summaryrefslogblamecommitdiff
path: root/src/map/battle.c
blob: f7965a5b7b88025c2d757f54b079903c10f9496a (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134












                                                           
                           
















                                                                          
                                                                           






                                                                       
                           





                                







                                                                                                               
                                  



                                                                                                                                         
                                  




                                                                                                                                
                                  










                                                                                     
                            

                                                                                     






































                                                                                                           
                  













































                                                                                 
                                                                                                     




























                                                                                                                                                    
                                         














                                                                                                                                                                              
                                                                

















                                                                                                               
                                  


                                                                               
                                    
















                                                                            
                                        
                                          
                                                     
                                                                
                                                                                  
                                                               
                                                    
                                                               
                                                        











                                                                                            
                                                                                                                
                                                                                                                  

                                                                                                  


























































































                                                                                                                            
                                                  

                   

                                                 












































                                                                                                                                                                  
                             
          







                                                                               
          
                                                          
                  

                                                                           
                             

                                                                           


























































































                                                                                                                             

                                         














                                                  
                                







                                                                                                                                                                                                                       
                               
                                                         
                                                                                                                                           

                                              
                                                                                                                  








                                                                        
                                                                          

                                  

                                                                           
                                   
                                                                                               
                                                                             
                                                              
                                             
                                                                                                      







                                                                      
                                                                                                        





                                                                                      


                                                                                             


                                  
                                                                  
                                                                         
                                              
                                                                                      
                                                                 
                                                            
                                                                                                             


                                  
                                                                     



                                                                                            
                                                                                                            




                                                                                                                                  
                                                                    






                                                                                         
                                                        





                                                                        

                                                                                        
 
                                                                                       

                                     
                                                                         
                                                     
                                                     






                                                                                                          
                                  

                             
                                                                                             

                  
                                                                           



                                                                                                                            
                                                                             


                                                                                

                                                                                                           




                                                                                   


                                                  
                                                                          
                                                 

                                                  
                                                           
                          
                                                                                            





                                                                     


                                                                                  




















































































































                                                                                                                                       
                                                                                                    

























































































































                                                                                                                             
                                                      







































































                                                                                                                     
                                                        

























                                                                                               
                                                                           


































                                                                                                                                          

                                                           





































                                                                                                                                                




                                                                                  












































































































































                                                                                                                   
                                                                 


























































                                                                                                                     
                        
                  
                                                            
                                          

                                                                                                                                  

























                                                                              
                                                                          





                                                                           


                                                                                         














                                                         
                                                                                                                              


                                                              

                                                          
                                                        

                                                                                        






























































                                                                                                                                                          

                                                                                                                                    




































                                                                                                               
                                                                              
                                  
                                                                                


























































                                                                                                                                                 
                                                                                                  







                                                                        
                                                    
                  




                                                                                  











































































                                                                                                                           
                                                                       
















































                                                                                                                              
                                                                                                                              

















































































                                                                                                                                                       
                                                                       






































                                                                                                                      
                                                                                                                          

































                                                                                                                 


                                                                             
                                                                                              

                                                                                                                                                


                                           
                                                                                                                     
















                                                                                                                           


                                                                                                





















                                                                                                                    




















                                                                                                                                          















































                                                                                                                                                                  
                                                        
                                           

                                                                         

























                                                                                                                                  
                                                        




































                                                                                                                                                                                       
                                                                


                                                                                                                             

                                                                                                              

























































































































































































































                                                                                                                                                                       

                                                                      
                                                         
                                                                         










                                                                                                                         



                                                                                        






                                                                                                                                  
                                                                                                             





                                                                                                                                
                                                                                                             











































































































































                                                                                                                                             


                                        
                                                          














































































































                                                                                                                                                             
                                                                                                                                          











































































































                                                                                                                                               

                                                                                    









































































































































                                                                                                                              
                                                                          

                                                                                       
                                                                                                              
                                                                                                                                  











                                                                                
                                                                                                              










                                                                                  



                                                       

































































































                                                                                                                          


                                                                             
                                  


                                                                  
                                







                                                                                          
                                                                          
                          
                                                                                           




















                                                                                         







                                                                            
                                        
                                         













                                                         

                                     
 




                                                                                          














                                                                        
                
          

                                                                         






                                                                                                           
                                                                              






                                                                                                                        

                                                                                 


                                                                                                                
                                                                                                                        
                                                                        
                                                                                                                     



                                  

                                                                                                                                         
          
                                                          
                                                                                                                    
                  
                                                                                        

                                                                   
                                                                                                                           
          

                                                                                                               

                                                            



                                                                              

                                                                                               

                                                                                        

          




                                                                                                          
                                                      



                                                                      
                                                                                                  
 
                                                                                 
                                                                                     
                                                    

                                                                    

                                                          
                                                                  





                                                                                                  


                  
                                                                                                    
                                   

                                                           
                                    
                                                                                            






                                                                             









                                                                                                                         




                                                               
                                                                          

































                                                                                                                                                                    
 
                                                                     
                          
                                                                             



                                                              




                                                                                                             

                                                              



                                                                                      

                                                                                                                                

                                                                                                    
                                                                  
                          
                                                                 

                                                                               


                                         
                                                       





























































































































































































































































                                                                                                                                  

                                                                                    
                                                                                    












                                                                                         





























                                                                                                              




                                              

                                                

                          
                                                                  










































































































































































































































                                                                                                                                                   





                                                                                                             
                                                                                   


                                                                                                             
                                                                                                



































































                                                                                                                        

                                                                                                              
                                                                                                    

                                                                                                     



                                                                                                  

















































































































































































































































































































                                                                                                                                





                                                                                       
                                                       


                                                           
                                                          





































































                                                                                                                                          
                                             


                                              



                                             



























































































































































































                                                                                                                         



                                                      

















































                                                                                                                                                  







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

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

#include "battle.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"

#include "map.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"

#define	is_boss(bl)	status_get_mexp(bl)	// Can refine later [Aru]

int attr_fix_table[4][10][10];

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

/*==========================================
 * �������?�b�N������MOB��?��?����(foreachclient)
 *------------------------------------------
 */
static int battle_counttargeted_sub(struct block_list *bl, va_list ap)
{
	int id, target_lv;
	struct block_list *src;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	id = va_arg(ap,int);
	src = va_arg(ap,struct block_list *);
	target_lv = va_arg(ap,int);

	if (id == bl->id || (src && id == src->id))
		return 0;
	if (bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)bl;
		if (sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
			return 1;
	}
	else if (bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)bl;
		if (md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)		
			return 1;
		//printf("md->target_lv:%d, target_lv:%d\n", md->target_lv, target_lv);
	}
	else if (bl->type == BL_PET) {
		struct pet_data *pd = (struct pet_data *)bl;
		if (pd && pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv)
			return 1;
	}

	return 0;
}
/*==========================================
 * �������?�b�N���Ă����?ۂ�?���Ԃ�(�ėp)
 * �߂��?�?���0��?�
 *------------------------------------------
 */
int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv)
{
	nullpo_retr(0, bl);
	return (map_foreachinrange(battle_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
		bl->id, src, target_lv));
}

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

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	bl_list = va_arg(ap, struct block_list **);
	nullpo_retr(0, c = va_arg(ap, int *));
	nullpo_retr(0, target = va_arg(ap, struct block_list *));

	if (bl->id == target->id)
		return 0;
	if (*c >= 24)
		return 0;

	if (bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)bl;
		if (!sd || sd->attacktarget != target->id || sd->attacktimer == -1)
			return 0;
	} else if (bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)bl;
		if (!md || md->target_id != target->id || md->timer == -1 || md->state.state != MS_ATTACK)
			return 0;
	} else if (bl->type == BL_PET) {
		struct pet_data *pd = (struct pet_data *)bl;
		if (!pd || pd->target_id != target->id || pd->timer == -1 || pd->state.state != MS_ATTACK)
			return 0;
	}

	bl_list[(*c)++] = bl;
	return 1;
}

int battle_getcurrentskill(struct block_list *bl)
{	//Returns the current/last skill in use by this bl.
	switch (bl->type)
	{
		case BL_PC:
			return ((struct map_session_data*)bl)->skillid;
		case BL_MOB:
			return ((struct mob_data*)bl)->skillid;
		case BL_PET:
			return 0; //Skill data is not stored for pets...
			break;
		case BL_SKILL:
			{
				struct skill_unit * su = (struct skill_unit*)bl;
				if (su->group)
					return su->group->skill_id;
			}
			break;
	}
	return 0;
}

//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)->attacktarget;
		case BL_MOB:
			return ((struct mob_data*)bl)->target_id;
		case BL_PET:
			return ((struct pet_data*)bl)->target_id;
	}
	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);
	if (c == 0 || c > 24)
		return NULL;
	return bl_list[rand()%c];
}

// �_�??[�W�̒x��
struct delay_damage {
	struct block_list *src;
	int target;
	int damage;
	unsigned short distance;
	unsigned short skill_lv;
	unsigned short skill_id;
	unsigned short dmg_lv;
	unsigned short flag;
	unsigned char attack_type;
};

int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
{
	struct delay_damage *dat = (struct delay_damage *)data;
	struct block_list *target = map_id2bl(dat->target);
	if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
		target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
	{
		battle_damage(dat->src, target, dat->damage, dat->flag);
		if (!status_isdead(target) && (dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
			skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
	}
	ers_free(delay_damage_ers, dat);
	return 0;
}

int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int flag)
{
	struct delay_damage *dat;
	nullpo_retr(0, src);
	nullpo_retr(0, target);

	if (!battle_config.delay_battle_damage) {
		battle_damage(src, target, damage, flag);
		if (!status_isdead(target) && (damage > 0 || dmg_lv == ATK_DEF) && attack_type)
			skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
		return 0;
	}
	dat = ers_alloc(delay_damage_ers, struct delay_damage);
	dat->src = src;
	dat->target = 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->flag = flag;
	dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
	add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
	
	return 0;
}

// ��?ۂ�HP��?�
int battle_damage(struct block_list *bl,struct block_list *target,int damage, int flag)
{
	struct map_session_data *sd = NULL;
	struct status_change *sc;

	nullpo_retr(0, target); //bl��NULL�ŌĂ΂�邱�Ƃ�����̂ő��Ń`�F�b�N
	
	sc = status_get_sc(target);

	if (damage == 0 ||
		target->prev == NULL ||
		target->type == BL_PET)
		return 0;

	if (bl) {
		if (bl->prev == NULL)
			return 0;
		if (bl->type == BL_PC) {
			nullpo_retr(0, sd = (struct map_session_data *)bl);
		}
	}

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

	if (!flag && sc && sc->count) {
		// ����?A?Ή�?A?�����?���
		if (sc->data[SC_FREEZE].timer != -1)
			status_change_end(target,SC_FREEZE,-1);
		if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2 == 0)
			status_change_end(target,SC_STONE,-1);
		if (sc->data[SC_SLEEP].timer != -1)
			status_change_end(target,SC_SLEEP,-1);
		if (sc->data[SC_WINKCHARM].timer != -1)
			status_change_end(target,SC_WINKCHARM,-1);
	}

	if (target->type == BL_MOB) {	// MOB
		struct mob_data *md = (struct mob_data *)target;
		if (md && md->skilltimer != -1 && md->state.skillcastcancel)	// �r?��W�Q
			skill_castcancel(target,0);
		return mob_damage(bl,md,damage,0);
	} else if (target->type == BL_PC) {	// PC
		struct map_session_data *tsd = (struct map_session_data *)target;
		if (!tsd)
			return 0;
		if (sc->count && sc->data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE)
		{	//Devotion only works on attacks from a source (prevent it from absorbing coma) [Skotlex]
			struct map_session_data *sd2 = map_id2sd(tsd->sc.data[SC_DEVOTION].val1);
			if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
			{
				clif_damage(bl, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0);
				pc_damage(&sd2->bl, sd2, damage);
				return 0;
			} else
				status_change_end(target, SC_DEVOTION, -1);
		}

		if (tsd->skilltimer != -1) {	// �r?��W�Q
			// �t�F���J?[�h��W�Q����Ȃ��X�L�����̌�?�
			if ((!tsd->special_state.no_castcancel || map_flag_gvg(target->m)) && tsd->state.skillcastcancel &&
				!tsd->special_state.no_castcancel2)
				skill_castcancel(target,0);
		}
		return pc_damage(bl,tsd,damage);
	} else if (target->type == BL_SKILL)
		return skill_unit_ondamaged((struct skill_unit *)target, bl, damage, gettick());
	return 0;
}

int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag)
{
	nullpo_retr(0, target); //bl��NULL�ŌĂ΂�邱�Ƃ�����̂ő��Ń`�F�b�N

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

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

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

// ?U����~
int battle_stopattack(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if (bl->type == BL_MOB)
		return mob_stopattack((struct mob_data*)bl);
	else if (bl->type == BL_PC)
		return pc_stopattack((struct map_session_data*)bl);
	else if (bl->type == BL_PET)
		return pet_stopattack((struct pet_data*)bl);
	return 0;
}

// Returns whether the given object is moving or not.
int battle_iswalking(struct block_list *bl) {
	switch (bl->type)
	{
		case BL_PC:
			return (((struct map_session_data*)bl)->walktimer != -1);
		case BL_MOB:
			return (((struct mob_data*)bl)->state.state == MS_WALK);
		case BL_PET:
			return (((struct pet_data*)bl)->state.state == MS_WALK);
		default:
			return 0;
	}
}
// �ړ���~
int battle_stopwalking(struct block_list *bl,int type)
{
	nullpo_retr(0, bl);
	if (bl->type == BL_MOB)
		return mob_stop_walking((struct mob_data*)bl,type);
	else if (bl->type == BL_PC)
		return pc_stop_walking((struct map_session_data*)bl,type);
	else if (bl->type == BL_PET)
		return pet_stop_walking((struct pet_data*)bl,type);
	return 0;
}


/*==========================================
 * 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_elem)
{
	int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
	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 > 9)
		atk_elem = rand()%9;	//�?�푮?������_���ŕt��

	if (def_type < 0 || def_type > 9 ||
		def_lv < 1 || def_lv > 4) {	// �� ?��l�����������̂łƂ肠�������̂܂ܕԂ�
		if (battle_config.error_log)
			ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
		//TODO: Remove this debug case once the cause is resolved. [Skotlex]
		if (src) switch (src->type) {
			case BL_MOB:
				ShowDebug("src: Mob %s-%d\n",  ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_);
				break;
			case BL_PC:
				ShowDebug("src: Player %s-%d\n",  ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id);
				break;
			case BL_PET:
				ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id);
				break;
			case BL_SKILL:
				ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id);
				break;
			default:
				ShowDebug("unknown source type %d.\n", src->type);
		}
		if (target) switch (target->type) {
			case BL_MOB:
				ShowDebug("target: Mob %s-%d\n",  ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_);
				break;
			case BL_PC:
				ShowDebug("target: Player %s-%d\n",  ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id);
				break;
			case BL_PET:
				ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id);
				break;
			case BL_SKILL:
				ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id);
				break;
			default:
				ShowDebug("unknown target type %d.\n", target->type);
		}
		return damage;
	}

	ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
	if (sc && sc->count)
	{
		if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
			ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
		if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
			ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
		if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1)
			ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
	}
	if (tsc && tsc->count)
	{
		if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
		{
			if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
				ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
			else
			if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
				ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
		}
	}
	return damage*ratio/100;
}

static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
{
	struct block_list *bl = map_id2bl(id);
	if (!bl || status_isdead(bl))
		return 0;
	
	switch (bl->type) {
		case BL_PC:
			{
				struct map_session_data *sd = (struct map_session_data*)bl;
				if (sd->walktimer != -1)
					pc_stop_walking (sd,3);
				if (sd->canmove_tick < tick)
					sd->canmove_tick = tick + data;
			}
			break;
		case BL_MOB:
			{
				struct mob_data *md = (struct mob_data*)bl;
				if (md->state.state == MS_WALK)
					mob_stop_walking(md,3);
				if (md->canmove_tick < tick)
					md->canmove_tick = tick + data;
			}
			break;
	}
	return 0;
}
/*==========================================
 * Applies walk delay based on attack type. [Skotlex]
 *------------------------------------------
 */
int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) {

	if (status_isdead(bl))
		return 0;
	
	if (bl->type == BL_PC) {
		if (battle_config.pc_walk_delay_rate != 100)
			delay = delay*battle_config.pc_walk_delay_rate/100;
	} else
		if (battle_config.walk_delay_rate != 100)
			delay = delay*battle_config.walk_delay_rate/100;
	
	if (div_ > 1) //Multi-hit skills mean higher delays.
		delay += battle_config.multihit_delay*(div_-1);

	if (delay <= 0)
		return 0;
	
	//See if it makes sense to set this trigger.
	switch (bl->type) {
		case BL_PC:
		{
			struct map_session_data *sd = (struct map_session_data*)bl;
			if (DIFF_TICK(sd->canmove_tick, tick+adelay) > 0)
				return 0;
			if (!adelay) //No need of timer.
				sd->canmove_tick = tick + delay;
			break;	
		}
		case BL_MOB:
		{
			struct mob_data *md = (struct mob_data*)bl;
			if (DIFF_TICK(md->canmove_tick, tick+adelay) > 0)
				return 0;
			if (!adelay) //No need of timer.
				md->canmove_tick = tick + delay;			
			break;
		}
		default:
			return 0;
	}
	if (adelay > 0)
		add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay);
	return 1;
}

/*==========================================
 * �_�??[�W?�?I�v�Z
 *------------------------------------------
 */
int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
{
	struct map_session_data *sd = NULL;
	struct mob_data *md = NULL;
	struct status_change *sc;
	struct status_change_entry *sci;
	int class_;

	nullpo_retr(0, bl);

	if (damage <= 0)
		return 0;
	
	class_ = status_get_class(bl);

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

	sc = status_get_sc(bl);

	if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
		((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
		(flag&BF_MISC && skill_num !=  PA_PRESSURE) ||
		(flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
		return 0;
	}
	
	if (sc && sc->count) {
		//First, sc_*'s that reduce damage to 0.
		if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
		) {
			// �Z?[�t�e�B�E�H?[��
			struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
			if (group) {
				if (--group->val2<=0)
					skill_delunitgroup(group);
				return 0;
			} else {
				status_change_end(bl,SC_SAFETYWALL,-1);
			}
		}
	
		if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
			return 0;
		
		if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
			rand()%100 < sc->data[SC_AUTOGUARD].val2) {
			int delay;
			clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
			// different delay depending on skill level [celest]
			if (sc->data[SC_AUTOGUARD].val1 <= 5)
				delay = 300;
			else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
				delay = 200;
			else
				delay = 100;
			if(sd)
				sd->canmove_tick = gettick() + delay;
			else if(md)
				md->canmove_tick = gettick() + delay;

			if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
				skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
			return 0;
		}

// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
//
		if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
			rand()%100 < sc->data[SC_PARRYING].val2) {
			clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
			return 0;
		}
		
		if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
			(flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
			&& rand()%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].timer == -1)
				status_change_start(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000, 0);
			return 0;
		}

		if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
			&& rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
			return 0;

		//Now damage increasing effects
		if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
			damage<<=1;
			if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
				status_change_end( bl,SC_AETERNA,-1 );
		}

		if(sc->data[SC_SPIDERWEB].timer!=-1)	// [Celest]
			if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
				(!flag&BF_SKILL && status_get_attack_element(src)==3)) {
				damage<<=1;
				status_change_end(bl, SC_SPIDERWEB, -1);
			}

		//Finally damage reductions....
		if(sc->data[SC_ASSUMPTIO].timer != -1){
			if(map_flag_vs(bl->m))
				damage=damage*2/3; //Receive 66% damage
			else
				damage>>=1; //Receive 50% damage
		}

		if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
			damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;

		if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
			damage >>=1;

		if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
			if(sd && sd->status.max_sp){
				if(sd->status.sp>0){
					int per = 100*sd->status.sp / sd->status.max_sp;
					per /=20; //Uses 20% SP intervals.
					//SP Cost: 1% + 0.5% per every 20% SP
					if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0)
						status_change_end( bl,SC_ENERGYCOAT,-1 );
					//Reduction: 6% + 6% every 20%
					damage -= damage * 6 * (1+per) / 100;
				}
			}
			else
				damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
		}

		if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
			// Fixed the condition check [Aalye]
			(src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == 1 ||
			((struct map_session_data *)src)->status.weapon == 2 ||
			((struct map_session_data *)src)->status.weapon == 3)))){
			if(rand()%100 < (15*sc->data[SC_REJECTSWORD].val1)){
				damage = damage*50/100;
				clif_damage(bl,src,gettick(),0,0,damage,0,0,0);
				battle_damage(bl,src,damage,0);
				clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
				if((--sc->data[SC_REJECTSWORD].val2)<=0)
					status_change_end(bl, SC_REJECTSWORD, -1);
			}
		}

		//Finally Kyrie because it may, or not, reduce damage to 0.
		if(sc->data[SC_KYRIE].timer!=-1){
			sci=&sc->data[SC_KYRIE];
			sci->val2-=damage;
			if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
				if(sci->val2>=0)
					damage=0;
				else
				  	damage=-sci->val2;
			}
			if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
				status_change_end(bl, SC_KYRIE, -1);
		}
		if (damage <= 0) return 0;
	}
	
	//SC effects from caster side.
	sc = status_get_sc(src);
	if (sc && sc->count) {
		if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
			if (flag&BF_MAGIC) {
				if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
					return 0;
			} else 
				damage /=2;
		}
	}
	
	if(md && md->guardian_data) {
		if(class_ == MOBID_EMPERIUM && (flag&BF_SKILL && //Only a few skills can hit the Emperium.
			skill_num != PA_PRESSURE && skill_num != MO_TRIPLEATTACK && skill_num != HW_GRAVITATION)) 
			return 0;
		if(src->type == BL_PC) {
			struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id);
			if (g && class_ == MOBID_EMPERIUM && 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]
		}
	}

	if (skill_num != PA_PRESSURE) { // Gloria Domini ignores WoE damage reductions
		if (map_flag_gvg(bl->m)) { //GvG
			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 = damage * battle_config.gvg_weapon_damage_rate/100;
				if (flag&BF_MAGIC)
					damage = damage * battle_config.gvg_magic_damage_rate/100;
				if (flag&BF_MISC)
					damage = damage * battle_config.gvg_misc_damage_rate/100;
			} else { //Normal attacks get reductions based on range.
				if (flag & BF_SHORT)
					damage = damage * battle_config.gvg_short_damage_rate/100;
				if (flag & BF_LONG)
					damage = damage * battle_config.gvg_long_damage_rate/100;
			}
		} else if (battle_config.pk_mode && bl->type == BL_PC) {
			if (flag & BF_WEAPON) {
				if (flag & BF_SHORT)
					damage = damage * 80/100;
				if (flag & BF_LONG)
					damage = damage * 70/100;
			}
			if (flag & BF_MAGIC)
				damage = damage * 60/100;
			if(flag & BF_MISC)
				damage = damage * 60/100;
		}
		if(damage < 1) 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( md!=NULL && md->hp>0 && damage > 0 )	// �����Ȃǂ�MOB�X�L������
		mobskill_event(md,flag);

	return damage;
}

/*==========================================
 * HP/SP�z���̌v�Z
 *------------------------------------------
 */
int battle_calc_drain(int damage, int rate, int per, int val)
{
	int diff = 0;

	if (damage <= 0)
		return 0;

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

	if (val /*&& rand()%1000 < rate*/) { //Absolute leech/penalties have 100% chance. [Skotlex]
		diff += val;
	}
	return diff;
}

/*==========================================
 * ?C���_�??[�W
 *------------------------------------------
 */
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
	int damage,skill;
	int race=status_get_race(target);
	int weapon;
	damage = dmg;

	nullpo_retr(0, sd);

	// �f?[�����x�C��(+3 ?` +30) vs �s�� or ���� (��?l�͊܂߂Ȃ�?H)
	if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==6) )
		damage += (skill*(int)(3+(sd->status.base_level+1)*0.05));	// submitted by orn
		//damage += (skill * 3);

	// �r?[�X�g�x�C��(+4 ?` +40) vs ���� or ?���
	if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) {
		damage += (skill * 4);
		if (sd->sc.data[SC_SPIRIT].timer != -1 && 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 0x01:	// Knife
		case 0x02:	// 1HS
		{
			// ��?C��(+4 ?` +40) �Ў茕 �Z���܂�
			if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
				damage += (skill * 4);
			}
			break;
		}
		case 0x03:	// 2HS
		{
			// ���茕?C��(+4 ?` +40) ���茕
			if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
				damage += (skill * 4);
			}
			break;
		}
		case 0x04:	// 1HL
		case 0x05:	// 2HL
		{
			// ��?C��(+4 ?` +40,+5 ?` +50) ��
			if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
				if(!pc_isriding(sd))
					damage += (skill * 4);	// �y�R��?���ĂȂ�
				else
					damage += (skill * 5);	// �y�R��?����
			}
			break;
		}
		case 0x06: // 1H Axe
		case 0x07: // 2H Axe by Tato
		{
			if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x08:	// Maces
		{
			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x09:	// �Ȃ�?
			break;
		case 0x0a:	// Staffs
			break;
		case 0x0b:	// Bows
			break;
		case 0x00:	// Bare Hands
		case 0x0c:	// Knuckles
		{
			if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0d:	// Musical Instrument
		{
			// �y��̗�?K(+3 ?` +30) �y��
			if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0e:	// Whips
		{
			// Dance Lesson Skill Effect(+3 damage for every lvl = +30) ��
			if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0f:	// Book
		{
			// Advance Book Skill Effect(+3 damage for every lvl = +30) {
			if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x10:	// Katars
		{
			if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) {
				//Advanced Katar Research by zanetheinsane
				damage += damage*(10 +skill * 2)/100;
			}
			// �J�^?[��?C��(+3 ?` +30) �J�^?[��
			if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
				//�\�j�b�N�u�??[���͕�?��??i1���ɕt��1/8�K��)
				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?)
 */
static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag)
{
	unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0;
	struct map_session_data *sd;
	struct status_change *sc= status_get_sc(src);
	int t_size = status_get_size(target);

	if (src->type == BL_PC)
		sd = (struct map_session_data*)src;
	else
		sd = NULL;
	
	if (!sd)
	{	//Mobs/Pets
		if ((target->type==BL_MOB && battle_config.enemy_str) ||
			(target->type==BL_PET && battle_config.pet_str))
			baseatk = status_get_batk(src);

		if(flag&4)
		{		  
			if (!(flag&1))
				atkmin = status_get_matk2(src);
			atkmax = status_get_matk1(src);
		} else {
			if (!(flag&1))
				atkmin = status_get_atk(src);
			atkmax = status_get_atk2(src);
		}
		if (atkmin > atkmax)
			atkmin = atkmax;
	} else {	//PCs
		if(flag&4)
		{
			baseatk = status_get_matk2(src);
			if (damage2) baseatk_ = baseatk;
		} else { 
			baseatk = status_get_batk(src);
			if (damage2) baseatk_ = baseatk;
		}
		//rodatazone says that Overrefine bonuses are part of baseatk
		if(sd->right_weapon.overrefine>0)
			baseatk+= rand()%sd->right_weapon.overrefine+1;
		if (damage2 && sd->left_weapon.overrefine>0)
			baseatk_+= rand()%sd->left_weapon.overrefine+1;
		
		atkmax = status_get_atk(src);
		if (damage2)
			atkmax_ = status_get_atk(src);

		if (!(flag&1) || (flag&2))
		{	//Normal attacks
			atkmin = atkmin_ = status_get_dex(src);
			
			if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
				atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100;
			
			if (atkmin > atkmax)
				atkmin = atkmax;
			
			if(damage2)
			{
				if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]])
					atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100;
			
				if (atkmin_ > atkmax_)
					atkmin_ = atkmax_;
			}
			
			if(flag&2)
			{	//Bows
				atkmin = atkmin*atkmax/100;
				if (atkmin > atkmax)
					atkmax = atkmin;
			}
		}
	}
	
	if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
	{
		atkmin = atkmax;
		atkmin_ = atkmax_;
	}
	
	//Weapon Damage calculation
	if (!(flag&1))
	{
		(*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
		if (damage2)
			(*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_;
	} else {
		(*damage1) += atkmax;
		if (damage2)
			(*damage2) += atkmax_;
	}
	
	if (sd)
	{
		//rodatazone says the range is 0~arrow_atk-1 for non crit
		if (flag&2 && sd->arrow_atk)
			(*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);

		//SizeFix only for players
		if (!(
			sd->special_state.no_sizefix ||
			(sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) ||
			(pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) ||
			(flag&8)
			))
		{
			(*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100;
			if (damage2)
				(*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100;
		}
	}
	
	//Finally, add baseatk
	(*damage1) += baseatk;
	if (damage2)
		(*damage2) += baseatk_;
	return;
}
/*==========================================
 * battle_calc_weapon_attack (by Skotlex)
 *------------------------------------------
 */
static struct Damage battle_calc_weapon_attack(
	struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
{
	struct map_session_data *sd=NULL, *tsd=NULL;
	struct mob_data *md=NULL, *tmd=NULL;
	struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
	struct Damage wd;
	short skill=0;
	unsigned short skillratio = 100;	//Skill dmg modifiers.

	short i;
	short t_mode = status_get_mode(target), t_size = status_get_size(target);
	short t_race=0, t_ele=0, s_race=0;	//Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized
	short s_ele, s_ele_;
	short def1, def2;
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(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 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)
		unsigned cardfix : 1;
	}	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.cardfix=1;
	flag.infdef=(t_mode&MD_PLANT?1:0);

	//Initial Values
	wd.type=0; //Normal attack
	wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
	wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
	if(skill_num == KN_AUTOCOUNTER)
		wd.amotion >>= 1;
	wd.dmotion=status_get_dmotion(target);
	wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
	wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
	wd.dmg_lv=ATK_DEF;	//This assumption simplifies the assignation later

	if (sc && !sc->count)
		sc = NULL; //Skip checking as there are no status changes active.
	if (tsc && !tsc->count)
		sc = NULL; //Skip checking as there are no status changes active.
	
	switch (src->type)
	{
		case BL_PC:
			sd=(struct map_session_data *)src;
			break;
		case BL_MOB:
			md=(struct mob_data *)src;
			break;
		case BL_PET:
			pd=(struct pet_data *)src;
			break;
	}
	switch (target->type)
	{
		case BL_PC:	
			tsd=(struct map_session_data *)target;
			if (pd) { //Pets can't target players
				memset(&wd,0,sizeof(wd));	
				return wd;
			}
			break;
		case BL_MOB:
			tmd=(struct mob_data *)target;
			break;
		case BL_PET://Cannot target pets
			memset(&wd,0,sizeof(wd));	
			return wd;
	}

	if(sd) {
		sd->state.attack_type = BF_WEAPON;
		if (sd->skillblown[0].id != 0)
		{	//Apply the bonus blewcount. [Skotlex]
			for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
			if (i < 5 && sd->skillblown[i].id == skill_num)
				 wd.blewcount += sd->skillblown[i].val;
		}
	}
	//Set miscellaneous data that needs be filled regardless of hit/miss
	if(sd && sd->status.weapon == 11) {
		wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
		flag.arrow = 1;
	} else if (status_get_range(src) > 3)
		wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;

	
	if(skill_num){
		wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
		switch(skill_num)
		{
			case AC_DOUBLE:
			case AC_SHOWER:
			case AC_CHARGEARROW:
			case BA_MUSICALSTRIKE:
			case DC_THROWARROW:
			case CG_ARROWVULCAN:
			case AS_VENOMKNIFE:
			case HT_POWER:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				flag.arrow = 1;
				break;

			case HT_PHANTASMIC:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				flag.arrow = 0;
				break;

			case MO_FINGEROFFENSIVE:
				if(sd && battle_config.finger_offensive_type == 0)
					wd.div_ = sd->spiritball_old;
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				break;
				
			case CR_SHIELDBOOMERANG:
			case PA_SHIELDCHAIN:
				flag.weapon = 0;
			case AS_GRIMTOOTH:
			case KN_SPEARBOOMERANG:
			case NPC_RANGEATTACK:
			case LK_SPIRALPIERCE:
			case ASC_BREAKER:
			case AM_ACIDTERROR:
			case ITM_TOMAHAWK:	//Tomahawk is a ranged attack! [Skotlex]
			case CR_GRANDCROSS:
			case NPC_GRANDDARKNESS:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				break;

			case KN_PIERCE:
				wd.div_= t_size+1;
				break;

			case TF_DOUBLE: //For NPC used skill.
				wd.type = 0x08;
				break;
				
			case KN_SPEARSTAB:
			case KN_BOWLINGBASH:
			case MO_BALKYOUNG:
			case TK_TURNKICK:
				wd.blewcount=0;
				break;

			case CR_SHIELDCHARGE:
				flag.weapon = 0;
			case NPC_PIERCINGATT:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
				break;

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


		}
	}

	if (skill_num && battle_config.skillrange_by_distance)
	{ //Skill range based on distance between src/target [Skotlex]
		if ((sd && battle_config.skillrange_by_distance&1)
			|| (md && battle_config.skillrange_by_distance&2)
			|| (pd && battle_config.skillrange_by_distance&4)
		) {
			if (check_distance_bl(src, target, 3))
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
			else
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
		}
	}
	
	if(is_boss(target)) //Bosses can't be knocked-back
		wd.blewcount = 0;

	if (sd)
	{	//Arrow consumption
		sd->state.arrow_atk = flag.arrow;
	}

	//Check for counter 
	if(!skill_num)
	{
		if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
		//If it got here and you had autocounter active, then the direction/range does not matches: critical
			flag.cri = 1;
	}	//End counter-check

	if (!skill_num && (tsd || battle_config.enemy_perfect_flee))
	{	//Check for Lucky Dodge
		short flee2 = status_get_flee2(target);
		if (rand()%1000 < flee2)
		{
			wd.type=0x0b;
			wd.dmg_lv=ATK_LUCKY;
			return wd;
		}
	}

	//Initialize variables that will be used afterwards
	t_race = status_get_race(target);
	t_ele = status_get_elem_type(target);
		
	s_race = status_get_race(src);
	s_ele = s_ele_ = skill_get_pl(skill_num);
	if (!skill_num || s_ele == -1) { //Take weapon's element
		s_ele = status_get_attack_element(src);
		s_ele_ = status_get_attack_element2(src);	
		if (flag.arrow && sd && sd->arrow_ele)
			s_ele = sd->arrow_ele;
	} else if (s_ele == -2) { //Use enchantment's element
		s_ele = s_ele_ = status_get_attack_sc_element(src);
	}

	if (sd)
	{	//Set whether damage1 or damage2 (or both) will be used
		if(sd->weapontype1 == 0 && sd->weapontype2 > 0)
			{
				flag.rh=0;
				flag.lh=1;
			}
		if(sd->status.weapon > 16)
			flag.rh = flag.lh = 1;
	}

	//Check for critical
	if(!flag.cri &&
		(sd || battle_config.enemy_critical_rate) &&
		(!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING))
	{
		short cri = status_get_critical(src);
		if (sd)
		{
			cri+= sd->critaddrace[t_race];
			if(flag.arrow)
				cri += sd->arrow_cri;
			if(sd->status.weapon == 16)
				cri <<=1;
		}
		//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 -= status_get_luk(target) * (md&&tsd?3:2);
		
		if(tsc)
		{
			if (tsc->data[SC_SLEEP].timer!=-1 )
				cri <<=1;
			if(tsc->data[SC_JOINTBEAT].timer != -1 &&
				tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
				flag.cri=1;
		}
		switch (skill_num)
		{
			case KN_AUTOCOUNTER:
				if(!(battle_config.pc_auto_counter_type&1))
					flag.cri = 1;
				else
					cri <<= 1;
				break;
			case SN_SHARPSHOOTING:
				cri += 200;
				break;
		}
		if(tsd && tsd->critical_def)
			cri = cri*(100-tsd->critical_def)/100;
		if (rand()%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->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
			flag.hit = 1;
		if (sc && sc->count && sc->data[SC_FUSION].timer != -1) {
			flag.hit = 1; //SG_FUSION always hit [Komurka]
			flag.idef = flag.idef2 = 1; //def ignore [Komurka]
		}
		if (skill_num && !flag.hit)
			switch(skill_num)
			{
				case AS_SPLASHER: //Reports say it always hits?
					if (wflag) //Only if you were the one exploding.
						break;
				case NPC_GUIDEDATTACK:
				case RG_BACKSTAP:
				case AM_ACIDTERROR:
				case MO_INVESTIGATE:
				case MO_EXTREMITYFIST:
				case CR_GRANDCROSS:
				case NPC_GRANDDARKNESS:
				case PA_SACRIFICE:
				case TK_COUNTER:
				case SG_SUN_WARM:
				case SG_MOON_WARM:
				case SG_STAR_WARM:
					flag.hit = 1;
					break;
				case CR_SHIELDBOOMERANG:
					if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
						flag.hit = 1;
					break;
			}
		if ((tsc && !flag.hit) &&
			(tsc->data[SC_SLEEP].timer!=-1 ||
			tsc->data[SC_STUN].timer!=-1 ||
			tsc->data[SC_FREEZE].timer!=-1 ||
			(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0))
			)
			flag.hit = 1;
	}

	if (!flag.hit)
	{	//Hit/Flee calculation
		short
			flee = status_get_flee(target),
			hitrate=80; //Default hitrate

		if(battle_config.agi_penalty_type)
		{	
			unsigned char target_count; //256 max targets should be a sane max
			target_count = 1+battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
			if(target_count >= battle_config.agi_penalty_count)
			{
				if (battle_config.agi_penalty_type == 1)
					flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
				else //asume type 2: absolute reduction
					flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
				if(flee < 1) flee = 1;
			}
		}

		hitrate+= status_get_hit(src) - flee;
		
		if(sd && flag.arrow)
			hitrate += sd->arrow_hit;
		if(skill_num)
			switch(skill_num)
		{	//Hit skill modifiers
			case SM_BASH:
				hitrate += 5*skill_lv;
				break;
			case SM_MAGNUM:
				hitrate += 10*skill_lv;
				break;
			case KN_AUTOCOUNTER:
				hitrate += 20;
				break;
			case KN_PIERCE:
				hitrate += hitrate*(5*skill_lv)/100;
				break;
			case PA_SHIELDCHAIN:
				hitrate += 20;
				break;
			case AS_SONICBLOW:
				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					hitrate += 50;
				break;
		}

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

		if (hitrate > battle_config.max_hitrate)
			hitrate = battle_config.max_hitrate;
		else if (hitrate < battle_config.min_hitrate)
			hitrate = battle_config.min_hitrate;

		if(rand()%100 >= hitrate)
			wd.dmg_lv = ATK_FLEE;
		else if (tsc && tsc->data[SC_KAUPE].timer != -1 && rand()%100 < tsc->data[SC_KAUPE].val2) {
			if (--tsc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
				status_change_end(target, SC_KAUPE, -1);
			wd.dmg_lv = ATK_FLEE;
		} else
			flag.hit =1;
	}	//End hit/miss calculation

	if(tsd && tsd->special_state.no_weapon_damage)	
		return wd;

	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; }
//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; }

		def1 = status_get_def(target);
		def2 = status_get_def2(target);
		
		switch (skill_num)
		{	//Calc base damage according to skill
			case PA_SACRIFICE:
			{
				int hp_dmg = status_get_max_hp(src)* 9/100;
				battle_damage(src, src, hp_dmg, 0); //Damage to self is always 9%
				clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0);
				
				wd.damage = hp_dmg;
				wd.damage2 = 0;

				if (sc && sc->data[SC_SACRIFICE].timer != -1)
				{
					if (--sc->data[SC_SACRIFICE].val2 <= 0)
						status_change_end(src, SC_SACRIFICE,-1);
				}
				break;
			}
			case LK_SPIRALPIERCE:
				if (sd) {
					short index = sd->equip_index[9];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == 4)
						wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
					
					ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
					index = status_get_str(src)/10;
					index = index*index;
					ATK_ADD(index); //Add str bonus.
					
					switch (t_size) { //Size-fix. Is this modified by weapon perfection?
						case 0: //Small: 125%
							ATK_RATE(125);
							break;
						//case 1: //Medium: 100%
						case 2: //Large: 75%
							ATK_RATE(75);
							break;
					}
					ATK_RATE(wd.div_*100); //Increase overall damage by number of this
					//FIXME: (shouldn't something like this apply to ALL weapon skills?) [Skotlex]
					break;
				}
			case CR_SHIELDBOOMERANG:
			case PA_SHIELDCHAIN:
				if (sd) {
					short index = sd->equip_index[8];
					
					wd.damage = status_get_batk(src);
					if (flag.lh) wd.damage2 = status_get_batk(src);

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == 5)
						ATK_ADD(sd->inventory_data[index]->weight/10);
					break;
				}
			default:
			{
				battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL,
					(flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0));
				//Add any bonuses that modify the base baseatk+watk (pre-skills)
				if(sd)
				{
					if (sd->status.weapon < 16 && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
						ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);

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

					if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
						i = party_foreachsamemap(party_sub_count, sd, 0);
						ATK_ADDRATE(2*skill*i);
					}
				}
				break;
			}	//End default case
		} //End switch(skill_num)

		//Skill damage modifiers that stack linearly
		if(sc && skill_num != PA_SACRIFICE)
		{
			if(sc->data[SC_OVERTHRUST].timer != -1)
				skillratio += 5*sc->data[SC_OVERTHRUST].val1;
			if(sc->data[SC_MAXOVERTHRUST].timer != -1)
				skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
			if(sc->data[SC_BERSERK].timer != -1)
				skillratio += 100;
		}
		if (!skill_num)
		{
			// Random chance to deal multiplied damage - Consider it as part of skill-based-damage
			if(sd &&
				sd->random_attack_increase_add > 0 &&
				sd->random_attack_increase_per &&
				rand()%100 < sd->random_attack_increase_per
				)
				skillratio += sd->random_attack_increase_add;
		
			ATK_RATE(skillratio);
		} else {	//Skills
			switch( skill_num )
			{
				case SM_BASH:
					skillratio += 30*skill_lv;
					break;
				case SM_MAGNUM:
					skillratio += 20*skill_lv; 
					break;
				case MC_MAMMONITE:
					skillratio += 50*skill_lv;
					break;
				case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
					skillratio += 10*status_get_str(src);
					break;
				case TF_DOUBLE: //This is the mob-used Double Attack. [Skotlex]
					skillratio += 100;
					break;
				case AC_DOUBLE:
					skillratio += 80+20*skill_lv;
					break;
				case AC_SHOWER:
					skillratio += 5*skill_lv-25;
					break;
				case AC_CHARGEARROW:
					skillratio += 50;
					break;
				case KN_PIERCE:
					skillratio += wd.div_*(100+10*skill_lv)-100;
					break;
				case KN_SPEARSTAB:
					skillratio += 15*skill_lv;
					break;
				case KN_SPEARBOOMERANG:
					skillratio += 50*skill_lv;
					break;
				case KN_BRANDISHSPEAR:
				{
					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:
					skillratio+= 40*skill_lv;
					break;
				case KN_AUTOCOUNTER:
				case LK_SPIRALPIERCE:
				case NPC_CRITICALSLASH:
					flag.idef= flag.idef2= 1;
					break;
				case AS_GRIMTOOTH:
					skillratio += 20*skill_lv;
					break;
				case AS_POISONREACT:
					skillratio += 30*skill_lv;
					break;
				case AS_SONICBLOW:
					skillratio += 300+40*skill_lv;
					break;
				case TF_SPRINKLESAND:
					skillratio += 30;
					break;
				case MC_CARTREVOLUTION:
					skillratio += 50;
					if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
						skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
					else if (!sd)
						skillratio += 150; //Max damage for non players.
					break;
				case NPC_COMBOATTACK:
						skillratio += 100*wd.div_ -100;
					break;
				case NPC_RANDOMATTACK:
					skillratio += rand()%150-50;
					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:
					skillratio += 25*skill_lv;
					break;
				case NPC_GUIDEDATTACK:
				case NPC_RANGEATTACK:
				case NPC_PIERCINGATT:
					break;
				case RG_BACKSTAP:
					if(sd && sd->status.weapon == 11 && 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;
					if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
						skillratio += 100;
					break;
				case NPC_DARKCROSS:
				case CR_HOLYCROSS:
					skillratio += 35*skill_lv;
					break;
				case CR_GRANDCROSS:
				case NPC_GRANDDARKNESS:
					flag.cardfix = 0;
					break;
				case AM_DEMONSTRATION:
					skillratio += 20*skill_lv;
					flag.cardfix = 0;
					break;
				case AM_ACIDTERROR:
					skillratio += 40*skill_lv;
					flag.cardfix = 0;
					break;
				case MO_FINGEROFFENSIVE:
					if(battle_config.finger_offensive_type == 0)
						skillratio+= wd.div_ * (100 + 50*skill_lv) -100;
					else
						skillratio+= 50 * skill_lv;
					break;
				case MO_INVESTIGATE:
					skillratio += 75*skill_lv;
					ATK_RATE(2*(def1 + def2));
					flag.idef= flag.idef2= 1;
					break;
				case MO_EXTREMITYFIST:
					if (sd)
					{	//Overflow check. [Skotlex]
						unsigned int ratio = skillratio + 100*(8 + ((sd->status.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;
						sd->status.sp = 0;
						clif_updatestatus(sd,SP_SP);
					}
					flag.idef= flag.idef2= 1;
					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:
					skillratio += 40*skill_lv-40;
					break;
				case DC_THROWARROW:
					skillratio += 50*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:
					skillratio += 10*skill_lv-50;
					break;
				case ASC_METEORASSAULT:
					skillratio += 40*skill_lv-60;
					flag.cardfix = 0;
					break;
				case SN_SHARPSHOOTING:
					skillratio += 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);
					if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
						skillratio /= wflag;
					flag.cardfix = 0;
					break;
				case ASC_BREAKER:
					skillratio += 100*skill_lv-100;
					flag.cardfix = 0;
					break;
				case PA_SACRIFICE:
					//40% less effective on siege maps. [Skotlex]
					skillratio += 10*skill_lv-10;
					flag.idef = flag.idef2 = 1;
					break;
				case PA_SHIELDCHAIN:
					skillratio += wd.div_*(100+30*skill_lv)-100;
					break;
				case WS_CARTTERMINATION:
					if(sd && sd->cart_weight > 0)
						skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100;
					else if (!sd)
						skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv));
					flag.cardfix = 0;
					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].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
						skillratio += 10*status_get_lv(src)/3;
					break;
				case KN_CHARGEATK:
					skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
					break;
				case HT_PHANTASMIC:
					skillratio += 50;
					break;
				case MO_BALKYOUNG:
					skillratio += 200;
					break;
        	}

			ATK_RATE(skillratio);

			//Constant/misc additions from skills
			switch (skill_num) {
				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 == 0 && sd->weapontype2 == 0)
						ATK_ADD(10*pc_checkskill(sd, TK_RUN));
					break;
			}
		}
		//Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
		skillratio = 100;
		//Skill damage modifiers that affect linearly stacked damage.
		if (sc && skill_num != PA_SACRIFICE) {
			if(sc->data[SC_TRUESIGHT].timer != -1)
				skillratio += 2*sc->data[SC_TRUESIGHT].val1;
			// It is still not quite decided whether it works on bosses or not...
			if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
				skillratio += 50 +50*sc->data[SC_EDP].val1;
		}
		switch (skill_num) {
			case AS_SONICBLOW:
				if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
					skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					skillratio += 10;
			break;
		}
		if (sd && sd->skillatk[0].id != 0)
		{
			for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
				//May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
				//to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
				skillratio += sd->skillatk[i].val;
		}
		if (skillratio != 100)
			ATK_RATE(skillratio);
		if(sd)
		{
			if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
				&& skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
			  	&& !flag.cri)
			{	//Elemental/Racial adjustments
				char raceele_flag=0, raceele_flag_=0;
				if(sd->right_weapon.def_ratio_atk_ele & (1<<t_ele) ||
					sd->right_weapon.def_ratio_atk_race & (1<<t_race) ||
					sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
				)
					raceele_flag = flag.idef = 1;

				if(sd->left_weapon.def_ratio_atk_ele & (1<<t_ele) ||
					sd->left_weapon.def_ratio_atk_race & (1<<t_race) ||
					sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
				) {	//Pass effect onto right hand if configured so. [Skotlex]
					if (battle_config.left_cardfix_to_right && flag.rh)
						raceele_flag = flag.idef = 1;
					else
						raceele_flag_ = flag.idef2 = 1;
				}

				if (raceele_flag || raceele_flag_)
					ATK_RATE2(raceele_flag?(def1 + def2):100, raceele_flag_?(def1 + def2):100);
			}

			if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
		  	{	//Ignore Defense?
				if (!flag.idef && (
					(tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
					sd->right_weapon.ignore_def_ele & (1<<t_ele) ||
					sd->right_weapon.ignore_def_race & (1<<t_race) ||
					sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
				))
					flag.idef = 1;

				if (!flag.idef2 && (
					(tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
					sd->left_weapon.ignore_def_ele & (1<<t_ele) ||
					sd->left_weapon.ignore_def_race & (1<<t_race) ||
					sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
				)) {
						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;
			if(battle_config.vit_penalty_type)
			{
				unsigned char target_count; //256 max targets should be a sane max
				target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
				if(target_count >= battle_config.vit_penalty_count) {
					if(battle_config.vit_penalty_type == 1) {
						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
						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(def1 < 0 || skill_num == 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
			{	//[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?rand()%vit_def:0);
				
				if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==6) &&
					(skill=pc_checkskill(tsd,AL_DP)) >0)
					vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04);   // submitted by orn
			} else { //Mob-Pet vit-eq
				//VIT + rnd(0,[VIT/20]^2-1)
				vit_def = (def2/20)*(def2/20);
				vit_def = def2 + (vit_def>0?rand()%vit_def:0);
			}
			
			if ((sd && battle_config.player_defense_type)
				|| (md && battle_config.monster_defense_type)
				|| (pd && battle_config.pet_defense_type)
			)
				vit_def += def1*battle_config.player_defense_type;
			else
				ATK_RATE2(flag.idef?100:100-def1, flag.idef2?100:100-def1);
			ATK_ADD2(flag.idef?0:-vit_def, flag.idef2?0:-vit_def);
		}

		//Post skill/vit reduction damage increases
		if (sc && skill_num != LK_SPIRALPIERCE)
		{	//SC skill damages
			if(sc->data[SC_AURABLADE].timer!=-1) 
				ATK_ADD(20*sc->data[SC_AURABLADE].val1);
		}

		//Refine bonus
		if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
			if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
			{
				ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src));
			} else {
				ATK_ADD2(status_get_atk2(src), status_get_atk_2(src));
			}
		}

		//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_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
			&& skill_num != CR_GRANDCROSS)
		{	//Add mastery damage
			wd.damage = battle_addmastery(sd,target,wd.damage,0);
			if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
			
			if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER))
			{	//SG Anger bonus - ATK_ADDRATE [Komurka]
				static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER };
				short t_class = status_get_class(target);
				for (i = 0; i < 3; i++)
				{
					if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i])))
					{
						skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
						ATK_ADDRATE(skillratio);
						break;
					}
				}
			}
		}
	} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks

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

	if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) 
		ATK_ADD(skill*2);
	
	if(skill_num==TF_POISON)
		ATK_ADD(15*skill_lv);

	if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
		(md && (skill_num || !battle_config.mob_attack_attr_none)) ||
		(pd && (skill_num || !battle_config.pet_attack_attr_none)))
	{	//Elemental attribute fix
		short t_element = status_get_element(target);
		if	(!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8))
		{
			if (wd.damage > 0)
			{
				wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element);
				if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
					wd.damage = battle_attr_fix(src,target,wd.damage,0,t_element);
			}
			if (flag.lh && wd.damage2 > 0)
				wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element);
		}
		if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
		{	//Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
			int damage=0;
			battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0));
			damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
			damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,t_element);
			ATK_ADD(damage);
		}
	}


	if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
		flag.cardfix = 0;	//When the attack does no damage, avoid doing %bonuses

	if (sd)
	{
		if (skill_num != 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_num==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
		if (flag.cardfix)
		{
			short cardfix = 1000, cardfix_ = 1000;
			short t_class = status_get_class(target);
			short t_race2 = status_get_race2(target);	
			if(sd->state.arrow_atk)
			{
				cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100;
				cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100;
				cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100;
				cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
				cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100;
			} else {	//Melee attack
				if(!battle_config.left_cardfix_to_right)
				{
					cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100;
					cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100;
					cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100;
					cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
					cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100;

					if (flag.lh)
					{
						cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
					}
				} else {
					cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100;
					cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100;
					cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_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)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
				}
			}

			for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
				if(sd->right_weapon.add_damage_classid[i] == t_class) {
					cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
					break;
				}
			}

			if (flag.lh)
			{
				for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
					if(sd->left_weapon.add_damage_classid[i] == t_class) {
						cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
						break;
					}
				}
			}

			if(wd.flag&BF_LONG)
				cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;

			if (cardfix != 1000 || cardfix_ != 1000)
				ATK_RATE2(cardfix/10, cardfix_/10);	//What happens if you use right-to-left and there's no right weapon, only left?
		}
		
		if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
			short index= sd->equip_index[8];
			if (index >= 0 &&
				sd->inventory_data[index] &&
				sd->inventory_data[index]->type == 5)
				ATK_ADD(10*sd->status.inventory[index].refine);
		}
	} //if (sd)

	//Card Fix, tsd side - Cards always apply on the target. [Skotlex]
	if (tsd) {
		short s_size,s_race2,s_class;
		short cardfix=1000;
		
		s_size = status_get_size(src);
		s_race2 = status_get_race2(src);
		s_class = status_get_class(src);
		
		cardfix=cardfix*(100-tsd->subele[s_ele])/100;
		cardfix=cardfix*(100-tsd->subsize[s_size])/100;
 		cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
		cardfix=cardfix*(100-tsd->subrace[s_race])/100;
		cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
		
		for(i=0;i<tsd->add_dmg_count;i++) {
				if(tsd->add_dmg[i].class_ == s_class) {
					cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
					break;
				}
			}
	
		if(wd.flag&BF_SHORT)
			cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
		else	// BF_LONG (there's no other choice)
			cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;

		if (cardfix != 1000)
			ATK_RATE(cardfix/10);
	}

	if(flag.infdef)
	{ //Plants receive 1 damage when hit
		if (flag.rh && (flag.hit || wd.damage>0))
			wd.damage = 1;
		if (flag.lh && (flag.hit || wd.damage2>0))
			wd.damage2 = 1;
		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 && !skill_num && !flag.cri)
	{	//Check for double attack.
		if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == 0x01) ||
			sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
			if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
			{
				wd.damage *=2;
				wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
				wd.type = 0x08;
			}
	}

	if(!flag.rh || wd.damage<1)
		wd.damage=0;
	
	if(!flag.lh || wd.damage2<1)
		wd.damage2=0;
	
	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(sd->status.weapon > 16)
		{	//Dual-wield
			if (wd.damage > 0)
			{
				skill = pc_checkskill(sd,AS_RIGHT);
				wd.damage = wd.damage * (50 + (skill * 10))/100;
				if(wd.damage < 1) wd.damage = 1;
			}
			if (wd.damage2 > 0)
			{
				skill = pc_checkskill(sd,AS_LEFT);
				wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
				if(wd.damage2 < 1) wd.damage2 = 1;
			}
		} else if(sd->status.weapon == 16)
		{ //Katars
			skill = pc_checkskill(sd,TF_DOUBLE);
			wd.damage2 = wd.damage * (1 + (skill * 2))/100;

			if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
			flag.lh = 1;
		}
	}
	
	if(wd.damage > 0 || wd.damage2 > 0)
	{
		if(wd.damage2<1)
			wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
		else if(wd.damage<1)
			wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
		else
		{
			int d1=wd.damage+wd.damage2,d2=wd.damage2;
			wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
			wd.damage2=(d2*100/d1)*wd.damage/100;
			if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
			wd.damage-=wd.damage2;
		}
	}

	if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && (rand()%10000 < sd->classchange))
	{	//Classchange:
		struct mob_db *mob;
		int k, class_;
		i = 0;
		do {
			do {
				class_ = rand() % MAX_MOB_DB;
			} while (!mobdb_checkid(class_));
			
			k = rand() % 1000000;
			mob = mob_db(class_);
		} while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
		if (i< 2000)
			mob_class_change(((struct mob_data *)target),class_);
	}

	if (sd && (battle_config.equip_self_break_rate || battle_config.equip_skill_break_rate) &&
		(wd.damage > 0 || wd.damage2 > 0)) {
		if (battle_config.equip_self_break_rate) {	// Self weapon breaking
			int breakrate = battle_config.equip_natural_break_rate;
			if (sc) {
				if(sc->data[SC_OVERTHRUST].timer!=-1)
					breakrate += 10;
				if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
					breakrate += 10;
			}
			if(rand() % 10000 < breakrate * battle_config.equip_self_break_rate / 100 || breakrate >= 10000)
				pc_breakweapon(sd);
		}
		if (battle_config.equip_skill_break_rate) {	// Target equipment breaking
			int breakrate[2] = {0,0}; // weapon = 0, armor = 1
			int breaktime = 5000;

			breakrate[0] += sd->break_weapon_rate; // Break rate from equipment
			breakrate[1] += sd->break_armor_rate;
			if (sc) {
				if (sc->data[SC_MELTDOWN].timer!=-1) {
					breakrate[0] += 100*sc->data[SC_MELTDOWN].val1;
					breakrate[1] += 70*sc->data[SC_MELTDOWN].val1;
					breaktime = skill_get_time2(WS_MELTDOWN,1);
				}
			}	
			if(rand() % 10000 < breakrate[0] * battle_config.equip_skill_break_rate / 100 || breakrate[0] >= 10000) {
				if (target->type == BL_PC)
					pc_breakweapon((struct map_session_data *)target);
				else
					status_change_start(target,SC_STRIPWEAPON,100,1,75,0,0,breaktime,0);
			}
			if(rand() % 10000 < breakrate[1] * battle_config.equip_skill_break_rate/100 || breakrate[1] >= 10000) {
				if (target->type == BL_PC) {
					struct map_session_data *tsd = (struct map_session_data *)target;
					pc_breakarmor(tsd);
				} else
					status_change_start(target,SC_STRIPSHIELD,100,1,75,0,0,breaktime,0);
			}
		}
	}
	return wd;
}

/*==========================================
 * battle_calc_magic_attack [DracoRPG]
 *------------------------------------------
 */
struct Damage battle_calc_magic_attack(
	struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
	{
	struct map_session_data *sd=NULL, *tsd=NULL;
	struct mob_data *md=NULL, *tmd=NULL;
	struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
	struct Damage ad;
	unsigned short skillratio = 100;	//Skill dmg modifiers.

	short i;
	short t_mode = status_get_mode(target);
	short t_race, t_size, t_ele, s_race, s_size, s_ele;
	struct {
		unsigned imdef : 1;
		unsigned infdef : 1;
		unsigned elefix : 1;
		unsigned cardfix : 1;
	}	flag;

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

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return ad;
	}
	//Initial flag
	flag.elefix=1;
	flag.cardfix=1;

	//Initial Values
	ad.damage = 1;
	ad.div_=skill_get_num(skill_num,skill_lv);
	ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
	ad.dmotion=status_get_dmotion(target);
	ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
	ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
	ad.dmg_lv=ATK_DEF;
	
	switch (src->type)
	{
		case BL_PC:
			sd=(struct map_session_data *)src;
			break;
		case BL_MOB:
			md=(struct mob_data *)src;
			break;
		case BL_PET:
			pd=(struct pet_data *)src;
			break;
	}
	switch (target->type)
	{
		case BL_PC:	
			tsd=(struct map_session_data *)target;
			if (pd) { //Pets can't target players
				memset(&ad,0,sizeof(ad));	
				return ad;
			}
			break;
		case BL_MOB:
			tmd=(struct mob_data *)target;
			break;
		case BL_PET://Cannot target pets
			memset(&ad,0,sizeof(ad));	
			return ad;
	}

	//Initialize variables that will be used afterwards
	t_race = status_get_race(target);
	t_size = status_get_size(target);
	t_ele = status_get_elem_type(target);
		
	s_race = status_get_race(src);
	s_size = status_get_size(src);
	s_ele = skill_get_pl(skill_num);

	if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
		s_ele = status_get_attack_element(src);
	else if (s_ele == -2) //Use status element
		s_ele = status_get_attack_sc_element(src);
	
	if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
		s_ele = 0;

	//Set miscellaneous data that needs be filled
	if(sd) {
		sd->state.attack_type = BF_MAGIC;
		sd->state.arrow_atk = 0;
		if (sd->skillblown[0].id != 0)
		{	//Apply the bonus blewcount. [Skotlex]
			for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
				ad.blewcount += sd->skillblown[i].val;
		}
	}

	if (battle_config.skillrange_by_distance)
	{ //Skill range based on distance between src/target [Skotlex]
		if ((sd && battle_config.skillrange_by_distance&1)
			|| (md && battle_config.skillrange_by_distance&2)
			|| (pd && battle_config.skillrange_by_distance&4)
		) {
			if (check_distance_bl(src, target, 3))
				ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
			else
				ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
		}
	}

	flag.infdef=(t_mode&MD_PLANT?1:0);
		
	switch(skill_num)
	{
		case MG_FIREWALL:
			if(mflag) { //mflag has a value when it was checked it works against an undead in skill.c [Skotlex]
				ad.div_ = mflag; //mflag contains the number of hits against undead.
				ad.blewcount = 0; //No knockback
				ad.dmotion = 0; //No flinch animation.
			} else
				ad.blewcount |= 0x10000;
			break;
		case PR_SANCTUARY:
			ad.blewcount|=0x10000;
		case AL_HEAL:
		case WZ_FIREPILLAR:
			flag.imdef = 1;
			break;
		case PR_ASPERSIO:
		case HW_GRAVITATION:
		case ASC_BREAKER:
			flag.imdef = 1;
		case PF_SOULBURN: //Does not ignores mdef
			flag.elefix = 0;
			flag.cardfix = 0;
			break;
		case PR_TURNUNDEAD:
			flag.imdef = 1;
			flag.cardfix = 0;
			break;
		case NPC_GRANDDARKNESS:
		case CR_GRANDCROSS:
			flag.cardfix = 0;
			break;
	}

	if(is_boss(target)) //Bosses can't be knocked-back
		ad.blewcount = 0;

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

//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_num)
		{	//Calc base damage according to skill
			case AL_HEAL:
			case PR_BENEDICTIO:
				ad.damage = skill_calc_heal(src,skill_lv)/2;
				if (sd)
					ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100;
				break;
			case PR_ASPERSIO:
				ad.damage = 40;
				break;
			case PR_SANCTUARY:
				ad.damage = (skill_lv>6)?388:skill_lv*50;
				break;
			case ALL_RESURRECTION:
			case PR_TURNUNDEAD:
				if(!tsd && battle_check_undead(t_race,t_ele)){
					int hp, mhp, thres;
					hp = status_get_hp(target);
					mhp = status_get_max_hp(target);
					thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp));
					if(thres > 700) thres = 700;
					if(rand()%1000 < thres && !(t_mode&MD_BOSS))
						ad.damage = hp;
					else
						ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10;
				}
				break;
			case PF_SOULBURN:
				if (!tsd) {
					memset(&ad,0,sizeof(ad));
					return ad;
				} else
					ad.damage = tsd->status.sp * 2;
				break;
			case ASC_BREAKER:
				ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
				break;
			case HW_GRAVITATION:
				ad.damage = 200+200*skill_lv;
				break;
			default:
			{
				unsigned short matkmin,matkmax;

				matkmin = status_get_matk2(src);
				matkmax = status_get_matk1(src);

				MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0));

				if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
					if(mflag>0)
						ad.damage/= mflag;
					else if(battle_config.error_log)
						ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
				}

				switch(skill_num){
					case MG_NAPALMBEAT:
						skillratio += skill_lv*10-30;
						break;
					case MG_SOULSTRIKE:
						if (battle_check_undead(t_race,t_ele))
							skillratio += 5*skill_lv;
						break;
					case MG_FIREBALL:
						if(mflag>2)
							ad.damage = 0;
						else {
							int drate[]={100,90,70};
							MATK_RATE(drate[mflag]);
							skillratio += 70+10*skill_lv;
						}
						break;
					case MG_FIREWALL:
						skillratio -= 50;
						break;
					case MG_THUNDERSTORM:
						skillratio -= 20;
						break;
					case MG_FROSTDIVER:
						skillratio += 10*skill_lv;
						break;
					case AL_HOLYLIGHT:
						skillratio += 25;
						if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && 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:
						skillratio -= 80;
						break;
					case WZ_SIGHTRASHER:
						skillratio += 20*skill_lv;
						break;
					case WZ_VERMILION:
						skillratio += 20*skill_lv-20;
						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 += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage.
						break;
					case SL_STUN:
						skillratio += (t_size!=2?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;
				}

				if (sd && sd->skillatk[0].id != 0)
				{
					for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
						if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
						//If we apply skillatk[] as ATK_RATE, it will also affect other skills,
						//unfortunately this way ignores a skill's constant modifiers...
							skillratio += sd->skillatk[i].val;
				}

				MATK_RATE(skillratio);
			
				//Constant/misc additions from skills
				if (skill_num == WZ_FIREPILLAR)
					MATK_ADD(50);
			}
		}

		if(sd) {
			//Ignore Defense?
			if (!flag.imdef && (
				sd->ignore_mdef_ele & (1<<t_ele) ||
				sd->ignore_mdef_race & (1<<t_race) ||
				sd->ignore_mdef_race & (is_boss(target)?1<<10:1<<11)
				))
				flag.imdef = 1;
		}

		if(!flag.imdef){
			if(battle_config.magic_defense_type)
				ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target);
			else
				ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target);
		}

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

		if(ad.damage<1)
			ad.damage=1;

		if (flag.elefix)
			ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target));

		if (sd && flag.cardfix) {
			short t_class = status_get_class(target);
			short cardfix=100;

			cardfix=cardfix*(100+sd->magic_addrace[t_race])/100;
			cardfix=cardfix*(100+sd->magic_addele[t_ele])/100;
			cardfix=cardfix*(100+sd->magic_addsize[t_size])/100;
			cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100;
			for(i=0;i<sd->add_mdmg_count;i++) {
				if(sd->add_mdmg[i].class_ == t_class) {
					cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
					continue;
				}
			}

			MATK_RATE(cardfix);
		}

		if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
	  	{ //Card fixes always apply on the target side. [Skotlex]
			short s_race2=status_get_race2(src);
			short s_class= status_get_class(src);
			short cardfix=100;

			cardfix=cardfix*(100-tsd->subele[s_ele])/100;
			cardfix=cardfix*(100-tsd->subsize[s_size])/100;
			cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
			cardfix=cardfix*(100-tsd->subrace[s_race])/100;
			cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
			for(i=0;i<tsd->add_mdef_count;i++) {
				if(tsd->add_mdef[i].class_ == s_class) {
					cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
					continue;
				}
			}
			cardfix=cardfix*(100-tsd->magic_def_rate)/100;

			MATK_RATE(cardfix);
		}
	}

	if(!flag.infdef && ad.div_>1 && skill_num != WZ_VERMILION)
		ad.damage *= ad.div_;

	if (tsd && status_isimmune(target)) {
		if (sd && battle_config.gtb_pvp_only)  { // [MouseJstr]
			MATK_RATE(100 - battle_config.gtb_pvp_only);
		} else ad.damage = 0;
	}

	ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
	if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex]
		ad.dmg_lv = ATK_FLEE;
	return ad;
}

/*==========================================
 * ���̑��_�??[�W�v�Z
 *------------------------------------------
 */
struct Damage  battle_calc_misc_attack(
	struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
	int int_=status_get_int(bl);
	int dex=status_get_dex(bl);
	int skill,ele,race,size,cardfix,race2,t_mode;
	struct map_session_data *sd=NULL,*tsd=NULL;
	int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
	struct Damage md;
	int damagefix=1;

	int aflag=BF_MISC|BF_SHORT|BF_SKILL;

	if( bl == NULL || target == NULL ){
		nullpo_info(NLP_MARK);
		memset(&md,0,sizeof(md));
		return md;
	}

	if(target->type == BL_PET) {
		memset(&md,0,sizeof(md));
		return md;
	}

	//Some initial values
	md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl);
	md.dmotion=status_get_dmotion(target);
	md.damage2=0;
	md.type=0;
	md.dmg_lv=ATK_DEF;

	if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) {
		sd->state.attack_type = BF_MISC;
		sd->state.arrow_atk = 0;
		if (sd->skillblown[0].id != 0)
		{	//Apply the bonus blewcount. [Skotlex]
			int i;
			for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
				blewcount += sd->skillblown[i].val;
		}
	}

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

	t_mode = status_get_mode(target);
	ele = skill_get_pl(skill_num);
	if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
		ele = 0;
	race = status_get_race(bl);
	size = status_get_size(bl);
	race2 = status_get_race(bl);

	switch(skill_num){

	case HT_LANDMINE:	// �����h�}�C��
		damage=skill_lv*(dex+75)*(100+int_)/100;
		break;

	case HT_BLASTMINE:	// �u���X�g�}�C��
		damage=skill_lv*(dex/2+50)*(100+int_)/100;
		break;

	case HT_CLAYMORETRAP:	// �N���C���A?[�g���b�v
		damage=skill_lv*(dex/2+75)*(100+int_)/100;
		break;

	case HT_BLITZBEAT:	// �u���b�c�r?[�g
		if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		damage=(dex/10+int_/2+skill*3+40)*2;
		if(flag > 1)
			damage /= flag;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;

	case TF_THROWSTONE:	// ?���
		damage=50;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;

	case BA_DISSONANCE:	// �s���a��
		damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3;
		break;

	case NPC_SELFDESTRUCTION:	// ����
		damage = status_get_hp(bl);
		damagefix = 0;
		break;

	case NPC_SMOKING:	// �^�o�R���z��
		damage=3;
		damagefix=0;
		break;

	case NPC_DARKBREATH:
		{
			struct status_change *sc = status_get_sc(target);
			int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
			hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
			if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STUN].timer!=-1 ||
				sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) )
				hitrate = 1000000;
			if(rand()%100 < hitrate) {
				damage = 500 + (skill_lv-1)*1000 + rand()%1000;
				if(damage > 9999) damage = 9999;
			} else
				md.dmg_lv=ATK_FLEE;
		}
		break;

	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
		if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		damage=(dex/10+int_/2+skill*3+40)*2*skill_get_num(HT_BLITZBEAT, 5);   //Blitz Beat lv5 Damage
		damage=damage*(150+70*skill_lv)/100;	//Falcon Assault Modifier
		if(flag > 1)
			damage /= flag;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;

	case PA_PRESSURE:
		damage=500+300*skill_lv;
		damagefix=0;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;
	case PA_GOSPEL:
		damage = 1+rand()%9999;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;
	case CR_ACIDDEMONSTRATION:
		//This equation is not official, but it's the closest to the official one 
		//that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]
		damage = int_ * (int)(sqrt(100*status_get_vit(target))) / 3;
		if (tsd) damage/=2;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;
	}

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

		if( tsd ){
			cardfix=100;
			cardfix=cardfix*(100-tsd->subele[ele])/100;
			cardfix=cardfix*(100-tsd->subsize[size])/100;
			cardfix=cardfix*(100-tsd->subrace2[race2])/100;
			cardfix=cardfix*(100-tsd->subrace[race])/100;
			cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100;
			cardfix=cardfix*(100-tsd->misc_def_rate)/100;
			if(aflag&BF_SHORT)
				cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
			else	// BF_LONG (there's no other choice)
				cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;

			damage=damage*cardfix/100;
		}
		if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
		{
			int i;
			for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
				damage += damage*sd->skillatk[i].val/100;
		}

		if(damage < 0) damage = 0;
		damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) );		// ��?�?C?�
	}

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

	if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
		damage = 1;

	if(is_boss(target))
		blewcount = 0;

	if (battle_config.skillrange_by_distance)
	{ //Skill range based on distance between src/target [Skotlex]
		if ((bl->type == BL_PC && battle_config.skillrange_by_distance&1)
			|| (bl->type == BL_MOB && battle_config.skillrange_by_distance&2)
			|| (bl->type == BL_PET && battle_config.skillrange_by_distance&4)
		) {
			if (check_distance_bl(bl, target, 3))
				aflag=(aflag&~BF_RANGEMASK)|BF_SHORT;
			else
				aflag=(aflag&~BF_RANGEMASK)|BF_LONG;
		}
	}

	if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
		damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag);	// �ŏI�C��

	md.damage=damage;
	md.div_=div_;
	md.blewcount=blewcount;
	md.flag=aflag;
	return md;
}
/*==========================================
 * �_�??[�W�v�Z�ꊇ?��?�p
 *------------------------------------------
 */
struct Damage battle_calc_attack(	int attack_type,
	struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
	struct Damage d;
	switch(attack_type){
	case BF_WEAPON:
		d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
		break;
	case BF_MAGIC:
		d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
		break;
	case BF_MISC:
		d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
		break;
	default:
		if (battle_config.error_log)
			ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
		memset(&d,0,sizeof(d));
		break;
	}
	return d;
}

int battle_calc_return_damage(struct block_list *bl, int damage, int flag) {
	struct map_session_data *sd=NULL;
	struct status_change *sc;
	int rdamage = 0;
	
	if (bl->type == BL_PC) sd = (struct map_session_data*)bl;
	sc = status_get_sc(bl);

	if(flag&BF_WEAPON) {
		if (flag & BF_SHORT) {
			if (sd && sd->short_weapon_damage_return)
			{
				rdamage += damage * sd->short_weapon_damage_return / 100;
				if(rdamage < 1) rdamage = 1;
			}
			if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
		  	{
				rdamage += damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
				if (rdamage < 1) rdamage = 1;
			}
		} else if (flag & BF_LONG) {
			if (sd && sd->long_weapon_damage_return)
			{
				rdamage += damage * sd->long_weapon_damage_return / 100;
				if (rdamage < 1) rdamage = 1;
			}
		}
	} else
	// magic_damage_return by [AppleGirl] and [Valaris]
	if(flag&BF_MAGIC)
	{
		if(sd && sd->magic_damage_return > 0 )
		{
			rdamage += damage * sd->magic_damage_return / 100;
			if(rdamage < 1) rdamage = 1;
		}
	}
	return rdamage;
}
/*==========================================
 * ��?�?U��?��?�܂Ƃ�
 *------------------------------------------
 */
int 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_change *sc, *tsc;
	int race, ele, damage,rdamage=0;
	struct Damage wd;

	nullpo_retr(0, src);
	nullpo_retr(0, target);

	if (src->prev == NULL || target->prev == NULL)
		return 0;
	
	if(src->type == BL_PC)
		sd = (struct map_session_data *)src;

	if (target->type == BL_PC)
		tsd = (struct map_session_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;
	
	race = status_get_race(target);
	ele = status_get_elem_type(target);

	if(sd && sd->status.weapon == 11) {
		if(sd->equip_index[10] >= 0) {
			if(battle_config.arrow_decrement)
				pc_delitem(sd,sd->equip_index[10],1,0);
		}
		else {
			clif_arrow_fail(sd,0);
			return 0;
		}
	}

	//Check for counter attacks that block your attack. [Skotlex]
	if(tsc)
	{
		if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
			(!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
			status_check_skilluse(target, src, KN_AUTOCOUNTER, 0)
		)	{
			int dir = map_calc_dir(target,src->x,src->y);
			int t_dir = status_get_dir(target);
			int dist = distance_bl(src, target);
			if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1))
			{
				int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
				clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
				clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
				status_change_end(target,SC_AUTOCOUNTER,-1);
				skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
				return 0;
			}
		}
		if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
			int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
			int duration = skill_get_time2(MO_BLADESTOP,skilllv);
			status_change_end(target, SC_BLADESTOP_WAIT, -1);
			clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
			status_change_start(target, SC_BLADESTOP, 100, skilllv, 2, (int)target, (int)src, duration, 0);
			skilllv = sd?pc_checkskill(sd, MO_BLADESTOP):1;
			status_change_start(src, SC_BLADESTOP, 100, skilllv, 1, (int)src, (int)target, duration, 0);
			return 0;
		}

	}
	//Recycled the damage variable rather than use a new one... [Skotlex]
	if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) // triple blow works with bows ^^ [celest]
	{
		int triple_rate= 30 - damage; //Base Rate
		if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && 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,-1);
		}
		if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
	}
	else if (sc && sc->data[SC_SACRIFICE].timer != -1)
		return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
			
	wd = battle_calc_weapon_attack(src,target, 0, 0,0);

	damage = wd.damage + wd.damage2;
	if (damage > 0 && src != target) {
		rdamage = battle_calc_return_damage(target, damage, wd.flag);
		if (rdamage > 0)
			clif_damage(src, src, tick, wd.amotion, wd.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,tick);
	}

	clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
	//��?��?���ƃJ�^?[���nj��̃~�X�\��(���?���?`)
	if(sd && sd->status.weapon >= 16 && wd.damage2 == 0)
		clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);

	if (sd && sd->splash_range > 0 && damage > 0)
		skill_castend_damage_id(src, target, 0, -1, tick, 0);

	map_freeblock_lock();

	battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, 0);

	if (wd.dmg_lv == ATK_DEF || damage > 0) //Added counter effect [Skotlex]
		skill_counter_additional_effect(src, target, 0, 0, BF_WEAPON, tick);
	if (!status_isdead(target) && damage > 0) {
		if (sd) {
			int boss = status_get_mode(target)&MD_BOSS;
			int rate = 0;
			if (sd->weapon_coma_ele[ele] > 0)
				rate += sd->weapon_coma_ele[ele];
			if (sd->weapon_coma_race[race] > 0)
				rate += sd->weapon_coma_race[race];
			if (sd->weapon_coma_race[boss?10:11] > 0)
				rate += sd->weapon_coma_race[boss?10:11];
			if (rate)
				status_change_start(target, SC_COMA, rate/100, 0, 0, 0, 0, 0, 0);
		}
	}

	if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
		int sp = 0, f = 0;
		int skillid = sc->data[SC_AUTOSPELL].val2;
		int skilllv = sc->data[SC_AUTOSPELL].val3;
		int i = rand()%100;
		if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
			i = 0; //Max chance, no skilllv reduction. [Skotlex]
		if (i >= 50) skilllv -= 2;
		else if (i >= 15) skilllv--;
		if (skilllv < 1) skilllv = 1;
		if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3;

		if ((sd && sd->status.sp >= sp) || !sd) {
			switch (skill_get_casttype(skillid)) {
				case CAST_GROUND:
					f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
					break;
				case CAST_NODAMAGE:
					f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
					break;
				case CAST_DAMAGE:
					f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
					break;
			}
			if (sd && !f) { pc_heal(sd, 0, -sp); }
		}
	}
	if (sd) {
		if (wd.flag & BF_WEAPON && src != target && damage > 0) {
			int hp = 0, sp = 0;
			if (!battle_config.left_cardfix_to_right) { // ��?��?���J?[�h�̋z���n���ʂ��E��ɒlj����Ȃ�?�?�
				hp += battle_calc_drain(wd.damage, sd->right_weapon.hp_drain_rate, sd->right_weapon.hp_drain_per, sd->right_weapon.hp_drain_value);
				hp += battle_calc_drain(wd.damage2, sd->left_weapon.hp_drain_rate, sd->left_weapon.hp_drain_per, sd->left_weapon.hp_drain_value);
				sp += battle_calc_drain(wd.damage, sd->right_weapon.sp_drain_rate, sd->right_weapon.sp_drain_per, sd->right_weapon.sp_drain_value);
				sp += battle_calc_drain(wd.damage2, sd->left_weapon.sp_drain_rate, sd->left_weapon.sp_drain_per, sd->left_weapon.sp_drain_value);
			} else { // ��?��?���J?[�h�̋z���n���ʂ��E��ɒlj�����?�?�
				int hp_drain_rate = sd->right_weapon.hp_drain_rate + sd->left_weapon.hp_drain_rate;
				int hp_drain_per = sd->right_weapon.hp_drain_per + sd->left_weapon.hp_drain_per;
				int hp_drain_value = sd->right_weapon.hp_drain_value + sd->left_weapon.hp_drain_value;
				int sp_drain_rate = sd->right_weapon.sp_drain_rate + sd->left_weapon.sp_drain_rate;
				int sp_drain_per = sd->right_weapon.sp_drain_per + sd->left_weapon.sp_drain_per;
				int sp_drain_value = sd->right_weapon.sp_drain_value + sd->left_weapon.sp_drain_value;
				hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value);
				sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value);
			}
			if (hp && hp + sd->status.hp > sd->status.max_hp)
				hp = sd->status.max_hp - sd->status.hp;
			if (sp && sp + sd->status.sp > sd->status.max_sp)
				sp = sd->status.max_sp - sd->status.sp;
			
			if (hp || sp)
				pc_heal(sd, hp, sp);

			if (battle_config.show_hp_sp_drain)
			{	//Display gained values only when they are positive [Skotlex]
				if (hp > 0)
					clif_heal(sd->fd, SP_HP, hp);
				if (sp > 0)
					clif_heal(sd->fd, SP_SP, sp);
			}

			if (tsd && sd->sp_drain_type)
				pc_heal(tsd, 0, -sp);

			if (tsd && rand()%1000 < sd->sp_vanish_rate)
			{
				sp = tsd->status.sp * sd->sp_vanish_per/100;
				if (sp > 0)
					pc_heal(tsd, 0, -sp);

			}
		}
	}
	if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
		battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, 0);

	if (tsc) {
		if (tsc->data[SC_POISONREACT].timer != -1 && 
			check_distance_bl(src, target, status_get_range(target)+1) &&
			status_check_skilluse(target, src, TF_POISON, 0)
		) {	//Poison React
			if (status_get_elem_type(src) == 5) {
				tsc->data[SC_POISONREACT].val2 = 0;
				skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
			} else {
				skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
				--tsc->data[SC_POISONREACT].val2;
			}
			if (tsc->data[SC_POISONREACT].val2 <= 0)
				status_change_end(target, SC_POISONREACT, -1);
		}
	}

	//SG_FUSION hp penalty [Komurka]
	if (sd && sc && sc->data[SC_FUSION].timer!=-1)
	{
		int hp=0;
		if(target->type == BL_PC)
		{
			hp = sd->status.max_hp * 8 / 100;
			if((sd->status.hp * 100/sd->status.max_hp) <= 20)
				hp = sd->status.hp;
		}else
			hp = sd->status.max_hp * 5 / 1000;
		pc_heal(sd,-hp,0);
	}

	map_freeblock_unlock();
	return wd.dmg_lv;
}

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

/*==========================================
 * 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)
{
	int m,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_retr(0, src);
	nullpo_retr(0, target);

	m = target->m;
	if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
	{	//No offensive stuff while in Basilica.
		if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
			map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
			return -1;
	}

	if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
	{
		struct skill_unit *su = (struct skill_unit *)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 HT_REMOVETRAP:
				case AC_SHOWER:
				case WZ_HEAVENDRIVE:
					state |= BCT_ENEMY;
					strip_enemy = 0;
					break;
				default:
					return 0;
			}
		} else if (su->group->skill_id==WZ_ICEWALL)
		{	//Icewall can be hit by anything except skills.
			if (src->type == BL_SKILL)
				return 0;
			state |= BCT_ENEMY;
			strip_enemy = 0;
		} else	//Excepting traps and icewall, you should not be able to target skills.
			return 0;
		if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
			t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
	}

	switch (t_bl->type)
	{
		case BL_PC:
		{
			struct map_session_data *sd = (struct map_session_data *)t_bl;
			if (sd->invincible_timer != -1 || pc_isinvisible(sd))
				return -1; //Cannot be targeted yet.
			if (sd->state.monster_ignore && src->type == BL_MOB)
				return 0; //option to have monsters ignore GMs [Valaris]
			if (sd->special_state.killable)
			{
				state |= BCT_ENEMY; //Universal Victim
				strip_enemy = 0;
			}
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = (struct mob_data *)t_bl;
			if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
				return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
			if (md->special_state.ai == 2)
			{	//Mines are sort of universal enemies.
				state |= BCT_ENEMY;
				strip_enemy = 0;
			}
			if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
				t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
			break;
		}
		case BL_PET:
		{
			return 0; //Pets cannot be targetted.
		}
		case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
			break;
		default:	//Invalid target
			return 0;
	}

	if (src->type == BL_SKILL)
	{
		struct skill_unit *su = (struct skill_unit *)src;
		if (!su->group)
			return 0;

		if (su->group->src_id == target->id)
		{
			int inf2;
			inf2 = skill_get_inf2(su->group->skill_id);
			if (inf2&INF2_NO_TARGET_SELF)
				return -1;
			if (inf2&INF2_TARGET_SELF)
				return 1;
		}
		if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
			s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
	}

	switch (s_bl->type)
	{
		case BL_PC:
		{
			struct map_session_data *sd = (struct map_session_data *) s_bl;
			if (sd->special_state.killer)
			{
				state |= BCT_ENEMY; //Is on a killing rampage :O
				strip_enemy = 0;
			} else
			if (sd->duel_group && // Duel [LuzZza]
				!((!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
				(!battle_config.duel_allow_gvg && map_flag_gvg(m)))) {
				if (t_bl->type == BL_PC && t_bl != s_bl &&
					(sd->duel_group == ((struct map_session_data *)t_bl)->duel_group))
				{
					state |= BCT_ENEMY;
					strip_enemy = 0;
				} else if (t_bl != s_bl) {
					// You can't target anything out of your duel
					return 0;
				}
			}
			if (map_flag_gvg(m) && !sd->status.guild_id &&
				t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data)
				return 0; //If you don't belong to a guild, can't target guardians/emperium.
			if (t_bl->type != BL_PC)
				state |= BCT_ENEMY; //Natural enemy.
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = (struct mob_data *)s_bl;
			if (!agit_flag && 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 (t_bl->type == BL_MOB && !((struct mob_data*)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_PC)
				state |= BCT_ENEMY; //Natural enemy for AI mobs are nonplayers.
			if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
				s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
			break;
		}
		case BL_PET:
		{
			struct pet_data *pd = (struct pet_data *)s_bl;
			if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
				return 0; //Pet may not attack non-mobs/items.
			if (t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data && flag&BCT_ENEMY)
				return 0; //pet may not attack Guardians/Emperium
			if (t_bl->type != BL_PC)
				state |= BCT_ENEMY; //Stock enemy type.
			if (pd->msd)
				s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
			break;
		}
		case BL_SKILL: //Skill with no owner? Fishy, but let it through.
			break;
		default:	//Invalid source of attack?
			return 0;
	}
	
	if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs
		if (target->type == BL_MOB || target->type == BL_PC)
			return 1;
		else
			return -1;
	} else 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.
		if (flag&(BCT_PARTY|BCT_ENEMY)) {
			int s_party = status_get_party_id(s_bl);
			if (
				!(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
				!(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
				s_party && s_party == status_get_party_id(t_bl)
			)
				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_idisallied(s_guild, t_guild))
			)
				state |= BCT_GUILD;
			else
				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)
			struct map_session_data* sd = (struct map_session_data*)s_bl,
			  	*sd2 = (struct map_session_data*)t_bl;
			if (
				(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				sd->status.base_level < battle_config.pk_min_level ||
			  	sd2->status.base_level < battle_config.pk_min_level ||
				(battle_config.pk_level_range && (
					sd->status.base_level > sd2->status.base_level ?
					sd->status.base_level - sd2->status.base_level :
					sd2->status.base_level - sd->status.base_level )
			  		> battle_config.pk_level_range)
			)
				state&=~BCT_ENEMY;
		}
	} 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_idisallied(s_guild, t_guild)))
				state |= BCT_GUILD;
		}
	}
	
	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;
}
/*==========================================
 * �˒�����
 *------------------------------------------
 */
int battle_check_range(struct block_list *src,struct block_list *bl,int range)
{
	nullpo_retr(0, src);
	nullpo_retr(0, bl);

	if(src->m != bl->m)	// �Ⴄ�}�b�v
		return 0;

	if (!check_distance_bl(src, bl, range))
		return 0;

	if(distance_bl(src, bl) < 3) //No need for path checking.
		return 1;

	// ?�Q������
	return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
}

/*==========================================
 * Return numerical value of a switch configuration (modified by [Yor])
 * on/off, english, fran�ais, deutsch, espa�ol
 *------------------------------------------
 */
int battle_config_switch(const char *str) {
	if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
		return 1;
	if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
		return 0;
	return atoi(str);
}

static const struct battle_data_short {
	const char *str;
	unsigned short *val;
} battle_data_short[] = {	//List here battle_athena options which are type unsigned short!
	{ "warp_point_debug",                  &battle_config.warp_point_debug			},
	{ "enemy_critical_rate",               &battle_config.enemy_critical_rate		},
	{ "enemy_str",                         &battle_config.enemy_str				},
	{ "enemy_perfect_flee",                &battle_config.enemy_perfect_flee		},
	{ "casting_rate",                      &battle_config.cast_rate				},
	{ "delay_rate",                        &battle_config.delay_rate				},
	{ "delay_dependon_dex",                &battle_config.delay_dependon_dex		},
	{ "skill_delay_attack_enable",         &battle_config.sdelay_attack_enable		},
	{ "left_cardfix_to_right",             &battle_config.left_cardfix_to_right	},
	{ "player_skill_add_range",            &battle_config.pc_skill_add_range		},
	{ "skill_out_range_consume",           &battle_config.skill_out_range_consume	},
	{ "monster_skill_add_range",           &battle_config.mob_skill_add_range		},
	{ "skillrange_by_distance",            &battle_config.skillrange_by_distance	},
	{ "skillrange_from_weapon",            &battle_config.use_weapon_skill_range  },
	{ "player_damage_delay_rate",          &battle_config.pc_damage_delay_rate		},
	{ "defunit_not_enemy",                 &battle_config.defnotenemy				},
	{ "gvg_traps_target_all",	            &battle_config.vs_traps_bctall			},
	{ "random_monster_checklv",            &battle_config.random_monster_checklv	},
	{ "attribute_recover",                 &battle_config.attr_recover				},
	{ "flooritem_lifetime",                &battle_config.flooritem_lifetime		},
	{ "item_auto_get",                     &battle_config.item_auto_get			},
	{ "drop_rate0item",                    &battle_config.drop_rate0item			},
	{ "pvp_exp",                           &battle_config.pvp_exp		},
	{ "gtb_pvp_only",                      &battle_config.gtb_pvp_only		},
	{ "guild_max_castles",                 &battle_config.guild_max_castles		},
	{ "death_penalty_type",                &battle_config.death_penalty_type		},
	{ "death_penalty_base",                &battle_config.death_penalty_base		},
	{ "death_penalty_job",                 &battle_config.death_penalty_job		},
	{ "restart_hp_rate",                   &battle_config.restart_hp_rate			},
	{ "restart_sp_rate",                   &battle_config.restart_sp_rate			},
	{ "mvp_hp_rate",                       &battle_config.mvp_hp_rate				},
	{ "monster_hp_rate",                   &battle_config.monster_hp_rate			},
	{ "monster_max_aspd",                  &battle_config.monster_max_aspd			},
	{ "atcommand_gm_only",                 &battle_config.atc_gmonly				},
	{ "atcommand_spawn_quantity_limit",    &battle_config.atc_spawn_quantity_limit	},
	{ "atcommand_slave_clone_limit",       &battle_config.atc_slave_clone_limit},
	{ "gm_all_skill",                      &battle_config.gm_allskill				},
	{ "gm_all_skill_add_abra",	            &battle_config.gm_allskill_addabra		},
	{ "gm_all_equipment",                  &battle_config.gm_allequip				},
	{ "gm_skill_unconditional",            &battle_config.gm_skilluncond			},
	{ "gm_join_chat",                      &battle_config.gm_join_chat				},
	{ "gm_kick_chat",                      &battle_config.gm_kick_chat				},
	{ "player_skillfree",                  &battle_config.skillfree				},
	{ "player_skillup_limit",              &battle_config.skillup_limit			},
	{ "weapon_produce_rate",               &battle_config.wp_rate					},
	{ "potion_produce_rate",               &battle_config.pp_rate					},
	{ "monster_active_enable",             &battle_config.monster_active_enable	},
	{ "monster_damage_delay_rate",         &battle_config.monster_damage_delay_rate},
	{ "monster_loot_type",                 &battle_config.monster_loot_type		},
//	{ "mob_skill_use",                     &battle_config.mob_skill_use			},	//Deprecated
	{ "mob_skill_rate",                    &battle_config.mob_skill_rate			},
	{ "mob_skill_delay",                   &battle_config.mob_skill_delay			},
	{ "mob_count_rate",                    &battle_config.mob_count_rate			},
	{ "mob_spawn_delay",                   &battle_config.mob_spawn_delay			},
	{ "no_spawn_on_player",                &battle_config.no_spawn_on_player	},
	{ "plant_spawn_delay",                 &battle_config.plant_spawn_delay			},
	{ "boss_spawn_delay",                  &battle_config.boss_spawn_delay			},
	{ "slaves_inherit_speed",              &battle_config.slaves_inherit_speed		},
	{ "summons_inherit_effects",           &battle_config.summons_inherit_effects	},
	{ "pc_damage_walk_delay_rate",         &battle_config.pc_walk_delay_rate		},
	{ "damage_walk_delay_rate",            &battle_config.walk_delay_rate		},
	{ "multihit_delay",                    &battle_config.multihit_delay			},
	{ "quest_skill_learn",                 &battle_config.quest_skill_learn		},
	{ "quest_skill_reset",                 &battle_config.quest_skill_reset		},
	{ "basic_skill_check",                 &battle_config.basic_skill_check		},
	{ "guild_emperium_check",              &battle_config.guild_emperium_check		},
	{ "guild_exp_rate",                    &battle_config.guild_exp_rate			},
	{ "guild_exp_limit",                   &battle_config.guild_exp_limit			},
	{ "player_invincible_time",            &battle_config.pc_invincible_time		},
	{ "pet_catch_rate",                    &battle_config.pet_catch_rate			},
	{ "pet_rename",                        &battle_config.pet_rename				},
	{ "pet_friendly_rate",                 &battle_config.pet_friendly_rate		},
	{ "pet_hungry_delay_rate",             &battle_config.pet_hungry_delay_rate	},
	{ "pet_hungry_friendly_decrease",      &battle_config.pet_hungry_friendly_decrease},
	{ "pet_str",                           &battle_config.pet_str					},
	{ "pet_status_support",                &battle_config.pet_status_support		},
	{ "pet_attack_support",                &battle_config.pet_attack_support		},
	{ "pet_damage_support",                &battle_config.pet_damage_support		},
	{ "pet_support_min_friendly",          &battle_config.pet_support_min_friendly	},
	{ "pet_support_rate",                  &battle_config.pet_support_rate			},
	{ "pet_attack_exp_to_master",          &battle_config.pet_attack_exp_to_master	},
	{ "pet_attack_exp_rate",               &battle_config.pet_attack_exp_rate	 },
	{ "pet_lv_rate",                       &battle_config.pet_lv_rate				},	//Skotlex
	{ "pet_max_stats",                     &battle_config.pet_max_stats				},	//Skotlex
	{ "pet_max_atk1",                      &battle_config.pet_max_atk1				},	//Skotlex
	{ "pet_max_atk2",                      &battle_config.pet_max_atk2				},	//Skotlex
	{ "pet_disable_in_gvg",                        &battle_config.pet_no_gvg					},	//Skotlex
	{ "skill_min_damage",                  &battle_config.skill_min_damage			},
	{ "finger_offensive_type",             &battle_config.finger_offensive_type	},
	{ "heal_exp",                          &battle_config.heal_exp					},
	{ "resurrection_exp",                  &battle_config.resurrection_exp			},
	{ "shop_exp",                          &battle_config.shop_exp					},
	{ "combo_delay_rate",                  &battle_config.combo_delay_rate			},
	{ "item_check",                        &battle_config.item_check				},
	{ "item_use_interval",                 &battle_config.item_use_interval	},
	{ "wedding_modifydisplay",             &battle_config.wedding_modifydisplay	},
	{ "wedding_ignorepalette",             &battle_config.wedding_ignorepalette	},	//[Skotlex]
	{ "xmas_ignorepalette",                &battle_config.xmas_ignorepalette	},	// [Valaris]
	{ "natural_heal_weight_rate",          &battle_config.natural_heal_weight_rate	},
	{ "item_name_override_grffile",        &battle_config.item_name_override_grffile},
	{ "item_equip_override_grffile",       &battle_config.item_equip_override_grffile},	// [Celest]
	{ "item_slots_override_grffile",       &battle_config.item_slots_override_grffile},	// [Celest]
	{ "indoors_override_grffile",          &battle_config.indoors_override_grffile},	// [Celest]
	{ "skill_sp_override_grffile",         &battle_config.skill_sp_override_grffile},	// [Celest]
	{ "cardillust_read_grffile",           &battle_config.cardillust_read_grffile},	// [Celest]
	{ "arrow_decrement",                   &battle_config.arrow_decrement			},
	{ "max_aspd",                          &battle_config.max_aspd					},
	{ "max_walk_speed",                    &battle_config.max_walk_speed			},
	{ "max_lv",                            &battle_config.max_lv					},
	{ "aura_lv",                           &battle_config.aura_lv					},
	{ "max_parameter",                     &battle_config.max_parameter			},
	{ "max_baby_parameter",                &battle_config.max_baby_parameter	},
	{ "max_def",                           &battle_config.max_def					},
	{ "over_def_bonus",                    &battle_config.over_def_bonus			},
	{ "player_skill_log",                  &battle_config.pc_skill_log			},
	{ "monster_skill_log",                 &battle_config.mob_skill_log			},
	{ "battle_log",                        &battle_config.battle_log				},
	{ "save_log",                          &battle_config.save_log					},
	{ "error_log",                         &battle_config.error_log				},
	{ "etc_log",                           &battle_config.etc_log					},
	{ "save_clothcolor",                   &battle_config.save_clothcolor			},
	{ "undead_detect_type",                &battle_config.undead_detect_type		},
	{ "player_auto_counter_type",          &battle_config.pc_auto_counter_type		},
	{ "monster_auto_counter_type",         &battle_config.monster_auto_counter_type},
	{ "min_hitrate",                       &battle_config.min_hitrate	},
	{ "max_hitrate",                       &battle_config.max_hitrate	},
	{ "agi_penalty_type",                  &battle_config.agi_penalty_type			},
	{ "agi_penalty_count",                 &battle_config.agi_penalty_count			},
	{ "agi_penalty_num",                   &battle_config.agi_penalty_num			},
	{ "agi_penalty_count_lv",              &battle_config.agi_penalty_count_lv		},
	{ "vit_penalty_type",                  &battle_config.vit_penalty_type			},
	{ "vit_penalty_count",                 &battle_config.vit_penalty_count			},
	{ "vit_penalty_num",                   &battle_config.vit_penalty_num			},
	{ "vit_penalty_count_lv",              &battle_config.vit_penalty_count_lv		},
	{ "player_defense_type",               &battle_config.player_defense_type		},
	{ "monster_defense_type",              &battle_config.monster_defense_type		},
	{ "pet_defense_type",                  &battle_config.pet_defense_type			},
	{ "magic_defense_type",                &battle_config.magic_defense_type		},
	{ "player_skill_reiteration",          &battle_config.pc_skill_reiteration		},
	{ "monster_skill_reiteration",         &battle_config.monster_skill_reiteration},
	{ "player_skill_nofootset",            &battle_config.pc_skill_nofootset		},
	{ "monster_skill_nofootset",           &battle_config.monster_skill_nofootset	},
	{ "player_cloak_check_type",           &battle_config.pc_cloak_check_type		},
	{ "monster_cloak_check_type",          &battle_config.monster_cloak_check_type	},
	{ "sense_type",                        &battle_config.estimation_type },
	{ "gvg_short_attack_damage_rate",      &battle_config.gvg_short_damage_rate	},
	{ "gvg_long_attack_damage_rate",       &battle_config.gvg_long_damage_rate		},
	{ "gvg_weapon_attack_damage_rate",     &battle_config.gvg_weapon_damage_rate	},
	{ "gvg_magic_attack_damage_rate",      &battle_config.gvg_magic_damage_rate	},
	{ "gvg_misc_attack_damage_rate",       &battle_config.gvg_misc_damage_rate		},
	{ "gvg_flee_penalty",                  &battle_config.gvg_flee_penalty			},
	{ "mob_changetarget_byskill",          &battle_config.mob_changetarget_byskill},
	{ "player_attack_direction_change",    &battle_config.pc_attack_direction_change },
	{ "monster_attack_direction_change",   &battle_config.monster_attack_direction_change },
	{ "player_land_skill_limit",           &battle_config.pc_land_skill_limit		},
	{ "monster_land_skill_limit",          &battle_config.monster_land_skill_limit},
	{ "party_skill_penalty",               &battle_config.party_skill_penalty		},
	{ "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
	{ "produce_item_name_input",           &battle_config.produce_item_name_input	},
	{ "produce_potion_name_input",         &battle_config.produce_potion_name_input},
	{ "making_arrow_name_input",           &battle_config.making_arrow_name_input	},
	{ "holywater_name_input",              &battle_config.holywater_name_input		},
	{ "cdp_name_input",                    &battle_config.cdp_name_input		},
	{ "display_delay_skill_fail",          &battle_config.display_delay_skill_fail	},
	{ "display_snatcher_skill_fail",       &battle_config.display_snatcher_skill_fail	},
	{ "chat_warpportal",                   &battle_config.chat_warpportal			},
	{ "mob_warpportal",                    &battle_config.mob_warpportal			},
	{ "dead_branch_active",                &battle_config.dead_branch_active			},
	{ "show_steal_in_same_party",          &battle_config.show_steal_in_same_party		},
	{ "show_party_share_picker",           &battle_config.party_show_share_picker },
	{ "party_item_share_type",             &battle_config.party_share_type },
	{ "pet_attack_attr_none",              &battle_config.pet_attack_attr_none		},
	{ "mob_attack_attr_none",              &battle_config.mob_attack_attr_none		},
	{ "mob_ghostring_fix",                 &battle_config.mob_ghostring_fix		},
	{ "pc_attack_attr_none",               &battle_config.pc_attack_attr_none		},
	{ "gx_allhit",                         &battle_config.gx_allhit				},
	{ "gx_disptype",                       &battle_config.gx_disptype				},
	{ "devotion_level_difference",         &battle_config.devotion_level_difference	},
	{ "player_skill_partner_check",        &battle_config.player_skill_partner_check},
	{ "hide_GM_session",                   &battle_config.hide_GM_session			},
	{ "invite_request_check",              &battle_config.invite_request_check		},
	{ "skill_removetrap_type",             &battle_config.skill_removetrap_type	},
	{ "disp_experience",                   &battle_config.disp_experience			},
	{ "disp_zeny",                         &battle_config.disp_zeny				},
	{ "castle_defense_rate",               &battle_config.castle_defense_rate		},
	{ "hp_rate",                           &battle_config.hp_rate					},
	{ "sp_rate",                           &battle_config.sp_rate					},
	{ "gm_cant_drop_min_lv",                    &battle_config.gm_cant_drop_min_lv			},
	{ "gm_cant_drop_max_lv",                    &battle_config.gm_cant_drop_max_lv			},
	{ "disp_hpmeter",                      &battle_config.disp_hpmeter				},
	{ "bone_drop",		                   &battle_config.bone_drop				},
	{ "buyer_name",                        &battle_config.buyer_name		},
	{ "skill_wall_check",                  &battle_config.skill_wall_check     },
	{ "cell_stack_limit",                  &battle_config.cell_stack_limit     },
// eAthena additions
	{ "item_logarithmic_drops",            &battle_config.logarithmic_drops	},
	{ "item_drop_common_min",              &battle_config.item_drop_common_min	},	// Added by TyrNemesis^
	{ "item_drop_common_max",              &battle_config.item_drop_common_max	},
	{ "item_drop_equip_min",               &battle_config.item_drop_equip_min	},
	{ "item_drop_equip_max",               &battle_config.item_drop_equip_max	},
	{ "item_drop_card_min",                &battle_config.item_drop_card_min	},
	{ "item_drop_card_max",                &battle_config.item_drop_card_max	},
	{ "item_drop_mvp_min",                 &battle_config.item_drop_mvp_min	},
	{ "item_drop_mvp_max",                 &battle_config.item_drop_mvp_max	},	// End Addition
	{ "item_drop_heal_min",                &battle_config.item_drop_heal_min },
	{ "item_drop_heal_max",                &battle_config.item_drop_heal_max },
	{ "item_drop_use_min",                 &battle_config.item_drop_use_min },
	{ "item_drop_use_max",                 &battle_config.item_drop_use_max },
	{ "item_drop_treasure_min",            &battle_config.item_drop_treasure_min },
	{ "item_drop_treasure_max",            &battle_config.item_drop_treasure_max },
	{ "prevent_logout",                    &battle_config.prevent_logout		},	// Added by RoVeRT
	{ "alchemist_summon_reward",           &battle_config.alchemist_summon_reward	},	// [Valaris]
	{ "drops_by_luk",                      &battle_config.drops_by_luk	},	// [Valaris]
	{ "drops_by_luk2",                     &battle_config.drops_by_luk2	},	// [Skotlex]
	{ "equip_natural_break_rate",          &battle_config.equip_natural_break_rate	},
	{ "equip_self_break_rate",             &battle_config.equip_self_break_rate	},
	{ "equip_skill_break_rate",            &battle_config.equip_skill_break_rate	},
	{ "pk_mode",                           &battle_config.pk_mode			},  	// [Valaris]
	{ "pk_level_range",                    &battle_config.pk_level_range	},
	{ "manner_system",                     &battle_config.manner_system		},  	// [Komurka]
	{ "pet_equip_required",                &battle_config.pet_equip_required	},	// [Valaris]
	{ "multi_level_up",                    &battle_config.multi_level_up		}, // [Valaris]
	{ "max_exp_gain_rate",                 &battle_config.max_exp_gain_rate	}, // [Skotlex]
	{ "backstab_bow_penalty",              &battle_config.backstab_bow_penalty	},
	{ "night_at_start",                    &battle_config.night_at_start	}, // added by [Yor]
	{ "show_mob_hp",                       &battle_config.show_mob_hp	}, // [Valaris]
	{ "ban_spoof_namer",                   &battle_config.ban_spoof_namer	}, // added by [Yor]
	{ "hack_info_GM_level",                &battle_config.hack_info_GM_level	}, // added by [Yor]
	{ "any_warp_GM_min_level",             &battle_config.any_warp_GM_min_level	}, // added by [Yor]
	{ "packet_ver_flag",                   &battle_config.packet_ver_flag	}, // added by [Yor]
	{ "min_hair_style",                    &battle_config.min_hair_style	}, // added by [MouseJstr]
	{ "max_hair_style",                    &battle_config.max_hair_style	}, // added by [MouseJstr]
	{ "min_hair_color",                    &battle_config.min_hair_color	}, // added by [MouseJstr]
	{ "max_hair_color",                    &battle_config.max_hair_color	}, // added by [MouseJstr]
	{ "min_cloth_color",                   &battle_config.min_cloth_color	}, // added by [MouseJstr]
	{ "max_cloth_color",                   &battle_config.max_cloth_color	}, // added by [MouseJstr]
	{ "pet_hair_style",                    &battle_config.pet_hair_style	}, // added by [Skotlex]
	{ "castrate_dex_scale",                &battle_config.castrate_dex_scale	}, // added by [MouseJstr]
	{ "area_size",                         &battle_config.area_size	}, // added by [MouseJstr]
	{ "muting_players",                    &battle_config.muting_players}, // added by [Apple]
	{ "zeny_from_mobs",                    &battle_config.zeny_from_mobs}, // [Valaris]
	{ "mobs_level_up",                     &battle_config.mobs_level_up}, // [Valaris]
	{ "mobs_level_up_exp_rate",		   &battle_config.mobs_level_up_exp_rate}, // [Valaris]
	{ "pk_min_level",                      &battle_config.pk_min_level}, // [celest]
	{ "skill_steal_type",                  &battle_config.skill_steal_type}, // [celest]
	{ "skill_steal_rate",                  &battle_config.skill_steal_rate}, // [celest]
//	{ "night_darkness_level",              &battle_config.night_darkness_level}, // [celest]
	{ "motd_type",                         &battle_config.motd_type}, // [celest]
	{ "allow_atcommand_when_mute",         &battle_config.allow_atcommand_when_mute}, // [celest]
	{ "finding_ore_rate",                  &battle_config.finding_ore_rate}, // [celest]
	{ "exp_calc_type",                     &battle_config.exp_calc_type}, // [celest]
	{ "min_skill_delay_limit",             &battle_config.min_skill_delay_limit}, // [celest]
	{ "require_glory_guild",               &battle_config.require_glory_guild}, // [celest]
	{ "idle_no_share",                     &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
	{ "party_even_share_bonus",            &battle_config.party_even_share_bonus}, 
	{ "delay_battle_damage",               &battle_config.delay_battle_damage}, // [celest]
	{ "display_version",	                  &battle_config.display_version}, // [Ancyker], for a feature by...?
	{ "who_display_aid",	                  &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
	{ "display_hallucination",             &battle_config.display_hallucination}, // [Skotlex]
	{ "use_statpoint_table",               &battle_config.use_statpoint_table}, // [Skotlex]
	{ "ignore_items_gender",               &battle_config.ignore_items_gender}, // [Lupus]
	{ "copyskill_restrict",		       &battle_config.copyskill_restrict}, // [Aru]
	{ "berserk_cancels_buffs",		&battle_config.berserk_cancels_buffs}, // [Aru]
	{ "monster_ai",                        &battle_config.mob_ai},
	{ "dynamic_mobs",                      &battle_config.dynamic_mobs},
	{ "mob_remove_damaged",                &battle_config.mob_remove_damaged},
	{ "show_hp_sp_drain",                  &battle_config.show_hp_sp_drain}, // [Skotlex]
	{ "show_hp_sp_gain",                   &battle_config.show_hp_sp_gain}, // [Skotlex]
	{ "mob_npc_event_type",                &battle_config.mob_npc_event_type},
	{ "mob_clear_delay",                   &battle_config.mob_clear_delay}, // [Valaris]
	{ "character_size",						&battle_config.character_size}, // [Lupus]
	{ "mob_max_skilllvl",				&battle_config.mob_max_skilllvl}, // [Lupus]
	{ "retaliate_to_master",			&battle_config.retaliate_to_master}, // [Skotlex]
	{ "rare_drop_announce",				&battle_config.rare_drop_announce}, // [Lupus]
	{ "firewall_hits_on_undead",			&battle_config.firewall_hits_on_undead}, // [Skotlex]
	{ "title_lvl1",				&battle_config.title_lvl1}, // [Lupus]
	{ "title_lvl2",				&battle_config.title_lvl2}, // [Lupus]
	{ "title_lvl3",				&battle_config.title_lvl3}, // [Lupus]
	{ "title_lvl4",				&battle_config.title_lvl4}, // [Lupus]
	{ "title_lvl5",				&battle_config.title_lvl5}, // [Lupus]
	{ "title_lvl6",				&battle_config.title_lvl6}, // [Lupus]
	{ "title_lvl7",				&battle_config.title_lvl7}, // [Lupus]
	{ "title_lvl8",				&battle_config.title_lvl8}, // [Lupus]
	
	{ "duel_enable",						&battle_config.duel_enable}, // [LuzZza]
	{ "duel_allow_pvp",						&battle_config.duel_allow_pvp}, // [LuzZza]
	{ "duel_allow_gvg",						&battle_config.duel_allow_gvg}, // [LuzZza]
	{ "duel_allow_teleport",				&battle_config.duel_allow_teleport}, // [LuzZza]
	{ "duel_autoleave_when_die",			&battle_config.duel_autoleave_when_die}, //[LuzZza]
	{ "duel_time_interval",					&battle_config.duel_time_interval}, // [LuzZza]
	
	{ "skip_teleport_lv1_menu",			&battle_config.skip_teleport_lv1_menu}, // [LuzZza]
	{ "allow_skill_without_day",			&battle_config.allow_skill_without_day}, // [Komurka]
	{ "allow_es_magic_player",				&battle_config.allow_es_magic_pc },
	{ "skill_caster_check",					&battle_config.skill_caster_check },
	{ "status_cast_cancel",					&battle_config.sc_castcancel },
	{ "pc_status_def_rate",					&battle_config.pc_sc_def_rate },
	{ "mob_status_def_rate",				&battle_config.mob_sc_def_rate },
	{ "pc_max_status_def",					&battle_config.pc_max_sc_def },
	{ "mob_max_status_def",					&battle_config.mob_max_sc_def },
};

static const struct battle_data_int {
	const char *str;
	int *val;
} battle_data_int[] = {	//List here battle_athena options which are type int!
	{ "item_first_get_time",               &battle_config.item_first_get_time		},
	{ "item_second_get_time",              &battle_config.item_second_get_time		},
	{ "item_third_get_time",               &battle_config.item_third_get_time		},
	{ "mvp_item_first_get_time",           &battle_config.mvp_item_first_get_time	},
	{ "mvp_item_second_get_time",          &battle_config.mvp_item_second_get_time	},
	{ "mvp_item_third_get_time",           &battle_config.mvp_item_third_get_time	},
	{ "base_exp_rate",                     &battle_config.base_exp_rate			},
	{ "job_exp_rate",                      &battle_config.job_exp_rate				},
	{ "zeny_penalty",                      &battle_config.zeny_penalty				},
	{ "mvp_exp_rate",                      &battle_config.mvp_exp_rate				},
	{ "natural_healhp_interval",           &battle_config.natural_healhp_interval	},
	{ "natural_healsp_interval",           &battle_config.natural_healsp_interval	},
	{ "natural_heal_skill_interval",       &battle_config.natural_heal_skill_interval},
	{ "max_hp",                            &battle_config.max_hp					},
	{ "max_sp",                            &battle_config.max_sp					},
	{ "max_cart_weight",                   &battle_config.max_cart_weight			},
	{ "gvg_eliminate_time",                &battle_config.gvg_eliminate_time		},
	{ "vending_max_value",                 &battle_config.vending_max_value		},
// eAthena additions
	{ "item_rate_mvp",                     &battle_config.item_rate_mvp		},
	{ "item_rate_common",                  &battle_config.item_rate_common	},	// Added by RoVeRT
	{ "item_rate_equip",                   &battle_config.item_rate_equip	},
	{ "item_rate_card",                    &battle_config.item_rate_card	},	// End Addition
	{ "item_rate_heal",                    &battle_config.item_rate_heal	},	// Added by Valaris
	{ "item_rate_use",                     &battle_config.item_rate_use	},	// End
	{ "item_rate_treasure",                &battle_config.item_rate_treasure }, // End
	{ "day_duration",                      &battle_config.day_duration	}, // added by [Yor]
	{ "night_duration",                    &battle_config.night_duration	}, // added by [Yor]
	{ "mob_remove_delay",                  &battle_config.mob_remove_delay	},
};

int battle_set_value(char *w1, char *w2) {
	int i;
	for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
		if (strcmpi(w1, battle_data_short[i].str) == 0) {
			* battle_data_short[i].val = battle_config_switch(w2);
			return 1;
		}
	for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
		if (strcmpi(w1, battle_data_int[i].str) == 0) {
			*battle_data_int[i].val = battle_config_switch(w2);
			return 1;
		}
/*			
                  int val =  battle_config_switch(w2);
                  switch(battle_data[i].size) {
                  case 1:
                    *((unsigned char *) battle_data[i].val) = val;
                    break;
                  case 2:
                    *((unsigned short *) battle_data[i].val) = val;
                    break;
                  case 4:
                    *((unsigned int *) battle_data[i].val) = val;
                    break;
                  }
                  return 1;
		}
*/
	return 0;
}

void battle_set_defaults() {
	battle_config.warp_point_debug=0;
	battle_config.enemy_critical_rate=0;
	battle_config.enemy_str=1;
	battle_config.enemy_perfect_flee=0;
	battle_config.cast_rate=100;
	battle_config.delay_rate=100;
	battle_config.delay_dependon_dex=0;
	battle_config.sdelay_attack_enable=0;
	battle_config.left_cardfix_to_right=0;
	battle_config.pc_skill_add_range=0;
	battle_config.skill_out_range_consume=1;
	battle_config.mob_skill_add_range=0;
	battle_config.skillrange_by_distance=6;
	battle_config.use_weapon_skill_range=0;
	battle_config.pc_damage_delay_rate=100;
	battle_config.defnotenemy=0;
	battle_config.vs_traps_bctall=1;
	battle_config.random_monster_checklv=1;
	battle_config.attr_recover=1;
	battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
	battle_config.item_auto_get=0;
	battle_config.item_first_get_time=3000;
	battle_config.item_second_get_time=1000;
	battle_config.item_third_get_time=1000;
	battle_config.mvp_item_first_get_time=10000;
	battle_config.mvp_item_second_get_time=10000;
	battle_config.mvp_item_third_get_time=2000;

	battle_config.drop_rate0item=0;
	battle_config.base_exp_rate=100;
	battle_config.job_exp_rate=100;
	battle_config.pvp_exp=1;
	battle_config.gtb_pvp_only=0;
	battle_config.death_penalty_type=0;
	battle_config.death_penalty_base=0;
	battle_config.death_penalty_job=0;
	battle_config.zeny_penalty=0;
	battle_config.restart_hp_rate=0;
	battle_config.restart_sp_rate=0;
	battle_config.mvp_exp_rate=100;
	battle_config.mvp_hp_rate=100;
	battle_config.monster_hp_rate=100;
	battle_config.monster_max_aspd=199;
	battle_config.atc_gmonly=0;
	battle_config.atc_spawn_quantity_limit=0;
	battle_config.atc_slave_clone_limit=0;
	battle_config.gm_allskill=0;
	battle_config.gm_allequip=0;
	battle_config.gm_skilluncond=0;
	battle_config.gm_join_chat=0;
	battle_config.gm_kick_chat=0;
	battle_config.guild_max_castles=0;
	battle_config.skillfree = 0;
	battle_config.skillup_limit = 0;
	battle_config.wp_rate=100;
	battle_config.pp_rate=100;
	battle_config.monster_active_enable=1;
	battle_config.monster_damage_delay_rate=100;
	battle_config.monster_loot_type=0;
//	battle_config.mob_skill_use=1;
	battle_config.mob_skill_rate=100;
	battle_config.mob_skill_delay=100;
	battle_config.mob_count_rate=100;
	battle_config.mob_spawn_delay=100;
	battle_config.no_spawn_on_player=0;
	battle_config.plant_spawn_delay=100;
	battle_config.boss_spawn_delay=100;
	battle_config.slaves_inherit_speed=1;
 	battle_config.summons_inherit_effects=1; 
	battle_config.pc_walk_delay_rate=20;
	battle_config.walk_delay_rate=100;
	battle_config.multihit_delay=230;
	battle_config.quest_skill_learn=0;
	battle_config.quest_skill_reset=1;
	battle_config.basic_skill_check=1;
	battle_config.guild_emperium_check=1;
	battle_config.guild_exp_limit=50;
	battle_config.guild_exp_rate=100;
	battle_config.pc_invincible_time = 5000;
	battle_config.pet_catch_rate=100;
	battle_config.pet_rename=0;
	battle_config.pet_friendly_rate=100;
	battle_config.pet_hungry_delay_rate=100;
	battle_config.pet_hungry_friendly_decrease=5;
	battle_config.pet_str=1;
	battle_config.pet_status_support=0;
	battle_config.pet_attack_support=0;
	battle_config.pet_damage_support=0;
	battle_config.pet_support_min_friendly=900;
	battle_config.pet_support_rate=100;
	battle_config.pet_attack_exp_to_master=0;
	battle_config.pet_attack_exp_rate=100;
	battle_config.pet_lv_rate=0;	//Skotlex
	battle_config.pet_max_stats=99;	//Skotlex
	battle_config.pet_max_atk1=750;	//Skotlex
	battle_config.pet_max_atk2=1000;	//Skotlex
	battle_config.pet_no_gvg=0;	//Skotlex
	battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
	battle_config.finger_offensive_type=0;
	battle_config.heal_exp=0;
	battle_config.resurrection_exp=0;
	battle_config.shop_exp=0;
	battle_config.combo_delay_rate=100;
	battle_config.item_check=1;
	battle_config.item_use_interval=500;
	battle_config.wedding_modifydisplay=0;
	battle_config.wedding_ignorepalette=0;
	battle_config.xmas_ignorepalette=0; // [Valaris]
	battle_config.natural_healhp_interval=6000;
	battle_config.natural_healsp_interval=8000;
	battle_config.natural_heal_skill_interval=10000;
	battle_config.natural_heal_weight_rate=50;
	battle_config.item_name_override_grffile=1;
	battle_config.item_equip_override_grffile=0;	// [Celest]
	battle_config.item_slots_override_grffile=0;	// [Celest]
	battle_config.indoors_override_grffile=0;	// [Celest]
	battle_config.skill_sp_override_grffile=0;	// [Celest]
	battle_config.cardillust_read_grffile=0;	// [Celest]
	battle_config.arrow_decrement=1;
	battle_config.max_aspd = 199;
	battle_config.max_walk_speed = 300;
	battle_config.max_hp = 32500;
	battle_config.max_sp = 32500;
	battle_config.max_lv = 99; // [MouseJstr]
	battle_config.aura_lv = 99; // [Skotlex]
	battle_config.max_parameter = 99;
	battle_config.max_baby_parameter = 80;
	battle_config.max_cart_weight = 8000;
	battle_config.max_def = 99;	// [Skotlex]
	battle_config.over_def_bonus = 0;	// [Skotlex]
	battle_config.pc_skill_log = 0;
	battle_config.mob_skill_log = 0;
	battle_config.battle_log = 0;
	battle_config.save_log = 0;
	battle_config.error_log = 1;
	battle_config.etc_log = 1;
	battle_config.save_clothcolor = 0;
	battle_config.undead_detect_type = 0;
	battle_config.pc_auto_counter_type = 1;
	battle_config.monster_auto_counter_type = 1;
	battle_config.min_hitrate = 5;
	battle_config.max_hitrate = 95;
	battle_config.agi_penalty_type = 1;
	battle_config.agi_penalty_count = 3;
	battle_config.agi_penalty_num = 10;
	battle_config.agi_penalty_count_lv = ATK_FLEE;
	battle_config.vit_penalty_type = 1;
	battle_config.vit_penalty_count = 3;
	battle_config.vit_penalty_num = 5;
	battle_config.vit_penalty_count_lv = ATK_DEF;
	battle_config.player_defense_type = 0;
	battle_config.monster_defense_type = 0;
	battle_config.pet_defense_type = 0;
	battle_config.magic_defense_type = 0;
	battle_config.pc_skill_reiteration = 0;
	battle_config.monster_skill_reiteration = 0;
	battle_config.pc_skill_nofootset = 0;
	battle_config.monster_skill_nofootset = 0;
	battle_config.pc_cloak_check_type = 1;
	battle_config.monster_cloak_check_type = 0;
	battle_config.estimation_type = 3;
	battle_config.gvg_short_damage_rate = 100;
	battle_config.gvg_long_damage_rate = 75;
	battle_config.gvg_weapon_damage_rate = 60;
	battle_config.gvg_magic_damage_rate = 50;
	battle_config.gvg_misc_damage_rate = 60;
	battle_config.gvg_flee_penalty = 20;
	battle_config.gvg_eliminate_time = 7000;
	battle_config.mob_changetarget_byskill = 0;
	battle_config.pc_attack_direction_change = 1;
	battle_config.monster_attack_direction_change = 1;
	battle_config.pc_land_skill_limit = 1;
	battle_config.monster_land_skill_limit = 1;
	battle_config.party_skill_penalty = 1;
	battle_config.monster_class_change_full_recover = 0;
	battle_config.produce_item_name_input = 1;
	battle_config.produce_potion_name_input = 1;
	battle_config.making_arrow_name_input = 1;
	battle_config.holywater_name_input = 1;
	battle_config.cdp_name_input = 1;
	battle_config.display_delay_skill_fail = 1;
	battle_config.display_snatcher_skill_fail = 1;
	battle_config.chat_warpportal = 0;
	battle_config.mob_warpportal = 0;
	battle_config.dead_branch_active = 0;
	battle_config.vending_max_value = 10000000;
	battle_config.show_steal_in_same_party = 0;
	battle_config.party_share_type = 0;
	battle_config.party_show_share_picker = 0;
	battle_config.pet_attack_attr_none = 0;
	battle_config.pc_attack_attr_none = 0;
	battle_config.mob_attack_attr_none = 0;
	battle_config.mob_ghostring_fix = 1;
	battle_config.gx_allhit = 1;
	battle_config.gx_disptype = 1;
	battle_config.devotion_level_difference = 10;
	battle_config.player_skill_partner_check = 1;
	battle_config.hide_GM_session = 0;
	battle_config.invite_request_check = 1;
	battle_config.skill_removetrap_type = 0;
	battle_config.disp_experience = 0;
	battle_config.disp_zeny = 0;
	battle_config.castle_defense_rate = 100;
	battle_config.hp_rate = 100;
	battle_config.sp_rate = 100;
	battle_config.gm_cant_drop_min_lv = 1;
	battle_config.gm_cant_drop_max_lv = 0;
	battle_config.disp_hpmeter = 60;
	battle_config.skill_wall_check = 0;
	battle_config.cell_stack_limit = 1;
	battle_config.bone_drop = 0;
	battle_config.buyer_name = 1;

// eAthena additions
	battle_config.item_rate_mvp=100;
	battle_config.item_rate_common = 100;
	battle_config.item_rate_equip = 100;
	battle_config.item_rate_card = 100;
	battle_config.item_rate_heal = 100;		// Added by Valaris
	battle_config.item_rate_use = 100;		// End
	battle_config.item_rate_treasure = 100;
	battle_config.logarithmic_drops = 0;
	battle_config.item_drop_common_min=1;	// Added by TyrNemesis^
	battle_config.item_drop_common_max=10000;
	battle_config.item_drop_equip_min=1;
	battle_config.item_drop_equip_max=10000;
	battle_config.item_drop_card_min=1;
	battle_config.item_drop_card_max=10000;
	battle_config.item_drop_mvp_min=1;
	battle_config.item_drop_mvp_max=10000;	// End Addition
	battle_config.item_drop_heal_min=1;		// Added by Valaris
	battle_config.item_drop_heal_max=10000;
	battle_config.item_drop_use_min=1;
	battle_config.item_drop_use_max=10000;	// End
	battle_config.item_drop_treasure_min=1;
	battle_config.item_drop_treasure_max=10000;
	battle_config.prevent_logout = 10000;	// Added by RoVeRT
	battle_config.drops_by_luk = 0;	// [Valaris]
	battle_config.drops_by_luk2 = 0;
	battle_config.equip_natural_break_rate = 1;
	battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
	battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
	battle_config.pk_mode = 0; // [Valaris]
	battle_config.pk_level_range = 0; // [Skotlex]
	battle_config.manner_system = 1; // [Valaris]
	battle_config.pet_equip_required = 0; // [Valaris]
	battle_config.multi_level_up = 0; // [Valaris]
	battle_config.max_exp_gain_rate	= 0; // [Skotlex]
	battle_config.backstab_bow_penalty = 0; // Akaru
	battle_config.night_at_start = 0; // added by [Yor]
	battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
	battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
	battle_config.show_mob_hp = 0; // [Valaris]
	battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
	battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
	battle_config.any_warp_GM_min_level = 20; // added by [Yor]
	battle_config.packet_ver_flag = 1023; // added by [Yor]
	battle_config.min_hair_style = 0;
	battle_config.max_hair_style = 23;
	battle_config.min_hair_color = 0;
	battle_config.max_hair_color = 9;
	battle_config.min_cloth_color = 0;
	battle_config.max_cloth_color = 4;
	battle_config.pet_hair_style = 100;
	battle_config.zeny_from_mobs = 0;
	battle_config.mobs_level_up = 0; // [Valaris]
	battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
	battle_config.pk_min_level = 55;
	battle_config.skill_steal_type = 1;
	battle_config.skill_steal_rate = 100;
//	battle_config.night_darkness_level = 9;
	battle_config.motd_type = 0;
	battle_config.allow_atcommand_when_mute = 0;
	battle_config.finding_ore_rate = 100;
	battle_config.castrate_dex_scale = 150;
	battle_config.area_size = 14;
	battle_config.exp_calc_type = 1;
	battle_config.min_skill_delay_limit = 100;
	battle_config.require_glory_guild = 0;
	battle_config.idle_no_share = 0;
	battle_config.party_even_share_bonus = 0;
	battle_config.delay_battle_damage = 1;
	battle_config.display_version = 1;
	battle_config.who_display_aid = 0;
	battle_config.display_hallucination = 1;
	battle_config.ignore_items_gender = 1;
	battle_config.use_statpoint_table = 1;
	battle_config.mob_ai = 0;
	battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
	battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
	battle_config.mob_remove_delay = 60000;
	battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
	battle_config.show_hp_sp_gain = 1;	//Display gained hp/sp from mob-kills
	battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
	battle_config.mob_clear_delay = 0;
	battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
	battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
	battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
	battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
	battle_config.firewall_hits_on_undead = 1;
	battle_config.title_lvl1 = 1;	//Players Titles for @who, etc commands [Lupus]
	battle_config.title_lvl2 = 10;
	battle_config.title_lvl3 = 20;
	battle_config.title_lvl4 = 40;
	battle_config.title_lvl5 = 50;
	battle_config.title_lvl6 = 60;
	battle_config.title_lvl7 = 80;
	battle_config.title_lvl8 = 99;
	
	battle_config.duel_enable = 1;
	battle_config.duel_allow_pvp = 0;
	battle_config.duel_allow_pvp = 0;
	battle_config.duel_allow_teleport = 0;
	battle_config.duel_autoleave_when_die = 1;
	battle_config.duel_time_interval = 60;
	
	battle_config.skip_teleport_lv1_menu = 0;
	battle_config.allow_skill_without_day = 0;
	battle_config.allow_es_magic_pc = 0;

	battle_config.skill_caster_check = 1;
	battle_config.sc_castcancel = 0;
	battle_config.pc_sc_def_rate = 100;
	battle_config.mob_sc_def_rate = 100;
	battle_config.pc_max_sc_def = 10000;
	battle_config.mob_max_sc_def = 5000;
}

void battle_validate_conf() {
	if(battle_config.flooritem_lifetime < 1000)
		battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
/*	if(battle_config.restart_hp_rate < 0)
		battle_config.restart_hp_rate = 0;
	else*/ if(battle_config.restart_hp_rate > 100)
		battle_config.restart_hp_rate = 100;
/*	if(battle_config.restart_sp_rate < 0)
		battle_config.restart_sp_rate = 0;
	else*/ if(battle_config.restart_sp_rate > 100)
		battle_config.restart_sp_rate = 100;
	if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_heal_weight_rate < 50)
		battle_config.natural_heal_weight_rate = 50;
	if(battle_config.natural_heal_weight_rate > 101)
		battle_config.natural_heal_weight_rate = 101;
	battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
	if(battle_config.monster_max_aspd < 10)
		battle_config.monster_max_aspd = 10;
	if(battle_config.monster_max_aspd > 1000)
		battle_config.monster_max_aspd = 1000;
	battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
	if(battle_config.max_aspd < 10)
		battle_config.max_aspd = 10;
	if(battle_config.max_aspd > 1000)
		battle_config.max_aspd = 1000;
	
	if (battle_config.max_walk_speed < 100)
		battle_config.max_walk_speed = 100;
	battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
	if (battle_config.max_walk_speed < 1)
		battle_config.max_walk_speed = 1;
	
	if(battle_config.hp_rate < 1)
		battle_config.hp_rate = 1;
	if(battle_config.sp_rate < 1)
		battle_config.sp_rate = 1;
	if(battle_config.max_hp > 1000000000)
		battle_config.max_hp = 1000000000;
	if(battle_config.max_hp < 100)
		battle_config.max_hp = 100;
	if(battle_config.max_sp > 1000000000)
		battle_config.max_sp = 1000000000;
	if(battle_config.max_sp < 100)
		battle_config.max_sp = 100;
	if(battle_config.max_parameter < 10)
		battle_config.max_parameter = 10;
	if(battle_config.max_parameter > 10000)
		battle_config.max_parameter = 10000;
	if(battle_config.max_baby_parameter < 10)
		battle_config.max_baby_parameter = 10;
	if(battle_config.max_baby_parameter > 10000)
		battle_config.max_baby_parameter = 10000;
	if(battle_config.max_cart_weight > 1000000)
		battle_config.max_cart_weight = 1000000;
	if(battle_config.max_cart_weight < 100)
		battle_config.max_cart_weight = 100;
	battle_config.max_cart_weight *= 10;
	
	if(battle_config.max_def > 100 && !battle_config.player_defense_type)	 // added by [Skotlex]
		battle_config.max_def = 100;
	if(battle_config.over_def_bonus > 1000)
		battle_config.over_def_bonus = 1000;

	if(battle_config.min_hitrate > battle_config.max_hitrate)
		battle_config.min_hitrate = battle_config.max_hitrate;
		
	if(battle_config.agi_penalty_count < 2)
		battle_config.agi_penalty_count = 2;
	if(battle_config.vit_penalty_count < 2)
		battle_config.vit_penalty_count = 2;

	if(battle_config.guild_exp_limit > 99)
		battle_config.guild_exp_limit = 99;
/*	if(battle_config.guild_exp_limit < 0)
		battle_config.guild_exp_limit = 0;*/
	
	if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
		battle_config.pet_support_min_friendly = 950;
	
	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.castle_defense_rate < 0)
//		battle_config.castle_defense_rate = 0;
	if(battle_config.castle_defense_rate > 100)
		battle_config.castle_defense_rate = 100;
	if(battle_config.item_drop_common_min < 1)		// Added by TyrNemesis^
		battle_config.item_drop_common_min = 1;
	if(battle_config.item_drop_common_max > 10000)
		battle_config.item_drop_common_max = 10000;
	if(battle_config.item_drop_equip_min < 1)
		battle_config.item_drop_equip_min = 1;
	if(battle_config.item_drop_equip_max > 10000)
		battle_config.item_drop_equip_max = 10000;
	if(battle_config.item_drop_card_min < 1)
		battle_config.item_drop_card_min = 1;
	if(battle_config.item_drop_card_max > 10000)
		battle_config.item_drop_card_max = 10000;
	if(battle_config.item_drop_mvp_min < 1)
		battle_config.item_drop_mvp_min = 1;
	if(battle_config.item_drop_mvp_max > 10000)
		battle_config.item_drop_mvp_max = 10000;	// End Addition

/*	if (battle_config.night_at_start < 0) // added by [Yor]
		battle_config.night_at_start = 0;
	else if (battle_config.night_at_start > 1) // added by [Yor]
		battle_config.night_at_start = 1; */
	if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
		battle_config.day_duration = 60000;
	if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
		battle_config.night_duration = 60000;
	
/*	if (battle_config.ban_spoof_namer < 0) // added by [Yor]
		battle_config.ban_spoof_namer = 0;
	else*/ if (battle_config.ban_spoof_namer > 32767)
		battle_config.ban_spoof_namer = 32767;

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

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

/*	//This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
	// at least 1 client must be accepted
	if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
		battle_config.packet_ver_flag = 255; // accept all clients
*/
/* Deprecated by dynamix's new night system (using SI_NIGHT)
	if (battle_config.night_darkness_level <= 0)
		battle_config.night_darkness_level = 9;
	else if (battle_config.night_darkness_level > 10) // Celest
		battle_config.night_darkness_level = 10;
*/
/*	if (battle_config.motd_type < 0)
		battle_config.motd_type = 0;
	else if (battle_config.motd_type > 1)
		battle_config.motd_type = 1;
*/
//	if (battle_config.finding_ore_rate < 0)
//		battle_config.finding_ore_rate = 0;

	if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
		battle_config.vending_max_value = MAX_ZENY;

	if (battle_config.min_skill_delay_limit < 10)
		battle_config.min_skill_delay_limit = 10;	// minimum delay of 10ms

	//Spawn delays [Skotlex]
/*	if (battle_config.mob_spawn_delay < 0)
		battle_config.mob_spawn_delay = 0;
	if (battle_config.boss_spawn_delay < 0)
		battle_config.boss_spawn_delay = 0;
	if (battle_config.plant_spawn_delay < 0)
		battle_config.plant_spawn_delay = 0;
*/	
	if (battle_config.no_spawn_on_player > 50)
		battle_config.no_spawn_on_player = 50;
	if (battle_config.mob_remove_delay < 15000)	//Min 15 sec
		battle_config.mob_remove_delay = 15000;
	if (battle_config.dynamic_mobs > 1)
		battle_config.dynamic_mobs = 1;	//The flag will be used in assignations
	if (battle_config.mob_max_skilllvl> 11 || battle_config.mob_max_skilllvl<1 )
		battle_config.mob_max_skilllvl = 11;

	if (battle_config.firewall_hits_on_undead < 1)
		battle_config.firewall_hits_on_undead = 1;
	else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
		battle_config.firewall_hits_on_undead = 255;

	if (battle_config.prevent_logout > 60000)
		battle_config.prevent_logout = 60000;

	if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
		battle_config.mobs_level_up_exp_rate = 1;

	if (battle_config.pc_max_sc_def > 10000)
		battle_config.pc_max_sc_def = 10000;
	if (battle_config.mob_max_sc_def > 10000)
		battle_config.mob_max_sc_def = 10000;
#ifdef CELL_NOSTACK
	if (battle_config.cell_stack_limit < 1)
	  	battle_config.cell_stack_limit = 1;
	else 
	if (battle_config.cell_stack_limit > 255)
	  	battle_config.cell_stack_limit = 255;
#else 
	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
}

/*==========================================
 * ?ݒ�t�@�C����ǂ�?���
 *------------------------------------------
 */
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();

	fp = fopen(cfgName,"r");
	if (fp == NULL) {
		ShowError("File not found: %s\n", cfgName);
		return 1;
	}
	while(fgets(line,1020,fp)){
		if (line[0] == '/' && line[1] == '/')
			continue;
		if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
			continue;
		if (strcmpi(w1, "import") == 0)
			battle_config_read(w2);
		else
			battle_set_value(w1, w2);
	}
	fclose(fp);

	if (--count == 0) {
		battle_validate_conf();
		add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
		add_timer_func_list(battle_walkdelay_sub, "battle_walkdelay_sub");
	}

	return 0;
}

void do_init_battle(void) {
	delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
}

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