// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/random.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "map.h"
#include "path.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"
#include "battle.h"
#include "battleground.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
int attr_fix_table[4][ELE_MAX][ELE_MAX];
struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.
int battle_getcurrentskill(struct block_list *bl)
{ //Returns the current/last skill in use by this bl.
struct unit_data *ud;
if( bl->type == BL_SKILL )
{
struct skill_unit * su = (struct skill_unit*)bl;
return su->group?su->group->skill_id:0;
}
ud = unit_bl2ud(bl);
return ud?ud->skillid:0;
}
/*==========================================
* Get random targetting enemy
*------------------------------------------*/
static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
{
struct block_list **bl_list;
struct unit_data *ud;
int target_id;
int *c;
bl_list = va_arg(ap, struct block_list **);
c = va_arg(ap, int *);
target_id = va_arg(ap, int);
if (bl->id == target_id)
return 0;
if (*c >= 24)
return 0;
ud = unit_bl2ud(bl);
if (!ud) return 0;
if (ud->target == target_id || ud->skilltarget == target_id) {
bl_list[(*c)++] = bl;
return 1;
}
return 0;
}
struct block_list* battle_gettargeted(struct block_list *target)
{
struct block_list *bl_list[24];
int c = 0;
nullpo_retr(NULL, target);
memset(bl_list, 0, sizeof(bl_list));
map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
if (c == 0 || c > 24)
return NULL;
return bl_list[rnd()%c];
}
//Returns the id of the current targetted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list* bl)
{
switch (bl->type)
{
case BL_PC: return ((struct map_session_data*)bl)->ud.target;
case BL_MOB: return ((struct mob_data*)bl)->target_id;
case BL_PET: return ((struct pet_data*)bl)->target_id;
case BL_HOM: return ((struct homun_data*)bl)->ud.target;
case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
}
return 0;
}
static int battle_getenemy_sub(struct block_list *bl, va_list ap)
{
struct block_list **bl_list;
struct block_list *target;
int *c;
bl_list = va_arg(ap, struct block_list **);
c = va_arg(ap, int *);
target = va_arg(ap, struct block_list *);
if (bl->id == target->id)
return 0;
if (*c >= 23)
return 0;
if (status_isdead(bl))
return 0;
if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
bl_list[(*c)++] = bl;
return 1;
}
return 0;
}
// Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
struct block_list* battle_getenemy(struct block_list *target, int type, int range)
{
struct block_list *bl_list[24];
int c = 0;
memset(bl_list, 0, sizeof(bl_list));
map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
if (c == 0 )
return NULL;
if( c >= 24 )
c = 23;
return bl_list[rnd()%c];
}
static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
{
struct block_list **bl_list, *src;
int *c, ignore_id;
bl_list = va_arg(ap, struct block_list **);
c = va_arg(ap, int *);
src = va_arg(ap, struct block_list *);
ignore_id = va_arg(ap, int);
if( bl->id == src->id || bl->id == ignore_id )
return 0; // Ignores Caster and a possible pre-target
if( *c >= 23 )
return 0;
if( status_isdead(bl) )
return 0;
if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
{ // Is Enemy!...
bl_list[(*c)++] = bl;
return 1;
}
return 0;
}
// Pick a random enemy
struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
{
struct block_list *bl_list[24];
int c = 0;
memset(bl_list, 0, sizeof(bl_list));
map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
if( c == 0 )
return NULL;
if( c >= 24 )
c = 23;
return bl_list[rnd()%c];
}
// �_??[�W�̒x��
struct delay_damage {
struct block_list *src;
int target;
int damage;
int delay;
unsigned short distance;
unsigned short skill_lv;
unsigned short skill_id;
enum damage_lv dmg_lv;
unsigned short attack_type;
};
int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
{
struct delay_damage *dat = (struct delay_damage *)data;
struct block_list *target = map_id2bl(dat->target);
if ( target && dat && target->prev != NULL && !status_isdead(target) ) {
if( id == dat->src->id &&
target->m == dat->src->m &&
(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
check_distance_bl(dat->src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
{
map_freeblock_lock();
status_fix_damage(dat->src, target, dat->damage, dat->delay);
if( dat->attack_type && !status_isdead(target) )
skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
map_freeblock_unlock();
} else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) {
/**
* it was monster reflected damage, and the monster died, we pass the damage to the character as expected
**/
map_freeblock_lock();
status_fix_damage(target, target, dat->damage, dat->delay);
map_freeblock_unlock();
}
}
ers_free(delay_damage_ers, dat);
return 0;
}
int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
{
struct delay_damage *dat;
struct status_change *sc;
nullpo_ret(src);
nullpo_ret(target);
sc = status_get_sc(target);
if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
damage = 0;
if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
map_freeblock_lock();
status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
if( attack_type && !status_isdead(target) )
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
if( dmg_lv > ATK_BLOCK && attack_type )
skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
map_freeblock_unlock();
return 0;
}
dat = ers_alloc(delay_damage_ers, struct delay_damage);
dat->src = 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->delay = ddelay;
dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
if (src->type != BL_PC && amotion > 1000)
amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat);
return 0;
}
int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
{
if (atk_elem < 0 || atk_elem >= ELE_MAX)
return 100;
if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
return 100;
return attr_fix_table[def_lv-1][atk_elem][def_type];
}
/*==========================================
* Does attribute fix modifiers.
* Added passing of the chars so that the status changes can affect it. [Skotlex]
* Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
*------------------------------------------*/
int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
{
struct status_change *sc=NULL, *tsc=NULL;
int ratio;
if (src) sc = status_get_sc(src);
if (target) tsc = status_get_sc(target);
if (atk_elem < 0 || atk_elem >= ELE_MAX)
atk_elem = rnd()%ELE_MAX;
if (def_type < 0 || def_type > ELE_MAX ||
def_lv < 1 || def_lv > 4) {
ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
return damage;
}
ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
if (sc && sc->count) {
if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
}
if( target && target->type == BL_SKILL ) {
if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
struct skill_unit *su = (struct skill_unit*)target;
struct skill_unit_group *sg;
struct block_list *src;
int x,y;
if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
(src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
x = sg->val3 >> 16;
y = sg->val3 & 0xffff;
skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
sg->val3 = -1;
sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
}
}
}
if( tsc && tsc->count ) {
if( tsc->data[SC_SPIDERWEB] && atk_elem == ELE_FIRE ){
tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
damage <<= 1; // double damage
if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
}
if( tsc->data[SC_ORATIO] && atk_elem == ELE_HOLY )
ratio += tsc->data[SC_ORATIO]->val1 * 2;
if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON )
ratio += tsc->data[SC_VENOMIMPRESS]->val2;
if( tsc->data[SC_THORNSTRAP] && atk_elem == ELE_FIRE )
status_change_end(target, SC_THORNSTRAP, -1);
if( tsc->data[SC_FIRE_CLOAK_OPTION] && atk_elem == ELE_FIRE )
damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB){
if( atk_elem == ELE_WIND)
damage = damage * 150 / 100;
if( atk_elem == ELE_FIRE )
status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
}
}
return damage*ratio/100;
}
/*==========================================
* �_??[�W??I�v�Z
*------------------------------------------*/
int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
{
struct map_session_data *sd = NULL;
struct status_change *sc;
struct status_change_entry *sce;
int div_ = d->div_, flag = d->flag;
nullpo_ret(bl);
if( !damage )
return 0;
if( battle_config.ksprotection && mob_ksprotected(src, bl) )
return 0;
if (bl->type == BL_PC) {
sd=(struct map_session_data *)bl;
//Special no damage states
if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
damage -= damage*sd->special_state.no_weapon_damage/100;
if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
damage -= damage*sd->special_state.no_magic_damage/100;
if(flag&BF_MISC && sd->special_state.no_misc_damage)
damage -= damage*sd->special_state.no_misc_damage/100;
if(!damage) return 0;
}
sc = status_get_sc(bl);
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
if (skill_num == PA_PRESSURE)
return damage; //This skill bypass everything else.
if( sc && sc->count )
{
//First, sc_*'s that reduce damage to 0.
if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
{
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
if( skill_num == MG_NAPALMBEAT ||
skill_num == MG_SOULSTRIKE ||
skill_num == WL_SOULEXPANSION ||
(skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
(!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
){
if( skill_num == WL_SOULEXPANSION )
damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
}else{
d->dmg_lv = ATK_BLOCK;
return 0;
}
}
if(sc->data[SC_ZEPHYR] &&
flag&(BF_LONG|BF_SHORT)){
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{
struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
if (group) {
/**
* in RE, SW possesses a lifetime equal to 3 times the caster's health
**/
#ifdef RENEWAL
if ( ( group->val2 - damage) > 0 ) {
group->val2 -= damage;
d->dmg_lv = ATK_BLOCK;
return 0;
} else
damage -= group->val2;
skill_delunitgroup(group);
#else
if (--group->val2<=0)
skill_delunitgroup(group);
d->dmg_lv = ATK_BLOCK;
return 0;
#endif
}
status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
}
if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
{
clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
d->dmg_lv = ATK_BLOCK;
sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
return 0;
}
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
{
int delay;
clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
// different delay depending on skill level [celest]
if (sce->val1 <= 5)
delay = 300;
else if (sce->val1 > 5 && sce->val1 <= 9)
delay = 200;
else
delay = 100;
unit_set_walkdelay(bl, gettick(), delay, 1);
if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
return 0;
}
if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
sce->val3 -= damage; // absorb damage
d->dmg_lv = ATK_BLOCK;
sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
if( sce->val3 <= 0 ) { // Shield Down
sce->val2--;
if( sce->val2 > 0 ) {
if( sd )
clif_millenniumshield(sd,sce->val2);
sce->val3 = 1000; // Next Shield
} else
status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
}
return 0;
}
if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
{ // attack blocked by Parrying
clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
return 0;
}
if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
(flag&BF_LONG || sc->data[SC_SPURT])
&& rnd()%100 < 20) {
if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
if (!sc->data[SC_COMBO])
sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
return 0;
}
if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
return 0;
if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
return 0;
if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
d->dmg_lv = ATK_MISS;
return 0;
}
if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
{ //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
clif_specialeffect(bl, 462, AREA);
//Shouldn't end until Breaker's non-weapon part connects.
if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
status_change_end(bl, SC_KAUPE, INVALID_TIMER);
return 0;
}
if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
clif_specialeffect(bl, 462, AREA); // Still need confirm it.
return 0;
}
if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
&& flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) {
skill_additional_effect (src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick() );
if( !status_isdead(src) )
skill_counter_additional_effect( src, bl, skill_num, skill_lv, flag, gettick() );
if (sce) {
clif_specialeffect(bl, 462, AREA);
skill_blown(src,bl,sce->val3,-1,0);
}
//Both need to be consumed if they are active.
if (sce && --(sce->val2) <= 0)
status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
return 0;
}
//Now damage increasing effects
if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
{
if( src->type != BL_MER || skill_num == 0 )
damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
}
#ifdef RENEWAL
if( sc->data[SC_RAID] )
{
damage += 20*damage/100;
if (--sc->data[SC_RAID]->val1 == 0)
status_change_end(bl, SC_RAID, INVALID_TIMER);
}
#endif
if( damage ) {
struct map_session_data *tsd = BL_CAST(BL_PC, src);
if( sc->data[SC_DEEPSLEEP] ) {
damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
}
if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){
switch(tsd->status.weapon){
case W_MACE:
case W_2HMACE:
case W_1HAXE:
case W_2HAXE:
damage = damage * 150 / 100;
break;
case W_MUSICAL:
case W_WHIP:
if(!sd->state.arrow_atk)
break;
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
case W_DAGGER:
case W_1HSWORD:
case W_2HSWORD:
damage = damage * 50 / 100;
break;
}
}
if( sc->data[SC_VOICEOFSIREN] )
status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
}
//Finally damage reductions....
if( sc->data[SC_ASSUMPTIO] ) {
if( map_flag_vs(bl->m) )
damage = damage*2/3; //Receive 66% damage
else
damage >>= 1; //Receive 50% damage
}
if(sc->data[SC_DEFENDER] &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
if(sc->data[SC_ADJUSTMENT] &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage -= 20*damage/100;
if(sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) {
if(flag&BF_SKILL) //25% reduction
damage -= 25*damage/100;
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage >>= 2; //75% reduction
}
// Compressed code, fixed by map.h [Epoque]
if (src->type == BL_MOB) {
int i;
if (sc->data[SC_MANU_DEF])
for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
break;
}
if (sc->data[SC_SPL_DEF])
for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
break;
}
}
if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
sce->val3&flag && sce->val4&flag)
damage -= damage*sc->data[SC_ARMOR]->val2/100;
#ifdef RENEWAL
if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION)
#else
if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION)
#endif
{
struct status_data *status = status_get_status_data(bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
damage -= damage * 6 * (1+per) / 100;
}
/**
* In renewal steel body reduces all incoming damage by 1/10
**/
#ifdef RENEWAL
if( sc->data[SC_STEELBODY] ) {
damage = damage > 10 ? damage / 10 : 1;
}
#endif
//Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
{
status_change_end(bl, SC_BITE, INVALID_TIMER);
status_change_end(bl, SC_ANKLE, INVALID_TIMER);
status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
}
//Finally Kyrie because it may, or not, reduce damage to 0.
if((sce = sc->data[SC_KYRIE]) && damage > 0){
sce->val2-=damage;
if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
if(sce->val2>=0)
damage=0;
else
damage=-sce->val2;
}
if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
}
if (!damage) return 0;
if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
int dx[8]={0,-1,-1,-1,0,1,1,1};
int dy[8]={1,1,0,-1,-1,-1,0,1};
int dir = map_calc_dir(bl, src->x, src->y);
if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
unit_setdir(bl, dir);
}
d->dmg_lv = ATK_DEF;
status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
return 0;
}
//Probably not the most correct place, but it'll do here
//(since battle_drain is strictly for players currently)
if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
rnd()%100 < sce->val3)
status_heal(src, damage*sce->val4/100, 0, 3);
if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
status_change_spread(bl, src); // Deadly infect attacked side
if( sc && sc->data[SC__SHADOWFORM] ) {
struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
if( !s_bl ) { // If the shadow form target is not present remove the sc.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
} else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
} else {
if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
} else {
status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
return ATK_NONE;
}
}
}
}
//SC effects from caster side.
sc = status_get_sc(src);
if (sc && sc->count)
{
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
damage += damage * 75 / 100;
// [Epoque]
if (bl->type == BL_MOB)
{
int i;
if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
)
for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
damage += damage*sce->val1/100;
break;
}
if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
)
for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
damage += damage*sce->val1/100;
break;
}
}
if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,sc->data[SC_POISONINGWEAPON]->val1));
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
status_change_spread(src, bl);
}
if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
{
if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
if (flag&BF_WEAPON)
damage = damage * battle_config.pk_weapon_damage_rate/100;
if (flag&BF_MAGIC)
damage = damage * battle_config.pk_magic_damage_rate/100;
if (flag&BF_MISC)
damage = damage * battle_config.pk_misc_damage_rate/100;
} else { //Normal attacks get reductions based on range.
if (flag & BF_SHORT)
damage = damage * battle_config.pk_short_damage_rate/100;
if (flag & BF_LONG)
damage = damage * battle_config.pk_long_damage_rate/100;
}
if(!damage) damage = 1;
}
if(battle_config.skill_min_damage && damage > 0 && damage < div_)
{
if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
|| (flag&BF_MAGIC && battle_config.skill_min_damage&2)
|| (flag&BF_MISC && battle_config.skill_min_damage&4)
)
damage = div_;
}
if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
if (damage > 0 )
mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
if (skill_num)
mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
}
if( sd ) {
if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
short element = skill_get_ele(skill_num, skill_lv);
if( !skill_num || element == -1 ) { //Take weapon's element
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
else if( (sstatus = status_get_status_data(src)) ) {
element = sstatus->rhw.ele;
}
}
else if( element == -2 ) //Use enchantment's element
element = status_get_attack_sc_element(src,status_get_sc(src));
else if( element == -3 ) //Use random element
element = rnd()%ELE_MAX;
if( element == ELE_FIRE || element == ELE_WATER )
pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
}
}
return damage;
}
/*==========================================
* Calculates BG related damage adjustments.
*------------------------------------------*/
int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
{
if( !damage )
return 0;
if( bl->type == BL_MOB )
{
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
return 0; // Crystal cannot receive skill damage on battlegrounds
}
switch( skill_num )
{
case PA_PRESSURE:
case HW_GRAVITATION:
case NJ_ZENYNAGE:
break;
default:
if( flag&BF_SKILL )
{ //Skills get a different reduction than non-skills. [Skotlex]
if( flag&BF_WEAPON )
damage = damage * battle_config.bg_weapon_damage_rate/100;
if( flag&BF_MAGIC )
damage = damage * battle_config.bg_magic_damage_rate/100;
if( flag&BF_MISC )
damage = damage * battle_config.bg_misc_damage_rate/100;
}
else
{ //Normal attacks get reductions based on range.
if( flag&BF_SHORT )
damage = damage * battle_config.bg_short_damage_rate/100;
if( flag&BF_LONG )
damage = damage * battle_config.bg_long_damage_rate/100;
}
if( !damage ) damage = 1;
}
return damage;
}
/*==========================================
* Calculates GVG related damage adjustments.
*------------------------------------------*/
int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
{
struct mob_data* md = BL_CAST(BL_MOB, bl);
int class_ = status_get_class(bl);
if (!damage) //No reductions to make.
return 0;
if(md && md->guardian_data) {
if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
//Skill immunity.
switch (skill_num) {
#ifndef RENEWAL
case MO_TRIPLEATTACK:
#endif
case HW_GRAVITATION:
break;
default:
return 0;
}
}
if(src->type != BL_MOB) {
struct guild *g=guild_search(status_get_guild_id(src));
if (!g) return 0;
if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
return 0;
if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
return 0; // [MouseJstr]
}
}
switch (skill_num) {
//Skills with no damage reduction.
case PA_PRESSURE:
case HW_GRAVITATION:
case NJ_ZENYNAGE:
break;
default:
/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
if (md && md->guardian_data) {
damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
}
*/
if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
if (flag&BF_WEAPON)
damage = 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;
}
if(!damage) damage = 1;
}
return damage;
}
/*==========================================
* HP/SP�z���̌v�Z
*------------------------------------------*/
static int battle_calc_drain(int damage, int rate, int per)
{
int diff = 0;
if (per && rnd()%1000 < rate) {
diff = (damage * per) / 100;
if (diff == 0) {
if (per > 0)
diff = 1;
else
diff = -1;
}
}
return diff;
}
/*==========================================
* ?C���_??[�W
*------------------------------------------*/
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
int damage,skill;
struct status_data *status = status_get_status_data(target);
int weapon;
damage = dmg;
nullpo_ret(sd);
if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
target->type == BL_MOB && //This bonus doesnt work against players.
(battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
//damage += (skill * 3);
if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
damage += (skill * 5);
if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
damage += (skill * 10);
if( pc_ismadogear(sd) )
damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
damage += (skill * 4);
if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
damage += sd->status.str;
}
if(type == 0)
weapon = sd->weapontype1;
else
weapon = sd->weapontype2;
switch(weapon)
{
case W_1HSWORD:
#ifdef RENEWAL
if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
damage += (skill * 3);
#endif
case W_DAGGER:
if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
damage += (skill * 4);
if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
damage += skill * 10;
break;
case W_2HSWORD:
#ifdef RENEWAL
if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
damage += (skill * 3);
#endif
if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
damage += (skill * 4);
break;
case W_1HSPEAR:
case W_2HSPEAR:
if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
if(!pc_isriding(sd))
damage += (skill * 4);
else
damage += (skill * 5);
}
break;
case W_1HAXE:
case W_2HAXE:
if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
damage += (skill * 3);
if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
damage += (skill * 5);
break;
case W_MACE:
case W_2HMACE:
if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
damage += (skill * 3);
if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
damage += (skill * 5);
break;
case W_FIST:
if((skill = pc_checkskill(sd,TK_RUN)) > 0)
damage += (skill * 10);
// No break, fallthrough to Knuckles
case W_KNUCKLE:
if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
damage += (skill * 3);
break;
case W_MUSICAL:
if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
damage += (skill * 3);
break;
case W_WHIP:
if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
damage += (skill * 3);
break;
case W_BOOK:
if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
damage += (skill * 3);
break;
case W_KATAR:
if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
damage += (skill * 3);
break;
}
return damage;
}
/*==========================================
* Calculates the standard damage of a normal attack assuming it hits,
* it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
*------------------------------------------
* Pass damage2 as NULL to not calc it.
* Flag values:
* &1: Critical hit
* &2: Arrow attack
* &4: Skill is Magic Crasher
* &8: Skip target size adjustment (Extremity Fist?)
*&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
*/
static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
{
unsigned short atkmin=0, atkmax=0;
short type = 0;
int damage = 0;
if (!sd)
{ //Mobs/Pets
if(flag&4)
{
atkmin = status->matk_min;
atkmax = status->matk_max;
} else {
atkmin = wa->atk;
atkmax = wa->atk2;
}
if (atkmin > atkmax)
atkmin = atkmax;
} else { //PCs
atkmax = wa->atk;
type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
if (!(flag&1) || (flag&2))
{ //Normal attacks
atkmin = status->dex;
if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
if (atkmin > atkmax)
atkmin = atkmax;
if(flag&2 && !(flag&16))
{ //Bows
atkmin = atkmin*atkmax/100;
if (atkmin > atkmax)
atkmax = atkmin;
}
}
}
if (sc && sc->data[SC_MAXIMIZEPOWER])
atkmin = atkmax;
//Weapon Damage calculation
if (!(flag&1))
damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
else
damage = atkmax;
if (sd)
{
//rodatazone says the range is 0~arrow_atk-1 for non crit
if (flag&2 && sd->bonus.arrow_atk)
damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
//SizeFix only for players
if (!(sd->special_state.no_sizefix || (flag&8)))
damage = damage*(type==EQI_HAND_L?
sd->left_weapon.atkmods[t_size]:
sd->right_weapon.atkmods[t_size])/100;
}
//Finally, add baseatk
if(flag&4)
damage += status->matk_min;
else
damage += status->batk;
//rodatazone says that Overrefine bonuses are part of baseatk
//Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
if(sd) {
if (type == EQI_HAND_L) {
if(sd->left_weapon.overrefine)
damage += rnd()%sd->left_weapon.overrefine+1;
if (sd->weapon_atk_rate[sd->weapontype2])
damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
} else { //Right hand
if(sd->right_weapon.overrefine)
damage += rnd()%sd->right_weapon.overrefine+1;
if (sd->weapon_atk_rate[sd->weapontype1])
damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
}
}
return damage;
}
/*==========================================
* Consumes ammo for the given skill.
*------------------------------------------*/
void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
{
int qty=1;
if (!battle_config.arrow_decrement)
return;
if (skill) {
qty = skill_get_ammo_qty(skill, lv);
if (!qty) qty = 1;
}
if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
sd->state.arrow_atk = 0;
}
static int battle_range_type(
struct block_list *src, struct block_list *target,
int skill_num, int skill_lv)
{ //Skill Range Criteria
if (battle_config.skillrange_by_distance &&
(src->type&battle_config.skillrange_by_distance)
) { //based on distance between src/target [Skotlex]
if (check_distance_bl(src, target, 5))
return BF_SHORT;
return BF_LONG;
}
//based on used skill's range
if (skill_get_range2(src, skill_num, skill_lv) < 5)
return BF_SHORT;
return BF_LONG;
}
static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
{
int i;
if (!sd->skillblown[0].id)
return 0;
//Apply the bonus blewcount. [Skotlex]
for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
if (sd->skillblown[i].id == skill_num)
return sd->skillblown[i].val;
}
return 0;
}
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
//For quick div adjustment.
#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
* battle_calc_weapon_attack (by Skotlex)
*------------------------------------------*/
static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
{
unsigned int skillratio = 100; //Skill dmg modifiers.
short skill=0;
short s_ele, s_ele_, t_class;
int i, nk;
bool n_ele = false; // non-elemental
struct map_session_data *sd, *tsd;
struct Damage wd;
struct status_change *sc = status_get_sc(src);
struct status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
struct {
unsigned hit : 1; //the attack Hit? (not a miss)
unsigned cri : 1; //Critical hit
unsigned idef : 1; //Ignore defense
unsigned idef2 : 1; //Ignore defense (left weapon)
unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
unsigned infdef : 1; //Infinite defense (plants)
unsigned arrow : 1; //Attack is arrow-based
unsigned rh : 1; //Attack considers right hand (wd.damage)
unsigned lh : 1; //Attack considers left hand (wd.damage2)
unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
} flag;
memset(&wd,0,sizeof(wd));
memset(&flag,0,sizeof(flag));
if(src==NULL || target==NULL)
{
nullpo_info(NLP_MARK);
return wd;
}
//Initial flag
flag.rh=1;
flag.weapon=1;
flag.infdef=(tstatus->mode&MD_PLANT&&skill_num!=RA_CLUSTERBOMB?1:0);
if( target->type == BL_SKILL){
TBL_SKILL *su = (TBL_SKILL*)target;
if( su->group && su->group->skill_id == WM_REVERBERATION)
flag.infdef = 1;
}
//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:sstatus->amotion; //Amotion should be 0 for ground skills.
if(skill_num == KN_AUTOCOUNTER)
wd.amotion >>= 1;
wd.dmotion=tstatus->dmotion;
wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
wd.flag = BF_WEAPON; //Initial Flag
wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
nk = skill_get_nk(skill_num);
if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
flag.hit = nk&NK_IGNORE_FLEE?1:0;
flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
if (sc && !sc->count)
sc = NULL; //Skip checking as there are no status changes active.
if (tsc && !tsc->count)
tsc = NULL; //Skip checking as there are no status changes active.
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
if(sd)
wd.blewcount += battle_blewcount_bonus(sd, skill_num);
//Set miscellaneous data that needs be filled regardless of hit/miss
if(
(sd && sd->state.arrow_atk) ||
(!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
)
flag.arrow = 1;
if(skill_num){
wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
switch(skill_num)
{
case MO_FINGEROFFENSIVE:
if(sd) {
if (battle_config.finger_offensive_type)
wd.div_ = 1;
else
wd.div_ = sd->spiritball_old;
}
break;
case HT_PHANTASMIC:
//Since these do not consume ammo, they need to be explicitly set as arrow attacks.
flag.arrow = 1;
break;
#ifndef RENEWAL
case PA_SHIELDCHAIN:
case CR_SHIELDBOOMERANG:
#endif
case LG_SHIELDPRESS:
case LG_EARTHDRIVE:
flag.weapon = 0;
break;
case KN_PIERCE:
case ML_PIERCE:
wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
break;
case TF_DOUBLE: //For NPC used skill.
case GS_CHAINACTION:
wd.type = 0x08;
break;
case GS_GROUNDDRIFT:
case KN_SPEARSTAB:
case KN_BOWLINGBASH:
case MS_BOWLINGBASH:
case MO_BALKYOUNG:
case TK_TURNKICK:
wd.blewcount=0;
break;
case KN_AUTOCOUNTER:
wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
break;
case NPC_CRITICALSLASH:
case LG_PINPOINTATTACK:
flag.cri = 1; //Always critical skill.
break;
case LK_SPIRALPIERCE:
if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
break;
}
} else //Range for normal attacks.
wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
{ //Check for Lucky Dodge
wd.type=0x0b;
wd.dmg_lv=ATK_LUCKY;
if (wd.div_ < 0) wd.div_*=-1;
return wd;
}
t_class = status_get_class(target);
s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
if( !skill_num || s_ele == -1 )
{ //Take weapon's element
s_ele = sstatus->rhw.ele;
s_ele_ = sstatus->lhw.ele;
if( flag.arrow && sd && sd->bonus.arrow_ele )
s_ele = sd->bonus.arrow_ele;
if( battle_config.attack_attr_none&src->type )
n_ele = true; //Weapon's element is "not elemental"
}
else if( s_ele == -2 ) //Use enchantment's element
s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
else if( s_ele == -3 ) //Use random element
s_ele = s_ele_ = rnd()%ELE_MAX;
switch( skill_num )
{
case GS_GROUNDDRIFT:
s_ele = s_ele_ = wflag; //element comes in flag.
break;
case LK_SPIRALPIERCE:
if (!sd) n_ele = false; //forced neutral for monsters
break;
}
if(!skill_num)
{ //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
{
flag.rh=0;
flag.lh=1;
}
if (sstatus->lhw.atk)
flag.lh=1;
}
if( sd && !skill_num ) { //Check for double attack.
if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
|| ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
{ //Success chance is not added, the higher one is used [Skotlex]
if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sd->bonus.double_rate ) )
{
wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
wd.type = 0x08;
}
}
else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
{
wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
wd.type = 0x08;
}
else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
short rate[] = { 4, 4, 7, 9, 10 };
if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) {
wd.type = 0x08;
wd.div_ = 2;
if(sc->data[SC_FEARBREEZE]->val1 > 2){
int chance = rand()%100;
wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90);
wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1);
}
wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
}
}
}
//Check for critical
if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
(!skill_num ||
skill_num == KN_AUTOCOUNTER ||
skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
skill_num == NJ_KIRIKAGE))
{
short cri = sstatus->cri;
if (sd)
{
cri+= sd->critaddrace[tstatus->race];
if(flag.arrow)
cri += sd->bonus.arrow_cri;
}
//The official equation is *2, but that only applies when sd's do critical.
//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
cri -= tstatus->luk*(!sd&&tsd?3:2);
if( tsc && tsc->data[SC_SLEEP] ) {
cri <<= 1;
}
switch (skill_num) {
case KN_AUTOCOUNTER:
if(battle_config.auto_counter_type &&
(battle_config.auto_counter_type&src->type))
flag.cri = 1;
else
cri <<= 1;
break;
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
cri += 200;
break;
case NJ_KIRIKAGE:
cri += 250 + 50*skill_lv;
break;
}
if(tsd && tsd->bonus.critical_def)
cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
if (rnd()%1000 < cri)
flag.cri = 1;
}
if (flag.cri)
{
wd.type = 0x0a;
flag.idef = flag.idef2 = flag.hit = 1;
} else { //Check for Perfect Hit
if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
flag.hit = 1;
if (sc && sc->data[SC_FUSION]) {
flag.hit = 1; //SG_FUSION always hit [Komurka]
flag.idef = flag.idef2 = 1; //def ignore [Komurka]
}
if( !flag.hit )
switch(skill_num)
{
case AS_SPLASHER:
if( !wflag ) // Always hits the one exploding.
flag.hit = 1;
break;
case CR_SHIELDBOOMERANG:
if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
flag.hit = 1;
break;
}
if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
flag.hit = 1;
}
if (!flag.hit)
{ //Hit/Flee calculation
short
flee = tstatus->flee,
#ifdef RENEWAL
hitrate = 0; //Default hitrate
#else
hitrate = 80; //Default hitrate
#endif
if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
unsigned char attacker_count; //256 max targets should be a sane max
attacker_count = unit_counttargeted(target);
if(attacker_count >= battle_config.agi_penalty_count) {
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else //asume type 2: absolute reduction
flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
hitrate+= sstatus->hit - flee;
if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
tsc && tsc->data[SC_FOGWALL])
hitrate -= 50;
if(sd && flag.arrow)
hitrate += sd->bonus.arrow_hit;
if(skill_num)
switch(skill_num)
{ //Hit skill modifiers
//It is proven that bonus is applied on final hitrate, not hit.
case SM_BASH:
case MS_BASH:
hitrate += hitrate * 5 * skill_lv / 100;
break;
case MS_MAGNUM:
case SM_MAGNUM:
hitrate += hitrate * 10 * skill_lv / 100;
break;
case KN_AUTOCOUNTER:
case PA_SHIELDCHAIN:
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_UNDEADATTACK:
case NPC_TELEKINESISATTACK:
case NPC_BLEEDING:
hitrate += hitrate * 20 / 100;
break;
case KN_PIERCE:
case ML_PIERCE:
hitrate += hitrate * 5 * skill_lv / 100;
break;
case AS_SONICBLOW:
if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
hitrate += hitrate * 50 / 100;
break;
case MC_CARTREVOLUTION:
case GN_CART_TORNADO:
case GN_CARTCANNON:
if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
break;
case GC_VENOMPRESSURE:
hitrate += 10 + 4 * skill_lv;
break;
}
if( sd ) {
// Weaponry Research hidden bonus
if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
hitrate += hitrate * ( 2 * skill ) / 100;
if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
(skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
hitrate += 3 * skill;
}
hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
if(rnd()%100 >= hitrate)
wd.dmg_lv = ATK_FLEE;
else
flag.hit = 1;
} //End hit/miss calculation
if (flag.hit && !flag.infdef) //No need to do the math for plants
{ //Hitting attack
//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
switch (skill_num)
{ //Calc base damage according to skill
case NJ_ISSEN:
wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
wd.damage2 = 0;
status_set_hp(src, 1, 0);
break;
case PA_SACRIFICE:
wd.damage = sstatus->max_hp* 9/100;
wd.damage2 = 0;
break;
#ifndef RENEWAL
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
if (sd) {
short index = sd->equip_index[EQI_HAND_R];
if (index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_WEAPON)
wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
} else
wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
i = sstatus->str/10;
i*=i;
ATK_ADD(i); //Add str bonus.
switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
case SZ_SMALL: //Small: 125%
ATK_RATE(125);
break;
//case SZ_MEDIUM: //Medium: 100%
case SZ_BIG: //Large: 75%
ATK_RATE(75);
break;
}
break;
#endif
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
case LG_SHIELDPRESS:
case LG_EARTHDRIVE:
wd.damage = sstatus->batk;
if (sd) {
short index = sd->equip_index[EQI_HAND_L];
if (index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_ARMOR)
ATK_ADD(sd->inventory_data[index]->weight/10);
} else
ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
break;
case HFLI_SBR44: //[orn]
if(src->type == BL_HOM) {
wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
break;
}
default:
{
i = (flag.cri?1:0)|
(flag.arrow?2:0)|
(skill_num == HW_MAGICCRASHER?4:0)|
(!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
(skill_num == MO_EXTREMITYFIST?8:0)|
(sc && sc->data[SC_WEAPONPERFECTION]?8:0);
if (flag.arrow && sd)
switch(sd->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
break;
default:
i |= 16; // for ex. shuriken must not be influenced by DEX
}
wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
if (flag.lh)
wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
if(wflag>0)
wd.damage/= wflag;
else
ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
}
//Add any bonuses that modify the base baseatk+watk (pre-skills)
if(sd) {
if (sd->bonus.atk_rate)
ATK_ADDRATE(sd->bonus.atk_rate);
if(flag.cri && sd->bonus.crit_atk_rate)
ATK_ADDRATE(sd->bonus.crit_atk_rate);
if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
ATK_ADDRATE(2*skill*i);
}
}
break;
} //End default case
} //End switch(skill_num)
//Skill damage modifiers that stack linearly
if(sc && skill_num != PA_SACRIFICE)
{
if(sc->data[SC_OVERTHRUST])
skillratio += sc->data[SC_OVERTHRUST]->val3;
if(sc->data[SC_MAXOVERTHRUST])
skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
if(sc->data[SC_BERSERK])
skillratio += 100;
}
if( !skill_num )
{
ATK_RATE(skillratio);
}
else
{
switch( skill_num )
{
case SM_BASH:
case MS_BASH:
skillratio += 30*skill_lv;
break;
case SM_MAGNUM:
case MS_MAGNUM:
skillratio += 20*skill_lv;
break;
case MC_MAMMONITE:
skillratio += 50*skill_lv;
break;
case HT_POWER:
skillratio += -50+8*sstatus->str;
break;
case AC_DOUBLE:
case MA_DOUBLE:
skillratio += 10*(skill_lv-1);
break;
case AC_SHOWER:
case MA_SHOWER:
#ifdef RENEWAL
skillratio += 50+10*skill_lv;
#else
skillratio += -25+5*skill_lv;
#endif
break;
case AC_CHARGEARROW:
case MA_CHARGEARROW:
skillratio += 50;
break;
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
skillratio += -50+10*skill_lv;
break;
case KN_PIERCE:
case ML_PIERCE:
skillratio += 10*skill_lv;
break;
case MER_CRASH:
skillratio += 10*skill_lv;
break;
case KN_SPEARSTAB:
skillratio += 15*skill_lv;
break;
case KN_SPEARBOOMERANG:
skillratio += 50*skill_lv;
break;
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
{
int ratio = 100+20*skill_lv;
skillratio += ratio-100;
if(skill_lv>3 && wflag==1) skillratio += ratio/2;
if(skill_lv>6 && wflag==1) skillratio += ratio/4;
if(skill_lv>9 && wflag==1) skillratio += ratio/8;
if(skill_lv>6 && wflag==2) skillratio += ratio/2;
if(skill_lv>9 && wflag==2) skillratio += ratio/4;
if(skill_lv>9 && wflag==3) skillratio += ratio/2;
break;
}
case KN_BOWLINGBASH:
case MS_BOWLINGBASH:
skillratio+= 40*skill_lv;
break;
case AS_GRIMTOOTH:
skillratio += 20*skill_lv;
break;
case AS_POISONREACT:
skillratio += 30*skill_lv;
break;
case AS_SONICBLOW:
skillratio += -50+5*skill_lv;
break;
case TF_SPRINKLESAND:
skillratio += 30;
break;
case MC_CARTREVOLUTION:
skillratio += 50;
if(sd && sd->cart_weight)
skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
else if (!sd)
skillratio += 100; //Max damage for non players.
break;
case NPC_RANDOMATTACK:
skillratio += 100*skill_lv;
break;
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_UNDEADATTACK:
case NPC_TELEKINESISATTACK:
case NPC_BLOODDRAIN:
case NPC_ACIDBREATH:
case NPC_DARKNESSBREATH:
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE:
skillratio += 100*(skill_lv-1);
break;
case RG_BACKSTAP:
if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
skillratio += (200+40*skill_lv)/2;
else
skillratio += 200+40*skill_lv;
break;
case RG_RAID:
skillratio += 40*skill_lv;
break;
case RG_INTIMIDATE:
skillratio += 30*skill_lv;
break;
case CR_SHIELDCHARGE:
skillratio += 20*skill_lv;
break;
case CR_SHIELDBOOMERANG:
skillratio += 30*skill_lv;
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
{
int ratio = 35*skill_lv;
#ifdef RENEWAL
if(sd && sd->status.weapon == W_2HSPEAR)
ratio *= 2;
#endif
skillratio += ratio;
break;
}
case AM_DEMONSTRATION:
skillratio += 20*skill_lv;
break;
case AM_ACIDTERROR:
skillratio += 40*skill_lv;
break;
case MO_FINGEROFFENSIVE:
skillratio+= 50 * skill_lv;
break;
case MO_INVESTIGATE:
skillratio += 75*skill_lv;
flag.pdef = flag.pdef2 = 2;
break;
case MO_EXTREMITYFIST:
{ //Overflow check. [Skotlex]
unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
skillratio = (unsigned short)ratio;
status_set_sp(src, 0, 0);
}
break;
case MO_TRIPLEATTACK:
skillratio += 20*skill_lv;
break;
case MO_CHAINCOMBO:
skillratio += 50+50*skill_lv;
break;
case MO_COMBOFINISH:
skillratio += 140+60*skill_lv;
break;
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
skillratio += 25+25*skill_lv;
break;
case CH_TIGERFIST:
skillratio += 100*skill_lv-60;
break;
case CH_CHAINCRUSH:
skillratio += 300+100*skill_lv;
break;
case CH_PALMSTRIKE:
skillratio += 100+100*skill_lv;
break;
case LK_HEADCRUSH:
skillratio += 40*skill_lv;
break;
case LK_JOINTBEAT:
i = 10*skill_lv-50;
// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
if (wflag&BREAK_NECK) i*=2;
skillratio += i;
break;
#ifdef RENEWAL
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
{// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits
short index = sd?sd->equip_index[EQI_HAND_R]:0;
int weight = 0;
if (sd && index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_WEAPON)
weight = sd->inventory_data[index]->weight/20;
ATK_ADD(weight * skill_lv)
skillratio += 50*skill_lv;
}
#endif
case ASC_METEORASSAULT:
skillratio += 40*skill_lv-60;
break;
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
skillratio += 100+50*skill_lv;
break;
case CG_ARROWVULCAN:
skillratio += 100+100*skill_lv;
break;
case AS_SPLASHER:
skillratio += 400+50*skill_lv;
if(sd)
skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
break;
case ASC_BREAKER:
skillratio += 100*skill_lv-100;
break;
case PA_SACRIFICE:
skillratio += 10*skill_lv-10;
break;
case PA_SHIELDCHAIN:
skillratio += 30*skill_lv;
break;
case WS_CARTTERMINATION:
i = 10 * (16 - skill_lv);
if (i < 1) i = 1;
//Preserve damage ratio when max cart weight is changed.
if(sd && sd->cart_weight)
skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
else if (!sd)
skillratio += 80000 / i - 100;
break;
case TK_DOWNKICK:
skillratio += 60 + 20*skill_lv;
break;
case TK_STORMKICK:
skillratio += 60 + 20*skill_lv;
break;
case TK_TURNKICK:
skillratio += 90 + 30*skill_lv;
break;
case TK_COUNTER:
skillratio += 90 + 30*skill_lv;
break;
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
skillratio += 10*status_get_lv(src)/3; //Tumble bonus
if (wflag)
{
skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
if( sc && sc->data[SC_SPURT] ) // Spurt bonus
skillratio *= 2;
}
break;
case GS_TRIPLEACTION:
skillratio += 50*skill_lv;
break;
case GS_BULLSEYE:
//Only works well against brute/demihumans non bosses.
if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
&& !(tstatus->mode&MD_BOSS))
skillratio += 400;
break;
case GS_TRACKING:
skillratio += 100 *(skill_lv+1);
break;
case GS_PIERCINGSHOT:
skillratio += 20*skill_lv;
break;
case GS_RAPIDSHOWER:
skillratio += 10*skill_lv;
break;
case GS_DESPERADO:
skillratio += 50*(skill_lv-1);
break;
case GS_DUST:
skillratio += 50*skill_lv;
break;
case GS_FULLBUSTER:
skillratio += 100*(skill_lv+2);
break;
case GS_SPREADATTACK:
#ifdef RENEWAL
skillratio += 20*(skill_lv);
#else
skillratio += 20*(skill_lv-1);
#endif
break;
case NJ_HUUMA:
skillratio += 50 + 150*skill_lv;
break;
case NJ_TATAMIGAESHI:
skillratio += 10*skill_lv;
break;
case NJ_KASUMIKIRI:
skillratio += 10*skill_lv;
break;
case NJ_KIRIKAGE:
skillratio += 100*(skill_lv-1);
break;
case KN_CHARGEATK:
{
int k = (wflag-1)/3; //+100% every 3 cells of distance
if( k > 2 ) k = 2; // ...but hard-limited to 300%.
skillratio += 100 * k;
}
break;
case HT_PHANTASMIC:
skillratio += 50;
break;
case MO_BALKYOUNG:
skillratio += 200;
break;
case HFLI_MOON: //[orn]
skillratio += 10+110*skill_lv;
break;
case HFLI_SBR44: //[orn]
skillratio += 100 *(skill_lv-1);
break;
case NPC_VAMPIRE_GIFT:
skillratio += ((skill_lv-1)%5+1)*100;
break;
case RK_SONICWAVE:
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case RK_HUNDREDSPEAR:
skillratio += 500 + 40 * skill_lv;
RE_LVL_DMOD(100);
break;
case RK_WINDCUTTER:
skillratio += 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case RK_IGNITIONBREAK:
i = distance_bl(src,target);
if( i < 2 )
skillratio = 200 + 200 * skill_lv;
else if( i < 4 )
skillratio = 100 + 200 * skill_lv;
else
skillratio = 100 + 100 * skill_lv;
RE_LVL_DMOD(100);
if( sstatus->rhw.ele == ELE_FIRE )
skillratio += skillratio / 2;
break;
case RK_CRUSHSTRIKE:
if( sd )
{//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
short index = sd->equip_index[EQI_HAND_R];
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
}
break;
case RK_STORMBLAST:
skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
break;
case RK_PHANTOMTHRUST:
skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
//if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
//if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
break;
/**
* GC Guilotine Cross
**/
case GC_CROSSIMPACT:
skillratio += 900 + 100 * skill_lv;
RE_LVL_DMOD(120);
break;
case GC_PHANTOMMENACE:
skillratio += 200;
break;
case GC_COUNTERSLASH:
//ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
skillratio += 200 + (100 * skill_lv);
RE_LVL_DMOD(120);
skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
break;
case GC_ROLLINGCUTTER:
skillratio += -50 + 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case GC_CROSSRIPPERSLASHER:
skillratio += 300 + 80 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_ROLLINGCUTTER] )
skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
break;
/**
* Arch Bishop
**/
case AB_DUPLELIGHT_MELEE:
skillratio += 10 * skill_lv;
break;
/**
* Ranger
**/
case RA_ARROWSTORM:
skillratio += 900 + 80 * skill_lv;
RE_LVL_DMOD(100);
break;
case RA_AIMEDBOLT:
skillratio += 400 + 50 * skill_lv;
RE_LVL_DMOD(100);
if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
wd.div_ = tstatus->size + 2 + rnd()%2;
break;
case RA_CLUSTERBOMB:
skillratio += 100 + 100 * skill_lv;
break;
case RA_WUGDASH:
skillratio = 500;
break;
case RA_WUGSTRIKE:
skillratio = 200 * skill_lv;
break;
case RA_WUGBITE:
skillratio += 300 + 200 * skill_lv;
if ( skill_lv == 5 ) skillratio += 100;
break;
case RA_SENSITIVEKEEN:
skillratio += 50 * skill_lv;
break;
/**
* Mechanic
**/
case NC_BOOSTKNUCKLE:
skillratio += 100 + 100 * skill_lv + sstatus->dex;
RE_LVL_DMOD(100);
break;
case NC_PILEBUNKER:
skillratio += 200 + 100 * skill_lv + sstatus->str;
RE_LVL_DMOD(100);
break;
case NC_VULCANARM:
skillratio = 70 * skill_lv + sstatus->dex;
RE_LVL_DMOD(100);
break;
case NC_FLAMELAUNCHER:
case NC_COLDSLOWER:
skillratio += 200 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case NC_ARMSCANNON:
switch( tstatus->size ) {
case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
}
RE_LVL_DMOD(100);
//NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
break;
case NC_AXEBOOMERANG:
skillratio += 60 + 40 * skill_lv;
if( sd ) {
short index = sd->equip_index[EQI_HAND_R];
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
}
RE_LVL_DMOD(100);
break;
case NC_POWERSWING:
skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
RE_LVL_DMOD(100);
break;
case NC_AXETORNADO:
skillratio += 100 + 100 * skill_lv + sstatus->vit;
RE_LVL_DMOD(100);
break;
case SC_FATALMENACE:
skillratio += 100 * skill_lv;
break;
case SC_TRIANGLESHOT:
skillratio += 270 + 30 * skill_lv;
break;
case SC_FEINTBOMB:
skillratio += 100 + 100 * skill_lv;
break;
case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
skillratio += -100 + (50 + sstatus->str) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_BANISHINGPOINT:
skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
RE_LVL_DMOD(100);
break;
case LG_SHIELDPRESS:
skillratio += 60 + 43 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_PINPOINTATTACK:
skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
RE_LVL_DMOD(100);
break;
case LG_RAGEBURST:
if( sd && sd->spiritball_old )
skillratio += -100 + (sd->spiritball_old * 200);
else
skillratio += -100 + 15 * 200;
RE_LVL_DMOD(100);
break;
case LG_SHIELDSPELL:// [(Caster�s Base Level x 4) + (Shield DEF x 10) + (Caster�s VIT x 2)] %
if( sd ) {
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
if( shield_data )
skillratio += shield_data->def * 10;
} else
skillratio += 2400; //2500%
break;
case LG_MOONSLASHER:
skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND:
skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND_BRANDISH:
skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND_PLUSATK:
skillratio = 150 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
skillratio = skillratio + 200 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_EARTHDRIVE:
skillratio = (skillratio + 100) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_HESPERUSLIT:
skillratio += 120 * skill_lv - 100;
break;
case SR_DRAGONCOMBO:
skillratio += 40 * skill_lv;
break;
case SR_SKYNETBLOW:
skillratio += 80 * skill_lv - 100 + ( sstatus->agi * 4 );
break;
case SR_EARTHSHAKER:
skillratio += 50 * skill_lv - 50;// Need to code a check to make the ratio 3x when hitting a hidden player. [Rytech]
break;
case SR_FALLENEMPIRE:
skillratio += 150 * skill_lv; // Need official on how much enemy players weight affects damage. [Rytech]
//if( tsd && tsd->weight )
// skillratio = (100 + 150 * skill_lv) * tsd->weight / 10000;
//else
// skillratio = (100 + 150 * skill_lv) * 600 / 100;
break;
case SR_TIGERCANNON:
skillratio = 2000 + ( sstatus->hp * ( 10 + 2 * skill_lv ) / 100 );
break;
case SR_RAMPAGEBLASTER:
if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
skillratio += 40 * skill_lv * (sd?sd->spiritball_old:5) - 100;
else
skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
break;
case SR_KNUCKLEARROW:
if( wflag&4 )
skillratio = 150 * skill_lv; //+Knockback Damage (Must check and test. [Rytech])
else
skillratio += 400 + (100 * skill_lv);
break;
case SR_WINDMILL:
skillratio += 150;
break;
case SR_GATEOFHELL:
if( sc && sc->data[SC_COMBO]
&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
skillratio += 800 * skill_lv -100;
else
skillratio += 500 * skill_lv -100;
RE_LVL_DMOD(100);
break;
case SR_GENTLETOUCH_QUIET:
skillratio += 100 * skill_lv - 100 + sstatus->dex;
break;
case SR_HOWLINGOFLION:
skillratio += 300 * skill_lv - 100;
break;
case SR_RIDEINLIGHTNING:
skillratio += 200 * skill_lv -100;
break;
case WM_REVERBERATION_MELEE:
// ATK [{(Skill Level x 100) + 300} x Caster�s Base Level / 100]
skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
RE_LVL_DMOD(100);
break;
case WM_SEVERE_RAINSTORM_MELEE:
skillratio = 50 + 50 * skill_lv;
break;
case WM_GREAT_ECHO:
skillratio += 800 + 100 * skill_lv;
if( sd ) { // Still need official value [pakpil]
short lv = (short)skill_lv;
skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0);
}
break;
case WM_SOUND_OF_DESTRUCTION:
skillratio += 400;
break;
case GN_CART_TORNADO:
if( sd )
skillratio += 50 * skill_lv + pc_checkskill(sd, GN_REMODELING_CART) * 100 - 100;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_GN_CARTBOOST] )
skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1;
break;
case GN_CARTCANNON:
if( sd ) skillratio += 250 + 50 * skill_lv + pc_checkskill(sd, GN_REMODELING_CART) * (sstatus->int_ / 2);
if( sc && sc->data[SC_GN_CARTBOOST] )
skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1;
break;
case GN_SPORE_EXPLOSION:
skillratio += 200 + 100 * skill_lv;
break;
case GN_CRAZYWEED_ATK:
skillratio += 400 + 100 * skill_lv;
break;
case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) {
switch( sd->itemid ) {
case 13260: // Apple Bomob
case 13261: // Coconut Bomb
case 13262: // Melon Bomb
case 13263: // Pinapple Bomb
skillratio += 400; // Unconfirded
break;
case 13264: // Banana Bomb 2000%
skillratio += 1900;
break;
case 13265: skillratio -= 75; break; // Black Lump 25%
case 13266: skillratio -= 25; break; // Hard Black Lump 75%
case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
}
} else
skillratio += 300; // Bombs
break;
case SO_VARETYR_SPEAR: //Assumed Formula.
skillratio += -100 + 200 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1 );
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
break;
// Physical Elemantal Spirits Attack Skills
case EL_CIRCLE_OF_FIRE:
case EL_FIRE_BOMB_ATK:
case EL_STONE_RAIN:
skillratio += 200;
break;
case EL_FIRE_WAVE_ATK:
skillratio += 500;
break;
case EL_TIDAL_WEAPON:
skillratio += 1400;
break;
case EL_WIND_SLASH:
skillratio += 100;
break;
case EL_HURRICANE:
skillratio += 600;
break;
case EL_TYPOON_MIS:
case EL_WATER_SCREW_ATK:
skillratio += 900;
break;
case EL_STONE_HAMMER:
skillratio += 400;
break;
case EL_ROCK_CRUSHER:
skillratio += 700;
break;
}
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 == W_FIST && sd->weapontype2 == W_FIST)
ATK_ADD(10*pc_checkskill(sd, TK_RUN));
break;
case GS_MAGICALBULLET:
if(sstatus->matk_max>sstatus->matk_min) {
ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
} else {
ATK_ADD(sstatus->matk_min);
}
break;
case NJ_SYURIKEN:
ATK_ADD(4*skill_lv);
break;
case RA_WUGDASH:
case RA_WUGSTRIKE:
case RA_WUGBITE:
if(sd)
ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
break;
case LG_RAYOFGENESIS:
if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding.
short lv = (short)skill_lv;
ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1));
}
break;
case SR_GATEOFHELL:
ATK_ADD (sstatus->max_hp - status_get_hp(src));
if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){
ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
}else{
ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
}
break;
case SR_TIGERCANNON:
if( sc && sc->data[SC_COMBO]
&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
ATK_ADDRATE(10);// +10% custom value.
break;
}
}
//Div fix.
damage_div_fix(wd.damage, wd.div_);
//The following are applied on top of current damage and are stackable.
if ( sc ) {
if( sc->data[SC_TRUESIGHT] )
ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
if( sc->data[SC_GLOOMYDAY_SK] &&
( skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR ||
skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ||
skill_num == LG_SHIELDPRESS ) )
ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
// renewal EDP doesn't affect your final damage but your atk and weapon atk
if( sc->data[SC_EDP] ){
switch(skill_num){
case AS_SPLASHER: case AS_VENOMKNIFE: break;
#ifndef RENEWAL_EDP
case ASC_BREAKER: case ASC_METEORASSAULT: break;
#else
case AS_SONICBLOW:
case ASC_BREAKER:
case GC_COUNTERSLASH:
case GC_CROSSIMPACT:
ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus
#endif
default:
ATK_ADDRATE(sc->data[SC_EDP]->val3);
}
}
}
switch (skill_num) {
case AS_SONICBLOW:
if (sc && sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
ATK_ADDRATE(10);
break;
case CR_SHIELDBOOMERANG:
if(sc && sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
ATK_ADDRATE(100);
break;
case NC_AXETORNADO:
if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
ATK_ADDRATE(50);
break;
case SR_EARTHSHAKER:
if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED]) )
ATK_ADDRATE(150+150*skill_lv);
break;
case SR_RIDEINLIGHTNING:
if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
ATK_ADDRATE(skill_lv*5);
break;
}
if( sd )
{
if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
ATK_ADDRATE(i);
if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
{ //Elemental/Racial adjustments
if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
)
flag.pdef = 1;
if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
)
{ //Pass effect onto right hand if configured so. [Skotlex]
if (battle_config.left_cardfix_to_right && flag.rh)
flag.pdef = 1;
else
flag.pdef2 = 1;
}
}
if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
{ //Ignore Defense?
if (!flag.idef && (
sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
))
flag.idef = 1;
if (!flag.idef2 && (
sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
)) {
if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
flag.idef = 1;
else
flag.idef2 = 1;
}
}
}
if (!flag.idef || !flag.idef2)
{ //Defense reduction
short vit_def;
defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
short def2 = (short)tstatus->def2;
if( sd )
{
i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
i += sd->ignore_def[tstatus->race];
if( i )
{
if( i > 100 ) i = 100;
def1 -= def1 * i / 100;
def2 -= def2 * i / 100;
}
}
if( sc && sc->data[SC_EXPIATIO] ){
i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
def1 -= def1 * i / 100;
def2 -= def2 * i / 100;
}
if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
unsigned char target_count; //256 max targets should be a sane max
target_count = unit_counttargeted(target);
if(target_count >= battle_config.vit_penalty_count) {
if(battle_config.vit_penalty_type == 1) {
if( !tsc || !tsc->data[SC_STEELBODY] )
def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
} else { //Assume type 2
if( !tsc || !tsc->data[SC_STEELBODY] )
def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
}
}
if(skill_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?rnd()%vit_def:0);
if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
(sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
vit_def += skill*5;
} else { //Mob-Pet vit-eq
//VIT + rnd(0,[VIT/20]^2-1)
vit_def = (def2/20)*(def2/20);
vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
}
if (battle_config.weapon_defense_type) {
vit_def += def1*battle_config.weapon_defense_type;
def1 = 0;
}
#ifdef RENEWAL
/**
* In Renewal 100% damage reduction is 900 DEF
* Formula: (1+(900-def1)/9)%
**/
if (def1 > 900) def1 = 900;
ATK_RATE2(
flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)),
flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9))
);
#else
if (def1 > 100) def1 = 100;
ATK_RATE2(
flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
);
#endif
ATK_ADD2(
flag.idef ||flag.pdef ?0:-vit_def,
flag.idef2||flag.pdef2?0:-vit_def
);
}
//Post skill/vit reduction damage increases
if( sc )
{ //SC skill damages
if(sc->data[SC_AURABLADE]
#ifndef RENEWAL
&& skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE
#endif
){
int lv = sc->data[SC_AURABLADE]->val1;
#ifdef RENEWAL
lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
#endif
ATK_ADD(20*lv);
}
}
//Refine bonus
if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
{ // Counts refine bonus multiple times
if( skill_num == MO_FINGEROFFENSIVE )
{
ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
} else {
ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
}
}
//Set to min of 1
if (flag.rh && wd.damage < 1) wd.damage = 1;
if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
if (sd && flag.weapon &&
skill_num != MO_INVESTIGATE &&
skill_num != MO_EXTREMITYFIST &&
skill_num != CR_GRANDCROSS)
{ //Add mastery damage
if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
(skill=pc_checkskill(sd,ASC_KATAR)) > 0)
{ //Adv Katar Mastery is does not applies to ASC_BREAKER,
// but other masteries DO apply >_>
ATK_ADDRATE(10+ 2*skill);
}
wd.damage = battle_addmastery(sd,target,wd.damage,0);
if (flag.lh)
wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
else
ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
{
skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
if (i == 2) skillratio += sstatus->str; //Star Anger
if (skill<4)
skillratio /= 12-3*skill;
ATK_ADDRATE(skillratio);
}
if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
ATK_ADD(3*skill);
if (skill_num == NJ_KUNAI)
ATK_ADD(60);
}
} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
else if(wd.div_ < 0) //Since the attack missed...
wd.div_ *= -1;
if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
ATK_ADD(skill*2);
if(skill_num==TF_POISON)
ATK_ADD(15*skill_lv);
if( !(nk&NK_NO_ELEFIX) && !n_ele )
{ //Elemental attribute fix
if( wd.damage > 0 )
{
wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
if( flag.lh && wd.damage2 > 0 )
wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
if( sc && sc->data[SC_WATK_ELEMENT] )
{ // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
if( flag.lh )
{
damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
}
}
#ifdef RENEWAL
/**
* In RE Shield Bommerang takes weapon element only for damage calculation,
* - resist calculation is always against neutral
**/
if ( skill_num == CR_SHIELDBOOMERANG )
s_ele = s_ele_ = ELE_NEUTRAL;
#endif
}
if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
return wd; //Enough, rest is not needed.
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( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
{
int cardfix = 1000, cardfix_ = 1000;
int t_race2 = status_get_race2(target);
if(sd->state.arrow_atk)
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix)/100;
}
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
}
else
{ // Melee attack
if( !battle_config.left_cardfix_to_right )
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix)/100;
}
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
if( flag.lh )
{
cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix_lh += sd->left_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix_lh)/100;
}
cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
}
else
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->left_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
cardfix=cardfix*(100+ele_fix)/100;
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
}
for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
{
if( sd->right_weapon.add_dmg[i].class_ == t_class )
{
cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
break;
}
}
if( flag.lh )
{
for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
{
if( sd->left_weapon.add_dmg[i].class_ == t_class )
{
cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
break;
}
}
}
if( wd.flag&BF_LONG )
cardfix = cardfix * ( 100 + sd->bonus.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[EQI_HAND_L];
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
ATK_ADD(10*sd->status.inventory[index].refine);
}
} //if (sd)
//Card Fix, tsd sid
if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
{
short s_race2,s_class;
short cardfix=1000;
s_race2 = status_get_race2(src);
s_class = status_get_class(src);
if( !(nk&NK_NO_ELEFIX) )
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
if( flag.lh && s_ele_ != s_ele )
{
int ele_fix_lh = tsd->subele[s_ele_];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele_) continue;
if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix_lh += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix_lh)/100;
}
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
if( tsd->add_def[i].class_ == s_class ) {
cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
break;
}
}
if( wd.flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if( tsd->sc.data[SC_DEF_RATE] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
if( cardfix != 1000 )
ATK_RATE( cardfix / 10 );
}
if( flag.infdef )
{ //Plants receive 1 damage when hit
short class_ = status_get_class(target);
if( flag.hit || wd.damage > 0 )
wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
if( flag.lh && (flag.hit || wd.damage2 > 0) )
wd.damage2 = wd.div_;
if( flag.hit && class_ == MOBID_EMPERIUM ) {
if(wd.damage2 > 0) {
wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
}
else if(wd.damage > 0) {
wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
}
return wd;
}
if( !(battle_config.skill_min_damage&1) )
//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
return wd;
}
if (sd)
{
if (!flag.rh && flag.lh)
{ //Move lh damage to the rh
wd.damage = wd.damage2;
wd.damage2 = 0;
flag.rh=1;
flag.lh=0;
} else if(flag.rh && flag.lh)
{ //Dual-wield
if (wd.damage)
{
skill = pc_checkskill(sd,AS_RIGHT);
wd.damage = wd.damage * (50 + (skill * 10))/100;
if(wd.damage < 1) wd.damage = 1;
}
if (wd.damage2)
{
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 == W_KATAR && !skill_num)
{ //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
skill = pc_checkskill(sd,TF_DOUBLE);
wd.damage2 = wd.damage * (1 + (skill * 2))/100;
if(wd.damage && !wd.damage2) wd.damage2 = 1;
flag.lh = 1;
}
}
if(!flag.rh && wd.damage)
wd.damage=0;
if(!flag.lh && wd.damage2)
wd.damage2=0;
if( wd.damage + wd.damage2 )
{ //There is a total damage value
if(!wd.damage2)
{
wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
if( map_flag_gvg2(target->m) )
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
}
else if(!wd.damage)
{
wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
if( map_flag_gvg2(target->m) )
wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
wd.damage = battle_calc_bg_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,&wd,d1,skill_num,skill_lv);
if( map_flag_gvg2(target->m) )
wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
wd.damage = battle_calc_bg_damage(src,target,wd.damage,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;
}
}
//Reject Sword bugreport:4493 by Daegaladh
if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
(src->type!=BL_PC || (
((TBL_PC *)src)->weapontype1 == W_DAGGER ||
((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
((TBL_PC *)src)->status.weapon == W_2HSWORD
)) &&
rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
) {
wd.damage = wd.damage * 50 / 100;
status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
}
if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
wd.damage += md.damage;
}
if( sc ) {
//SG_FUSION hp penalty [Komurka]
if (sc->data[SC_FUSION]) {
int hp= sstatus->max_hp;
if (sd && tsd) {
hp = 8*hp/100;
if (100*sstatus->hp <= 20*sstatus->max_hp)
hp = sstatus->hp;
} else
hp = 2*hp/100; //2% hp loss per hit
status_zap(src, hp, 0);
}
/**
* affecting non-skills
**/
if( !skill_num ) {
/**
* RK Enchant Blade
**/
if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
//[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
}
}
}
if( skill_num == LG_RAYOFGENESIS ) {
struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
wd.damage += md.damage;
}
return wd;
}
/*==========================================
* battle_calc_magic_attack [DracoRPG]
*------------------------------------------*/
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
{
int i, nk;
short s_ele = 0;
unsigned int skillratio = 100; //Skill dmg modifiers.
struct map_session_data *sd, *tsd;
struct Damage ad;
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
struct {
unsigned imdef : 1;
unsigned infdef : 1;
} flag;
memset(&ad,0,sizeof(ad));
memset(&flag,0,sizeof(flag));
if(src==NULL || target==NULL)
{
nullpo_info(NLP_MARK);
return ad;
}
//Initial Values
ad.damage = 1;
ad.div_=skill_get_num(skill_num,skill_lv);
ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
ad.dmotion=tstatus->dmotion;
ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
ad.flag=BF_MAGIC|BF_SKILL;
ad.dmg_lv=ATK_DEF;
nk = skill_get_nk(skill_num);
flag.imdef = nk&NK_IGNORE_DEF?1:0;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
if( skill_num == SO_PSYCHIC_WAVE ) {
struct status_change *sc = status_get_sc(src);
if( sc && sc->count && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) ) {
if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
} else {
//#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case.
//, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas.
//Initialize variables that will be used afterwards
s_ele = skill_get_ele(skill_num, skill_lv);
if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,status_get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
}
} else {
//Initialize variables that will be used afterwards
s_ele = skill_get_ele(skill_num, skill_lv);
if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,status_get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
}
//Set miscellaneous data that needs be filled
if(sd) {
sd->state.arrow_atk = 0;
ad.blewcount += battle_blewcount_bonus(sd, skill_num);
}
//Skill Range Criteria
ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
switch(skill_num)
{
case MG_FIREWALL:
case NJ_KAENSIN:
ad.dmotion = 0; //No flinch animation.
if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
ad.blewcount = 0; //No knockback
break;
case PR_SANCTUARY:
ad.dmotion = 0; //No flinch animation.
break;
}
if (!flag.infdef) //No need to do the math for plants
{
//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:
case PR_SANCTUARY:
/**
* Arch Bishop
**/
case AB_HIGHNESSHEAL:
ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
break;
case PR_ASPERSIO:
ad.damage = 40;
break;
case ALL_RESURRECTION:
case PR_TURNUNDEAD:
//Undead check is on skill_castend_damageid code.
#ifdef RENEWAL
i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
+ 300 - 300*tstatus->hp/tstatus->max_hp;
#else
i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
+ 200 - 200*tstatus->hp/tstatus->max_hp;
#endif
if(i > 700) i = 700;
if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
ad.damage = skill_lv * (sstatus->matk_min + sstatus->matk_max);
#else
ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
}
break;
case PF_SOULBURN:
ad.damage = tstatus->sp * 2;
break;
/**
* Arch Bishop
**/
case AB_RENOVATIO:
//Damage calculation from iRO wiki. [Jobbie]
ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
break;
default:
{
#ifdef RENEWAL //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK)
/**
* min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK
* max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK
* yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and
* -> statusMATK holds the %Matk modifier stuff from earlier and lastly:
* -> the mdef part is not applied at this point, but later.
**/ //1:bugreport:5101 //1:bugreport:5101
MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) ));
#else //Ancient MATK Appliance
if (sstatus->matk_max > sstatus->matk_min) {
MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min));
} else {
MATK_ADD(sstatus->matk_min);
}
#endif
if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
if(mflag>0)
ad.damage/= mflag;
else
ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
}
switch(skill_num){
case MG_NAPALMBEAT:
skillratio += skill_lv*10-30;
break;
case MG_FIREBALL:
#ifdef RENEWAL
skillratio += 20*skill_lv;
#else
skillratio += skill_lv*10-30;
#endif
break;
case MG_SOULSTRIKE:
if (battle_check_undead(tstatus->race,tstatus->def_ele))
skillratio += 5*skill_lv;
break;
case MG_FIREWALL: {
struct status_change *sc = status_get_sc(src);
skillratio -= 50;
if( sc && sc->data[SC_PYROTECHNIC_OPTION] )
skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
}
break;
case MG_COLDBOLT: {
struct status_change *sc = status_get_sc(src);
if ( sc && sc->count ) {
if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
}
if( sc->data[SC_AQUAPLAY_OPTION] )
skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100;
}
}
break;
case MG_FIREBOLT: {
struct status_change *sc = status_get_sc(src);
if ( sc && sc->count ) {
if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
ad.div_ = 1;
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
}
if( sc->data[SC_PYROTECHNIC_OPTION] )
skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
}
}
break;
case MG_LIGHTNINGBOLT: {
struct status_change *sc = status_get_sc(src);
if ( sc && sc->count ) {
if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
ad.div_ = 1;
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
}
if( sc->data[SC_GUST_OPTION] )
skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
}
}
break;
case MG_THUNDERSTORM: {
struct status_change *sc = status_get_sc(src);
/**
* in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
**/
#ifndef RENEWAL
skillratio -= 20;
#endif
if( sc && sc->data[SC_GUST_OPTION] )
skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
}
break;
case MG_FROSTDIVER:
skillratio += 10*skill_lv;
break;
case AL_HOLYLIGHT:
skillratio += 25;
if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
skillratio *= 5; //Does 5x damage include bonuses from other skills?
break;
case AL_RUWACH:
skillratio += 45;
break;
case WZ_FROSTNOVA:
skillratio += (100+skill_lv*10)*2/3-100;
break;
case WZ_FIREPILLAR:
if (skill_lv > 10)
skillratio += 100;
else
skillratio -= 80;
break;
case WZ_SIGHTRASHER:
skillratio += 20*skill_lv;
break;
case WZ_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 += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
break;
case SL_STUN:
skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
break;
case SL_SMA:
skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
break;
case NJ_KOUENKA:
skillratio -= 10;
break;
case NJ_KAENSIN:
skillratio -= 50;
break;
case NJ_BAKUENRYU:
skillratio += 50*(skill_lv-1);
break;
case NJ_HYOUSYOURAKU:
skillratio += 50*skill_lv;
break;
case NJ_RAIGEKISAI:
skillratio += 60 + 40*skill_lv;
break;
#ifdef RENEWAL
case NJ_HUUJIN:
skillratio += 50;
break;
#endif
case NJ_KAMAITACHI:
case NPC_ENERGYDRAIN:
skillratio += 100*skill_lv;
break;
case NPC_EARTHQUAKE:
skillratio += 100 +100*skill_lv +100*(skill_lv/2);
break;
/**
* Arch Bishop
**/
case AB_JUDEX:
skillratio += 180 + 20 * skill_lv;
if (skill_lv > 4) skillratio += 20;
RE_LVL_DMOD(100);
break;
case AB_ADORAMUS:
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_DUPLELIGHT_MAGIC:
skillratio += 100 + 20 * skill_lv;
break;
/**
* Warlock
**/
case WL_SOULEXPANSION:
skillratio += 300 + 100 * skill_lv + sstatus->int_;
RE_LVL_DMOD(100);
break;
case WL_FROSTMISTY:
skillratio += 100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_JACKFROST: {
struct status_change *tsc = status_get_sc(target);
if( tsc && tsc->data[SC_FREEZING] ){
skillratio += 900 + 300 * skill_lv;
RE_LVL_DMOD(100);
}else{
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(150);
}
}
break;
case WL_DRAINLIFE:
skillratio = 200 * skill_lv + sstatus->int_;
RE_LVL_DMOD(100);
break;
case WL_CRIMSONROCK:
skillratio += 1200 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_HELLINFERNO:
if( status_get_element(target) == ELE_FIRE )
skillratio = 60 * skill_lv;
else
skillratio = 240 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_COMET: {
struct status_change * sc = status_get_sc(src);
if( sc )
i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
else
i = 8;
if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
else
if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
else
if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
else
skillratio = 800 + 200 * skill_lv;
}
break;
case WL_CHAINLIGHTNING_ATK:
skillratio += 100 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_EARTHSTRAIN:
skillratio += 1900 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
skillratio += 400 + 500 * skill_lv;
break;
case WL_SUMMON_ATK_FIRE:
case WL_SUMMON_ATK_WATER:
case WL_SUMMON_ATK_WIND:
case WL_SUMMON_ATK_GROUND:
skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
skillratio = (skillratio + 200) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_SHIELDSPELL:// [(Caster�s Base Level x 4) + (Shield MDEF x 100) + (Caster�s INT x 2)] %
if( sd ) {
skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
} else
skillratio += 1900; //2000%
break;
case WM_METALICSOUND:
skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
break;
case WM_SEVERE_RAINSTORM:
skillratio += 50 * skill_lv;
break;
case WM_REVERBERATION_MAGIC:
// MATK [{(Skill Level x 100) + 100} x Caster�s Base Level / 100] %
skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
RE_LVL_DMOD(100);
break;
case SO_FIREWALK: {
struct status_change * sc = status_get_sc(src);
skillratio = 300;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_HEATER_OPTION] )
skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
}
break;
case SO_ELECTRICWALK: {
struct status_change * sc = status_get_sc(src);
skillratio = 300;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
}
break;
case SO_EARTHGRAVE: {
struct status_change * sc = status_get_sc(src);
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
}
break;
case SO_DIAMONDDUST: {
struct status_change * sc = status_get_sc(src);
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_COOLER_OPTION] )
skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
}
break;
case SO_POISON_BUSTER: {
struct status_change * sc = status_get_sc(src);
skillratio += 1100 + 300 * skill_lv;
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
}
break;
case SO_PSYCHIC_WAVE: {
struct status_change * sc = status_get_sc(src);
skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
RE_LVL_DMOD(100);
if( sc ){
if( sc->data[SC_HEATER_OPTION] )
skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
else if(sc->data[SC_COOLER_OPTION] )
skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
else if(sc->data[SC_BLAST_OPTION] )
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
else if(sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
}
}
break;
case SO_VARETYR_SPEAR: {
struct status_change * sc = status_get_sc(src);
skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
}
break;
case SO_CLOUD_KILL: {
struct status_change * sc = status_get_sc(src);
skillratio += -100 + skill_lv * 40;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
}
break;
case GN_DEMONIC_FIRE:
if( skill_lv > 20)
{ // Fire expansion Lv.2
skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
}
else if( skill_lv > 10 )
{ // Fire expansion Lv.1
skillratio += 110 + 20 * (skill_lv - 10) / 2;
}
else
skillratio += 110 + 20 * skill_lv;
break;
// Magical Elemental Spirits Attack Skills
case EL_FIRE_MANTLE:
case EL_WATER_SCREW:
skillratio += 900;
break;
case EL_FIRE_ARROW:
case EL_ROCK_CRUSHER_ATK:
skillratio += 200;
break;
case EL_FIRE_BOMB:
case EL_ICE_NEEDLE:
case EL_HURRICANE_ATK:
skillratio += 400;
break;
case EL_FIRE_WAVE:
case EL_TYPOON_MIS_ATK:
skillratio += 1100;
break;
}
MATK_RATE(skillratio);
//Constant/misc additions from skills
if (skill_num == WZ_FIREPILLAR)
MATK_ADD(50);
}
}
if(sd) {
//Damage bonuses
if ((i = pc_skillatk_bonus(sd, skill_num)))
ad.damage += ad.damage*i/100;
//Ignore Defense?
if (!flag.imdef && (
sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
))
flag.imdef = 1;
}
if(!flag.imdef){
defType mdef = tstatus->mdef;
int mdef2= tstatus->mdef2;
if(sd) {
i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
i+= sd->ignore_mdef[tstatus->race];
if (i)
{
if (i > 100) i = 100;
mdef -= mdef * i/100;
//mdef2-= mdef2* i/100;
}
}
#ifdef RENEWAL
/**
* RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF)
* Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
* Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
**/
if(mdef < -111) mdef = -111; // value smaller -111 brings back the damage to origin up to -223.
ad.damage = ad.damage * 1115 / (1115 + mdef * 10) - mdef2;
#else
if(battle_config.magic_defense_type)
ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
else
ad.damage = ad.damage * (100-mdef)/100 - mdef2;
#endif
}
if (skill_num == NPC_EARTHQUAKE)
{ //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
if(mflag>0)
ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
else
ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
}
if(ad.damage<1)
ad.damage=1;
if (!(nk&NK_NO_ELEFIX))
ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
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 = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
if( src == target )
{
if( src->type == BL_PC )
ad.damage = ad.damage/2;
else
ad.damage = 0;
}
}
if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
short t_class = status_get_class(target);
short cardfix=1000;
cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX))
cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
if(sd->add_mdmg[i].class_ == t_class) {
cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
continue;
}
}
if (cardfix != 1000)
MATK_RATE(cardfix/10);
}
if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
{ // Target cards.
short s_race2 = status_get_race2(src);
short s_class= status_get_class(src);
int cardfix=1000;
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
if(tsd->add_mdef[i].class_ == s_class) {
cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
break;
}
}
//It was discovered that ranged defense also counts vs magic! [Skotlex]
if ( ad.flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
if( tsd->sc.data[SC_MDEF_RATE] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
if (cardfix != 1000)
MATK_RATE( cardfix / 10 );
}
}
damage_div_fix(ad.damage, ad.div_);
if (flag.infdef && ad.damage)
ad.damage = ad.damage>0?1:-1;
ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
if( map_flag_gvg2(target->m) )
ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
else if( map[target->m].flag.battleground )
ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
if( skill_num == SO_VARETYR_SPEAR ) { // Physical damage.
struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
ad.damage += wd.damage;
}
return ad;
}
/*==========================================
* ���̑��_??[�W�v�Z
*------------------------------------------*/
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
{
int skill;
short i, nk;
short s_ele;
struct map_session_data *sd, *tsd;
struct Damage md; //DO NOT CONFUSE with md of mob_data!
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
memset(&md,0,sizeof(md));
if( src == NULL || target == NULL ){
nullpo_info(NLP_MARK);
return md;
}
//Some initial values
md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
md.dmotion=tstatus->dmotion;
md.div_=skill_get_num( skill_num,skill_lv );
md.blewcount=skill_get_blewcount(skill_num,skill_lv);
md.dmg_lv=ATK_DEF;
md.flag=BF_MISC|BF_SKILL;
nk = skill_get_nk(skill_num);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
if(sd) {
sd->state.arrow_atk = 0;
md.blewcount += battle_blewcount_bonus(sd, skill_num);
}
s_ele = skill_get_ele(skill_num, skill_lv);
if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
s_ele = ELE_NEUTRAL;
else if (s_ele == -3) //Use random element
s_ele = rnd()%ELE_MAX;
//Skill Range Criteria
md.flag |= battle_range_type(src, target, skill_num, skill_lv);
switch( skill_num )
{
#ifdef RENEWAL
case HT_LANDMINE:
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
{
int level = sd?sd->status.base_level:status_get_lv(src);
md.damage = skill_lv*sstatus->dex*(3+level/100)*(1+sstatus->int_/35);
md.damage+= md.damage*(rnd()%20-10)/100;
md.damage+= 40*(sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
}
break;
#else
case HT_LANDMINE:
case MA_LANDMINE:
md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
break;
case HT_BLASTMINE:
md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
break;
case HT_CLAYMORETRAP:
md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
break;
#endif
case HT_BLITZBEAT:
case SN_FALCONASSAULT:
//Blitz-beat Damage.
if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
skill=0;
md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
if(mflag > 1) //Autocasted Blitz.
nk|=NK_SPLASHSPLIT;
if (skill_num == SN_FALCONASSAULT)
{
//Div fix of Blitzbeat
skill = skill_get_num(HT_BLITZBEAT, 5);
damage_div_fix(md.damage, skill);
//Falcon Assault Modifier
md.damage=md.damage*(150+70*skill_lv)/100;
}
break;
case TF_THROWSTONE:
md.damage=50;
break;
case BA_DISSONANCE:
md.damage=30+skill_lv*10;
if (sd)
md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
break;
case NPC_SELFDESTRUCTION:
md.damage = sstatus->hp;
break;
case NPC_SMOKING:
md.damage=3;
break;
case NPC_DARKBREATH:
md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
if(md.damage > 9999) md.damage = 9999;
break;
case PA_PRESSURE:
md.damage=500+300*skill_lv;
break;
case PA_GOSPEL:
md.damage = 1+rnd()%9999;
break;
case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
if(tstatus->vit+sstatus->int_) //crash fix
md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
else
md.damage = 0;
if (tsd) md.damage>>=1;
if (md.damage < 0 || md.damage > INT_MAX>>1)
//Overflow prevention, will anyone whine if I cap it to a few billion?
//Not capped to INT_MAX to give some room for further damage increase.
md.damage = INT_MAX>>1;
break;
case NJ_ZENYNAGE:
md.damage = skill_get_zeny(skill_num ,skill_lv);
if (!md.damage) md.damage = 2;
md.damage = md.damage + rnd()%md.damage;
if (is_boss(target))
md.damage=md.damage/3;
else if (tsd)
md.damage=md.damage/2;
break;
case GS_FLING:
md.damage = sd?sd->status.job_level:status_get_lv(src);
break;
case HVAN_EXPLOSION: //[orn]
md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
break ;
case ASC_BREAKER:
md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
break;
case HW_GRAVITATION:
md.damage = 200+200*skill_lv;
md.dmotion = 0; //No flinch animation.
break;
case NPC_EVILLAND:
md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
break;
case RK_DRAGONBREATH:
md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
RE_LVL_MDMOD(150);
if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
md.flag |= BF_LONG|BF_WEAPON;
break;
/**
* Ranger
**/
case RA_CLUSTERBOMB:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
md.damage = (2 * skill_lv * (sstatus->dex + 100));
md.damage = md.damage * 2;// Without BaseLv Bonus
RE_LVL_TMDMOD();
md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) );
break;
/**
* Mechanic
**/
case NC_SELFDESTRUCTION:
{
short totaldef = tstatus->def2 + (short)status_get_def(target);
md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
RE_LVL_MDMOD(100);
md.damage += status_get_hp(src) - totaldef;
}
break;
case GN_THORNS_TRAP:
md.damage = 100 + 200 * skill_lv + sstatus->int_;
break;
case GN_HELLS_PLANT_ATK:
//[{( Hell Plant Skill Level x Caster�s Base Level ) x 10 } + {( Caster�s INT x 7 ) / 2 } x { 18 + ( Caster�s Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) );
break;
}
if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
if(mflag>0)
md.damage/= mflag;
else
ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
}
damage_div_fix(md.damage, md.div_);
if (!(nk&NK_IGNORE_FLEE))
{
struct status_change *sc = status_get_sc(target);
i = 0; //Temp for "hit or no hit"
if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
i = 1;
else {
short
flee = tstatus->flee,
#ifdef RENEWAL
hitrate = 0; //Default hitrate
#else
hitrate = 80; //Default hitrate
#endif
if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
unsigned char attacker_count; //256 max targets should be a sane max
attacker_count = unit_counttargeted(target);
if(attacker_count >= battle_config.agi_penalty_count)
{
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else //asume type 2: absolute reduction
flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
hitrate+= sstatus->hit - flee;
hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
if(rnd()%100 < hitrate)
i = 1;
}
if (!i) {
md.damage = 0;
md.dmg_lv=ATK_FLEE;
}
}
if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
{// misc damage reduction from equipment
int cardfix = 10000;
int race2 = status_get_race2(src);
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
if( md.flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if (cardfix != 10000)
md.damage= (int)( (int64)md.damage * cardfix / 10000 );
}
if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
md.damage += md.damage*i/100;
if(md.damage < 0)
md.damage = 0;
else if(md.damage && tstatus->mode&MD_PLANT)
md.damage = 1;
if(!(nk&NK_NO_ELEFIX))
md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
if( map_flag_gvg2(target->m) )
md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
else if( map[target->m].flag.battleground )
md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
switch( skill_num ) {
case RA_CLUSTERBOMB:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
{
struct Damage wd;
wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
md.damage += wd.damage;
}
break;
case NJ_ZENYNAGE:
if( sd ) {
if ( md.damage > sd->status.zeny )
md.damage = sd->status.zeny;
pc_payzeny(sd, md.damage);
}
break;
}
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 count)
{
struct Damage d;
switch(attack_type) {
case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
default:
ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
memset(&d,0,sizeof(d));
break;
}
if( d.damage + d.damage2 < 1 )
{ //Miss/Absorbed
//Weapon attacks should go through to cause additional effects.
if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
d.dmg_lv = ATK_MISS;
d.dmotion = 0;
}
else // Some skills like Weaponry Research will cause damage even if attack is dodged
d.dmg_lv = ATK_DEF;
return d;
}
//Calculates BF_WEAPON returned damage.
int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){
struct map_session_data* sd = NULL;
int rdamage = 0, damage = *dmg;
struct status_change* sc;
sd = BL_CAST(BL_PC, bl);
sc = status_get_sc(bl);
if( sc && sc->data[SC_REFLECTDAMAGE] ) {
int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100;
rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
if( rdamage > max_damage ) rdamage = max_damage;
} else if (flag & BF_SHORT) {//Bounces back part of the damage.
if ( sd && sd->bonus.short_weapon_damage_return ) {
rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
if(rdamage < 1) rdamage = 1;
}
if( sc && sc->count ) {
if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) {
rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
if (rdamage < 1) rdamage = 1;
}
if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
int dir = map_calc_dir(bl,src->x,src->y),
t_dir = unit_getdir(bl), rd1 = 0;
if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
*dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage.
clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
rdamage += rd1;
if (rdamage < 1) rdamage = 1;
}
}
if( sc && sc->data[SC_CRESCENTELBOW] && !(flag&BF_SKILL) && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 )
{ // Stimated formula from test
rdamage += (int)((*dmg) + (*dmg) * status_get_hp(src) * 2.15 / 100000);
if( rdamage < 1 ) rdamage = 1;
}
}
} else {
if (sd && sd->bonus.long_weapon_damage_return) {
rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
if (rdamage < 1) rdamage = 1;
}
}
return rdamage;
}
void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
{
struct weapon_data *wd;
int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
for (i = 0; i < 4; i++) {
//First two iterations: Right hand
if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
else { wd = &sd->left_weapon; damage = &ldamage; }
if (*damage <= 0) continue;
//First and Third iterations: race, other two boss/nonboss state
if (i == 0 || i == 2)
type = race;
else
type = boss?RC_BOSS:RC_NONBOSS;
hp = wd->hp_drain[type].value;
if (wd->hp_drain[type].rate)
hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
sp = wd->sp_drain[type].value;
if (wd->sp_drain[type].rate)
sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
if (hp) {
if (wd->hp_drain[type].type)
rhp += hp;
thp += hp;
}
if (sp) {
if (wd->sp_drain[type].type)
rsp += sp;
tsp += sp;
}
}
if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
if( sd->sp_gain_race_attack[race] )
tsp += sd->sp_gain_race_attack[race];
if( sd->hp_gain_race_attack[race] )
thp += sd->hp_gain_race_attack[race];
if (!thp && !tsp) return;
status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
if (rhp || rsp)
status_zap(tbl, rhp, rsp);
}
// Deals the same damage to targets in area. [pakpil]
int battle_damage_area( struct block_list *bl, va_list ap) {
unsigned int tick;
int amotion, dmotion, damage;
struct block_list *src;
nullpo_ret(bl);
tick=va_arg(ap, unsigned int);
src=va_arg(ap,struct block_list *);
amotion=va_arg(ap,int);
dmotion=va_arg(ap,int);
damage=va_arg(ap,int);
if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
return 0;
if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
map_freeblock_lock();
if( src->type == BL_PC )
battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
if( amotion )
battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
else
status_fix_damage(src,bl,damage,0);
clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
map_freeblock_unlock();
}
return 0;
}
/*==========================================
* ��??U��?��?�܂Ƃ�
*------------------------------------------*/
enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
struct map_session_data *sd = NULL, *tsd = NULL;
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
int damage,rdamage=0,rdelay=0;
int skillv;
struct Damage wd;
nullpo_retr(ATK_NONE, src);
nullpo_retr(ATK_NONE, target);
if (src->prev == NULL || target->prev == NULL)
return ATK_NONE;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(target);
sc = status_get_sc(src);
tsc = status_get_sc(target);
if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
sc = NULL;
if (tsc && !tsc->count)
tsc = NULL;
if (sd)
{
sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
if (sd->state.arrow_atk)
{
int index = sd->equip_index[EQI_AMMO];
if (index<0) {
clif_arrow_fail(sd,0);
return ATK_NONE;
}
//Ammo check by Ishizu-chan
if (sd->inventory_data[index])
switch (sd->status.weapon) {
case W_BOW:
if (sd->inventory_data[index]->look != A_ARROW) {
clif_arrow_fail(sd,0);
return ATK_NONE;
}
break;
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
if (sd->inventory_data[index]->look != A_BULLET) {
clif_arrow_fail(sd,0);
return ATK_NONE;
}
break;
case W_GRENADE:
if (sd->inventory_data[index]->look != A_GRENADE) {
clif_arrow_fail(sd,0);
return ATK_NONE;
}
break;
}
}
}
if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
status_change_end(src, SC_CLOAKING, INVALID_TIMER);
if (sc && sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&2))
status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
{
int dir = map_calc_dir(target,src->x,src->y);
int t_dir = unit_getdir(target);
int dist = distance_bl(src, target);
if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
{
int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
return ATK_BLOCK;
}
}
if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
{
int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
int duration = skill_get_time2(MO_BLADESTOP,skilllv);
status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
{ //Target locked.
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
clif_bladestop(target, src->id, 1);
sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
return ATK_BLOCK;
}
}
if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
int triple_rate= 30 - skillv; //Base Rate
if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
}
if (rnd()%100 < triple_rate) {
if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
return ATK_DEF;
return ATK_MISS;
}
}
if (sc) {
if (sc->data[SC_SACRIFICE]) {
int skilllv = sc->data[SC_SACRIFICE]->val1;
damage_lv ret_val;
if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
/**
* We need to calculate the DMG before the hp reduction, because it can kill the source.
* For futher information: bugreport:4950
**/
ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
if( ret_val == ATK_NONE )
return ATK_MISS;
return ret_val;
}
if (sc->data[SC_MAGICALATTACK]) {
if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
return ATK_DEF;
return ATK_MISS;
}
if( sc->data[SC_GT_ENERGYGAIN] ) {
if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
pc_addspiritball(sd,
skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
sc->data[SC_GT_ENERGYGAIN]->val1);
}
}
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
if( sc && sc->count ) {
if (sc->data[SC_EXEEDBREAK]) {
wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100;
status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
}
if( sc->data[SC_SPELLFIST] ) {
if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
wd.damage = ad.damage;
}else
status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
}
if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
wd.damage *= 3; // Triple Damage
if( sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
sc->data[SC_FEARBREEZE]->val4 = 0;
}
}
if (sd && sd->state.arrow_atk) //Consume arrow.
battle_consume_ammo(sd, 0, 0);
damage = wd.damage + wd.damage2;
if( damage > 0 && src != target )
{
if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
{ // Activates it only from melee damage
int skillid;
if( rnd()%2 == 1 )
skillid = AB_DUPLELIGHT_MELEE;
else
skillid = AB_DUPLELIGHT_MAGIC;
skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
}
rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
if( rdamage > 0 ) {
if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
if( src != target )// Don't reflect your own damage (Grand Cross)
map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
} else {
if( tsc && tsc->data[SC_CRESCENTELBOW] ) { // Deal rdamage to src and 10% damage back to target.
clif_skill_nodamage(target,target,SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1,1);
skill_blown(target,src,skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1),unit_getdir(src),0);
status_damage(NULL,target,rdamage/10,0,0,1);
clif_damage(target, target, tick, wd.amotion, wd.dmotion, rdamage/10, wd.div_ , wd.type, wd.damage2);
status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
}
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
}
}
wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
if (sd && sd->bonus.splash_range > 0 && damage > 0)
skill_castend_damage_id(src, target, 0, 1, tick, 0);
map_freeblock_lock();
battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
if( tsc ) {
if( tsc->data[SC_DEVOTION] ) {
struct status_change_entry *sce = tsc->data[SC_DEVOTION];
struct block_list *d_bl = map_id2bl(sce->val1);
if( d_bl && (
(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
) && check_distance_bl(target, d_bl, sce->val3) )
{
clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL, d_bl, damage, 0);
}
else
status_change_end(target, SC_DEVOTION, INVALID_TIMER);
} else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
struct elemental_data *ed = ((TBL_PC*)target)->ed;
if( ed ) {
clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
}
} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
if( e_bl && !status_isdead(e_bl) ) {
clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
status_damage(target,e_bl,damage,0,0,0);
// Just show damage in target.
clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
return ATK_NONE;
}
}
}
if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
int sp = 0;
int skillid = sc->data[SC_AUTOSPELL]->val2;
int skilllv = sc->data[SC_AUTOSPELL]->val3;
int i = rnd()%100;
if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
i = 0; //Max chance, no skilllv reduction. [Skotlex]
if (i >= 50) skilllv -= 2;
else if (i >= 15) skilllv--;
if (skilllv < 1) skilllv = 1;
sp = skill_get_sp(skillid,skilllv) * 2 / 3;
if (status_charge(src, 0, sp)) {
switch (skill_get_casttype(skillid)) {
case CAST_GROUND:
skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
break;
case CAST_DAMAGE:
skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
break;
}
}
}
if (sd) {
if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
{
int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
sd->state.autocast = 1;
skill_consume_requirement(sd,r_skill,r_lv,3);
switch( skill_get_casttype(r_skill) ) {
case CAST_GROUND:
skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
break;
case CAST_DAMAGE:
skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
break;
}
sd->state.autocast = 0;
sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
}
}
if (wd.flag & BF_WEAPON && src != target && damage > 0) {
if (battle_config.left_cardfix_to_right)
battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
else
battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
}
}
if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
if(tsd && src != target)
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
}
if (tsc) {
if (tsc->data[SC_POISONREACT] &&
(rnd()%100 < tsc->data[SC_POISONREACT]->val3
|| sstatus->def_ele == ELE_POISON) &&
// check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
status_check_skilluse(target, src, TF_POISON, 0)
) { //Poison React
struct status_change_entry *sce = tsc->data[SC_POISONREACT];
if (sstatus->def_ele == ELE_POISON) {
sce->val2 = 0;
skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
} else {
skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
--sce->val2;
}
if (sce->val2 <= 0)
status_change_end(target, SC_POISONREACT, INVALID_TIMER);
}
}
map_freeblock_unlock();
return wd.dmg_lv;
}
int battle_check_undead(int race,int element)
{
if(battle_config.undead_detect_type == 0) {
if(element == ELE_UNDEAD)
return 1;
}
else if(battle_config.undead_detect_type == 1) {
if(race == RC_UNDEAD)
return 1;
}
else {
if(element == ELE_UNDEAD || race == RC_UNDEAD)
return 1;
}
return 0;
}
//Returns the upmost level master starting with the given object
struct block_list* battle_get_master(struct block_list *src)
{
struct block_list *prev; //Used for infinite loop check (master of yourself?)
do {
prev = src;
switch (src->type) {
case BL_PET:
if (((TBL_PET*)src)->msd)
src = (struct block_list*)((TBL_PET*)src)->msd;
break;
case BL_MOB:
if (((TBL_MOB*)src)->master_id)
src = map_id2bl(((TBL_MOB*)src)->master_id);
break;
case BL_HOM:
if (((TBL_HOM*)src)->master)
src = (struct block_list*)((TBL_HOM*)src)->master;
break;
case BL_MER:
if (((TBL_MER*)src)->master)
src = (struct block_list*)((TBL_MER*)src)->master;
break;
case BL_ELEM:
if (((TBL_ELEM*)src)->master)
src = (struct block_list*)((TBL_ELEM*)src)->master;
break;
case BL_SKILL:
if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
break;
}
} while (src && src != prev);
return prev;
}
/*==========================================
* Checks the state between two targets (rewritten by Skotlex)
* (enemy, friend, party, guild, etc)
* See battle.h for possible values/combinations
* to be used here (BCT_* constants)
* Return value is:
* 1: flag holds true (is enemy, party, etc)
* -1: flag fails
* 0: Invalid target (non-targetable ever)
*------------------------------------------*/
int battle_check_target( struct block_list *src, struct block_list *target,int flag)
{
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_ret(src);
nullpo_ret(target);
m = target->m;
//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
//objects involved.
if( (t_bl = battle_get_master(target)) == NULL )
t_bl = target;
if( (s_bl = battle_get_master(src)) == NULL )
s_bl = src;
switch( target->type ) { // Checks on actual target
case BL_PC: {
struct status_change* sc = status_get_sc(src);
if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
return -1; //Cannot be targeted yet.
if( sc && sc->count ) {
if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
return -1;
}
}
break;
case BL_MOB:
if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
(((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
s_bl->type == BL_PC && src->type != BL_MOB)
{ //Targettable by players
state |= BCT_ENEMY;
strip_enemy = 0;
}
break;
case BL_SKILL:
{
TBL_SKILL *su = (TBL_SKILL*)target;
if( !su->group )
return 0;
if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
switch( battle_getcurrentskill(src) ) {
case 0://you can hit them without skills
case MA_REMOVETRAP:
case HT_REMOVETRAP:
case AC_SHOWER:
case MA_SHOWER:
case WZ_SIGHTRASHER:
case WZ_SIGHTBLASTER:
case SM_MAGNUM:
case MS_MAGNUM:
case RA_DETONATOR:
case RA_SENSITIVEKEEN:
case GN_CRAZYWEED:
state |= BCT_ENEMY;
strip_enemy = 0;
break;
default:
return 0;
}
} else if (su->group->skill_id==WZ_ICEWALL ||
su->group->skill_id == GN_WALLOFTHORN ||
su->group->skill_id == WM_REVERBERATION) {
state |= BCT_ENEMY;
strip_enemy = 0;
} else //Excepting traps and icewall, you should not be able to target skills.
return 0;
}
break;
//Valid targets with no special checks here.
case BL_MER:
case BL_HOM:
case BL_ELEM:
break;
//All else not specified is an invalid target.
default:
return 0;
}
switch( t_bl->type )
{ //Checks on target master
case BL_PC:
{
struct map_session_data *sd;
if( t_bl == s_bl ) break;
sd = BL_CAST(BL_PC, t_bl);
if( sd->state.monster_ignore && flag&BCT_ENEMY )
return 0; // Global inminuty only to Attacks
if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
if( sd->state.killable ) {
state |= BCT_ENEMY; // Everything can kill it
strip_enemy = 0;
}
break;
}
case BL_MOB:
{
struct mob_data *md = BL_CAST(BL_MOB, t_bl);
if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
break;
}
default: break; //other type doesn't have slave yet
}
switch( src->type ) { //Checks on actual src type
case BL_PET:
if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
return 0; //Pet may not attack non-mobs.
if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
return 0; //pet may not attack Guardians/Emperium
break;
case BL_SKILL: {
struct skill_unit *su = (struct skill_unit *)src;
if (!su->group)
return 0;
if (su->group->src_id == target->id) {
int inf2 = skill_get_inf2(su->group->skill_id);
if (inf2&INF2_NO_TARGET_SELF)
return -1;
if (inf2&INF2_TARGET_SELF)
return 1;
}
}
break;
}
switch( s_bl->type )
{ //Checks on source master
case BL_PC:
{
struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
if( s_bl != t_bl )
{
if( sd->state.killer )
{
state |= BCT_ENEMY; // Can kill anything
strip_enemy = 0;
}
else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
{
if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
else
return 0; // You can't target anything out of your duel
}
}
if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->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 = BL_CAST(BL_MOB, s_bl);
if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
if( !md->special_state.ai )
{ //Normal mobs.
if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
state |= BCT_PARTY; //Normal mobs with no ai are friends.
else
state |= BCT_ENEMY; //However, all else are enemies.
}
else
{
if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
}
break;
}
default:
//Need some sort of default behaviour for unhandled types.
if (t_bl->type != s_bl->type)
state |= BCT_ENEMY;
break;
}
if( (flag&BCT_ALL) == BCT_ALL )
{ //All actually stands for all attackable chars
if( target->type&BL_CHAR )
return 1;
else
return -1;
}
if( flag == BCT_NOONE ) //Why would someone use this? no clue.
return -1;
if( t_bl == s_bl )
{ //No need for further testing.
state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
if( state&BCT_ENEMY && strip_enemy )
state&=~BCT_ENEMY;
return (flag&state)?1:-1;
}
if( map_flag_vs(m) )
{ //Check rivalry settings.
int sbg_id = 0, tbg_id = 0;
if( map[m].flag.battleground )
{
sbg_id = bg_team_get_id(s_bl);
tbg_id = bg_team_get_id(t_bl);
}
if( flag&(BCT_PARTY|BCT_ENEMY) )
{
int s_party = status_get_party_id(s_bl);
if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
state |= BCT_PARTY;
else
state |= BCT_ENEMY;
}
if( flag&(BCT_GUILD|BCT_ENEMY) )
{
int s_guild = status_get_guild_id(s_bl);
int t_guild = status_get_guild_id(t_bl);
if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
state |= BCT_GUILD;
else
state |= BCT_ENEMY;
}
if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
state &= ~BCT_ENEMY;
if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
{ // Prevent novice engagement on pk_mode (feature by Valaris)
TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
(int)sd->status.base_level < battle_config.pk_min_level ||
(int)sd2->status.base_level < battle_config.pk_min_level ||
(battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
)
state &= ~BCT_ENEMY;
}
}
else
{ //Non pvp/gvg, check party/guild settings.
if( flag&BCT_PARTY || state&BCT_ENEMY )
{
int s_party = status_get_party_id(s_bl);
if(s_party && s_party == status_get_party_id(t_bl))
state |= BCT_PARTY;
}
if( flag&BCT_GUILD || state&BCT_ENEMY )
{
int s_guild = status_get_guild_id(s_bl);
int t_guild = status_get_guild_id(t_bl);
if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
state |= BCT_GUILD;
}
}
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;
}
/*==========================================
* �˒�����
*------------------------------------------*/
bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
{
int d;
nullpo_retr(false, src);
nullpo_retr(false, bl);
if( src->m != bl->m )
return false;
#ifndef CIRCULAR_AREA
if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
int dx = src->x - bl->x, dy = src->y - bl->y;
if( !check_distance(dx, dy, range) )
return false;
} else
#endif
if( !check_distance_bl(src, bl, range) )
return false;
if( (d = distance_bl(src, bl)) < 2 )
return true; // No need for path checking.
if( d > AREA_SIZE )
return false; // Avoid targetting objects beyond your range of sight.
return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
}
static const struct _battle_data {
const char* str;
int* val;
int defval;
int min;
int max;
} battle_data[] = {
{ "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
{ "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
{ "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
{ "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
{ "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
{ "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
{ "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
{ "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
{ "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
{ "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
{ "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
{ "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
{ "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
{ "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
{ "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
{ "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
{ "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
{ "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
{ "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
{ "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
{ "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
{ "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
{ "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
{ "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
{ "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
{ "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
{ "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
{ "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
{ "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
{ "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
{ "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
{ "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
{ "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
{ "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
{ "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
{ "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
{ "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
{ "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
{ "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
{ "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
{ "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
{ "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
{ "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
{ "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
{ "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
{ "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
{ "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
{ "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
{ "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
{ "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
{ "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
{ "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
{ "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
{ "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
{ "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
{ "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
{ "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
{ "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
{ "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
{ "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
{ "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
{ "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
{ "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
{ "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
{ "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
{ "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
// { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
{ "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
{ "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
{ "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
{ "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
{ "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
{ "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
{ "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
{ "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
{ "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
{ "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
{ "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
{ "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
{ "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
{ "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
{ "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
{ "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
{ "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
{ "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
{ "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
{ "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
{ "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
{ "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
{ "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
{ "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
{ "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
{ "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
{ "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
{ "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
{ "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
{ "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
{ "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
{ "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
{ "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
{ "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
{ "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
{ "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
{ "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
{ "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
{ "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
{ "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
{ "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
{ "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
{ "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
{ "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
{ "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
{ "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
{ "item_check", &battle_config.item_check, 0, 0, 1, },
{ "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
{ "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
{ "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
{ "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
{ "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
{ "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
{ "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
{ "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
{ "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
{ "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
{ "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
{ "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
{ "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
{ "max_lv", &battle_config.max_lv, 99, 0, 127, },
{ "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
{ "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
{ "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
{ "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
{ "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
{ "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
{ "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
{ "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
{ "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
{ "battle_log", &battle_config.battle_log, 0, 0, 1, },
{ "etc_log", &battle_config.etc_log, 1, 0, 1, },
{ "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
{ "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
{ "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
{ "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
{ "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
{ "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
{ "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
{ "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
{ "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
{ "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
{ "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
{ "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
{ "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
{ "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
{ "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
{ "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
{ "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
{ "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
{ "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
{ "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
{ "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
{ "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
{ "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
{ "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
{ "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
{ "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
{ "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
{ "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
{ "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
{ "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
{ "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
{ "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
{ "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
{ "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
{ "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
{ "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
{ "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
{ "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
{ "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
{ "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
{ "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
{ "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
{ "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
{ "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
{ "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
{ "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
{ "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
{ "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
{ "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
{ "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
{ "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
{ "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
{ "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
{ "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
{ "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
{ "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
{ "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
{ "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
{ "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
{ "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
{ "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
{ "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
// eAthena additions
{ "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
{ "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
{ "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
{ "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
{ "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
{ "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
{ "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
{ "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
{ "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
{ "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
{ "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
{ "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
{ "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
{ "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
{ "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
{ "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
{ "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
{ "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
{ "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
{ "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
{ "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
{ "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
{ "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
{ "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
{ "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
{ "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
{ "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
{ "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
{ "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
{ "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
{ "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
{ "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
{ "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
{ "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
{ "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
{ "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
{ "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
{ "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
{ "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
{ "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
{ "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
{ "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
{ "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
{ "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
{ "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
{ "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
{ "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
{ "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
{ "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
{ "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
{ "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
{ "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
{ "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
{ "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
{ "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
{ "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
{ "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
{ "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
{ "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
{ "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
{ "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
{ "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
{ "motd_type", &battle_config.motd_type, 0, 0, 1, },
{ "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
{ "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
{ "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
{ "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
{ "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
{ "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
{ "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
{ "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
{ "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
{ "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
{ "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
{ "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
{ "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
{ "display_version", &battle_config.display_version, 1, 0, 1, },
{ "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
{ "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
{ "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
{ "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
{ "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
{ "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
{ "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
{ "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
{ "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
{ "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
{ "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
{ "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
{ "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
{ "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
{ "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
{ "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
{ "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
{ "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
{ "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
{ "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
{ "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
{ "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
{ "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
{ "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
{ "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
{ "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
{ "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
{ "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
{ "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
{ "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
{ "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
{ "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
{ "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
{ "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
{ "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
{ "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
{ "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
{ "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
{ "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
{ "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
{ "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
{ "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
{ "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
{ "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
{ "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
{ "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
{ "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
{ "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
{ "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
{ "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
{ "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
{ "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
{ "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
{ "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
{ "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
{ "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
{ "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
{ "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
{ "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
{ "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
{ "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
{ "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
{ "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
{ "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
{ "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
{ "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
{ "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
{ "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
{ "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
{ "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
{ "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
{ "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
{ "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
{ "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
{ "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
{ "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
{ "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
// BattleGround Settings
{ "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
{ "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
{ "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
{ "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
{ "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
{ "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
{ "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
/**
* rAthena
**/
{ "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, },
{ "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, },
{ "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
{ "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
{ "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
{ "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
{ "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 },
};
int battle_set_value(const char* w1, const char* w2)
{
int val = config_switch(w2);
int i;
ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
if (i == ARRAYLENGTH(battle_data))
return 0; // not found
if (val < battle_data[i].min || val > battle_data[i].max)
{
ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
val = battle_data[i].defval;
}
*battle_data[i].val = val;
return 1;
}
int battle_get_value(const char* w1)
{
int i;
ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
if (i == ARRAYLENGTH(battle_data))
return 0; // not found
else
return *battle_data[i].val;
}
void battle_set_defaults()
{
int i;
for (i = 0; i < ARRAYLENGTH(battle_data); i++)
*battle_data[i].val = battle_data[i].defval;
}
void battle_adjust_conf()
{
battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
battle_config.max_cart_weight *= 10;
if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
battle_config.max_def = 100;
if(battle_config.min_hitrate > battle_config.max_hitrate)
battle_config.min_hitrate = battle_config.max_hitrate;
if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
battle_config.day_duration = 60000;
if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
battle_config.night_duration = 60000;
#if PACKETVER < 20100427
if( battle_config.feature_buying_store ) {
ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
battle_config.feature_buying_store = 0;
}
#endif
#if PACKETVER < 20100803
if( battle_config.feature_search_stores ) {
ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
battle_config.feature_search_stores = 0;
}
#endif
#ifndef CELL_NOSTACK
if (battle_config.cell_stack_limit != 1)
ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
#endif
}
int battle_config_read(const char* cfgName)
{
char line[1024], w1[1024], w2[1024];
FILE* fp;
static int count = 0;
if (count == 0)
battle_set_defaults();
count++;
fp = fopen(cfgName,"r");
if (fp == NULL)
ShowError("File not found: %s\n", cfgName);
else
{
while(fgets(line, sizeof(line), fp))
{
if (line[0] == '/' && line[1] == '/')
continue;
if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
continue;
if (strcmpi(w1, "import") == 0)
battle_config_read(w2);
else
if (battle_set_value(w1, w2) == 0)
ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
}
fclose(fp);
}
count--;
if (count == 0)
battle_adjust_conf();
return 0;
}
void do_init_battle(void)
{
delay_damage_ers = ers_new(sizeof(struct delay_damage));
add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
}
void do_final_battle(void)
{
ers_destroy(delay_damage_ers);
}