && damage > 0 ){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && su->group->skill_id == HT_BLASTMINE)
			skill_blown(src, target, 3, -1, 0);
	}
	map_freeblock_lock();

	battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
	if( tsc ) {
		if( tsc->data[SC_DEVOTION] ) {
			struct status_change_entry *sce = tsc->data[SC_DEVOTION];
			struct block_list *d_bl = map_id2bl(sce->val1);

			if( d_bl && (
				(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
				(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
				) && check_distance_bl(target, d_bl, sce->val3) )
			{
				clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(NULL, d_bl, damage, 0);
			}
			else
				status_change_end(target, SC_DEVOTION, INVALID_TIMER);
		} else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
			struct elemental_data *ed = ((TBL_PC*)target)->ed;
			if( ed ) {
				clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
				skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
			}
		} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
			struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
			if( e_bl && !status_isdead(e_bl) ) {
				clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
				status_damage(target,e_bl,damage,0,0,0);
				// Just show damage in target.
				clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
				map_freeblock_unlock();
				return ATK_NONE;
			}
		}
	}
	if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
		int sp = 0;
		uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
		uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
		int i = rnd()%100;
		if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
			i = 0; //Max chance, no skill_lv reduction. [Skotlex]
		if (i >= 50) skill_lv -= 2;
		else if (i >= 15) skill_lv--;
		if (skill_lv < 1) skill_lv = 1;
		sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;

		if (status_charge(src, 0, sp)) {
			switch (skill_get_casttype(skill_id)) {
				case CAST_GROUND:
					skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
					break;
			}
		}
	}
	if (sd) {
		if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
			sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
		{
			int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
				r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type;

			if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
				if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
					int maxcount = 0;

					if( !(BL_PC&battle_config.skill_reiteration) &&
						skill_get_unit_flag(r_skill)&UF_NOREITERATION )
							type = -1;

					if( BL_PC&battle_config.skill_nofootset &&
						skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
							type = -1;

					if( BL_PC&battle_config.land_skill_limit &&
						(maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
					  ) {
						int v;
						for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
							if(sd->ud.skillunit[v]->skill_id == r_skill)
								maxcount--;
						}
						if( maxcount == 0 )
							type = -1;
					}

					if( type != CAST_GROUND ){
							clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
							map_freeblock_unlock();
							return wd.dmg_lv;
					}
				}

				sd->state.autocast = 1;
				skill_consume_requirement(sd,r_skill,r_lv,3);
				switch( type ) {
				case CAST_GROUND:
					skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
					break;
				}
				sd->state.autocast = 0;

				sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
				clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
			}
		}

		if (wd.flag & BF_WEAPON && src != target && damage > 0) {
			if (battle_config.left_cardfix_to_right)
				battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
			else
				battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
		}
	}
	if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
		if(tsd && src != target)
			battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
		battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
	}

	if (tsc) {
		if (tsc->data[SC_POISONREACT] &&
			(rnd()%100 < tsc->data[SC_POISONREACT]->val3
			|| sstatus->def_ele == ELE_POISON) &&
//			check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
			status_check_skilluse(target, src, TF_POISON, 0)
		) {	//Poison React
			struct status_change_entry *sce = tsc->data[SC_POISONREACT];
			if (sstatus->def_ele == ELE_POISON) {
				sce->val2 = 0;
				skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
			} else {
				skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
				--sce->val2;
			}
			if (sce->val2 <= 0)
				status_change_end(target, SC_POISONREACT, INVALID_TIMER);
		}
	}
	map_freeblock_unlock();
	return wd.dmg_lv;
}

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

//Returns the upmost level master starting with the given object
struct block_list* battle_get_master(struct block_list *src)
{
	struct block_list *prev; //Used for infinite loop check (master of yourself?)
	do {
		prev = src;
		switch (src->type) {
			case BL_PET:
				if (((TBL_PET*)src)->msd)
					src = (struct block_list*)((TBL_PET*)src)->msd;
				break;
			case BL_MOB:
				if (((TBL_MOB*)src)->master_id)
					src = map_id2bl(((TBL_MOB*)src)->master_id);
				break;
			case BL_HOM:
				if (((TBL_HOM*)src)->master)
					src = (struct block_list*)((TBL_HOM*)src)->master;
				break;
			case BL_MER:
				if (((TBL_MER*)src)->master)
					src = (struct block_list*)((TBL_MER*)src)->master;
				break;
			case BL_ELEM:
				if (((TBL_ELEM*)src)->master)
					src = (struct block_list*)((TBL_ELEM*)src)->master;
				break;
			case BL_SKILL:
				if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
					src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
				break;
		}
	} while (src && src != prev);
	return prev;
}

/*==========================================
 * Checks the state between two targets (rewritten by Skotlex)
 * (enemy, friend, party, guild, etc)
 * See battle.h for possible values/combinations
 * to be used here (BCT_* constants)
 * Return value is:
 * 1: flag holds true (is enemy, party, etc)
 * -1: flag fails
 * 0: Invalid target (non-targetable ever)
 *------------------------------------------*/
int battle_check_target( struct block_list *src, struct block_list *target,int flag)
{
	int16 m; //map
	int state = 0; //Initial state none
	int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
	struct block_list *s_bl = src, *t_bl = target;

	nullpo_ret(src);
	nullpo_ret(target);

	m = target->m;

	//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
	//objects involved.
	if( (t_bl = battle_get_master(target)) == NULL )
		t_bl = target;

	if( (s_bl = battle_get_master(src)) == NULL )
		s_bl = src;

	if ( s_bl->type == BL_PC ) {
		switch( t_bl->type ) {
			case BL_MOB: // Source => PC, Target => MOB
				if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
					return 0;
				break;
			case BL_PC:
				if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
					return 0;
				break;
			default:/* anything else goes */
				break;
		}
	}

	switch( target->type ) { // Checks on actual target
		case BL_PC: {
				struct status_change* sc = status_get_sc(src);
				if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
					return -1; //Cannot be targeted yet.
				if( sc && sc->count ) {
					if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
						return -1;
				}
			}
			break;
		case BL_MOB:
			if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
				(((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
				s_bl->type == BL_PC && src->type != BL_MOB) || ((TBL_MOB*)target)->special_state.ai == 4) //Zanzoe
			{	//Targettable by players
				state |= BCT_ENEMY;
				strip_enemy = 0;
			}
			break;
		case BL_SKILL:
		{
			TBL_SKILL *su = (TBL_SKILL*)target;
			if( !su->group )
				return 0;
			if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
				switch( battle_getcurrentskill(src) ) {
					case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
						if( !map[m].flag.pvp && !map[m].flag.gvg )
							break;
					case 0://you can hit them without skills
					case MA_REMOVETRAP:
					case HT_REMOVETRAP:
					case AC_SHOWER:
					case MA_SHOWER:
					case WZ_SIGHTRASHER:
					case WZ_SIGHTBLASTER:
					case SM_MAGNUM:
					case MS_MAGNUM:
					case RA_DETONATOR:
					case RA_SENSITIVEKEEN:
					case GN_CRAZYWEED_ATK:
					case RK_STORMBLAST:
					case RK_PHANTOMTHRUST:
					case SR_RAMPAGEBLASTER:
					case NC_COLDSLOWER:
					case NC_SELFDESTRUCTION:
#ifdef RENEWAL
					case KN_BOWLINGBASH:
					case KN_SPEARSTAB:
					case LK_SPIRALPIERCE:
					case ML_SPIRALPIERCE:
					case MO_FINGEROFFENSIVE:
					case MO_INVESTIGATE:
					case MO_TRIPLEATTACK:
					case MO_EXTREMITYFIST:
					case CR_HOLYCROSS:
					case ASC_METEORASSAULT:
					case RG_RAID:
					case MC_CARTREVOLUTION:
#endif
						state |= BCT_ENEMY;
						strip_enemy = 0;
						break;
					default:
						if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
							state |= BCT_ENEMY;
							strip_enemy = 0;
						}else
							return 0;
				}
			} else if (su->group->skill_id==WZ_ICEWALL ||
					   su->group->skill_id == GN_WALLOFTHORN) {
				state |= BCT_ENEMY;
				strip_enemy = 0;
			} else	//Excepting traps and icewall, you should not be able to target skills.
				return 0;
		}
			break;
		//Valid targets with no special checks here.
		case BL_MER:
		case BL_HOM:
		case BL_ELEM:
			break;
		//All else not specified is an invalid target.
		default:
			return 0;
    } //end switch actual target

	switch( t_bl->type )
	{	//Checks on target master
		case BL_PC:
		{
			struct map_session_data *sd;
			if( t_bl == s_bl ) break;
			sd = BL_CAST(BL_PC, t_bl);

			if( sd->state.monster_ignore && flag&BCT_ENEMY )
				return 0; // Global inminuty only to Attacks
			if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
				state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
			if( sd->state.killable ) {
				state |= BCT_ENEMY; // Everything can kill it
				strip_enemy = 0;
			}
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = BL_CAST(BL_MOB, t_bl);

			if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
				return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
			break;
		}
		default: break; //other type doesn't have slave yet
    } //end switch master target

	switch( src->type ) { //Checks on actual src type
		case BL_PET:
			if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
				return 0; //Pet may not attack non-mobs.
			if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
				return 0; //pet may not attack Guardians/Emperium
			break;
		case BL_SKILL: {
				struct skill_unit *su = (struct skill_unit *)src;
				if (!su->group)
					return 0;

				if (su->group->src_id == target->id) {
					int inf2 = skill_get_inf2(su->group->skill_id);
					if (inf2&INF2_NO_TARGET_SELF)
						return -1;
					if (inf2&INF2_TARGET_SELF)
						return 1;
				}
			}
			break;
		case BL_MER:
			if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY)
				return 0; //mercenary may not attack Emperium
			break;
    } //end switch actual src

	switch( s_bl->type )
	{	//Checks on source master
		case BL_PC:
		{
			struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
			if( s_bl != t_bl )
			{
				if( sd->state.killer )
				{
					state |= BCT_ENEMY; // Can kill anything
					strip_enemy = 0;
				}
				else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
		  		{
					if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
						return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
					else
						return 0; // You can't target anything out of your duel
				}
			}
			if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM )
				return 0; //If you don't belong to a guild, can't target emperium.
			if( t_bl->type != BL_PC )
				state |= BCT_ENEMY; //Natural enemy.
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = BL_CAST(BL_MOB, s_bl);
			if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
				return 0; // Disable guardians/emperium owned by Guilds on non-woe times.

			if( !md->special_state.ai )
			{ //Normal mobs
				if(
					( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != 4 && ((TBL_MOB*)target)->special_state.ai != 1 ) ) ||
					( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
				  )
					state |= BCT_PARTY; //Normal mobs with no ai are friends.
				else
					state |= BCT_ENEMY; //However, all else are enemies.
			}
			else
			{
				if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
					state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
			}
			break;
		}
		default:
		//Need some sort of default behaviour for unhandled types.
			if (t_bl->type != s_bl->type)
				state |= BCT_ENEMY;
			break;
    } //end switch on src master

	if( (flag&BCT_ALL) == BCT_ALL )
	{ //All actually stands for all attackable chars
		if( target->type&BL_CHAR )
			return 1;
		else
			return -1;
	}
	if( flag == BCT_NOONE ) //Why would someone use this? no clue.
		return -1;

	if( t_bl == s_bl )
	{ //No need for further testing.
		state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
		if( state&BCT_ENEMY && strip_enemy )
			state&=~BCT_ENEMY;
		return (flag&state)?1:-1;
	}

	if( map_flag_vs(m) )
	{ //Check rivalry settings.
		int sbg_id = 0, tbg_id = 0;
		if( map[m].flag.battleground )
		{
			sbg_id = bg_team_get_id(s_bl);
			tbg_id = bg_team_get_id(t_bl);
		}
		if( flag&(BCT_PARTY|BCT_ENEMY) )
		{
			int s_party = status_get_party_id(s_bl);
			if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
				state |= BCT_PARTY;
			else
				state |= BCT_ENEMY;
		}
		if( flag&(BCT_GUILD|BCT_ENEMY) )
		{
			int s_guild = status_get_guild_id(s_bl);
			int t_guild = status_get_guild_id(t_bl);
			if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
				state |= BCT_GUILD;
			else
				state |= BCT_ENEMY;
		}
		if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
			state &= ~BCT_ENEMY;

		if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
		{ // Prevent novice engagement on pk_mode (feature by Valaris)
			TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
			if (
				(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(int)sd->status.base_level < battle_config.pk_min_level ||
			  	(int)sd2->status.base_level < battle_config.pk_min_level ||
				(battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
			)
				state &= ~BCT_ENEMY;
		}
    }//end map_flag_vs chk rivality
	else
	{ //Non pvp/gvg, check party/guild settings.
		if( flag&BCT_PARTY || state&BCT_ENEMY )
		{
			int s_party = status_get_party_id(s_bl);
			if(s_party && s_party == status_get_party_id(t_bl))
				state |= BCT_PARTY;
		}
		if( flag&BCT_GUILD || state&BCT_ENEMY )
		{
			int s_guild = status_get_guild_id(s_bl);
			int t_guild = status_get_guild_id(t_bl);
			if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
				state |= BCT_GUILD;
		}
    } //end non pvp/gvg chk rivality

	if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
		state = BCT_NEUTRAL;
	//Alliance state takes precedence over enemy one.
	else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
		state&=~BCT_ENEMY;

	return (flag&state)?1:-1;
}
/*==========================================
 * Check if can attack from this range
 * Basic check then calling path_search for obstacle etc..
 *------------------------------------------*/
bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
{
	int d;
	nullpo_retr(false, src);
	nullpo_retr(false, bl);

	if( src->m != bl->m )
		return false;

#ifndef CIRCULAR_AREA
	if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
		int dx = src->x - bl->x, dy = src->y - bl->y;
		if( !check_distance(dx, dy, range) )
			return false;
	} else
#endif
	if( !check_distance_bl(src, bl, range) )
		return false;

	if( (d = distance_bl(src, bl)) < 2 )
		return true;  // No need for path checking.

	if( d > AREA_SIZE )
		return false; // Avoid targetting objects beyond your range of sight.

	return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
}

static const struct _battle_data {
	const char* str;
	int* val;
	int defval;
	int min;
	int max;
} battle_data[] = {
	{ "warp_point_debug",                   &battle_config.warp_point_debug,                0,      0,      1,              },
	{ "enable_critical",                    &battle_config.enable_critical,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "mob_critical_rate",                  &battle_config.mob_critical_rate,               100,    0,      INT_MAX,        },
	{ "critical_rate",                      &battle_config.critical_rate,                   100,    0,      INT_MAX,        },
	{ "enable_baseatk",                     &battle_config.enable_baseatk,                  BL_PC|BL_HOM, BL_NUL, BL_ALL,   },
	{ "enable_perfect_flee",                &battle_config.enable_perfect_flee,             BL_PC|BL_PET, BL_NUL, BL_ALL,   },
	{ "casting_rate",                       &battle_config.cast_rate,                       100,    0,      INT_MAX,        },
	{ "delay_rate",                         &battle_config.delay_rate,                      100,    0,      INT_MAX,        },
	{ "delay_dependon_dex",                 &battle_config.delay_dependon_dex,              0,      0,      1,              },
	{ "delay_dependon_agi",                 &battle_config.delay_dependon_agi,              0,      0,      1,              },
	{ "skill_delay_attack_enable",          &battle_config.sdelay_attack_enable,            0,      0,      1,              },
	{ "left_cardfix_to_right",              &battle_config.left_cardfix_to_right,           0,      0,      1,              },
	{ "skill_add_range",                    &battle_config.skill_add_range,                 0,      0,      INT_MAX,        },
	{ "skill_out_range_consume",            &battle_config.skill_out_range_consume,         1,      0,      1,              },
	{ "skillrange_by_distance",             &battle_config.skillrange_by_distance,          ~BL_PC, BL_NUL, BL_ALL,         },
	{ "skillrange_from_weapon",             &battle_config.use_weapon_skill_range,          ~BL_PC, BL_NUL, BL_ALL,         },
	{ "player_damage_delay_rate",           &battle_config.pc_damage_delay_rate,            100,    0,      INT_MAX,        },
	{ "defunit_not_enemy",                  &battle_config.defnotenemy,                     0,      0,      1,              },
	{ "gvg_traps_target_all",               &battle_config.vs_traps_bctall,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "traps_setting",                      &battle_config.traps_setting,                   0,      0,      1,              },
	{ "summon_flora_setting",               &battle_config.summon_flora,                    1|2,    0,      1|2,            },
	{ "clear_skills_on_death",              &battle_config.clear_unit_ondeath,              BL_NUL, BL_NUL, BL_ALL,         },
	{ "clear_skills_on_warp",               &battle_config.clear_unit_onwarp,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "random_monster_checklv",             &battle_config.random_monster_checklv,          0,      0,      1,              },
	{ "attribute_recover",                  &battle_config.attr_recover,                    1,      0,      1,              },
	{ "flooritem_lifetime",                 &battle_config.flooritem_lifetime,              60000,  1000,   INT_MAX,        },
	{ "item_auto_get",                      &battle_config.item_auto_get,                   0,      0,      1,              },
	{ "item_first_get_time",                &battle_config.item_first_get_time,             3000,   0,      INT_MAX,        },
	{ "item_second_get_time",               &battle_config.item_second_get_time,            1000,   0,      INT_MAX,        },
	{ "item_third_get_time",                &battle_config.item_third_get_time,             1000,   0,      INT_MAX,        },
	{ "mvp_item_first_get_time",            &battle_config.mvp_item_first_get_time,         10000,  0,      INT_MAX,        },
	{ "mvp_item_second_get_time",           &battle_config.mvp_item_second_get_time,        10000,  0,      INT_MAX,        },
	{ "mvp_item_third_get_time",            &battle_config.mvp_item_third_get_time,         2000,   0,      INT_MAX,        },
	{ "drop_rate0item",                     &battle_config.drop_rate0item,                  0,      0,      1,              },
	{ "base_exp_rate",                      &battle_config.base_exp_rate,                   100,    0,      INT_MAX,        },
	{ "job_exp_rate",                       &battle_config.job_exp_rate,                    100,    0,      INT_MAX,        },
	{ "pvp_exp",                            &battle_config.pvp_exp,                         1,      0,      1,              },
	{ "death_penalty_type",                 &battle_config.death_penalty_type,              0,      0,      2,              },
	{ "death_penalty_base",                 &battle_config.death_penalty_base,              0,      0,      INT_MAX,        },
	{ "death_penalty_job",                  &battle_config.death_penalty_job,               0,      0,      INT_MAX,        },
	{ "zeny_penalty",                       &battle_config.zeny_penalty,                    0,      0,      INT_MAX,        },
	{ "hp_rate",                            &battle_config.hp_rate,                         100,    1,      INT_MAX,        },
	{ "sp_rate",                            &battle_config.sp_rate,                         100,    1,      INT_MAX,        },
	{ "restart_hp_rate",                    &battle_config.restart_hp_rate,                 0,      0,      100,            },
	{ "restart_sp_rate",                    &battle_config.restart_sp_rate,                 0,      0,      100,            },
	{ "guild_aura",                         &battle_config.guild_aura,                      31,     0,      31,             },
	{ "mvp_hp_rate",                        &battle_config.mvp_hp_rate,                     100,    1,      INT_MAX,        },
	{ "mvp_exp_rate",                       &battle_config.mvp_exp_rate,                    100,    0,      INT_MAX,        },
	{ "monster_hp_rate",                    &battle_config.monster_hp_rate,                 100,    1,      INT_MAX,        },
	{ "monster_max_aspd",                   &battle_config.monster_max_aspd,                199,    100,    199,            },
	{ "view_range_rate",                    &battle_config.view_range_rate,                 100,    0,      INT_MAX,        },
	{ "chase_range_rate",                   &battle_config.chase_range_rate,                100,    0,      INT_MAX,        },
	{ "gtb_sc_immunity",                    &battle_config.gtb_sc_immunity,                 50,     0,      INT_MAX,        },
	{ "guild_max_castles",                  &battle_config.guild_max_castles,               0,      0,      INT_MAX,        },
	{ "guild_skill_relog_delay",            &battle_config.guild_skill_relog_delay,         0,      0,      1,              },
	{ "emergency_call",                     &battle_config.emergency_call,                  11,     0,      31,             },
	{ "atcommand_spawn_quantity_limit",     &battle_config.atc_spawn_quantity_limit,        100,    0,      INT_MAX,        },
	{ "atcommand_slave_clone_limit",        &battle_config.atc_slave_clone_limit,           25,     0,      INT_MAX,        },
	{ "partial_name_scan",                  &battle_config.partial_name_scan,               0,      0,      1,              },
	{ "player_skillfree",                   &battle_config.skillfree,                       0,      0,      1,              },
	{ "player_skillup_limit",               &battle_config.skillup_limit,                   1,      0,      1,              },
	{ "weapon_produce_rate",                &battle_config.wp_rate,                         100,    0,      INT_MAX,        },
	{ "potion_produce_rate",                &battle_config.pp_rate,                         100,    0,      INT_MAX,        },
	{ "monster_active_enable",              &battle_config.monster_active_enable,           1,      0,      1,              },
	{ "monster_damage_delay_rate",          &battle_config.monster_damage_delay_rate,       100,    0,      INT_MAX,        },
	{ "monster_loot_type",                  &battle_config.monster_loot_type,               0,      0,      1,              },
//	{ "mob_skill_use",                      &battle_config.mob_skill_use,                   1,      0,      1,              }, //Deprecated
	{ "mob_skill_rate",                     &battle_config.mob_skill_rate,                  100,    0,      INT_MAX,        },
	{ "mob_skill_delay",                    &battle_config.mob_skill_delay,                 100,    0,      INT_MAX,        },
	{ "mob_count_rate",                     &battle_config.mob_count_rate,                  100,    0,      INT_MAX,        },
	{ "mob_spawn_delay",                    &battle_config.mob_spawn_delay,                 100,    0,      INT_MAX,        },
	{ "plant_spawn_delay",                  &battle_config.plant_spawn_delay,               100,    0,      INT_MAX,        },
	{ "boss_spawn_delay",                   &battle_config.boss_spawn_delay,                100,    0,      INT_MAX,        },
	{ "no_spawn_on_player",                 &battle_config.no_spawn_on_player,              0,      0,      100,            },
	{ "force_random_spawn",                 &battle_config.force_random_spawn,              0,      0,      1,              },
	{ "slaves_inherit_mode",                &battle_config.slaves_inherit_mode,             2,      0,      3,              },
	{ "slaves_inherit_speed",               &battle_config.slaves_inherit_speed,            3,      0,      3,              },
	{ "summons_trigger_autospells",         &battle_config.summons_trigger_autospells,      1,      0,      1,              },
	{ "pc_damage_walk_delay_rate",          &battle_config.pc_walk_delay_rate,              20,     0,      INT_MAX,        },
	{ "damage_walk_delay_rate",             &battle_config.walk_delay_rate,                 100,    0,      INT_MAX,        },
	{ "multihit_delay",                     &battle_config.multihit_delay,                  80,     0,      INT_MAX,        },
	{ "quest_skill_learn",                  &battle_config.quest_skill_learn,               0,      0,      1,              },
	{ "quest_skill_reset",                  &battle_config.quest_skill_reset,               0,      0,      1,              },
	{ "basic_skill_check",                  &battle_config.basic_skill_check,               1,      0,      1,              },
	{ "guild_emperium_check",               &battle_config.guild_emperium_check,            1,      0,      1,              },
	{ "guild_exp_limit",                    &battle_config.guild_exp_limit,                 50,     0,      99,             },
	{ "player_invincible_time",             &battle_config.pc_invincible_time,              5000,   0,      INT_MAX,        },
	{ "pet_catch_rate",                     &battle_config.pet_catch_rate,                  100,    0,      INT_MAX,        },
	{ "pet_rename",                         &battle_config.pet_rename,                      0,      0,      1,              },
	{ "pet_friendly_rate",                  &battle_config.pet_friendly_rate,               100,    0,      INT_MAX,        },
	{ "pet_hungry_delay_rate",              &battle_config.pet_hungry_delay_rate,           100,    10,     INT_MAX,        },
	{ "pet_hungry_friendly_decrease",       &battle_config.pet_hungry_friendly_decrease,    5,      0,      INT_MAX,        },
	{ "pet_status_support",                 &battle_config.pet_status_support,              0,      0,      1,              },
	{ "pet_attack_support",                 &battle_config.pet_attack_support,              0,      0,      1,              },
	{ "pet_damage_support",                 &battle_config.pet_damage_support,              0,      0,      1,              },
	{ "pet_support_min_friendly",           &battle_config.pet_support_min_friendly,        900,    0,      950,            },
	{ "pet_equip_min_friendly",             &battle_config.pet_equip_min_friendly,          900,    0,      950,            },
	{ "pet_support_rate",                   &battle_config.pet_support_rate,                100,    0,      INT_MAX,        },
	{ "pet_attack_exp_to_master",           &battle_config.pet_attack_exp_to_master,        0,      0,      1,              },
	{ "pet_attack_exp_rate",                &battle_config.pet_attack_exp_rate,             100,    0,      INT_MAX,        },
	{ "pet_lv_rate",                        &battle_config.pet_lv_rate,                     0,      0,      INT_MAX,        },
	{ "pet_max_stats",                      &battle_config.pet_max_stats,                   99,     0,      INT_MAX,        },
	{ "pet_max_atk1",                       &battle_config.pet_max_atk1,                    750,    0,      INT_MAX,        },
	{ "pet_max_atk2",                       &battle_config.pet_max_atk2,                    1000,   0,      INT_MAX,        },
	{ "pet_disable_in_gvg",                 &battle_config.pet_no_gvg,                      0,      0,      1,              },
	{ "skill_min_damage",                   &battle_config.skill_min_damage,                2|4,    0,      1|2|4,          },
	{ "finger_offensive_type",              &battle_config.finger_offensive_type,           0,      0,      1,              },
	{ "heal_exp",                           &battle_config.heal_exp,                        0,      0,      INT_MAX,        },
	{ "resurrection_exp",                   &battle_config.resurrection_exp,                0,      0,      INT_MAX,        },
	{ "shop_exp",                           &battle_config.shop_exp,                        0,      0,      INT_MAX,        },
	{ "max_heal_lv",                        &battle_config.max_heal_lv,                     11,     1,      INT_MAX,        },
	{ "max_heal",                           &battle_config.max_heal,                        9999,   0,      INT_MAX,        },
	{ "combo_delay_rate",                   &battle_config.combo_delay_rate,                100,    0,      INT_MAX,        },
	{ "item_check",                         &battle_config.item_check,                      0,      0,      1,              },
	{ "item_use_interval",                  &battle_config.item_use_interval,               100,    0,      INT_MAX,        },
	{ "cashfood_use_interval",              &battle_config.cashfood_use_interval,           60000,  0,      INT_MAX,        },
	{ "wedding_modifydisplay",              &battle_config.wedding_modifydisplay,           0,      0,      1,              },
	{ "wedding_ignorepalette",              &battle_config.wedding_ignorepalette,           0,      0,      1,              },
	{ "xmas_ignorepalette",                 &battle_config.xmas_ignorepalette,              0,      0,      1,              },
	{ "summer_ignorepalette",               &battle_config.summer_ignorepalette,            0,      0,      1,              },
	{ "natural_healhp_interval",            &battle_config.natural_healhp_interval,         6000,   NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_healsp_interval",            &battle_config.natural_healsp_interval,         8000,   NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_heal_skill_interval",        &battle_config.natural_heal_skill_interval,     10000,  NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_heal_weight_rate",           &battle_config.natural_heal_weight_rate,        50,     50,     101             },
	{ "arrow_decrement",                    &battle_config.arrow_decrement,                 1,      0,      2,              },
	{ "max_aspd",                           &battle_config.max_aspd,                        190,    100,    199,            },
	{ "max_third_aspd",                     &battle_config.max_third_aspd,                  193,    100,    199,            },
	{ "max_walk_speed",                     &battle_config.max_walk_speed,                  300,    100,    100*DEFAULT_WALK_SPEED, },
	{ "max_lv",                             &battle_config.max_lv,                          99,     0,      MAX_LEVEL,      },
	{ "aura_lv",                            &battle_config.aura_lv,                         99,     0,      INT_MAX,        },
	{ "max_hp",                             &battle_config.max_hp,                          32500,  100,    1000000000,     },
	{ "max_sp",                             &battle_config.max_sp,                          32500,  100,    1000000000,     },
	{ "max_cart_weight",                    &battle_config.max_cart_weight,                 8000,   100,    1000000,        },
	{ "max_parameter",                      &battle_config.max_parameter,                   99,     10,     10000,          },
	{ "max_baby_parameter",                 &battle_config.max_baby_parameter,              80,     10,     10000,          },
	{ "max_def",                            &battle_config.max_def,                         99,     0,      INT_MAX,        },
	{ "over_def_bonus",                     &battle_config.over_def_bonus,                  0,      0,      1000,           },
	{ "skill_log",                          &battle_config.skill_log,                       BL_NUL, BL_NUL, BL_ALL,         },
	{ "battle_log",                         &battle_config.battle_log,                      0,      0,      1,              },
	{ "etc_log",                            &battle_config.etc_log,                         1,      0,      1,              },
	{ "save_clothcolor",                    &battle_config.save_clothcolor,                 1,      0,      1,              },
	{ "undead_detect_type",                 &battle_config.undead_detect_type,              0,      0,      2,              },
	{ "auto_counter_type",                  &battle_config.auto_counter_type,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "min_hitrate",                        &battle_config.min_hitrate,                     5,      0,      100,            },
	{ "max_hitrate",                        &battle_config.max_hitrate,                     100,    0,      100,            },
	{ "agi_penalty_target",                 &battle_config.agi_penalty_target,              BL_PC,  BL_NUL, BL_ALL,         },
	{ "agi_penalty_type",                   &battle_config.agi_penalty_type,                1,      0,      2,              },
	{ "agi_penalty_count",                  &battle_config.agi_penalty_count,               3,      2,      INT_MAX,        },
	{ "agi_penalty_num",                    &battle_config.agi_penalty_num,                 10,     0,      INT_MAX,        },
	{ "vit_penalty_target",                 &battle_config.vit_penalty_target,              BL_PC,  BL_NUL, BL_ALL,         },
	{ "vit_penalty_type",                   &battle_config.vit_penalty_type,                1,      0,      2,              },
	{ "vit_penalty_count",                  &battle_config.vit_penalty_count,               3,      2,      INT_MAX,        },
	{ "vit_penalty_num",                    &battle_config.vit_penalty_num,                 5,      0,      INT_MAX,        },
	{ "weapon_defense_type",                &battle_config.weapon_defense_type,             0,      0,      INT_MAX,        },
	{ "magic_defense_type",                 &battle_config.magic_defense_type,              0,      0,      INT_MAX,        },
	{ "skill_reiteration",                  &battle_config.skill_reiteration,               BL_NUL, BL_NUL, BL_ALL,         },
	{ "skill_nofootset",                    &battle_config.skill_nofootset,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "player_cloak_check_type",            &battle_config.pc_cloak_check_type,             1,      0,      1|2|4,          },
	{ "monster_cloak_check_type",           &battle_config.monster_cloak_check_type,        4,      0,      1|2|4,          },
	{ "sense_type",                         &battle_config.estimation_type,                 1|2,    0,      1|2,            },
	{ "gvg_short_attack_damage_rate",       &battle_config.gvg_short_damage_rate,           80,     0,      INT_MAX,        },
	{ "gvg_long_attack_damage_rate",        &battle_config.gvg_long_damage_rate,            80,     0,      INT_MAX,        },
	{ "gvg_weapon_attack_damage_rate",      &battle_config.gvg_weapon_damage_rate,          60,     0,      INT_MAX,        },
	{ "gvg_magic_attack_damage_rate",       &battle_config.gvg_magic_damage_rate,           60,     0,      INT_MAX,        },
	{ "gvg_misc_attack_damage_rate",        &battle_config.gvg_misc_damage_rate,            60,     0,      INT_MAX,        },
	{ "gvg_flee_penalty",                   &battle_config.gvg_flee_penalty,                20,     0,      INT_MAX,        },
	{ "pk_short_attack_damage_rate",        &battle_config.pk_short_damage_rate,            80,     0,      INT_MAX,        },
	{ "pk_long_attack_damage_rate",         &battle_config.pk_long_damage_rate,             70,     0,      INT_MAX,        },
	{ "pk_weapon_attack_damage_rate",       &battle_config.pk_weapon_damage_rate,           60,     0,      INT_MAX,        },
	{ "pk_magic_attack_damage_rate",        &battle_config.pk_magic_damage_rate,            60,     0,      INT_MAX,        },
	{ "pk_misc_attack_damage_rate",         &battle_config.pk_misc_damage_rate,             60,     0,      INT_MAX,        },
	{ "mob_changetarget_byskill",           &battle_config.mob_changetarget_byskill,        0,      0,      1,              },
	{ "attack_direction_change",            &battle_config.attack_direction_change,         BL_ALL, BL_NUL, BL_ALL,         },
	{ "land_skill_limit",                   &battle_config.land_skill_limit,                BL_ALL, BL_NUL, BL_ALL,         },
	{ "monster_class_change_full_recover",  &battle_config.monster_class_change_recover,    1,      0,      1,              },
	{ "produce_item_name_input",            &battle_config.produce_item_name_input,         0x1|0x2, 0,     0x9F,           },
	{ "display_skill_fail",                 &battle_config.display_skill_fail,              2,      0,      1|2|4|8,        },
	{ "chat_warpportal",                    &battle_config.chat_warpportal,                 0,      0,      1,              },
	{ "mob_warp",                           &battle_config.mob_warp,                        0,      0,      1|2|4,          },
	{ "dead_branch_active",                 &battle_config.dead_branch_active,              1,      0,      1,              },
	{ "vending_max_value",                  &battle_config.vending_max_value,               10000000, 1,    MAX_ZENY,       },
	{ "vending_over_max",                   &battle_config.vending_over_max,                1,      0,      1,              },
	{ "show_steal_in_same_party",           &battle_config.show_steal_in_same_party,        0,      0,      1,              },
	{ "party_hp_mode",                      &battle_config.party_hp_mode,                   0,      0,      1,              },
	{ "show_party_share_picker",            &battle_config.party_show_share_picker,         1,      0,      1,              },
	{ "show_picker.item_type",              &battle_config.show_picker_item_type,           112,    0,      INT_MAX,        },
	{ "party_update_interval",              &battle_config.party_update_interval,           1000,   100,    INT_MAX,        },
	{ "party_item_share_type",              &battle_config.party_share_type,                0,      0,      1|2|3,          },
	{ "attack_attr_none",                   &battle_config.attack_attr_none,                ~BL_PC, BL_NUL, BL_ALL,         },
	{ "gx_allhit",                          &battle_config.gx_allhit,                       0,      0,      1,              },
	{ "gx_disptype",                        &battle_config.gx_disptype,                     1,      0,      1,              },
	{ "devotion_level_difference",          &battle_config.devotion_level_difference,       10,     0,      INT_MAX,        },
	{ "player_skill_partner_check",         &battle_config.player_skill_partner_check,      1,      0,      1,              },
	{ "invite_request_check",               &battle_config.invite_request_check,            1,      0,      1,              },
	{ "skill_removetrap_type",              &battle_config.skill_removetrap_type,           0,      0,      1,              },
	{ "disp_experience",                    &battle_config.disp_experience,                 0,      0,      1,              },
	{ "disp_zeny",                          &battle_config.disp_zeny,                       0,      0,      1,              },
	{ "castle_defense_rate",                &battle_config.castle_defense_rate,             100,    0,      100,            },
	{ "bone_drop",                          &battle_config.bone_drop,                       0,      0,      2,              },
	{ "buyer_name",                         &battle_config.buyer_name,                      1,      0,      1,              },
	{ "skill_wall_check",                   &battle_config.skill_wall_check,                1,      0,      1,              },
	{ "cell_stack_limit",                   &battle_config.cell_stack_limit,                1,      1,      255,            },
	{ "dancing_weaponswitch_fix",           &battle_config.dancing_weaponswitch_fix,        1,      0,      1,              },

// eAthena additions
	{ "item_logarithmic_drops",             &battle_config.logarithmic_drops,               0,      0,      1,              },
	{ "item_drop_common_min",               &battle_config.item_drop_common_min,            1,      1,      10000,          },
	{ "item_drop_common_max",               &battle_config.item_drop_common_max,            10000,  1,      10000,          },
	{ "item_drop_equip_min",                &battle_config.item_drop_equip_min,             1,      1,      10000,          },
	{ "item_drop_equip_max",                &battle_config.item_drop_equip_max,             10000,  1,      10000,          },
	{ "item_drop_card_min",                 &battle_config.item_drop_card_min,              1,      1,      10000,          },
	{ "item_drop_card_max",                 &battle_config.item_drop_card_max,              10000,  1,      10000,          },
	{ "item_drop_mvp_min",                  &battle_config.item_drop_mvp_min,               1,      1,      10000,          },
	{ "item_drop_mvp_max",                  &battle_config.item_drop_mvp_max,               10000,  1,      10000,          },
	{ "item_drop_heal_min",                 &battle_config.item_drop_heal_min,              1,      1,      10000,          },
	{ "item_drop_heal_max",                 &battle_config.item_drop_heal_max,              10000,  1,      10000,          },
	{ "item_drop_use_min",                  &battle_config.item_drop_use_min,               1,      1,      10000,          },
	{ "item_drop_use_max",                  &battle_config.item_drop_use_max,               10000,  1,      10000,          },
	{ "item_drop_add_min",                  &battle_config.item_drop_adddrop_min,           1,      1,      10000,          },
	{ "item_drop_add_max",                  &battle_config.item_drop_adddrop_max,           10000,  1,      10000,          },
	{ "item_drop_treasure_min",             &battle_config.item_drop_treasure_min,          1,      1,      10000,          },
	{ "item_drop_treasure_max",             &battle_config.item_drop_treasure_max,          10000,  1,      10000,          },
	{ "item_rate_mvp",                      &battle_config.item_rate_mvp,                   100,    0,      1000000,        },
	{ "item_rate_common",                   &battle_config.item_rate_common,                100,    0,      1000000,        },
	{ "item_rate_common_boss",              &battle_config.item_rate_common_boss,           100,    0,      1000000,        },
	{ "item_rate_equip",                    &battle_config.item_rate_equip,                 100,    0,      1000000,        },
	{ "item_rate_equip_boss",               &battle_config.item_rate_equip_boss,            100,    0,      1000000,        },
	{ "item_rate_card",                     &battle_config.item_rate_card,                  100,    0,      1000000,        },
	{ "item_rate_card_boss",                &battle_config.item_rate_card_boss,             100,    0,      1000000,        },
	{ "item_rate_heal",                     &battle_config.item_rate_heal,                  100,    0,      1000000,        },
	{ "item_rate_heal_boss",                &battle_config.item_rate_heal_boss,             100,    0,      1000000,        },
	{ "item_rate_use",                      &battle_config.item_rate_use,                   100,    0,      1000000,        },
	{ "item_rate_use_boss",                 &battle_config.item_rate_use_boss,              100,    0,      1000000,        },
	{ "item_rate_adddrop",                  &battle_config.item_rate_adddrop,               100,    0,      1000000,        },
	{ "item_rate_treasure",                 &battle_config.item_rate_treasure,              100,    0,      1000000,        },
	{ "prevent_logout",                     &battle_config.prevent_logout,                  10000,  0,      60000,          },
	{ "alchemist_summon_reward",            &battle_config.alchemist_summon_reward,         1,      0,      2,              },
	{ "drops_by_luk",                       &battle_config.drops_by_luk,                    0,      0,      INT_MAX,        },
	{ "drops_by_luk2",                      &battle_config.drops_by_luk2,                   0,      0,      INT_MAX,        },
	{ "equip_natural_break_rate",           &battle_config.equip_natural_break_rate,        0,      0,      INT_MAX,        },
	{ "equip_self_break_rate",              &battle_config.equip_self_break_rate,           100,    0,      INT_MAX,        },
	{ "equip_skill_break_rate",             &battle_config.equip_skill_break_rate,          100,    0,      INT_MAX,        },
	{ "pk_mode",                            &battle_config.pk_mode,                         0,      0,      2,              },
	{ "pk_level_range",                     &battle_config.pk_level_range,                  0,      0,      INT_MAX,        },
	{ "manner_system",                      &battle_config.manner_system,                   0xFFF,  0,      0xFFF,          },
	{ "pet_equip_required",                 &battle_config.pet_equip_required,              0,      0,      1,              },
	{ "multi_level_up",                     &battle_config.multi_level_up,                  0,      0,      1,              },
	{ "max_exp_gain_rate",                  &battle_config.max_exp_gain_rate,               0,      0,      INT_MAX,        },
	{ "backstab_bow_penalty",               &battle_config.backstab_bow_penalty,            0,      0,      1,              },
	{ "night_at_start",                     &battle_config.night_at_start,                  0,      0,      1,              },
	{ "show_mob_info",                      &battle_config.show_mob_info,                   0,      0,      1|2|4,          },
	{ "ban_hack_trade",                     &battle_config.ban_hack_trade,                  0,      0,      INT_MAX,        },
	{ "packet_ver_flag",                    &battle_config.packet_ver_flag,                 0xFFFFFF,0x0000,INT_MAX,        },
	{ "min_hair_style",                     &battle_config.min_hair_style,                  0,      0,      INT_MAX,        },
	{ "max_hair_style",                     &battle_config.max_hair_style,                  23,     0,      INT_MAX,        },
	{ "min_hair_color",                     &battle_config.min_hair_color,                  0,      0,      INT_MAX,        },
	{ "max_hair_color",                     &battle_config.max_hair_color,                  9,      0,      INT_MAX,        },
	{ "min_cloth_color",                    &battle_config.min_cloth_color,                 0,      0,      INT_MAX,        },
	{ "max_cloth_color",                    &battle_config.max_cloth_color,                 4,      0,      INT_MAX,        },
	{ "pet_hair_style",                     &battle_config.pet_hair_style,                  100,    0,      INT_MAX,        },
	{ "castrate_dex_scale",                 &battle_config.castrate_dex_scale,              150,    1,      INT_MAX,        },
	{ "vcast_stat_scale",                   &battle_config.vcast_stat_scale,                530,    1,      INT_MAX,        },
	{ "area_size",                          &battle_config.area_size,                       14,     0,      INT_MAX,        },
	{ "zeny_from_mobs",                     &battle_config.zeny_from_mobs,                  0,      0,      1,              },
	{ "mobs_level_up",                      &battle_config.mobs_level_up,                   0,      0,      1,              },
	{ "mobs_level_up_exp_rate",             &battle_config.mobs_level_up_exp_rate,          1,      1,      INT_MAX,        },
	{ "pk_min_level",                       &battle_config.pk_min_level,                    55,     1,      INT_MAX,        },
	{ "skill_steal_max_tries",              &battle_config.skill_steal_max_tries,           0,      0,      UCHAR_MAX,      },
	{ "motd_type",                          &battle_config.motd_type,                       0,      0,      1,              },
	{ "finding_ore_rate",                   &battle_config.finding_ore_rate,                100,    0,      INT_MAX,        },
	{ "exp_calc_type",                      &battle_config.exp_calc_type,                   0,      0,      1,              },
	{ "exp_bonus_attacker",                 &battle_config.exp_bonus_attacker,              25,     0,      INT_MAX,        },
	{ "exp_bonus_max_attacker",             &battle_config.exp_bonus_max_attacker,          12,     2,      INT_MAX,        },
	{ "min_skill_delay_limit",              &battle_config.min_skill_delay_limit,           100,    10,     INT_MAX,        },
	{ "default_walk_delay",                 &battle_config.default_walk_delay,              300,    0,      INT_MAX,        },
	{ "no_skill_delay",                     &battle_config.no_skill_delay,                  BL_MOB, BL_NUL, BL_ALL,         },
	{ "attack_walk_delay",                  &battle_config.attack_walk_delay,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "require_glory_guild",                &battle_config.require_glory_guild,             0,      0,      1,              },
	{ "idle_no_share",                      &battle_config.idle_no_share,                   0,      0,      INT_MAX,        },
	{ "party_even_share_bonus",             &battle_config.party_even_share_bonus,          0,      0,      INT_MAX,        },
	{ "delay_battle_damage",                &battle_config.delay_battle_damage,             1,      0,      1,              },
	{ "hide_woe_damage",                    &battle_config.hide_woe_damage,                 0,      0,      1,              },
	{ "display_version",                    &battle_config.display_version,                 1,      0,      1,              },
	{ "display_hallucination",              &battle_config.display_hallucination,           1,      0,      1,              },
	{ "use_statpoint_table",                &battle_config.use_statpoint_table,             1,      0,      1,              },
	{ "ignore_items_gender",                &battle_config.ignore_items_gender,             1,      0,      1,              },
	{ "copyskill_restrict",                 &battle_config.copyskill_restrict,              2,      0,      2,              },
	{ "berserk_cancels_buffs",              &battle_config.berserk_cancels_buffs,           0,      0,      1,              },
	{ "debuff_on_logout",                   &battle_config.debuff_on_logout,                1|2,    0,      1|2,            },
	{ "monster_ai",                         &battle_config.mob_ai,                          0x000,  0x000,  0x77F,          },
	{ "hom_setting",                        &battle_config.hom_setting,                     0xFFFF, 0x0000, 0xFFFF,         },
	{ "dynamic_mobs",                       &battle_config.dynamic_mobs,                    1,      0,      1,              },
	{ "mob_remove_damaged",                 &battle_config.mob_remove_damaged,              1,      0,      1,              },
	{ "show_hp_sp_drain",                   &battle_config.show_hp_sp_drain,                0,      0,      1,              },
	{ "show_hp_sp_gain",                    &battle_config.show_hp_sp_gain,                 1,      0,      1,              },
	{ "mob_npc_event_type",                 &battle_config.mob_npc_event_type,              1,      0,      1,              },
	{ "character_size",                     &battle_config.character_size,                  1|2,    0,      1|2,            },
	{ "mob_max_skilllvl",                   &battle_config.mob_max_skilllvl,                MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
	{ "retaliate_to_master",                &battle_config.retaliate_to_master,             1,      0,      1,              },
	{ "rare_drop_announce",                 &battle_config.rare_drop_announce,              0,      0,      10000,          },
	{ "duel_allow_pvp",                     &battle_config.duel_allow_pvp,                  0,      0,      1,              },
	{ "duel_allow_gvg",                     &battle_config.duel_allow_gvg,                  0,      0,      1,              },
	{ "duel_allow_teleport",                &battle_config.duel_allow_teleport,             0,      0,      1,              },
	{ "duel_autoleave_when_die",            &battle_config.duel_autoleave_when_die,         1,      0,      1,              },
	{ "duel_time_interval",                 &battle_config.duel_time_interval,              60,     0,      INT_MAX,        },
	{ "duel_only_on_same_map",              &battle_config.duel_only_on_same_map,           0,      0,      1,              },
	{ "skip_teleport_lv1_menu",             &battle_config.skip_teleport_lv1_menu,          0,      0,      1,              },
	{ "allow_skill_without_day",            &battle_config.allow_skill_without_day,         0,      0,      1,              },
	{ "allow_es_magic_player",              &battle_config.allow_es_magic_pc,               0,      0,      1,              },
	{ "skill_caster_check",                 &battle_config.skill_caster_check,              1,      0,      1,              },
	{ "status_cast_cancel",                 &battle_config.sc_castcancel,                   BL_NUL, BL_NUL, BL_ALL,         },
	{ "pc_status_def_rate",                 &battle_config.pc_sc_def_rate,                  100,    0,      INT_MAX,        },
	{ "mob_status_def_rate",                &battle_config.mob_sc_def_rate,                 100,    0,      INT_MAX,        },
	{ "pc_luk_status_def",                  &battle_config.pc_luk_sc_def,                   300,    1,      INT_MAX,        },
	{ "mob_luk_status_def",                 &battle_config.mob_luk_sc_def,                  300,    1,      INT_MAX,        },
	{ "pc_max_status_def",                  &battle_config.pc_max_sc_def,                   100,    0,      INT_MAX,        },
	{ "mob_max_status_def",                 &battle_config.mob_max_sc_def,                  100,    0,      INT_MAX,        },
	{ "sg_miracle_skill_ratio",             &battle_config.sg_miracle_skill_ratio,          1,      0,      10000,          },
	{ "sg_angel_skill_ratio",               &battle_config.sg_angel_skill_ratio,            10,     0,      10000,          },
	{ "autospell_stacking",                 &battle_config.autospell_stacking,              0,      0,      1,              },
	{ "override_mob_names",                 &battle_config.override_mob_names,              0,      0,      2,              },
	{ "min_chat_delay",                     &battle_config.min_chat_delay,                  0,      0,      INT_MAX,        },
	{ "friend_auto_add",                    &battle_config.friend_auto_add,                 1,      0,      1,              },
	{ "hom_rename",                         &battle_config.hom_rename,                      0,      0,      1,              },
	{ "homunculus_show_growth",             &battle_config.homunculus_show_growth,          0,      0,      1,              },
	{ "homunculus_friendly_rate",           &battle_config.homunculus_friendly_rate,        100,    0,      INT_MAX,        },
	{ "vending_tax",                        &battle_config.vending_tax,                     0,      0,      10000,          },
	{ "day_duration",                       &battle_config.day_duration,                    0,      0,      INT_MAX,        },
	{ "night_duration",                     &battle_config.night_duration,                  0,      0,      INT_MAX,        },
	{ "mob_remove_delay",                   &battle_config.mob_remove_delay,                60000,  1000,   INT_MAX,        },
	{ "mob_active_time",                    &battle_config.mob_active_time,                 0,      0,      INT_MAX,        },
	{ "boss_active_time",                   &battle_config.boss_active_time,                0,      0,      INT_MAX,        },
	{ "sg_miracle_skill_duration",          &battle_config.sg_miracle_skill_duration,       3600000, 0,     INT_MAX,        },
	{ "hvan_explosion_intimate",            &battle_config.hvan_explosion_intimate,         45000,  0,      100000,         },
	{ "quest_exp_rate",                     &battle_config.quest_exp_rate,                  100,    0,      INT_MAX,        },
	{ "at_mapflag",                         &battle_config.autotrade_mapflag,               0,      0,      1,              },
	{ "at_timeout",                         &battle_config.at_timeout,                      0,      0,      INT_MAX,        },
	{ "homunculus_autoloot",                &battle_config.homunculus_autoloot,             0,      0,      1,              },
	{ "idle_no_autoloot",                   &battle_config.idle_no_autoloot,                0,      0,      INT_MAX,        },
	{ "max_guild_alliance",                 &battle_config.max_guild_alliance,              3,      0,      3,              },
	{ "ksprotection",                       &battle_config.ksprotection,                    5000,   0,      INT_MAX,        },
	{ "auction_feeperhour",                 &battle_config.auction_feeperhour,              12000,  0,      INT_MAX,        },
	{ "auction_maximumprice",               &battle_config.auction_maximumprice,            500000000, 0,   MAX_ZENY,       },
	{ "homunculus_auto_vapor",              &battle_config.homunculus_auto_vapor,           1,      0,      1,              },
	{ "display_status_timers",              &battle_config.display_status_timers,           1,      0,      1,              },
	{ "skill_add_heal_rate",                &battle_config.skill_add_heal_rate,             7,      0,      INT_MAX,        },
	{ "eq_single_target_reflectable",       &battle_config.eq_single_target_reflectable,    1,      0,      1,              },
	{ "invincible.nodamage",                &battle_config.invincible_nodamage,             0,      0,      1,              },
	{ "mob_slave_keep_target",              &battle_config.mob_slave_keep_target,           0,      0,      1,              },
	{ "autospell_check_range",              &battle_config.autospell_check_range,           0,      0,      1,              },
	{ "client_reshuffle_dice",              &battle_config.client_reshuffle_dice,           0,      0,      1,              },
	{ "client_sort_storage",                &battle_config.client_sort_storage,             0,      0,      1,              },
	{ "feature.buying_store",               &battle_config.feature_buying_store,            1,      0,      1,              },
	{ "feature.search_stores",              &battle_config.feature_search_stores,           1,      0,      1,              },
	{ "searchstore_querydelay",             &battle_config.searchstore_querydelay,         10,      0,      INT_MAX,        },
	{ "searchstore_maxresults",             &battle_config.searchstore_maxresults,         30,      1,      INT_MAX,        },
	{ "display_party_name",                 &battle_config.display_party_name,              0,      0,      1,              },
	{ "cashshop_show_points",               &battle_config.cashshop_show_points,            0,      0,      1,              },
	{ "mail_show_status",                   &battle_config.mail_show_status,                0,      0,      2,              },
	{ "client_limit_unit_lv",               &battle_config.client_limit_unit_lv,            0,      0,      BL_ALL,         },
// BattleGround Settings
	{ "bg_update_interval",                 &battle_config.bg_update_interval,              1000,   100,    INT_MAX,        },
	{ "bg_short_attack_damage_rate",        &battle_config.bg_short_damage_rate,            80,     0,      INT_MAX,        },
	{ "bg_long_attack_damage_rate",         &battle_config.bg_long_damage_rate,             80,     0,      INT_MAX,        },
	{ "bg_weapon_attack_damage_rate",       &battle_config.bg_weapon_damage_rate,           60,     0,      INT_MAX,        },
	{ "bg_magic_attack_damage_rate",        &battle_config.bg_magic_damage_rate,            60,     0,      INT_MAX,        },
	{ "bg_misc_attack_damage_rate",         &battle_config.bg_misc_damage_rate,             60,     0,      INT_MAX,        },
	{ "bg_flee_penalty",                    &battle_config.bg_flee_penalty,                 20,     0,      INT_MAX,        },
	/**
	 * rAthena
	 **/
	{ "max_third_parameter",                &battle_config.max_third_parameter,             120,    10,     10000,          },
	{ "max_baby_third_parameter",           &battle_config.max_baby_third_parameter,        108,    10,     10000,          },
	{ "atcommand_max_stat_bypass",          &battle_config.atcommand_max_stat_bypass,       0,      0,      100,            },
	{ "skill_amotion_leniency",             &battle_config.skill_amotion_leniency,          90,     0,      300             },
	{ "mvp_tomb_enabled",                   &battle_config.mvp_tomb_enabled,                1,      0,      1               },
	{ "feature.atcommand_suggestions",      &battle_config.atcommand_suggestions_enabled,   0,      0,      1               },
	{ "min_npc_vending_distance",           &battle_config.min_npc_vending_distance,        3,      0,      100             },
	{ "atcommand_mobinfo_type",             &battle_config.atcommand_mobinfo_type,          0,      0,      1               },
	{ "homunculus_max_level",               &battle_config.hom_max_level,                   99,     0,      MAX_LEVEL,      },
	{ "homunculus_S_max_level",             &battle_config.hom_S_max_level,                 150,    0,      MAX_LEVEL,      },
	{ "mob_size_influence",					&battle_config.mob_size_influence,				0,		0,		1,				},
};
#ifndef STATS_OPT_OUT
/**
 * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
 **/
void rAthena_report(char* date, char *time_c) {
	int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
	unsigned int config = 0;
	const char* rev_str;
	char timestring[25];
	time_t curtime;
	char* buf;

	enum config_table {
		C_CIRCULAR_AREA         = 0x0001,
		C_CELLNOSTACK           = 0x0002,
		C_BETA_THREAD_TEST      = 0x0004,
		C_SCRIPT_CALLFUNC_CHECK = 0x0008,
		C_OFFICIAL_WALKPATH     = 0x0010,
		C_RENEWAL               = 0x0020,
		C_RENEWAL_CAST          = 0x0040,
		C_RENEWAL_DROP          = 0x0080,
		C_RENEWAL_EXP           = 0x0100,
		C_RENEWAL_LVDMG         = 0x0200,
		C_RENEWAL_EDP           = 0x0400,
		C_RENEWAL_ASPD          = 0x0800,
		C_SECURE_NPCTIMEOUT     = 0x1000,
		C_SQL_DBS               = 0x2000,
		C_SQL_LOGS              = 0x4000,
	};

	if( (rev_str = get_svn_revision()) != 0 )
		rev = atoi(rev_str);

	/* we get the current time */
	time(&curtime);
	strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));


#ifdef CIRCULAR_AREA
	config |= C_CIRCULAR_AREA;
#endif

#ifdef CELL_NOSTACK
	config |= C_CELLNOSTACK;
#endif

#ifdef BETA_THREAD_TEST
	config |= C_BETA_THREAD_TEST;
#endif

#ifdef SCRIPT_CALLFUNC_CHECK
	config |= C_SCRIPT_CALLFUNC_CHECK;
#endif

#ifdef OFFICIAL_WALKPATH
	config |= C_OFFICIAL_WALKPATH;
#endif

#ifdef RENEWAL
	config |= C_RENEWAL;
#endif

#ifdef RENEWAL_CAST
	config |= C_RENEWAL_CAST;
#endif

#ifdef RENEWAL_DROP
	config |= C_RENEWAL_DROP;
#endif

#ifdef RENEWAL_EXP
	config |= C_RENEWAL_EXP;
#endif

#ifdef RENEWAL_LVDMG
	config |= C_RENEWAL_LVDMG;
#endif

#ifdef RENEWAL_EDP
	config |= C_RENEWAL_EDP;
#endif

#ifdef RENEWAL_ASPD
	config |= C_RENEWAL_ASPD;
#endif

/* not a ifdef because SECURE_NPCTIMEOUT is always defined, but either as 0 or higher */
#if SECURE_NPCTIMEOUT
	config |= C_SECURE_NPCTIMEOUT;
#endif
	/* non-define part */
	if( db_use_sqldbs )
		config |= C_SQL_DBS;

	if( log_config.sql_logs )
		config |= C_SQL_LOGS;

#define BFLAG_LENGTH 35

	CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );

	/* build packet */

	WBUFW(buf,0) = 0x3000;
	WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
	WBUFW(buf,4) = 0x9c;

	safestrncpy((char*)WBUFP(buf,6), date, 12);
	safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
	safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);

	WBUFL(buf,6 + 12 + 9 + 24)         = rev;
	WBUFL(buf,6 + 12 + 9 + 24 + 4)     = map_getusers();

	WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
	WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;

	for( i = 0; i < bd_size; i++ ) {
		safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24  + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
		WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 )  )  ) = *battle_data[i].val;
	}

	chrif_send_report(buf,  6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );

	aFree(buf);

#undef BFLAG_LENGTH
}
static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
	if( chrif_isconnected() ) {/* char server relays it, so it must be online. */
		rAthena_report(__DATE__,__TIME__);
	}
	return 0;
}
#endif

int battle_set_value(const char* w1, const char* w2)
{
	int val = config_switch(w2);

	int i;
	ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
	if (i == ARRAYLENGTH(battle_data))
		return 0; // not found

	if (val < battle_data[i].min || val > battle_data[i].max)
	{
		ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
		val = battle_data[i].defval;
	}

	*battle_data[i].val = val;
	return 1;
}

int battle_get_value(const char* w1)
{
	int i;
	ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
	if (i == ARRAYLENGTH(battle_data))
		return 0; // not found
	else
		return *battle_data[i].val;
}

void battle_set_defaults()
{
	int i;
	for (i = 0; i < ARRAYLENGTH(battle_data); i++)
		*battle_data[i].val = battle_data[i].defval;
}

void battle_adjust_conf()
{
	battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
	battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
	battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
	battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
	battle_config.max_cart_weight *= 10;

	if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
		battle_config.max_def = 100;

	if(battle_config.min_hitrate > battle_config.max_hitrate)
		battle_config.min_hitrate = battle_config.max_hitrate;

	if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
		battle_config.pet_max_atk1 = battle_config.pet_max_atk2;

	if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
		battle_config.day_duration = 60000;
	if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
		battle_config.night_duration = 60000;

#if PACKETVER < 20100427
	if( battle_config.feature_buying_store ) {
		ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
		battle_config.feature_buying_store = 0;
	}
#endif

#if PACKETVER < 20100803
	if( battle_config.feature_search_stores ) {
		ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
		battle_config.feature_search_stores = 0;
	}
#endif

#ifndef CELL_NOSTACK
	if (battle_config.cell_stack_limit != 1)
		ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
#endif
}

int battle_config_read(const char* cfgName)
{
	char line[1024], w1[1024], w2[1024];
	FILE* fp;
	static int count = 0;

	if (count == 0)
		battle_set_defaults();

	count++;

	fp = fopen(cfgName,"r");
	if (fp == NULL)
		ShowError("File not found: %s\n", cfgName);
	else
	{
		while(fgets(line, sizeof(line), fp))
		{
			if (line[0] == '/' && line[1] == '/')
				continue;
			if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
				continue;
			if (strcmpi(w1, "import") == 0)
				battle_config_read(w2);
			else
			if (battle_set_value(w1, w2) == 0)
				ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
		}

		fclose(fp);
	}

	count--;

	if (count == 0)
		battle_adjust_conf();

	return 0;
}

void do_init_battle(void)
{
	delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
	add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");

#ifndef STATS_OPT_OUT
	add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
	add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30);
#endif

}

void do_final_battle(void)
{
	ers_destroy(delay_damage_ers);
}