diff options
author | Valaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-29 16:10:48 +0000 |
---|---|---|
committer | Valaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-29 16:10:48 +0000 |
commit | 620e60eebce2c1f35c5c9a82f6ca365b316587f5 (patch) | |
tree | 38a39e0415f419d9a49ae456ed0e26654c23d559 /src/map/battle.c | |
parent | a2675f07d7da22a7c6ae11f545bf8f671e785a82 (diff) | |
download | hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.gz hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.bz2 hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.xz hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.zip |
AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 4412 |
1 files changed, 4412 insertions, 0 deletions
diff --git a/src/map/battle.c b/src/map/battle.c new file mode 100644 index 000000000..91563d939 --- /dev/null +++ b/src/map/battle.c @@ -0,0 +1,4412 @@ +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include "battle.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/malloc.h"
+#include "../common/showmsg.h"
+
+#include "map.h"
+#include "pc.h"
+#include "status.h"
+#include "skill.h"
+#include "mob.h"
+#include "itemdb.h"
+#include "clif.h"
+#include "pet.h"
+#include "guild.h"
+#include "party.h"
+
+#define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru]
+
+int attr_fix_table[4][10][10];
+
+struct Battle_Config battle_config;
+
+/*==========================================
+ * Ž©•ª‚ðƒ?ƒbƒN‚µ‚Ä‚¢‚éMOB‚Ì?‚ð?‚¦‚é(foreachclient)
+ *------------------------------------------
+ */
+static int battle_counttargeted_sub(struct block_list *bl, va_list ap)
+{
+ int id, *c, target_lv;
+ struct block_list *src;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ id = va_arg(ap,int);
+ nullpo_retr(0, c = va_arg(ap, int *));
+ src = va_arg(ap,struct block_list *);
+ target_lv = va_arg(ap,int);
+
+ if (id == bl->id || (src && id == src->id))
+ return 0;
+ if (bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if (sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
+ (*c)++;
+ }
+ else if (bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
+ (*c)++;
+ //printf("md->target_lv:%d, target_lv:%d\n", md->target_lv, target_lv);
+ }
+ else if (bl->type == BL_PET) {
+ struct pet_data *pd = (struct pet_data *)bl;
+ if (pd && pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv)
+ (*c)++;
+ }
+
+ return 0;
+}
+/*==========================================
+ * Ž©•ª‚ðƒ?ƒbƒN‚µ‚Ä‚¢‚é‘Î?Û‚Ì?”‚ð•Ô‚·(”Ä—p)
+ * –ß‚è‚Í?®?”‚Å0ˆÈ?ã
+ *------------------------------------------
+ */
+int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv)
+{
+ int c = 0;
+ nullpo_retr(0, bl);
+
+ map_foreachinarea(battle_counttargeted_sub, bl->m,
+ bl->x-AREA_SIZE, bl->y-AREA_SIZE,
+ bl->x+AREA_SIZE, bl->y+AREA_SIZE, BL_CHAR,
+ bl->id, &c, src, target_lv);
+
+ return c;
+}
+
+/*==========================================
+ * Get random targetting enemy
+ *------------------------------------------
+ */
+static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
+{
+ struct block_list **bl_list;
+ struct block_list *target;
+ int *c;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ bl_list = va_arg(ap, struct block_list **);
+ nullpo_retr(0, c = va_arg(ap, int *));
+ nullpo_retr(0, target = va_arg(ap, struct block_list *));
+
+ if (bl->id == target->id)
+ return 0;
+ if (*c >= 24)
+ return 0;
+
+ if (bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if (!sd || sd->attacktarget != target->id || sd->attacktimer == -1)
+ return 0;
+ } else if (bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ if (!md || md->target_id != target->id || md->timer == -1 || md->state.state != MS_ATTACK)
+ return 0;
+ } else if (bl->type == BL_PET) {
+ struct pet_data *pd = (struct pet_data *)bl;
+ if (!pd || pd->target_id != target->id || pd->timer == -1 || pd->state.state != MS_ATTACK)
+ return 0;
+ }
+
+ bl_list[(*c)++] = bl;
+ return 0;
+}
+
+int battle_getcurrentskill(struct block_list *bl)
+{ //Returns the current/last skill in use by this bl.
+ switch (bl->type)
+ {
+ case BL_PC:
+ return ((struct map_session_data*)bl)->skillid;
+ case BL_MOB:
+ return ((struct mob_data*)bl)->skillid;
+ case BL_PET:
+ return 0; //Skill data is not stored for pets...
+ break;
+ case BL_SKILL:
+ {
+ struct skill_unit * su = (struct skill_unit*)bl;
+ if (su->group)
+ return su->group->skill_id;
+ }
+ break;
+ }
+ return 0;
+}
+
+//Returns the id of the current targetted character of the passed bl. [Skotlex]
+int battle_gettarget(struct block_list *bl)
+{
+ switch (bl->type)
+ {
+ case BL_PC:
+ return ((struct map_session_data*)bl)->attacktarget;
+ case BL_MOB:
+ return ((struct mob_data*)bl)->target_id;
+ case BL_PET:
+ return ((struct pet_data*)bl)->target_id;
+ }
+ return 0;
+}
+
+struct block_list* battle_gettargeted(struct block_list *target)
+{
+ struct block_list *bl_list[24];
+ int c = 0;
+ nullpo_retr(NULL, target);
+
+ memset(bl_list, 0, sizeof(bl_list));
+ map_foreachinarea(battle_gettargeted_sub, target->m,
+ target->x-AREA_SIZE, target->y-AREA_SIZE,
+ target->x+AREA_SIZE, target->y+AREA_SIZE, BL_CHAR,
+ bl_list, &c, target);
+ if (c == 0 || c > 24)
+ return NULL;
+ return bl_list[rand()%c];
+}
+
+// ƒ_ƒ??[ƒW‚Ì’x‰„
+struct delay_damage {
+ struct block_list *src;
+ int target;
+ int damage;
+ unsigned short distance;
+ unsigned short skill_lv;
+ unsigned short skill_id;
+ unsigned short dmg_lv;
+ unsigned short flag;
+ unsigned char attack_type;
+};
+
+int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
+{
+ struct delay_damage *dat = (struct delay_damage *)data;
+ struct block_list *target = map_id2bl(dat->target);
+ if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
+ target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
+ {
+ battle_damage(dat->src, target, dat->damage, dat->flag);
+ if (!status_isdead(target) && (dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
+ skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
+ }
+ aFree(dat);
+ return 0;
+}
+
+int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int flag)
+{
+ struct delay_damage *dat;
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+ if (!battle_config.delay_battle_damage) {
+ battle_damage(src, target, damage, flag);
+ if (!status_isdead(target) && (damage > 0 || dmg_lv == ATK_DEF) && attack_type)
+ skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
+ return 0;
+ }
+ dat = (struct delay_damage *)aCalloc(1, sizeof(struct delay_damage));
+ dat->src = src;
+ dat->target = target->id;
+ dat->skill_id = skill_id;
+ dat->skill_lv = skill_lv;
+ dat->attack_type = attack_type;
+ dat->damage = damage;
+ dat->dmg_lv = dmg_lv;
+ dat->flag = flag;
+ dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
+ add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
+
+ return 0;
+}
+
+// ŽÀ?Û‚ÉHP‚ð‘€?ì
+int battle_damage(struct block_list *bl,struct block_list *target,int damage, int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change *sc_data;
+ short *sc_count;
+
+ nullpo_retr(0, target); //bl‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚Ì‚Å‘¼‚Ń`ƒFƒbƒN
+
+ sc_data = status_get_sc_data(target);
+ sc_count = status_get_sc_count(target);
+
+ if (damage == 0 ||
+ target->prev == NULL ||
+ target->type == BL_PET)
+ return 0;
+
+ if (bl) {
+ if (bl->prev == NULL)
+ return 0;
+ if (bl->type == BL_PC) {
+ nullpo_retr(0, sd = (struct map_session_data *)bl);
+ }
+ }
+
+ if (damage < 0)
+ return battle_heal(bl,target,-damage,0,flag);
+
+ if (!flag && sc_count && *sc_count > 0) {
+ // “€Œ‹?A?Ή»?A?‡–°‚ð?Á‹Ž
+ if (sc_data[SC_FREEZE].timer != -1)
+ status_change_end(target,SC_FREEZE,-1);
+ if (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
+ status_change_end(target,SC_STONE,-1);
+ if (sc_data[SC_SLEEP].timer != -1)
+ status_change_end(target,SC_SLEEP,-1);
+ if (sc_data[SC_WINKCHARM].timer != -1)
+ status_change_end(target,SC_WINKCHARM,-1);
+ }
+
+ if (target->type == BL_MOB) { // MOB
+ struct mob_data *md = (struct mob_data *)target;
+ if (md && md->skilltimer != -1 && md->state.skillcastcancel) // ‰r?¥–WŠQ
+ skill_castcancel(target,0);
+ return mob_damage(bl,md,damage,0);
+ } else if (target->type == BL_PC) { // PC
+ struct map_session_data *tsd = (struct map_session_data *)target;
+ if (!tsd)
+ return 0;
+ if (sc_data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE)
+ { //Devotion only works on attacks from a source (prevent it from absorbing coma) [Skotlex]
+ struct map_session_data *sd2 = map_id2sd(tsd->sc_data[SC_DEVOTION].val1);
+ if (sd2 && sd2->devotion[sc_data[SC_DEVOTION].val2] == target->id)
+ {
+ clif_damage(bl, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0);
+ pc_damage(&sd2->bl, sd2, damage);
+ return 0;
+ } else
+ status_change_end(target, SC_DEVOTION, -1);
+ }
+
+ if (tsd->skilltimer != -1) { // ‰r?¥–WŠQ
+ // ƒtƒFƒ“ƒJ?[ƒh‚â–WŠQ‚³‚ê‚È‚¢ƒXƒLƒ‹‚©‚ÌŒŸ?¸
+ if ((!tsd->special_state.no_castcancel || map_flag_gvg(target->m)) && tsd->state.skillcastcancel &&
+ !tsd->special_state.no_castcancel2)
+ skill_castcancel(target,0);
+ }
+ return pc_damage(bl,tsd,damage);
+ } else if (target->type == BL_SKILL)
+ return skill_unit_ondamaged((struct skill_unit *)target, bl, damage, gettick());
+ return 0;
+}
+
+int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag)
+{
+ nullpo_retr(0, target); //bl‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚Ì‚Å‘¼‚Ń`ƒFƒbƒN
+
+ if (target->type == BL_PET)
+ return 0;
+ if (target->type == BL_PC && pc_isdead((struct map_session_data *)target) )
+ return 0;
+ if (hp == 0 && sp == 0)
+ return 0;
+
+ if (hp < 0)
+ return battle_damage(bl,target,-hp,flag);
+
+ if (target->type == BL_MOB)
+ return mob_heal((struct mob_data *)target,hp);
+ else if (target->type == BL_PC)
+ return pc_heal((struct map_session_data *)target,hp,sp);
+ return 0;
+}
+
+// ?UŒ‚’âŽ~
+int battle_stopattack(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if (bl->type == BL_MOB)
+ return mob_stopattack((struct mob_data*)bl);
+ else if (bl->type == BL_PC)
+ return pc_stopattack((struct map_session_data*)bl);
+ else if (bl->type == BL_PET)
+ return pet_stopattack((struct pet_data*)bl);
+ return 0;
+}
+
+// Returns whether the given object is moving or not.
+int battle_iswalking(struct block_list *bl) {
+ switch (bl->type)
+ {
+ case BL_PC:
+ return (((struct map_session_data*)bl)->walktimer != -1);
+ case BL_MOB:
+ return (((struct mob_data*)bl)->state.state == MS_WALK);
+ case BL_PET:
+ return (((struct pet_data*)bl)->state.state == MS_WALK);
+ default:
+ return 0;
+ }
+}
+// ˆÚ“®’âŽ~
+int battle_stopwalking(struct block_list *bl,int type)
+{
+ nullpo_retr(0, bl);
+ if (bl->type == BL_MOB)
+ return mob_stop_walking((struct mob_data*)bl,type);
+ else if (bl->type == BL_PC)
+ return pc_stop_walking((struct map_session_data*)bl,type);
+ else if (bl->type == BL_PET)
+ return pet_stop_walking((struct pet_data*)bl,type);
+ return 0;
+}
+
+
+/*==========================================
+ * Does attribute fix modifiers.
+ * Added passing of the chars so that the status changes can affect it. [Skotlex]
+ * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
+ *------------------------------------------
+ */
+int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_elem)
+{
+ int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
+ struct status_change *sc_data=NULL, *tsc_data=NULL;
+ int ratio;
+
+ if (src) sc_data = status_get_sc_data(src);
+ if (target) tsc_data = status_get_sc_data(target);
+
+ if (atk_elem < 0 || atk_elem > 9)
+ atk_elem = rand()%9; //•?Ší‘®?«ƒ‰ƒ“ƒ_ƒ€‚Å•t‰Á
+
+ if (def_type < 0 || def_type > 9 ||
+ def_lv < 1 || def_lv > 4) { // ‘® ?«’l‚ª‚¨‚©‚µ‚¢‚Ì‚Å‚Æ‚è‚ ‚¦‚¸‚»‚Ì‚Ü‚Ü•Ô‚·
+ if (battle_config.error_log)
+ ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
+ //TODO: Remove this debug case once the cause is resolved. [Skotlex]
+ if (src) switch (src->type) {
+ case BL_MOB:
+ ShowDebug("src: Mob %s-%d\n", ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_);
+ break;
+ case BL_PC:
+ ShowDebug("src: Player %s-%d\n", ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id);
+ break;
+ case BL_PET:
+ ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id);
+ break;
+ case BL_SKILL:
+ ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id);
+ break;
+ default:
+ ShowDebug("unknown source type %d.\n", src->type);
+ }
+ if (target) switch (target->type) {
+ case BL_MOB:
+ ShowDebug("target: Mob %s-%d\n", ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_);
+ break;
+ case BL_PC:
+ ShowDebug("target: Player %s-%d\n", ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id);
+ break;
+ case BL_PET:
+ ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id);
+ break;
+ case BL_SKILL:
+ ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id);
+ break;
+ default:
+ ShowDebug("unknown target type %d.\n", target->type);
+ }
+ return damage;
+ }
+
+ ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
+ if (sc_data)
+ {
+ if(sc_data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
+ ratio += enchant_eff[sc_data[SC_VOLCANO].val1-1];
+ if(sc_data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
+ ratio += enchant_eff[sc_data[SC_VIOLENTGALE].val1-1];
+ if(sc_data[SC_DELUGE].timer!=-1 && atk_elem == 1)
+ ratio += enchant_eff[sc_data[SC_DELUGE].val1-1];
+ }
+ if (tsc_data)
+ {
+ if(tsc_data[SC_ARMOR_ELEMENT].timer!=-1)
+ {
+ if (tsc_data[SC_ARMOR_ELEMENT].val1 == atk_elem)
+ ratio -= tsc_data[SC_ARMOR_ELEMENT].val2;
+ else
+ if (tsc_data[SC_ARMOR_ELEMENT].val3 == atk_elem)
+ ratio -= tsc_data[SC_ARMOR_ELEMENT].val4;
+ }
+ }
+ return damage*ratio/100;
+}
+
+static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
+{
+ struct block_list *bl = map_id2bl(id);
+ if (!bl || status_isdead(bl))
+ return 0;
+
+ switch (bl->type) {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data*)bl;
+ if (sd->walktimer != -1)
+ pc_stop_walking (sd,3);
+ if (sd->canmove_tick < tick)
+ sd->canmove_tick = tick + data;
+ }
+ break;
+ case BL_MOB:
+ {
+ struct mob_data *md = (struct mob_data*)bl;
+ if (md->state.state == MS_WALK)
+ mob_stop_walking(md,3);
+ if (md->canmove_tick < tick)
+ md->canmove_tick = tick + data;
+ }
+ break;
+ }
+ return 0;
+}
+/*==========================================
+ * Applies walk delay based on attack type. [Skotlex]
+ *------------------------------------------
+ */
+int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) {
+
+ if (status_isdead(bl))
+ return 0;
+
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_walk_delay_rate != 100)
+ delay = delay*battle_config.pc_walk_delay_rate/100;
+ } else
+ if (battle_config.walk_delay_rate != 100)
+ delay = delay*battle_config.walk_delay_rate/100;
+
+ if (div_ > 1) //Multi-hit skills mean higher delays.
+ delay += battle_config.multihit_delay*(div_-1);
+
+ if (delay <= 0)
+ return 0;
+
+ //See if it makes sense to set this trigger.
+ switch (bl->type) {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data*)bl;
+ if (DIFF_TICK(sd->canmove_tick, tick+adelay) > 0)
+ return 0;
+ if (!adelay) //No need of timer.
+ sd->canmove_tick = tick + delay;
+ break;
+ }
+ case BL_MOB:
+ {
+ struct mob_data *md = (struct mob_data*)bl;
+ if (DIFF_TICK(md->canmove_tick, tick+adelay) > 0)
+ return 0;
+ if (!adelay) //No need of timer.
+ md->canmove_tick = tick + delay;
+ break;
+ }
+ default:
+ return 0;
+ }
+ if (adelay > 0)
+ add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay);
+ return 1;
+}
+
+/*==========================================
+ * ƒ_ƒ??[ƒW?Å?IŒvŽZ
+ *------------------------------------------
+ */
+int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct mob_data *md = NULL;
+ struct status_change *sc_data, *sc;
+ short *sc_count;
+ int class_;
+
+ nullpo_retr(0, bl);
+
+ if (damage <= 0)
+ return 0;
+
+ class_ = status_get_class(bl);
+
+ if (bl->type == BL_MOB) {
+ md=(struct mob_data *)bl;
+ } else if (bl->type == BL_PC) {
+ sd=(struct map_session_data *)bl;
+ }
+
+ sc_data = status_get_sc_data(bl);
+ sc_count = status_get_sc_count(bl);
+
+ if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
+ ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
+ (flag&BF_MISC && skill_num != PA_PRESSURE) ||
+ (flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
+ return 0;
+ }
+
+ if (sc_count && *sc_count > 0) {
+ //First, sc_*'s that reduce damage to 0.
+ if (sc_data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
+ ) {
+ // ƒZ?[ƒtƒeƒBƒEƒH?[ƒ‹
+ struct skill_unit_group *group = (struct skill_unit_group *)sc_data[SC_SAFETYWALL].val3;
+ if (group) {
+ if (--group->val2<=0)
+ skill_delunitgroup(group);
+ return 0;
+ } else {
+ status_change_end(bl,SC_SAFETYWALL,-1);
+ }
+ }
+
+ if(sc_data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
+ return 0;
+
+ /* Moved to battle_calc_weapon_attack for now.
+ if(sc_data[SC_KAUPE].timer != -1 && damage > 0 && !skill_num) {
+ if(rand()%100 < sc_data[SC_KAUPE].val2) {
+ clif_skill_nodamage(bl,bl,SL_KAUPE,sc_data[SC_KAUPE].val1,1);
+ if (--sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
+ status_change_end(bl, SC_KAUPE, -1);
+ return 0;
+ }
+ }
+ */
+
+ if(sc_data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
+ rand()%100 < sc_data[SC_AUTOGUARD].val2) {
+ int delay;
+ clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1);
+ // different delay depending on skill level [celest]
+ if (sc_data[SC_AUTOGUARD].val1 <= 5)
+ delay = 300;
+ else if (sc_data[SC_AUTOGUARD].val1 > 5 && sc_data[SC_AUTOGUARD].val1 <= 9)
+ delay = 200;
+ else
+ delay = 100;
+ if(sd)
+ sd->canmove_tick = gettick() + delay;
+ else if(md)
+ md->canmove_tick = gettick() + delay;
+
+ if(sc_data[SC_SHRINK].timer != -1 && rand()%100<5*sc_data[SC_AUTOGUARD].val1)
+ skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
+ return 0;
+ }
+
+// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
+//
+ if(sc_data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
+ rand()%100 < sc_data[SC_PARRYING].val2) {
+ clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1);
+ return 0;
+ }
+
+ if(sc_data[SC_DODGE].timer != -1 && (flag&BF_LONG || (sc_data[SC_SPURT].timer != -1 && flag&BF_WEAPON))
+ && rand()%100 < 20) {
+ clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
+ if (sc_data[SC_COMBO].timer == -1)
+ status_change_start(bl, SC_COMBO, TK_JUMPKICK, src->id, 0, 0, 2000, 0);
+ return 0;
+ }
+
+ if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
+ && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
+ return 0;
+
+ //Now damage increasing effects
+ if(sc_data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE){
+ damage<<=1;
+ if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
+ status_change_end( bl,SC_AETERNA,-1 );
+ }
+
+ if(sc_data[SC_SPIDERWEB].timer!=-1) // [Celest]
+ if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
+ (!flag&BF_SKILL && status_get_attack_element(src)==3)) {
+ damage<<=1;
+ status_change_end(bl, SC_SPIDERWEB, -1);
+ }
+
+ //Finally damage reductions....
+ if(sc_data[SC_ASSUMPTIO].timer != -1){
+ if(map_flag_vs(bl->m))
+ damage=damage*2/3; //Receive 66% damage
+ else
+ damage>>=1; //Receive 50% damage
+ }
+
+ if(sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
+ damage=damage*(100-sc_data[SC_DEFENDER].val2)/100;
+
+ if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
+ damage >>=1;
+
+ if(sc_data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
+ if(sd){
+ if(sd->status.sp>0){
+ int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
+ sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
+ if( sd->status.sp < 0 ) sd->status.sp = 0;
+ damage -= damage * ((per+1) * 6) / 100;
+ clif_updatestatus(sd,SP_SP);
+ }
+ if(sd->status.sp<=0)
+ status_change_end( bl,SC_ENERGYCOAT,-1 );
+ }
+ else
+ damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
+ }
+
+ if(sc_data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
+ // Fixed the condition check [Aalye]
+ (src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == 1 ||
+ ((struct map_session_data *)src)->status.weapon == 2 ||
+ ((struct map_session_data *)src)->status.weapon == 3)))){
+ if(rand()%100 < (15*sc_data[SC_REJECTSWORD].val1)){
+ damage = damage*50/100;
+ clif_damage(bl,src,gettick(),0,0,damage,0,0,0);
+ battle_damage(bl,src,damage,0);
+ clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1);
+ if((--sc_data[SC_REJECTSWORD].val2)<=0)
+ status_change_end(bl, SC_REJECTSWORD, -1);
+ }
+ }
+
+ //Finally Kyrie because it may, or not, reduce damage to 0.
+ if(sc_data[SC_KYRIE].timer!=-1){
+ sc=&sc_data[SC_KYRIE];
+ sc->val2-=damage;
+ if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
+ if(sc->val2>=0)
+ damage=0;
+ else
+ damage=-sc->val2;
+ }
+ if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT)
+ status_change_end(bl, SC_KYRIE, -1);
+ }
+ if (damage <= 0) return 0;
+ }
+
+ //SC effects from caster side.
+ sc_data = status_get_sc_data(src);
+ sc_count = status_get_sc_count(src);
+ if (sc_count && *sc_count > 0) {
+ if(sc_data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
+ if (flag&BF_MAGIC) {
+ if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
+ return 0;
+ } else
+ damage /=2;
+ }
+ }
+
+ if(md && md->guardian_data) {
+ if(class_ == MOBID_EMPERIUM && (flag&BF_SKILL && //Only a few skills can hit the Emperium.
+ skill_num != PA_PRESSURE && skill_num != MO_TRIPLEATTACK && skill_num != HW_GRAVITATION))
+ return 0;
+ if(src->type == BL_PC) {
+ struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id);
+ if (g && class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
+ return 0;
+ if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
+ return 0; // [MouseJstr]
+ }
+ }
+
+ if (skill_num != PA_PRESSURE) { // Gloria Domini ignores WoE damage reductions
+ if (map_flag_gvg(bl->m)) { //GvG
+ if (md && md->guardian_data)
+ damage -= damage * (md->guardian_data->castle->defense/100) * (battle_config.castle_defense_rate/100);
+
+ if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
+ if (flag&BF_WEAPON)
+ damage = damage * battle_config.gvg_weapon_damage_rate/100;
+ if (flag&BF_MAGIC)
+ damage = damage * battle_config.gvg_magic_damage_rate/100;
+ if (flag&BF_MISC)
+ damage = damage * battle_config.gvg_misc_damage_rate/100;
+ } else { //Normal attacks get reductions based on range.
+ if (flag & BF_SHORT)
+ damage = damage * battle_config.gvg_short_damage_rate/100;
+ if (flag & BF_LONG)
+ damage = damage * battle_config.gvg_long_damage_rate/100;
+ }
+ } else if (battle_config.pk_mode && bl->type == BL_PC) {
+ if (flag & BF_WEAPON) {
+ if (flag & BF_SHORT)
+ damage = damage * 80/100;
+ if (flag & BF_LONG)
+ damage = damage * 70/100;
+ }
+ if (flag & BF_MAGIC)
+ damage = damage * 60/100;
+ if(flag & BF_MISC)
+ damage = damage * 60/100;
+ }
+ if(damage < 1) damage = 1;
+ }
+
+ if(battle_config.skill_min_damage && damage > 0 && damage < div_)
+ {
+ if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
+ || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
+ || (flag&BF_MISC && battle_config.skill_min_damage&4)
+ )
+ damage = div_;
+ }
+
+ if( md!=NULL && md->hp>0 && damage > 0 ) // ”½Œ‚‚È‚Ç‚ÌMOBƒXƒLƒ‹”»’è
+ mobskill_event(md,flag);
+
+ return damage;
+}
+
+/*==========================================
+ * HP/SP‹zŽû‚ÌŒvŽZ
+ *------------------------------------------
+ */
+int battle_calc_drain(int damage, int rate, int per, int val)
+{
+ int diff = 0;
+
+ if (damage <= 0)
+ return 0;
+
+ if (per && rand()%1000 < rate) {
+ diff = (damage * per) / 100;
+ if (diff == 0) {
+ if (per > 0)
+ diff = 1;
+ else
+ diff = -1;
+ }
+ }
+
+ if (val /*&& rand()%1000 < rate*/) { //Absolute leech/penalties have 100% chance. [Skotlex]
+ diff += val;
+ }
+ return diff;
+}
+
+/*==========================================
+ * ?C—ûƒ_ƒ??[ƒW
+ *------------------------------------------
+ */
+int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
+{
+ int damage,skill;
+ int race=status_get_race(target);
+ int weapon;
+ damage = dmg;
+
+ nullpo_retr(0, sd);
+
+ // ƒf?[ƒ‚ƒ“ƒxƒCƒ“(+3 ?` +30) vs •sŽ€ or ˆ«–‚ (Ž€?l‚ÍŠÜ‚ß‚È‚¢?H)
+ if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==6) )
+ damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
+ //damage += (skill * 3);
+
+ // ƒr?[ƒXƒgƒxƒCƒ“(+4 ?` +40) vs “®•¨ or ?©’Ž
+ if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) {
+ damage += (skill * 4);
+ if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_HUNTER)
+ damage += sd->status.str;
+ }
+
+ if(type == 0)
+ weapon = sd->weapontype1;
+ else
+ weapon = sd->weapontype2;
+ switch(weapon)
+ {
+ case 0x01: // Knife
+ case 0x02: // 1HS
+ {
+ // Œ•?C—û(+4 ?` +40) •ÐŽèŒ• ’ZŒ•ŠÜ‚Þ
+ if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
+ damage += (skill * 4);
+ }
+ break;
+ }
+ case 0x03: // 2HS
+ {
+ // —¼ŽèŒ•?C—û(+4 ?` +40) —¼ŽèŒ•
+ if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
+ damage += (skill * 4);
+ }
+ break;
+ }
+ case 0x04: // 1HL
+ case 0x05: // 2HL
+ {
+ // ‘„?C—û(+4 ?` +40,+5 ?` +50) ‘„
+ if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
+ if(!pc_isriding(sd))
+ damage += (skill * 4); // ƒyƒR‚É?æ‚Á‚Ä‚È‚¢
+ else
+ damage += (skill * 5); // ƒyƒR‚É?æ‚Á‚Ä‚é
+ }
+ break;
+ }
+ case 0x06: // 1H Axe
+ case 0x07: // 2H Axe by Tato
+ {
+ if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x08: // Maces
+ {
+ if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x09: // ‚È‚µ?
+ break;
+ case 0x0a: // Staffs
+ break;
+ case 0x0b: // Bows
+ break;
+ case 0x00: // Bare Hands
+ case 0x0c: // Knuckles
+ {
+ if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x0d: // Musical Instrument
+ {
+ // ŠyŠí‚Ì—û?K(+3 ?` +30) ŠyŠí
+ if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x0e: // Whips
+ {
+ // Dance Lesson Skill Effect(+3 damage for every lvl = +30) •Ú
+ if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x0f: // Book
+ {
+ // Advance Book Skill Effect(+3 damage for every lvl = +30) {
+ if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x10: // Katars
+ {
+ if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) {
+ //Advanced Katar Research by zanetheinsane
+ damage += damage*(10 +skill * 2)/100;
+ }
+ // ƒJƒ^?[ƒ‹?C—û(+3 ?` +30) ƒJƒ^?[ƒ‹
+ if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
+ //ƒ\ƒjƒbƒNƒuƒ??[Žž‚Í•Ê?ˆ—??i1Œ‚‚É•t‚«1/8“K‰ž)
+ damage += (skill * 3);
+ }
+ break;
+ }
+ }
+ return (damage);
+}
+/*==========================================
+ * Calculates the standard damage of a normal attack assuming it hits,
+ * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
+ *------------------------------------------
+ * Pass damage2 as NULL to not calc it.
+ * Flag values:
+ * &1: Critical hit
+ * &2: Arrow attack
+ * &4: Skill is Magic Crasher
+ * &8: Skip target size adjustment (Extremity Fist?)
+ */
+static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag)
+{
+ unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0;
+ struct map_session_data *sd;
+ struct status_change *sc_data = status_get_sc_data(src);
+ int t_size = status_get_size(target);
+
+ if (src->type == BL_PC)
+ sd = (struct map_session_data*)src;
+ else
+ sd = NULL;
+
+ if (!sd)
+ { //Mobs/Pets
+ if ((target->type==BL_MOB && battle_config.enemy_str) ||
+ (target->type==BL_PET && battle_config.pet_str))
+ baseatk = status_get_batk(src);
+
+ if(flag&4)
+ {
+ if (!(flag&1))
+ atkmin = status_get_matk2(src);
+ atkmax = status_get_matk1(src);
+ } else {
+ if (!(flag&1))
+ atkmin = status_get_atk(src);
+ atkmax = status_get_atk2(src);
+ }
+ if (atkmin > atkmax)
+ atkmin = atkmax;
+ } else { //PCs
+ if(flag&4)
+ {
+ baseatk = status_get_matk2(src);
+ if (damage2) baseatk_ = baseatk;
+ } else {
+ baseatk = status_get_batk(src);
+ if (damage2) baseatk_ = baseatk;
+ }
+ //rodatazone says that Overrefine bonuses are part of baseatk
+ if(sd->right_weapon.overrefine>0)
+ baseatk+= rand()%sd->right_weapon.overrefine+1;
+ if (damage2 && sd->left_weapon.overrefine>0)
+ baseatk_+= rand()%sd->left_weapon.overrefine+1;
+
+ atkmax = status_get_atk(src);
+ if (damage2)
+ atkmax_ = status_get_atk(src);
+
+ if (!(flag&1) || (flag&2))
+ { //Normal attacks
+ atkmin = atkmin_ = status_get_dex(src);
+
+ if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
+ atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100;
+
+ if (atkmin > atkmax)
+ atkmin = atkmax;
+
+ if(damage2)
+ {
+ if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]])
+ atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100;
+
+ if (atkmin_ > atkmax_)
+ atkmin_ = atkmax_;
+ }
+
+ if(flag&2)
+ { //Bows
+ atkmin = atkmin*atkmax/100;
+ if (atkmin > atkmax)
+ atkmax = atkmin;
+ }
+ }
+ }
+
+ if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer!=-1)
+ {
+ atkmin = atkmax;
+ atkmin_ = atkmax_;
+ }
+
+ //Weapon Damage calculation
+ if (!(flag&1))
+ {
+ (*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
+ if (damage2)
+ (*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_;
+ } else {
+ (*damage1) += atkmax;
+ if (damage2)
+ (*damage2) += atkmax_;
+ }
+
+ if (sd)
+ {
+ //rodatazone says the range is 0~arrow_atk-1 for non crit
+ if (flag&2 && sd->arrow_atk)
+ (*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
+
+ //SizeFix only for players
+ if (!(
+ sd->special_state.no_sizefix ||
+ (sc_data && sc_data[SC_WEAPONPERFECTION].timer!=-1) ||
+ (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) ||
+ (flag&8)
+ ))
+ {
+ (*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100;
+ if (damage2)
+ (*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100;
+ }
+ }
+
+ //Finally, add baseatk
+ (*damage1) += baseatk;
+ if (damage2)
+ (*damage2) += baseatk_;
+ return;
+}
+/*==========================================
+ * battle_calc_weapon_attack (by Skotlex)
+ *------------------------------------------
+ */
+static struct Damage battle_calc_weapon_attack(
+ struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
+{
+ struct map_session_data *sd=NULL, *tsd=NULL;
+ struct mob_data *md=NULL, *tmd=NULL;
+ struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
+ struct Damage wd;
+ short skill=0;
+ unsigned short skillratio = 100; //Skill dmg modifiers.
+
+ short i;
+ short t_mode = status_get_mode(target), t_size = status_get_size(target);
+ short t_race=0, t_ele=0, s_race=0; //Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized
+ short s_ele, s_ele_;
+ short def1, def2;
+ struct status_change *sc_data = status_get_sc_data(src);
+ struct status_change *t_sc_data = status_get_sc_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 infdef : 1; //Infinite defense (plants)
+ unsigned arrow : 1; //Attack is arrow-based
+ unsigned rh : 1; //Attack considers right hand (wd.damage)
+ unsigned lh : 1; //Attack considers left hand (wd.damage2)
+ unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
+ unsigned cardfix : 1;
+ } flag;
+
+ memset(&wd,0,sizeof(wd));
+ memset(&flag,0,sizeof(flag));
+
+ if(src==NULL || target==NULL)
+ {
+ nullpo_info(NLP_MARK);
+ return wd;
+ }
+ //Initial flag
+ flag.rh=1;
+ flag.weapon=1;
+ flag.cardfix=1;
+ flag.infdef=(t_mode&MD_PLANT?1:0);
+
+ //Initial Values
+ wd.type=0; //Normal attack
+ wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
+ wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
+ if(skill_num == KN_AUTOCOUNTER)
+ wd.amotion >>= 1;
+ wd.dmotion=status_get_dmotion(target);
+ wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
+ wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
+ wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
+
+ switch (src->type)
+ {
+ case BL_PC:
+ sd=(struct map_session_data *)src;
+ break;
+ case BL_MOB:
+ md=(struct mob_data *)src;
+ break;
+ case BL_PET:
+ pd=(struct pet_data *)src;
+ break;
+ }
+ switch (target->type)
+ {
+ case BL_PC:
+ tsd=(struct map_session_data *)target;
+ if (pd) { //Pets can't target players
+ memset(&wd,0,sizeof(wd));
+ return wd;
+ }
+ break;
+ case BL_MOB:
+ tmd=(struct mob_data *)target;
+ break;
+ case BL_PET://Cannot target pets
+ memset(&wd,0,sizeof(wd));
+ return wd;
+ }
+
+ if(sd) {
+ sd->state.attack_type = BF_WEAPON;
+ if (sd->skillblown[0].id != 0)
+ { //Apply the bonus blewcount. [Skotlex]
+ for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
+ if (i < 5 && sd->skillblown[i].id == skill_num)
+ wd.blewcount += sd->skillblown[i].val;
+ }
+ }
+ //Set miscellaneous data that needs be filled regardless of hit/miss
+ if(sd && sd->status.weapon == 11) {
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+ flag.arrow = 1;
+ } else if (status_get_range(src) > 3)
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+
+
+ if(skill_num){
+ wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
+ switch(skill_num)
+ {
+ case AC_DOUBLE:
+ case AC_SHOWER:
+ case AC_CHARGEARROW:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ case CG_ARROWVULCAN:
+ case AS_VENOMKNIFE:
+ case HT_POWER:
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+ flag.arrow = 1;
+ break;
+
+ case HT_PHANTASMIC:
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+ flag.arrow = 0;
+ break;
+
+ case MO_FINGEROFFENSIVE:
+ if(sd && battle_config.finger_offensive_type == 0)
+ wd.div_ = sd->spiritball_old;
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+
+ case CR_SHIELDBOOMERANG:
+ case PA_SHIELDCHAIN:
+ flag.weapon = 0;
+ case AS_GRIMTOOTH:
+ case KN_SPEARBOOMERANG:
+ case NPC_RANGEATTACK:
+ case LK_SPIRALPIERCE:
+ case ASC_BREAKER:
+ case AM_ACIDTERROR:
+ case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+
+ case KN_PIERCE:
+ wd.div_= t_size+1;
+ break;
+
+ case TF_DOUBLE: //For NPC used skill.
+ wd.type = 0x08;
+ break;
+
+ case KN_SPEARSTAB:
+ case KN_BOWLINGBASH:
+ case MO_BALKYOUNG:
+ case TK_TURNKICK:
+ wd.blewcount=0;
+ break;
+
+ case CR_SHIELDCHARGE:
+ flag.weapon = 0;
+ case NPC_PIERCINGATT:
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
+ break;
+
+ case KN_AUTOCOUNTER:
+ wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
+ break;
+
+
+ }
+ }
+
+ if (skill_num && battle_config.skillrange_by_distance)
+ { //Skill range based on distance between src/target [Skotlex]
+ if ((sd && battle_config.skillrange_by_distance&1)
+ || (md && battle_config.skillrange_by_distance&2)
+ || (pd && battle_config.skillrange_by_distance&4)
+ ) {
+ if (check_distance_bl(src, target, 3))
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
+ else
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+ }
+ }
+
+ if(is_boss(target)) //Bosses can't be knocked-back
+ wd.blewcount = 0;
+
+ if (sd)
+ { //Arrow consumption
+ sd->state.arrow_atk = flag.arrow;
+ }
+
+ //Check for counter
+ if(!skill_num)
+ {
+ if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1)
+ //If it got here and you had autocounter active, then the direction/range does not matches: critical
+ flag.cri = 1;
+ } //End counter-check
+
+ if (!skill_num && (tsd || battle_config.enemy_perfect_flee))
+ { //Check for Lucky Dodge
+ short flee2 = status_get_flee2(target);
+ if (rand()%1000 < flee2)
+ {
+ wd.type=0x0b;
+ wd.dmg_lv=ATK_LUCKY;
+ return wd;
+ }
+ }
+
+ //Initialize variables that will be used afterwards
+ t_race = status_get_race(target);
+ t_ele = status_get_elem_type(target);
+
+ s_race = status_get_race(src);
+ s_ele = s_ele_ = skill_get_pl(skill_num);
+ if (!skill_num || s_ele == -1) { //Take weapon's element
+ s_ele = status_get_attack_element(src);
+ s_ele_ = status_get_attack_element2(src);
+ if (flag.arrow && sd && sd->arrow_ele)
+ s_ele = sd->arrow_ele;
+ } else if (s_ele == -2) { //Use enchantment's element
+ s_ele = s_ele_ = status_get_attack_sc_element(src);
+ }
+
+ if (sd)
+ { //Set whether damage1 or damage2 (or both) will be used
+ if(sd->weapontype1 == 0 && sd->weapontype2 > 0)
+ {
+ flag.rh=0;
+ flag.lh=1;
+ }
+ if(sd->status.weapon > 16)
+ flag.rh = flag.lh = 1;
+ }
+
+ //Check for critical
+ if(!flag.cri &&
+ (sd || battle_config.enemy_critical_rate) &&
+ (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING))
+ {
+ short cri = status_get_critical(src);
+ if (sd)
+ {
+ cri+= sd->critaddrace[t_race];
+ if(flag.arrow)
+ cri += sd->arrow_cri;
+ if(sd->status.weapon == 16)
+ cri <<=1;
+ }
+ //The official equation is *2, but that only applies when sd's do critical.
+ //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
+ cri -= status_get_luk(target) * (md&&tsd?3:2);
+
+ if(t_sc_data)
+ {
+ if (t_sc_data[SC_SLEEP].timer!=-1 )
+ cri <<=1;
+ if(t_sc_data[SC_JOINTBEAT].timer != -1 &&
+ t_sc_data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
+ flag.cri=1;
+ }
+ switch (skill_num)
+ {
+ case KN_AUTOCOUNTER:
+ if(!(battle_config.pc_auto_counter_type&1))
+ flag.cri = 1;
+ else
+ cri <<= 1;
+ break;
+ case SN_SHARPSHOOTING:
+ cri += 200;
+ break;
+ }
+ if(tsd && tsd->critical_def)
+ cri = cri*(100-tsd->critical_def)/100;
+ if (rand()%1000 < cri)
+ flag.cri= 1;
+ }
+ if (flag.cri)
+ {
+ wd.type = 0x0a;
+ flag.idef = flag.idef2 = flag.hit = 1;
+ } else { //Check for Perfect Hit
+ if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
+ flag.hit = 1;
+ if (sc_data && sc_data[SC_FUSION].timer != -1) {
+ flag.hit = 1; //SG_FUSION always hit [Komurka]
+ flag.idef = flag.idef2 = 1; //def ignore [Komurka]
+ }
+ if (skill_num && !flag.hit)
+ switch(skill_num)
+ {
+ case NPC_GUIDEDATTACK:
+ case RG_BACKSTAP:
+ case AM_ACIDTERROR:
+ case MO_INVESTIGATE:
+ case MO_EXTREMITYFIST:
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ case PA_SACRIFICE:
+ case TK_COUNTER:
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ flag.hit = 1;
+ break;
+ case CR_SHIELDBOOMERANG:
+ if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER)
+ flag.hit = 1;
+ break;
+ }
+ if ((t_sc_data && !flag.hit) &&
+ (t_sc_data[SC_SLEEP].timer!=-1 ||
+ t_sc_data[SC_STAN].timer!=-1 ||
+ t_sc_data[SC_FREEZE].timer!=-1 ||
+ (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0))
+ )
+ flag.hit = 1;
+ }
+
+ if (!flag.hit)
+ { //Hit/Flee calculation
+ short
+ flee = status_get_flee(target),
+ hitrate=80; //Default hitrate
+
+ if(battle_config.agi_penalty_type)
+ {
+ unsigned char target_count; //256 max targets should be a sane max
+ target_count = 1+battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
+ if(target_count >= battle_config.agi_penalty_count)
+ {
+ if (battle_config.agi_penalty_type == 1)
+ flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
+ else //asume type 2: absolute reduction
+ flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
+ if(flee < 1) flee = 1;
+ }
+ }
+
+ hitrate+= status_get_hit(src) - flee;
+
+ if(sd && flag.arrow)
+ hitrate += sd->arrow_hit;
+ if(skill_num)
+ switch(skill_num)
+ { //Hit skill modifiers
+ case SM_BASH:
+ hitrate += 5*skill_lv;
+ break;
+ case SM_MAGNUM:
+ hitrate += 10*skill_lv;
+ break;
+ case KN_AUTOCOUNTER:
+ hitrate += 20;
+ break;
+ case KN_PIERCE:
+ hitrate += hitrate*(5*skill_lv)/100;
+ break;
+ case PA_SHIELDCHAIN:
+ hitrate += 20;
+ break;
+ case AS_SONICBLOW:
+ if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
+ hitrate += 50;
+ break;
+ }
+
+ // Weaponry Research hidden bonus
+ if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
+ hitrate += hitrate*(2*skill)/100;
+
+ if (hitrate > battle_config.max_hitrate)
+ hitrate = battle_config.max_hitrate;
+ else if (hitrate < battle_config.min_hitrate)
+ hitrate = battle_config.min_hitrate;
+
+ if(rand()%100 >= hitrate)
+ wd.dmg_lv = ATK_FLEE;
+ else if (t_sc_data && t_sc_data[SC_KAUPE].timer != -1 && rand()%100 < t_sc_data[SC_KAUPE].val2) {
+ if (--t_sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
+ status_change_end(target, SC_KAUPE, -1);
+ wd.dmg_lv = ATK_FLEE;
+ } else
+ flag.hit =1;
+ } //End hit/miss calculation
+
+ if(tsd && tsd->special_state.no_weapon_damage)
+ return wd;
+
+ if (flag.hit && !flag.infdef) //No need to do the math for plants
+ { //Hitting attack
+
+//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
+//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
+#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
+#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
+//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
+#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
+#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
+//Adds an absolute value to damage. 100 = +100 damage
+#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
+#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
+
+ def1 = status_get_def(target);
+ def2 = status_get_def2(target);
+
+ switch (skill_num)
+ { //Calc base damage according to skill
+ case PA_SACRIFICE:
+ {
+ int hp_dmg = status_get_max_hp(src)* 9/100;
+ battle_damage(src, src, hp_dmg, 0); //Damage to self is always 9%
+ clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0);
+
+ wd.damage = hp_dmg;
+ wd.damage2 = 0;
+
+ if (sc_data && sc_data[SC_SACRIFICE].timer != -1)
+ {
+ if (--sc_data[SC_SACRIFICE].val2 <= 0)
+ status_change_end(src, SC_SACRIFICE,-1);
+ }
+ break;
+ }
+ case LK_SPIRALPIERCE:
+ if (sd) {
+ short index = sd->equip_index[9];
+
+ if (index >= 0 &&
+ sd->inventory_data[index] &&
+ sd->inventory_data[index]->type == 4)
+ wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
+
+ ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
+ index = status_get_str(src)/10;
+ index = index*index;
+ ATK_ADD(index); //Add str bonus.
+
+ switch (t_size) { //Size-fix. Is this modified by weapon perfection?
+ case 0: //Small: 125%
+ ATK_RATE(125);
+ break;
+ //case 1: //Medium: 100%
+ case 2: //Large: 75%
+ ATK_RATE(75);
+ break;
+ }
+ ATK_RATE(wd.div_*100); //Increase overall damage by number of this
+ //FIXME: (shouldn't something like this apply to ALL weapon skills?) [Skotlex]
+ break;
+ }
+ case CR_SHIELDBOOMERANG:
+ case PA_SHIELDCHAIN:
+ if (sd) {
+ short index = sd->equip_index[8];
+
+ wd.damage = status_get_batk(src);
+ if (flag.lh) wd.damage2 = status_get_batk(src);
+
+ if (index >= 0 &&
+ sd->inventory_data[index] &&
+ sd->inventory_data[index]->type == 5)
+ ATK_ADD(sd->inventory_data[index]->weight/10);
+ break;
+ }
+ default:
+ {
+ battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL,
+ (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0));
+ //Add any bonuses that modify the base baseatk+watk (pre-skills)
+ if(sd)
+ {
+ if (sd->status.weapon < 16 && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
+ ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
+
+ if(flag.cri && sd->crit_atk_rate)
+ ATK_ADDRATE(sd->crit_atk_rate);
+
+ if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
+ i = 0;
+ party_foreachsamemap(party_sub_count, sd, 0, &i);
+ ATK_ADDRATE(2*skill*i);
+ }
+ }
+ break;
+ } //End default case
+ } //End switch(skill_num)
+
+ //Skill damage modifiers that stack linearly
+ if(sc_data && skill_num != PA_SACRIFICE)
+ {
+ if(sc_data[SC_OVERTHRUST].timer != -1)
+ skillratio += 5*sc_data[SC_OVERTHRUST].val1;
+ if(sc_data[SC_MAXOVERTHRUST].timer != -1)
+ skillratio += 20*sc_data[SC_MAXOVERTHRUST].val1;
+ if(sc_data[SC_BERSERK].timer != -1)
+ skillratio += 100;
+ }
+ if (!skill_num)
+ {
+ // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
+ if(sd &&
+ sd->random_attack_increase_add > 0 &&
+ sd->random_attack_increase_per &&
+ rand()%100 < sd->random_attack_increase_per
+ )
+ skillratio += sd->random_attack_increase_add;
+
+ ATK_RATE(skillratio);
+ } else { //Skills
+ switch( skill_num )
+ {
+ case SM_BASH:
+ skillratio += 30*skill_lv;
+ break;
+ case SM_MAGNUM:
+ skillratio += 20*skill_lv;
+ break;
+ case MC_MAMMONITE:
+ skillratio += 50*skill_lv;
+ break;
+ case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
+ skillratio += 10*status_get_str(src);
+ break;
+ case TF_DOUBLE: //This is the mob-used Double Attack. [Skotlex]
+ skillratio += 100;
+ break;
+ case AC_DOUBLE:
+ skillratio += 80+20*skill_lv;
+ break;
+ case AC_SHOWER:
+ skillratio += 5*skill_lv-25;
+ break;
+ case AC_CHARGEARROW:
+ skillratio += 50;
+ break;
+ case KN_PIERCE:
+ skillratio += wd.div_*(100+10*skill_lv)-100;
+ break;
+ case KN_SPEARSTAB:
+ skillratio += 15*skill_lv;
+ break;
+ case KN_SPEARBOOMERANG:
+ skillratio += 50*skill_lv;
+ break;
+ case KN_BRANDISHSPEAR:
+ {
+ int ratio = 100+20*skill_lv;
+ skillratio += ratio-100;
+ if(skill_lv>3 && wflag==1) skillratio += ratio/2;
+ if(skill_lv>6 && wflag==1) skillratio += ratio/4;
+ if(skill_lv>9 && wflag==1) skillratio += ratio/8;
+ if(skill_lv>6 && wflag==2) skillratio += ratio/2;
+ if(skill_lv>9 && wflag==2) skillratio += ratio/4;
+ if(skill_lv>9 && wflag==3) skillratio += ratio/2;
+ break;
+ }
+ case KN_BOWLINGBASH:
+ skillratio+= 40*skill_lv;
+ break;
+ case KN_AUTOCOUNTER:
+ case LK_SPIRALPIERCE:
+ case NPC_CRITICALSLASH:
+ flag.idef= flag.idef2= 1;
+ break;
+ case AS_GRIMTOOTH:
+ skillratio += 20*skill_lv;
+ break;
+ case AS_POISONREACT:
+ skillratio += 30*skill_lv;
+ break;
+ case AS_SONICBLOW:
+ skillratio += 200+50*skill_lv;
+ break;
+ case TF_SPRINKLESAND:
+ skillratio += 30;
+ break;
+ case MC_CARTREVOLUTION:
+ skillratio += 50;
+ if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
+ skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
+ else if (!sd)
+ skillratio += 150; //Max damage for non players.
+ break;
+ case NPC_COMBOATTACK:
+ skillratio += 100*wd.div_ -100;
+ break;
+ case NPC_RANDOMATTACK:
+ skillratio += rand()%150-50;
+ break;
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_UNDEADATTACK:
+ case NPC_TELEKINESISATTACK:
+ skillratio += 25*skill_lv;
+ break;
+ case NPC_GUIDEDATTACK:
+ case NPC_RANGEATTACK:
+ case NPC_PIERCINGATT:
+ break;
+ case RG_BACKSTAP:
+ if(sd && sd->status.weapon == 11 && battle_config.backstab_bow_penalty)
+ skillratio += (200+40*skill_lv)/2;
+ else
+ skillratio += 200+40*skill_lv;
+ break;
+ case RG_RAID:
+ skillratio += 40*skill_lv;
+ break;
+ case RG_INTIMIDATE:
+ skillratio += 30*skill_lv;
+ break;
+ case CR_SHIELDCHARGE:
+ skillratio += 20*skill_lv;
+ break;
+ case CR_SHIELDBOOMERANG:
+ skillratio += 30*skill_lv;
+ if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER)
+ skillratio += 100;
+ break;
+ case NPC_DARKCROSS:
+ case CR_HOLYCROSS:
+ skillratio += 35*skill_lv;
+ break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ flag.cardfix = 0;
+ break;
+ case AM_DEMONSTRATION:
+ skillratio += 20*skill_lv;
+ flag.cardfix = 0;
+ break;
+ case AM_ACIDTERROR:
+ skillratio += 40*skill_lv;
+ flag.cardfix = 0;
+ break;
+ case MO_FINGEROFFENSIVE:
+ if(battle_config.finger_offensive_type == 0)
+ skillratio+= wd.div_ * (100 + 50*skill_lv) -100;
+ else
+ skillratio+= 50 * skill_lv;
+ break;
+ case MO_INVESTIGATE:
+ skillratio += 75*skill_lv;
+ ATK_RATE(2*(def1 + def2));
+ flag.idef= flag.idef2= 1;
+ break;
+ case MO_EXTREMITYFIST:
+ if (sd)
+ { //Overflow check. [Skotlex]
+ unsigned int ratio = skillratio + 100*(8 + ((sd->status.sp)/10));
+ //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
+ if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
+ skillratio = (unsigned short)ratio;
+ sd->status.sp = 0;
+ clif_updatestatus(sd,SP_SP);
+ }
+ flag.idef= flag.idef2= 1;
+ break;
+ case MO_TRIPLEATTACK:
+ skillratio += 20*skill_lv;
+ break;
+ case MO_CHAINCOMBO:
+ skillratio += 50+50*skill_lv;
+ break;
+ case MO_COMBOFINISH:
+ skillratio += 140+60*skill_lv;
+ break;
+ case BA_MUSICALSTRIKE:
+ skillratio += 40*skill_lv-40;
+ break;
+ case DC_THROWARROW:
+ skillratio += 50*skill_lv;
+ break;
+ case CH_TIGERFIST:
+ skillratio += 100*skill_lv-60;
+ break;
+ case CH_CHAINCRUSH:
+ skillratio += 300+100*skill_lv;
+ break;
+ case CH_PALMSTRIKE:
+ skillratio += 100+100*skill_lv;
+ break;
+ case LK_HEADCRUSH:
+ skillratio += 40*skill_lv;
+ break;
+ case LK_JOINTBEAT:
+ skillratio += 10*skill_lv-50;
+ break;
+ case ASC_METEORASSAULT:
+ skillratio += 40*skill_lv-60;
+ flag.cardfix = 0;
+ break;
+ case SN_SHARPSHOOTING:
+ skillratio += 50*skill_lv;
+ break;
+ case CG_ARROWVULCAN:
+ skillratio += 100+100*skill_lv;
+ break;
+ case AS_SPLASHER:
+ skillratio += 100+20*skill_lv;
+ if (sd)
+ skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
+ if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
+ skillratio /= wflag;
+ flag.cardfix = 0;
+ break;
+ case ASC_BREAKER:
+ skillratio += 100*skill_lv-100;
+ flag.cardfix = 0;
+ break;
+ case PA_SACRIFICE:
+ //40% less effective on siege maps. [Skotlex]
+ skillratio += 10*skill_lv-10;
+ flag.idef = flag.idef2 = 1;
+ break;
+ case PA_SHIELDCHAIN:
+ skillratio += wd.div_*(100+30*skill_lv)-100;
+ break;
+ case WS_CARTTERMINATION:
+ if(sd && sd->cart_weight > 0)
+ skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100;
+ else if (!sd)
+ skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv));
+ flag.cardfix = 0;
+ break;
+ case TK_DOWNKICK:
+ skillratio += 60 + 20*skill_lv;
+ break;
+ case TK_STORMKICK:
+ skillratio += 60 + 20*skill_lv;
+ break;
+ case TK_TURNKICK:
+ skillratio += 90 + 30*skill_lv;
+ break;
+ case TK_COUNTER:
+ skillratio += 90 + 30*skill_lv;
+ break;
+ case TK_JUMPKICK:
+ skillratio += -70 + 10*skill_lv;
+ if (sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == skill_num)
+ skillratio += 10*status_get_lv(src)/3;
+ break;
+ case KN_CHARGEATK:
+ skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
+ break;
+ case HT_PHANTASMIC:
+ skillratio += 50;
+ break;
+ case MO_BALKYOUNG:
+ skillratio += 200;
+ break;
+ }
+
+ ATK_RATE(skillratio);
+
+ //Constant/misc additions from skills
+ switch (skill_num) {
+ case MO_EXTREMITYFIST:
+ ATK_ADD(250 + 150*skill_lv);
+ break;
+ case TK_DOWNKICK:
+ case TK_STORMKICK:
+ case TK_TURNKICK:
+ case TK_COUNTER:
+ case TK_JUMPKICK:
+ //TK_RUN kick damage bonus.
+ if(sd && sd->weapontype1 == 0 && sd->weapontype2 == 0)
+ ATK_ADD(10*pc_checkskill(sd, TK_RUN));
+ break;
+ }
+ }
+ //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
+ skillratio = 100;
+ //Skill damage modifiers that affect linearly stacked damage.
+ if (sc_data && skill_num != PA_SACRIFICE) {
+ if(sc_data[SC_TRUESIGHT].timer != -1)
+ skillratio += 2*sc_data[SC_TRUESIGHT].val1;
+ // It is still not quite decided whether it works on bosses or not...
+ if(sc_data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
+ skillratio += 50 +50*sc_data[SC_EDP].val1;
+ }
+ switch (skill_num) {
+ case AS_SONICBLOW:
+ if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_ASSASIN)
+ skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
+ if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
+ skillratio += 10;
+ break;
+ }
+ if (sd && sd->skillatk[0].id != 0)
+ {
+ for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
+ if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
+ //May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
+ //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
+ skillratio += sd->skillatk[i].val;
+ }
+ if (skillratio != 100)
+ ATK_RATE(skillratio);
+ if(sd)
+ {
+ if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && !flag.cri)
+ { //Elemental/Racial adjustments
+ char raceele_flag=0, raceele_flag_=0;
+ if(sd->right_weapon.def_ratio_atk_ele & (1<<t_ele) ||
+ sd->right_weapon.def_ratio_atk_race & (1<<t_race) ||
+ sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
+ )
+ raceele_flag = flag.idef = 1;
+
+ if(sd->left_weapon.def_ratio_atk_ele & (1<<t_ele) ||
+ sd->left_weapon.def_ratio_atk_race & (1<<t_race) ||
+ sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
+ ) { //Pass effect onto right hand if configured so. [Skotlex]
+ if (battle_config.left_cardfix_to_right && flag.rh)
+ raceele_flag = flag.idef = 1;
+ else
+ raceele_flag_ = flag.idef2 = 1;
+ }
+
+ if (raceele_flag || raceele_flag_)
+ ATK_RATE2(raceele_flag?(def1 + def2):100, raceele_flag_?(def1 + def2):100);
+ }
+
+ //Ignore Defense?
+ if (!flag.idef && (
+ (tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
+ sd->right_weapon.ignore_def_ele & (1<<t_ele) ||
+ sd->right_weapon.ignore_def_race & (1<<t_race) ||
+ sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
+ ))
+ flag.idef = 1;
+
+ if (!flag.idef2 && (
+ (tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
+ sd->left_weapon.ignore_def_ele & (1<<t_ele) ||
+ sd->left_weapon.ignore_def_race & (1<<t_race) ||
+ sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
+ )) {
+ if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
+ flag.idef = 1;
+ else
+ flag.idef2 = 1;
+ }
+ }
+
+ if (!flag.idef || !flag.idef2)
+ { //Defense reduction
+ short vit_def;
+ if(battle_config.vit_penalty_type)
+ {
+ unsigned char target_count; //256 max targets should be a sane max
+ target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
+ if(target_count >= battle_config.vit_penalty_count) {
+ if(battle_config.vit_penalty_type == 1) {
+ def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
+ def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
+ } else { //Assume type 2
+ def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
+ def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
+ }
+ }
+ if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
+ if(def2 < 1) def2 = 1;
+ }
+ //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
+ if (tsd) //Sd vit-eq
+ { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
+ vit_def = def2*(def2-15)/150;
+ vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
+
+ if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==6) &&
+ (skill=pc_checkskill(tsd,AL_DP)) >0)
+ vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
+ } else { //Mob-Pet vit-eq
+ //VIT + rnd(0,[VIT/20]^2-1)
+ vit_def = (def2/20)*(def2/20);
+ vit_def = def2 + (vit_def>0?rand()%vit_def:0);
+ }
+
+ if ((sd && battle_config.player_defense_type)
+ || (md && battle_config.monster_defense_type)
+ || (pd && battle_config.pet_defense_type)
+ )
+ vit_def += def1*battle_config.player_defense_type;
+ else
+ ATK_RATE2(flag.idef?100:100-def1, flag.idef2?100:100-def1);
+ ATK_ADD2(flag.idef?0:-vit_def, flag.idef2?0:-vit_def);
+ }
+
+ //Post skill/vit reduction damage increases
+ if (sc_data && skill_num != LK_SPIRALPIERCE)
+ { //SC skill damages
+ if(sc_data[SC_AURABLADE].timer!=-1)
+ ATK_ADD(20*sc_data[SC_AURABLADE].val1);
+ }
+
+ //Refine bonus
+ if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
+ if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
+ {
+ ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src));
+ } else {
+ ATK_ADD2(status_get_atk2(src), status_get_atk_2(src));
+ }
+ }
+
+ //Set to min of 1
+ if (flag.rh && wd.damage < 1) wd.damage = 1;
+ if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
+
+ if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
+ && skill_num != CR_GRANDCROSS)
+ { //Add mastery damage
+ wd.damage = battle_addmastery(sd,target,wd.damage,0);
+ if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
+
+ if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER))
+ { //SG Anger bonus - ATK_ADDRATE [Komurka]
+ static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER };
+ short t_class = status_get_class(target);
+ for (i = 0; i < 2; i++)
+ {
+ if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i])))
+ {
+ skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
+ ATK_ADDRATE(skillratio);
+ break;
+ }
+ }
+ }
+ }
+ } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
+
+ if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
+ return wd; //Enough, rest is not needed.
+
+ if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
+ ATK_ADD(skill*2);
+
+ if(skill_num==TF_POISON)
+ ATK_ADD(15*skill_lv);
+
+ if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
+ (md && (skill_num || !battle_config.mob_attack_attr_none)) ||
+ (pd && (skill_num || !battle_config.pet_attack_attr_none)))
+ { //Elemental attribute fix
+ short t_element = status_get_element(target);
+ if (!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8))
+ {
+ if (wd.damage > 0)
+ {
+ wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element);
+ if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
+ wd.damage = battle_attr_fix(src,target,wd.damage,0,t_element);
+ }
+ if (flag.lh && wd.damage2 > 0)
+ wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element);
+ }
+ if(sc_data && sc_data[SC_WATK_ELEMENT].timer != -1)
+ { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
+ int damage=0;
+ battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0));
+ damage = damage*sc_data[SC_WATK_ELEMENT].val2/100;
+ damage = battle_attr_fix(src,target,damage,sc_data[SC_WATK_ELEMENT].val1,t_element);
+ ATK_ADD(damage);
+ }
+ }
+
+
+ if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
+ flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
+
+ if (sd)
+ {
+ if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
+ ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
+ if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
+ ATK_ADD(wd.div_*sd->spiritball_old*3);
+ } else {
+ ATK_ADD(wd.div_*sd->spiritball*3);
+ }
+
+ //Card Fix, sd side
+ if (flag.cardfix)
+ {
+ short cardfix = 1000, cardfix_ = 1000;
+ short t_class = status_get_class(target);
+ short t_race2 = status_get_race2(target);
+ if(sd->state.arrow_atk)
+ {
+ cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100;
+ } else { //Melee attack
+ if(!battle_config.left_cardfix_to_right)
+ {
+ cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100;
+
+ if (flag.lh)
+ {
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100;
+ cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100;
+ cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100;
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
+ }
+ } else {
+ cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_size])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
+ }
+ }
+
+ for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
+ if(sd->right_weapon.add_damage_classid[i] == t_class) {
+ cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
+ break;
+ }
+ }
+
+ if (flag.lh)
+ {
+ for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
+ if(sd->left_weapon.add_damage_classid[i] == t_class) {
+ cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
+ break;
+ }
+ }
+ }
+
+ if(wd.flag&BF_LONG)
+ cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
+
+ if (cardfix != 1000 || cardfix_ != 1000)
+ ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
+ }
+
+ if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
+ short index= sd->equip_index[8];
+ if (index >= 0 &&
+ sd->inventory_data[index] &&
+ sd->inventory_data[index]->type == 5)
+ ATK_ADD(10*sd->status.inventory[index].refine);
+ }
+ } //if (sd)
+
+ //Card Fix, tsd side - Cards always apply on the target. [Skotlex]
+ if (tsd) {
+ short s_size,s_race2,s_class;
+ short cardfix=1000;
+
+ s_size = status_get_size(src);
+ s_race2 = status_get_race2(src);
+ s_class = status_get_class(src);
+
+ cardfix=cardfix*(100-tsd->subele[s_ele])/100;
+ cardfix=cardfix*(100-tsd->subsize[s_size])/100;
+ cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
+ cardfix=cardfix*(100-tsd->subrace[s_race])/100;
+ cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
+
+ for(i=0;i<tsd->add_dmg_count;i++) {
+ if(tsd->add_dmg[i].class_ == s_class) {
+ cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
+ break;
+ }
+ }
+
+ if(wd.flag&BF_SHORT)
+ cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
+ else // BF_LONG (there's no other choice)
+ cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
+
+ if (cardfix != 1000)
+ ATK_RATE(cardfix/10);
+ }
+
+ if(flag.infdef)
+ { //Plants receive 1 damage when hit
+ if (flag.rh && (flag.hit || wd.damage>0))
+ wd.damage = 1;
+ if (flag.lh && (flag.hit || wd.damage2>0))
+ wd.damage2 = 1;
+ if (!(battle_config.skill_min_damage&1)) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
+ return wd;
+ }
+
+ if(sd && !skill_num && !flag.cri)
+ { //Check for double attack.
+ if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == 0x01) ||
+ sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
+ if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
+ {
+ wd.damage *=2;
+ wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
+ wd.type = 0x08;
+ }
+ }
+
+ if(!flag.rh || wd.damage<1)
+ wd.damage=0;
+
+ if(!flag.lh || wd.damage2<1)
+ wd.damage2=0;
+
+ if (sd)
+ {
+ if (!flag.rh && flag.lh)
+ { //Move lh damage to the rh
+ wd.damage = wd.damage2;
+ wd.damage2 = 0;
+ flag.rh=1;
+ flag.lh=0;
+ } else if(sd->status.weapon > 16)
+ { //Dual-wield
+ if (wd.damage > 0)
+ {
+ skill = pc_checkskill(sd,AS_RIGHT);
+ wd.damage = wd.damage * (50 + (skill * 10))/100;
+ if(wd.damage < 1) wd.damage = 1;
+ }
+ if (wd.damage2 > 0)
+ {
+ skill = pc_checkskill(sd,AS_LEFT);
+ wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
+ if(wd.damage2 < 1) wd.damage2 = 1;
+ }
+ } else if(sd->status.weapon == 16)
+ { //Katars
+ skill = pc_checkskill(sd,TF_DOUBLE);
+ wd.damage2 = wd.damage * (1 + (skill * 2))/100;
+
+ if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
+ flag.lh = 1;
+ }
+ }
+
+ if(wd.damage > 0 || wd.damage2 > 0)
+ {
+ if(wd.damage2<1)
+ wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+ else if(wd.damage<1)
+ wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
+ else
+ {
+ int d1=wd.damage+wd.damage2,d2=wd.damage2;
+ wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage2=(d2*100/d1)*wd.damage/100;
+ if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
+ wd.damage-=wd.damage2;
+ }
+ }
+
+ if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && (rand()%10000 < sd->classchange))
+ { //Classchange:
+ struct mob_db *mob;
+ int k, class_;
+ i = 0;
+ do {
+ do {
+ class_ = rand() % MAX_MOB_DB;
+ } while (!mobdb_checkid(class_));
+
+ k = rand() % 1000000;
+ mob = mob_db(class_);
+ } while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
+ if (i< 2000)
+ mob_class_change(((struct mob_data *)target),class_);
+ }
+
+ if (sd && (battle_config.equip_self_break_rate || battle_config.equip_skill_break_rate) &&
+ (wd.damage > 0 || wd.damage2 > 0)) {
+ if (battle_config.equip_self_break_rate) { // Self weapon breaking
+ int breakrate = battle_config.equip_natural_break_rate;
+ if (sd->sc_count) {
+ if(sd->sc_data[SC_OVERTHRUST].timer!=-1)
+ breakrate += 10;
+ if(sd->sc_data[SC_MAXOVERTHRUST].timer!=-1)
+ breakrate += 10;
+ }
+ if(rand() % 10000 < breakrate * battle_config.equip_self_break_rate / 100 || breakrate >= 10000)
+ pc_breakweapon(sd);
+ }
+ if (battle_config.equip_skill_break_rate) { // Target equipment breaking
+ int breakrate[2] = {0,0}; // weapon = 0, armor = 1
+ int breaktime = 5000;
+
+ breakrate[0] += sd->break_weapon_rate; // Break rate from equipment
+ breakrate[1] += sd->break_armor_rate;
+ if (sd->sc_count) {
+ if (sd->sc_data[SC_MELTDOWN].timer!=-1) {
+ breakrate[0] += 100*sd->sc_data[SC_MELTDOWN].val1;
+ breakrate[1] += 70*sd->sc_data[SC_MELTDOWN].val1;
+ breaktime = skill_get_time2(WS_MELTDOWN,1);
+ }
+ }
+ if(rand() % 10000 < breakrate[0] * battle_config.equip_skill_break_rate / 100 || breakrate[0] >= 10000) {
+ if (target->type == BL_PC)
+ pc_breakweapon((struct map_session_data *)target);
+ else
+ status_change_start(target,SC_STRIPWEAPON,1,75,0,0,breaktime,0);
+ }
+ if(rand() % 10000 < breakrate[1] * battle_config.equip_skill_break_rate/100 || breakrate[1] >= 10000) {
+ if (target->type == BL_PC) {
+ struct map_session_data *tsd = (struct map_session_data *)target;
+ pc_breakarmor(tsd);
+ } else
+ status_change_start(target,SC_STRIPSHIELD,1,75,0,0,breaktime,0);
+ }
+ }
+ }
+ return wd;
+}
+
+/*==========================================
+ * battle_calc_magic_attack [DracoRPG]
+ *------------------------------------------
+ */
+struct Damage battle_calc_magic_attack(
+ struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
+ {
+ struct map_session_data *sd=NULL, *tsd=NULL;
+ struct mob_data *md=NULL, *tmd=NULL;
+ struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
+ struct Damage ad;
+ unsigned short skillratio = 100; //Skill dmg modifiers.
+
+ short i;
+ short t_mode = status_get_mode(target);
+ short t_race, t_size, t_ele, s_race, s_size, s_ele;
+ struct {
+ unsigned imdef : 1;
+ unsigned infdef : 1;
+ unsigned elefix : 1;
+ unsigned cardfix : 1;
+ } flag;
+
+ memset(&ad,0,sizeof(ad));
+ memset(&flag,0,sizeof(flag));
+
+ if(src==NULL || target==NULL)
+ {
+ nullpo_info(NLP_MARK);
+ return ad;
+ }
+ //Initial flag
+ flag.elefix=1;
+ flag.cardfix=1;
+
+ //Initial Values
+ ad.damage = 1;
+ ad.div_=skill_get_num(skill_num,skill_lv);
+ ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
+ ad.dmotion=status_get_dmotion(target);
+ ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
+ ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
+ ad.dmg_lv=ATK_DEF;
+
+ switch (src->type)
+ {
+ case BL_PC:
+ sd=(struct map_session_data *)src;
+ break;
+ case BL_MOB:
+ md=(struct mob_data *)src;
+ break;
+ case BL_PET:
+ pd=(struct pet_data *)src;
+ break;
+ }
+ switch (target->type)
+ {
+ case BL_PC:
+ tsd=(struct map_session_data *)target;
+ if (pd) { //Pets can't target players
+ memset(&ad,0,sizeof(ad));
+ return ad;
+ }
+ break;
+ case BL_MOB:
+ tmd=(struct mob_data *)target;
+ break;
+ case BL_PET://Cannot target pets
+ memset(&ad,0,sizeof(ad));
+ return ad;
+ }
+
+ //Initialize variables that will be used afterwards
+ t_race = status_get_race(target);
+ t_size = status_get_size(target);
+ t_ele = status_get_elem_type(target);
+
+ s_race = status_get_race(src);
+ s_size = status_get_size(src);
+ s_ele = skill_get_pl(skill_num);
+
+ if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
+ s_ele = status_get_attack_element(src);
+ else if (s_ele == -2) //Use status element
+ s_ele = status_get_attack_sc_element(src);
+
+ if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
+ s_ele = 0;
+
+ //Set miscellaneous data that needs be filled
+ if(sd) {
+ sd->state.attack_type = BF_MAGIC;
+ sd->state.arrow_atk = 0;
+ if (sd->skillblown[0].id != 0)
+ { //Apply the bonus blewcount. [Skotlex]
+ for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
+ if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
+ ad.blewcount += sd->skillblown[i].val;
+ }
+ }
+
+ if (battle_config.skillrange_by_distance)
+ { //Skill range based on distance between src/target [Skotlex]
+ if ((sd && battle_config.skillrange_by_distance&1)
+ || (md && battle_config.skillrange_by_distance&2)
+ || (pd && battle_config.skillrange_by_distance&4)
+ ) {
+ if (check_distance_bl(src, target, 3))
+ ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
+ else
+ ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
+ }
+ }
+
+ flag.infdef=(t_mode&MD_PLANT?1:0);
+
+ switch(skill_num)
+ {
+ case MG_FIREWALL:
+ if(mflag) { //mflag has a value when it was checked it works against an undead in skill.c [Skotlex]
+ ad.div_ = mflag; //mflag contains the number of hits against undead.
+ ad.blewcount = 0; //No knockback
+ ad.dmotion = 0; //No flinch animation.
+ } else
+ ad.blewcount |= 0x10000;
+ break;
+ case PR_SANCTUARY:
+ ad.blewcount|=0x10000;
+ case AL_HEAL:
+ case WZ_FIREPILLAR:
+ flag.imdef = 1;
+ break;
+ case PR_ASPERSIO:
+ case PF_SOULBURN:
+ case HW_GRAVITATION:
+ case ASC_BREAKER:
+ flag.imdef = 1;
+ flag.elefix = 0;
+ flag.cardfix = 0;
+ break;
+ case PR_TURNUNDEAD:
+ flag.imdef = 1;
+ flag.cardfix = 0;
+ break;
+ case NPC_GRANDDARKNESS:
+ case CR_GRANDCROSS:
+ flag.cardfix = 0;
+ break;
+ }
+
+ if(is_boss(target)) //Bosses can't be knocked-back
+ ad.blewcount = 0;
+
+ if (!flag.infdef) //No need to do the math for plants
+ {
+
+//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
+#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
+//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
+#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
+//Adds an absolute value to damage. 100 = +100 damage
+#define MATK_ADD( a ) { ad.damage+= a; }
+
+ switch (skill_num)
+ { //Calc base damage according to skill
+ case AL_HEAL:
+ case PR_BENEDICTIO:
+ ad.damage = skill_calc_heal(src,skill_lv)/2;
+ if (sd)
+ ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100;
+ break;
+ case PR_ASPERSIO:
+ ad.damage = 40;
+ break;
+ case PR_SANCTUARY:
+ ad.damage = (skill_lv>6)?388:skill_lv*50;
+ break;
+ case ALL_RESURRECTION:
+ case PR_TURNUNDEAD:
+ if(!tsd && battle_check_undead(t_race,t_ele)){
+ int hp, mhp, thres;
+ hp = status_get_hp(target);
+ mhp = status_get_max_hp(target);
+ thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp));
+ if(thres > 700) thres = 700;
+ if(rand()%1000 < thres && !(t_mode&MD_BOSS))
+ ad.damage = hp;
+ else
+ ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10;
+ }
+ break;
+ case PF_SOULBURN:
+ if (!tsd) {
+ memset(&ad,0,sizeof(ad));
+ return ad;
+ } else
+ ad.damage = tsd->status.sp * 2;
+ break;
+ case ASC_BREAKER:
+ ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
+ break;
+ case HW_GRAVITATION:
+ ad.damage = 200+200*skill_lv;
+ break;
+ default:
+ {
+ unsigned short matkmin,matkmax;
+
+ matkmin = status_get_matk2(src);
+ matkmax = status_get_matk1(src);
+
+ MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0));
+
+ if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
+ if(mflag>0)
+ ad.damage/= mflag;
+ else if(battle_config.error_log)
+ ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
+ }
+
+ switch(skill_num){
+ case MG_NAPALMBEAT:
+ skillratio += skill_lv*10-30;
+ break;
+ case MG_SOULSTRIKE:
+ if (battle_check_undead(t_race,t_ele))
+ skillratio += 5*skill_lv;
+ break;
+ case MG_FIREBALL:
+ if(mflag>2)
+ ad.damage = 0;
+ else {
+ int drate[]={100,90,70};
+ MATK_RATE(drate[mflag]);
+ skillratio += 70+10*skill_lv;
+ }
+ break;
+ case MG_FIREWALL:
+ skillratio -= 50;
+ break;
+ case MG_THUNDERSTORM:
+ skillratio -= 20;
+ break;
+ case MG_FROSTDIVER:
+ skillratio += 10*skill_lv;
+ break;
+ case AL_HOLYLIGHT:
+ skillratio += 25;
+ if (sd && sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_PRIEST)
+ skillratio *= 5; //Does 5x damage include bonuses from other skills?
+ break;
+ case AL_RUWACH:
+ skillratio += 45;
+ break;
+ case WZ_FROSTNOVA:
+ skillratio += (100+skill_lv*10)*2/3-100;
+ break;
+ case WZ_FIREPILLAR:
+ skillratio -= 80;
+ break;
+ case WZ_SIGHTRASHER:
+ skillratio += 20*skill_lv;
+ break;
+ case WZ_VERMILION:
+ skillratio += 20*skill_lv-20;
+ break;
+ case WZ_WATERBALL:
+ skillratio += 30*skill_lv;
+ break;
+ case WZ_STORMGUST:
+ skillratio += 40*skill_lv;
+ break;
+ case HW_NAPALMVULCAN:
+ skillratio += 10*skill_lv-30;
+ break;
+ case SL_STIN:
+ skillratio += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage.
+ break;
+ case SL_STUN:
+ skillratio += (t_size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
+ break;
+ case SL_SMA:
+ skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
+ break;
+ }
+
+ if (sd && sd->skillatk[0].id != 0)
+ {
+ for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
+ if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
+ //If we apply skillatk[] as ATK_RATE, it will also affect other skills,
+ //unfortunately this way ignores a skill's constant modifiers...
+ skillratio += sd->skillatk[i].val;
+ }
+
+ MATK_RATE(skillratio);
+
+ //Constant/misc additions from skills
+ if (skill_num == WZ_FIREPILLAR)
+ MATK_ADD(50);
+ }
+ }
+
+ if(sd) {
+ //Ignore Defense?
+ if (!flag.imdef && (
+ sd->ignore_mdef_ele & (1<<t_ele) ||
+ sd->ignore_mdef_race & (1<<t_race) ||
+ sd->ignore_mdef_race & (is_boss(target)?1<<10:1<<11)
+ ))
+ flag.imdef = 1;
+ }
+
+ if(!flag.imdef){
+ if(battle_config.magic_defense_type)
+ ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target);
+ else
+ ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target);
+ }
+
+ if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
+ { //Apply the physical part of the skill's damage. [Skotlex]
+ struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
+ ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
+ if(src==target)
+ {
+ if (src->type == BL_PC)
+ ad.damage = ad.damage/2;
+ else
+ ad.damage = 0;
+ }
+ }
+
+ if(ad.damage<1)
+ ad.damage=1;
+
+ if (flag.elefix)
+ ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target));
+
+ if (sd && flag.cardfix) {
+ short t_class = status_get_class(target);
+ short cardfix=100;
+
+ cardfix=cardfix*(100+sd->magic_addrace[t_race])/100;
+ cardfix=cardfix*(100+sd->magic_addele[t_ele])/100;
+ cardfix=cardfix*(100+sd->magic_addsize[t_size])/100;
+ cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100;
+ for(i=0;i<sd->add_mdmg_count;i++) {
+ if(sd->add_mdmg[i].class_ == t_class) {
+ cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
+ continue;
+ }
+ }
+
+ MATK_RATE(cardfix);
+ }
+
+ if (tsd && skill_num != HW_GRAVITATION) { //Card fixes always apply on the target side. [Skotlex]
+ short s_race2=status_get_race2(src);
+ short s_class= status_get_class(src);
+ short cardfix=100;
+
+ cardfix=cardfix*(100-tsd->subele[s_ele])/100;
+ cardfix=cardfix*(100-tsd->subsize[s_size])/100;
+ cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
+ cardfix=cardfix*(100-tsd->subrace[s_race])/100;
+ cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
+ for(i=0;i<tsd->add_mdef_count;i++) {
+ if(tsd->add_mdef[i].class_ == s_class) {
+ cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
+ continue;
+ }
+ }
+ cardfix=cardfix*(100-tsd->magic_def_rate)/100;
+
+ MATK_RATE(cardfix);
+ }
+ }
+
+ if(!flag.infdef && ad.div_>1 && skill_num != WZ_VERMILION)
+ ad.damage *= ad.div_;
+
+ if (tsd && status_isimmune(target)) {
+ if (sd && battle_config.gtb_pvp_only) { // [MouseJstr]
+ MATK_RATE(100 - battle_config.gtb_pvp_only);
+ } else ad.damage = 0;
+ }
+
+ ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
+ if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex]
+ ad.dmg_lv = ATK_FLEE;
+ return ad;
+}
+
+/*==========================================
+ * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
+ *------------------------------------------
+ */
+struct Damage battle_calc_misc_attack(
+ struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
+{
+ int int_=status_get_int(bl);
+ int dex=status_get_dex(bl);
+ int skill,ele,race,size,cardfix,race2,t_mode;
+ struct map_session_data *sd=NULL,*tsd=NULL;
+ int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
+ struct Damage md;
+ int damagefix=1;
+
+ int aflag=BF_MISC|BF_SHORT|BF_SKILL;
+
+ if( bl == NULL || target == NULL ){
+ nullpo_info(NLP_MARK);
+ memset(&md,0,sizeof(md));
+ return md;
+ }
+
+ if(target->type == BL_PET) {
+ memset(&md,0,sizeof(md));
+ return md;
+ }
+
+ //Some initial values
+ md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl);
+ md.dmotion=status_get_dmotion(target);
+ md.damage2=0;
+ md.type=0;
+ md.dmg_lv=ATK_DEF;
+
+ if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) {
+ sd->state.attack_type = BF_MISC;
+ sd->state.arrow_atk = 0;
+ if (sd->skillblown[0].id != 0)
+ { //Apply the bonus blewcount. [Skotlex]
+ int i;
+ for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
+ if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
+ blewcount += sd->skillblown[i].val;
+ }
+ }
+
+ if( target->type==BL_PC )
+ tsd=(struct map_session_data *)target;
+
+ t_mode = status_get_mode(target);
+ ele = skill_get_pl(skill_num);
+ if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
+ ele = 0;
+ race = status_get_race(bl);
+ size = status_get_size(bl);
+ race2 = status_get_race(bl);
+
+ switch(skill_num){
+
+ case HT_LANDMINE: // ƒ‰ƒ“ƒhƒ}ƒCƒ“
+ damage=skill_lv*(dex+75)*(100+int_)/100;
+ break;
+
+ case HT_BLASTMINE: // ƒuƒ‰ƒXƒgƒ}ƒCƒ“
+ damage=skill_lv*(dex/2+50)*(100+int_)/100;
+ break;
+
+ case HT_CLAYMORETRAP: // ƒNƒŒƒCƒ‚ƒA?[ƒgƒ‰ƒbƒv
+ damage=skill_lv*(dex/2+75)*(100+int_)/100;
+ break;
+
+ case HT_BLITZBEAT: // ƒuƒŠƒbƒcƒr?[ƒg
+ if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
+ skill=0;
+ damage=(dex/10+int_/2+skill*3+40)*2;
+ if(flag > 1)
+ damage /= flag;
+ aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
+ break;
+
+ case TF_THROWSTONE: // ?ΓŠ‚°
+ damage=50;
+ aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
+ break;
+
+ case BA_DISSONANCE: // •s‹¦˜a‰¹
+ damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3;
+ break;
+
+ case NPC_SELFDESTRUCTION: // Ž©”š
+ damage = status_get_hp(bl);
+ damagefix = 0;
+ break;
+
+ case NPC_SMOKING: // ƒ^ƒoƒR‚ð‹z‚¤
+ damage=3;
+ damagefix=0;
+ break;
+
+ case NPC_DARKBREATH:
+ {
+ struct status_change *sc_data = status_get_sc_data(target);
+ int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
+ hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
+ if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 ||
+ sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) )
+ hitrate = 1000000;
+ if(rand()%100 < hitrate) {
+ damage = 500 + (skill_lv-1)*1000 + rand()%1000;
+ if(damage > 9999) damage = 9999;
+ } else
+ md.dmg_lv=ATK_FLEE;
+ }
+ break;
+
+ case SN_FALCONASSAULT: /* ƒtƒ@ƒ‹ƒRƒ“ƒAƒTƒ‹ƒg */
+ if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
+ skill=0;
+ damage=(dex/10+int_/2+skill*3+40)*2; //Blitz Beat Damage
+ damage=damage*(150+70*skill_lv)/100; //Falcon Assault Modifier
+ if(flag > 1)
+ damage /= flag;
+ aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
+ break;
+
+ case PA_PRESSURE:
+ damage=500+300*skill_lv;
+ damagefix=0;
+ aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
+ break;
+
+ case CR_ACIDDEMONSTRATION:
+ //This equation is not official, but it's the closest to the official one
+ //that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]
+ damage = int_ * (int)(sqrt(100*status_get_vit(target))) / 3;
+ if (tsd) damage/=2;
+ aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ }
+
+ if(damagefix){
+ if(damage<1 && skill_num != NPC_DARKBREATH)
+ damage=1;
+
+ if( tsd ){
+ cardfix=100;
+ cardfix=cardfix*(100-tsd->subele[ele])/100;
+ cardfix=cardfix*(100-tsd->subsize[size])/100;
+ cardfix=cardfix*(100-tsd->subrace2[race2])/100;
+ cardfix=cardfix*(100-tsd->subrace[race])/100;
+ cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100;
+ cardfix=cardfix*(100-tsd->misc_def_rate)/100;
+ if(aflag&BF_SHORT)
+ cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
+ else // BF_LONG (there's no other choice)
+ cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
+
+ damage=damage*cardfix/100;
+ }
+ if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
+ {
+ int i;
+ for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
+ if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
+ damage += damage*sd->skillatk[i].val/100;
+ }
+
+ if(damage < 0) damage = 0;
+ damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) ); // ‘®?«?C?³
+ }
+
+ div_=skill_get_num( skill_num,skill_lv );
+ if(div_>1)
+ damage*=div_;
+
+ if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
+ damage = 1;
+
+ if(is_boss(target))
+ blewcount = 0;
+
+ if (battle_config.skillrange_by_distance)
+ { //Skill range based on distance between src/target [Skotlex]
+ if ((bl->type == BL_PC && battle_config.skillrange_by_distance&1)
+ || (bl->type == BL_MOB && battle_config.skillrange_by_distance&2)
+ || (bl->type == BL_PET && battle_config.skillrange_by_distance&4)
+ ) {
+ if (check_distance_bl(bl, target, 3))
+ aflag=(aflag&~BF_RANGEMASK)|BF_SHORT;
+ else
+ aflag=(aflag&~BF_RANGEMASK)|BF_LONG;
+ }
+ }
+
+ if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
+ damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // ÅIC³
+
+ md.damage=damage;
+ md.div_=div_;
+ md.blewcount=blewcount;
+ md.flag=aflag;
+ return md;
+}
+/*==========================================
+ * ƒ_ƒ??[ƒWŒvŽZˆêŠ‡?ˆ—?—p
+ *------------------------------------------
+ */
+struct Damage battle_calc_attack( int attack_type,
+ struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
+{
+ struct Damage d;
+ switch(attack_type){
+ case BF_WEAPON:
+ d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
+ break;
+ case BF_MAGIC:
+ d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
+ break;
+ case BF_MISC:
+ d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
+ break;
+ default:
+ if (battle_config.error_log)
+ ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
+ memset(&d,0,sizeof(d));
+ break;
+ }
+ return d;
+}
+/*==========================================
+ * ’Ê?í?UŒ‚?ˆ—?‚Ü‚Æ‚ß
+ *------------------------------------------
+ */
+int battle_weapon_attack( struct block_list *src,struct block_list *target,
+ unsigned int tick,int flag)
+{
+ struct map_session_data *sd = NULL, *tsd = NULL;
+ struct status_change *sc_data, *tsc_data;
+ int race, ele, damage, rdamage = 0;
+ struct Damage wd;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+ if (src->prev == NULL || target->prev == NULL)
+ return 0;
+
+ if(src->type == BL_PC)
+ sd = (struct map_session_data *)src;
+
+ if (target->type == BL_PC)
+ tsd = (struct map_session_data *)target;
+
+ sc_data = status_get_sc_data(src);
+ tsc_data = status_get_sc_data(target);
+
+ race = status_get_race(target);
+ ele = status_get_elem_type(target);
+
+ if(sd && sd->status.weapon == 11) {
+ if(sd->equip_index[10] >= 0) {
+ if(battle_config.arrow_decrement)
+ pc_delitem(sd,sd->equip_index[10],1,0);
+ }
+ else {
+ clif_arrow_fail(sd,0);
+ return 0;
+ }
+ }
+
+ //Check for counter attacks that block your attack. [Skotlex]
+ if(tsc_data)
+ {
+ if(tsc_data[SC_AUTOCOUNTER].timer != -1 &&
+ (!sc_data || sc_data[SC_AUTOCOUNTER].timer == -1) &&
+ status_check_skilluse(target, src, KN_AUTOCOUNTER, 0)
+ ) {
+ int dir = map_calc_dir(target,src->x,src->y);
+ int t_dir = status_get_dir(target);
+ int dist = distance_bl(src, target);
+ if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1))
+ {
+ int skilllv = tsc_data[SC_AUTOCOUNTER].val1;
+ clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
+ clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
+ status_change_end(target,SC_AUTOCOUNTER,-1);
+ skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
+ return 0;
+ }
+ }
+ if (tsc_data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
+ int skilllv = tsc_data[SC_BLADESTOP_WAIT].val1;
+ int duration = skill_get_time2(MO_BLADESTOP,skilllv);
+ status_change_end(target, SC_BLADESTOP_WAIT, -1);
+ clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
+ status_change_start(target, SC_BLADESTOP, skilllv, 2, (int)target, (int)src, duration, 0);
+ skilllv = sd?pc_checkskill(sd, MO_BLADESTOP):1;
+ status_change_start(src, SC_BLADESTOP, skilllv, 1, (int)src, (int)target, duration, 0);
+ return 0;
+ }
+
+ }
+ //Recycled the rdamage variable rather than use a new one... [Skotlex]
+ if(sd && (rdamage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) // triple blow works with bows ^^ [celest]
+ {
+ int triple_rate= 30 - rdamage; //Base Rate
+ if (sc_data && sc_data[SC_SKILLRATE_UP].timer!=-1 && sc_data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
+ {
+ triple_rate+= triple_rate*(sc_data[SC_SKILLRATE_UP].val2)/100;
+ status_change_end(src,SC_SKILLRATE_UP,-1);
+ }
+ if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,rdamage,tick,0);
+ }
+ else if (sc_data && sc_data[SC_SACRIFICE].timer != -1)
+ return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc_data[SC_SACRIFICE].val1,tick,0);
+
+ wd = battle_calc_weapon_attack(src,target, 0, 0,0);
+
+ if ((damage = wd.damage + wd.damage2) > 0 && src != target) {
+ rdamage = 0;
+ if (wd.flag & BF_SHORT) {
+ if (tsd && tsd->short_weapon_damage_return)
+ rdamage += damage * tsd->short_weapon_damage_return / 100;
+ if (tsc_data && tsc_data[SC_REFLECTSHIELD].timer != -1) {
+ rdamage += damage * tsc_data[SC_REFLECTSHIELD].val2 / 100;
+ if (rdamage < 1) rdamage = 1;
+ }
+ } else if (wd.flag & BF_LONG) {
+ if (tsd && tsd->long_weapon_damage_return)
+ rdamage += damage * tsd->long_weapon_damage_return / 100;
+ }
+ if (rdamage > 0)
+ clif_damage(src, src, tick, wd.amotion, wd.dmotion, rdamage, 1, 4, 0);
+ }
+
+
+ clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
+ //“ñ“?—¬?¶Žè‚ƃJƒ^?[ƒ‹’ÇŒ‚‚̃~ƒX•\Ž¦(–³—?‚â‚è?`)
+ if(sd && sd->status.weapon >= 16 && wd.damage2 == 0)
+ clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
+
+ if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0))
+ skill_castend_damage_id(src, target, 0, -1, tick, 0);
+
+ map_freeblock_lock();
+
+ battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, (wd.damage+wd.damage2), wd.dmg_lv, 0);
+
+ if (wd.dmg_lv == ATK_DEF || wd.damage > 0 || wd.damage2 > 0) //Added counter effect [Skotlex]
+ skill_counter_additional_effect(src, target, 0, 0, BF_WEAPON, tick);
+ if (!status_isdead(target) && (wd.damage > 0 || wd.damage2 > 0)) {
+ if (sd) {
+ int boss = status_get_mode(target)&MD_BOSS;
+ if (
+ (sd->weapon_coma_ele[ele] > 0 && rand()%10000 < sd->weapon_coma_ele[ele]) ||
+ (sd->weapon_coma_race[race] > 0 && rand()%10000 < sd->weapon_coma_race[race]) ||
+ (sd->weapon_coma_race[boss?10:11] > 0 && rand()%10000 < sd->weapon_coma_race[boss?10:11])
+ )
+ status_change_start(target, SC_COMA, 0, 0, 0, 0, 0, 0);
+ }
+ }
+
+ if (sc_data && sc_data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc_data[SC_AUTOSPELL].val4) {
+ int sp = 0, f = 0;
+ int skillid = sc_data[SC_AUTOSPELL].val2;
+ int skilllv = sc_data[SC_AUTOSPELL].val3;
+ int i = rand()%100;
+ if (sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_SAGE)
+ i = 0; //Max chance, no skilllv reduction. [Skotlex]
+ if (i >= 50) skilllv -= 2;
+ else if (i >= 15) skilllv--;
+ if (skilllv < 1) skilllv = 1;
+ if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3;
+
+ if ((sd && sd->status.sp >= sp) || !sd) {
+ if (skill_get_inf(skillid) & INF_GROUND_SKILL)
+ f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
+ else {
+ switch(skill_get_nk(skillid)) {
+ case NK_NO_DAMAGE:/* Žx‰‡Œn */
+ if((skillid == AL_HEAL || (skillid == ALL_RESURRECTION && !tsd)) && battle_check_undead(race,ele))
+ f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
+ else
+ f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
+ break;
+ case NK_SPLASH_DAMAGE:
+ default:
+ f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
+ break;
+ }
+ }
+ if (sd && !f) { pc_heal(sd, 0, -sp); }
+ }
+ }
+ if (sd) {
+ if (wd.flag & BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) {
+ int hp = 0, sp = 0;
+ if (!battle_config.left_cardfix_to_right) { // “ñ“?—¬?¶ŽèƒJ?[ƒh‚Ì‹zŽûŒnŒø‰Ê‚ð‰EŽè‚ɒljÁ‚µ‚È‚¢?ê?‡
+ hp += battle_calc_drain(wd.damage, sd->right_weapon.hp_drain_rate, sd->right_weapon.hp_drain_per, sd->right_weapon.hp_drain_value);
+ hp += battle_calc_drain(wd.damage2, sd->left_weapon.hp_drain_rate, sd->left_weapon.hp_drain_per, sd->left_weapon.hp_drain_value);
+ sp += battle_calc_drain(wd.damage, sd->right_weapon.sp_drain_rate, sd->right_weapon.sp_drain_per, sd->right_weapon.sp_drain_value);
+ sp += battle_calc_drain(wd.damage2, sd->left_weapon.sp_drain_rate, sd->left_weapon.sp_drain_per, sd->left_weapon.sp_drain_value);
+ } else { // “ñ“?—¬?¶ŽèƒJ?[ƒh‚Ì‹zŽûŒnŒø‰Ê‚ð‰EŽè‚ɒljÁ‚·‚é?ê?‡
+ int hp_drain_rate = sd->right_weapon.hp_drain_rate + sd->left_weapon.hp_drain_rate;
+ int hp_drain_per = sd->right_weapon.hp_drain_per + sd->left_weapon.hp_drain_per;
+ int hp_drain_value = sd->right_weapon.hp_drain_value + sd->left_weapon.hp_drain_value;
+ int sp_drain_rate = sd->right_weapon.sp_drain_rate + sd->left_weapon.sp_drain_rate;
+ int sp_drain_per = sd->right_weapon.sp_drain_per + sd->left_weapon.sp_drain_per;
+ int sp_drain_value = sd->right_weapon.sp_drain_value + sd->left_weapon.sp_drain_value;
+ hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value);
+ sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value);
+ }
+ if (hp && hp + sd->status.hp > sd->status.max_hp)
+ hp = sd->status.max_hp - sd->status.hp;
+ if (sp && sp + sd->status.sp > sd->status.max_sp)
+ sp = sd->status.max_sp - sd->status.sp;
+
+ if (hp || sp)
+ pc_heal(sd, hp, sp);
+
+ if (battle_config.show_hp_sp_drain)
+ { //Display gained values only when they are positive [Skotlex]
+ if (hp > 0)
+ clif_heal(sd->fd, SP_HP, hp);
+ if (sp > 0)
+ clif_heal(sd->fd, SP_SP, sp);
+ }
+
+ if (tsd && sd->sp_drain_type)
+ pc_heal(tsd, 0, -sp);
+ }
+ }
+ if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
+ battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, 0);
+
+ if (tsc_data) {
+ if (tsc_data[SC_POISONREACT].timer != -1 &&
+ check_distance_bl(src, target, status_get_range(target)+1) &&
+ status_check_skilluse(target, src, TF_POISON, 0)
+ ) { //Poison React
+ if (status_get_elem_type(src) == 5) {
+ tsc_data[SC_POISONREACT].val2 = 0;
+ skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sc_data[SC_POISONREACT].val1,tick,0);
+ } else {
+ skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
+ --tsc_data[SC_POISONREACT].val2;
+ }
+ if (tsc_data[SC_POISONREACT].val2 <= 0)
+ status_change_end(target, SC_POISONREACT, -1);
+ }
+ if (tsc_data[SC_SPLASHER].timer != -1) //‰£‚Á‚½‚Ì‚Å‘Î?ۂ̃xƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ?[?ó‘Ô‚ð‰ð?œ
+ status_change_end(target, SC_SPLASHER, -1);
+ }
+
+ //SG_FUSION hp penalty [Komurka]
+ if (sd && sc_data && sc_data[SC_FUSION].timer!=-1)
+ {
+ int hp=0;
+ if(target->type == BL_PC)
+ {
+ hp = sd->status.max_hp * 8 / 100;
+ if((sd->status.hp * 100/sd->status.max_hp) <= 20)
+ hp = sd->status.hp;
+ }else
+ hp = sd->status.max_hp * 5 / 1000;
+ pc_heal(sd,-hp,0);
+ }
+
+ map_freeblock_unlock();
+ return wd.dmg_lv;
+}
+
+int battle_check_undead(int race,int element)
+{
+ if(battle_config.undead_detect_type == 0) {
+ if(element == 9)
+ return 1;
+ }
+ else if(battle_config.undead_detect_type == 1) {
+ if(race == 1)
+ return 1;
+ }
+ else {
+ if(element == 9 || race == 1)
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Checks the state between two targets (rewritten by Skotlex)
+ * (enemy, friend, party, guild, etc)
+ * See battle.h for possible values/combinations
+ * to be used here (BCT_* constants)
+ * Return value is:
+ * 1: flag holds true (is enemy, party, etc)
+ * -1: flag fails
+ * 0: Invalid target (non-targetable ever)
+ *------------------------------------------
+ */
+int battle_check_target( struct block_list *src, struct block_list *target,int flag)
+{
+ int m,state = 0; //Initial state none
+ int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
+ struct block_list *s_bl= src, *t_bl= target;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+ m = target->m;
+ if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
+ { //No offensive stuff while in Basilica.
+ if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
+ map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
+ return -1;
+ }
+
+ if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
+ {
+ struct skill_unit *su = (struct skill_unit *)target;
+ if (!su->group)
+ return 0;
+ if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
+ { //Only a few skills can target traps...
+ switch (battle_getcurrentskill(src))
+ {
+ case HT_REMOVETRAP:
+ case AC_SHOWER:
+ case WZ_HEAVENDRIVE:
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ break;
+ default:
+ return 0;
+ }
+ } else if (su->group->skill_id==WZ_ICEWALL)
+ { //Icewall can be hit by anything except skills.
+ if (src->type == BL_SKILL)
+ return 0;
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ } else //Excepting traps and icewall, you should not be able to target skills.
+ return 0;
+ if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
+ t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
+ }
+
+ switch (t_bl->type)
+ {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data *)t_bl;
+ if (sd->invincible_timer != -1 || pc_isinvisible(sd))
+ return -1; //Cannot be targeted yet.
+ if (sd->state.monster_ignore && src->type == BL_MOB)
+ return 0; //option to have monsters ignore GMs [Valaris]
+ if (sd->special_state.killable)
+ {
+ state |= BCT_ENEMY; //Universal Victim
+ strip_enemy = 0;
+ }
+ break;
+ }
+ case BL_MOB:
+ {
+ struct mob_data *md = (struct mob_data *)t_bl;
+ if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
+ return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
+ if (md->special_state.ai == 2)
+ { //Mines are sort of universal enemies.
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ }
+ if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
+ t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
+ break;
+ }
+ case BL_PET:
+ {
+ return 0; //Pets cannot be targetted.
+ }
+ case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
+ break;
+ default: //Invalid target
+ return 0;
+ }
+
+ if (src->type == BL_SKILL)
+ {
+ struct skill_unit *su = (struct skill_unit *)src;
+ if (!su->group)
+ return 0;
+
+ if (su->group->src_id == target->id)
+ {
+ int inf2;
+ inf2 = skill_get_inf2(su->group->skill_id);
+ if (inf2&INF2_NO_TARGET_SELF)
+ return -1;
+ if (inf2&INF2_TARGET_SELF)
+ return 1;
+ }
+ if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
+ s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
+ }
+
+ switch (s_bl->type)
+ {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data *) s_bl;
+ if (sd->special_state.killer)
+ {
+ state |= BCT_ENEMY; //Is on a killing rampage :O
+ strip_enemy = 0;
+ } else
+ if (sd->duel_group && // Duel [LuzZza]
+ !((!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
+ (!battle_config.duel_allow_gvg && map_flag_gvg(m)))) {
+ if (t_bl->type == BL_PC && t_bl != s_bl &&
+ (sd->duel_group == ((struct map_session_data *)t_bl)->duel_group))
+ {
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ } else if (t_bl != s_bl) {
+ // You can't target anything out of your duel
+ return 0;
+ }
+ }
+ if (map_flag_gvg(m) && !sd->status.guild_id &&
+ t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data)
+ return 0; //If you don't belong to a guild, can't target guardians/emperium.
+ if (t_bl->type != BL_PC)
+ state |= BCT_ENEMY; //Natural enemy.
+ break;
+ }
+ case BL_MOB:
+ {
+ struct mob_data *md = (struct mob_data *)s_bl;
+ if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
+ return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
+ if (!md->special_state.ai) { //Normal mobs.
+ if (t_bl->type == BL_MOB && !((struct mob_data*)t_bl)->special_state.ai)
+ state |= BCT_PARTY; //Normal mobs with no ai are friends.
+ else
+ state |= BCT_ENEMY; //However, all else are enemies.
+ } else if (t_bl->type != BL_PC)
+ state |= BCT_ENEMY; //Natural enemy for AI mobs are nonplayers.
+ if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
+ s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
+ break;
+ }
+ case BL_PET:
+ {
+ struct pet_data *pd = (struct pet_data *)s_bl;
+ if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
+ return 0; //Pet may not attack non-mobs/items.
+ if (t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data && flag&BCT_ENEMY)
+ return 0; //pet may not attack Guardians/Emperium
+ if (t_bl->type != BL_PC)
+ state |= BCT_ENEMY; //Stock enemy type.
+ if (pd->msd)
+ s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
+ break;
+ }
+ case BL_SKILL: //Skill with no owner? Fishy, but let it through.
+ break;
+ default: //Invalid source of attack?
+ return 0;
+ }
+
+ if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs
+ if (target->type == BL_MOB || target->type == BL_PC)
+ return 1;
+ else
+ return -1;
+ } else if (flag == BCT_NOONE) //Why would someone use this? no clue.
+ return -1;
+
+ if (t_bl == s_bl)
+ { //No need for further testing.
+ state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
+ if (state&BCT_ENEMY && strip_enemy)
+ state&=~BCT_ENEMY;
+ return (flag&state)?1:-1;
+ }
+
+ if (map_flag_vs(m)) { //Check rivalry settings.
+ if (flag&(BCT_PARTY|BCT_ENEMY)) {
+ int s_party = status_get_party_id(s_bl);
+ if (
+ !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
+ !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
+ s_party && s_party == status_get_party_id(t_bl)
+ )
+ state |= BCT_PARTY;
+ else
+ state |= BCT_ENEMY;
+ }
+ if (flag&(BCT_GUILD|BCT_ENEMY)) {
+ int s_guild = status_get_guild_id(s_bl);
+ int t_guild = status_get_guild_id(t_bl);
+ if (
+ !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
+ s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
+ )
+ state |= BCT_GUILD;
+ else
+ state |= BCT_ENEMY;
+ }
+ if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC)
+ { //Prevent novice engagement on pk_mode (feature by Valaris)
+ struct map_session_data* sd;
+ if ((sd = (struct map_session_data*)s_bl) &&
+ ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || sd->status.base_level < battle_config.pk_min_level))
+ state&=~BCT_ENEMY;
+ else
+ if ((sd = (struct map_session_data*)t_bl) &&
+ ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || sd->status.base_level < battle_config.pk_min_level))
+ state&=~BCT_ENEMY;
+ }
+ } else { //Non pvp/gvg, check party/guild settings.
+ if (flag&BCT_PARTY || state&BCT_ENEMY) {
+ int s_party = status_get_party_id(s_bl);
+ if (s_party && s_party ==status_get_party_id(t_bl))
+ state |= BCT_PARTY;
+ }
+ if (flag&BCT_GUILD || state&BCT_ENEMY) {
+ int s_guild = status_get_guild_id(s_bl);
+ int t_guild = status_get_guild_id(t_bl);
+ if (s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
+ state |= BCT_GUILD;
+ }
+ }
+
+ if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
+ state = BCT_NEUTRAL;
+ //Alliance state takes precedence over enemy one.
+ else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
+ state&=~BCT_ENEMY;
+
+ return (flag&state)?1:-1;
+}
+/*==========================================
+ * ŽË’ö”»’è
+ *------------------------------------------
+ */
+int battle_check_range(struct block_list *src,struct block_list *bl,int range)
+{
+ int arange;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
+ return 0;
+
+ arange = distance_bl(src, bl);
+ if( range>0 && range < arange)
+ return 0;
+
+ if( arange<2 ) //No need for path checking.
+ return 1;
+
+ // ?áŠQ•¨”»’è
+ return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
+}
+
+/*==========================================
+ * Return numerical value of a switch configuration (modified by [Yor])
+ * on/off, english, français, deutsch, español
+ *------------------------------------------
+ */
+int battle_config_switch(const char *str) {
+ if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
+ return 1;
+ if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
+ return 0;
+ return atoi(str);
+}
+
+static const struct battle_data_short {
+ const char *str;
+ unsigned short *val;
+} battle_data_short[] = { //List here battle_athena options which are type unsigned short!
+ { "warp_point_debug", &battle_config.warp_point_debug },
+ { "enemy_critical_rate", &battle_config.enemy_critical_rate },
+ { "enemy_str", &battle_config.enemy_str },
+ { "enemy_perfect_flee", &battle_config.enemy_perfect_flee },
+ { "casting_rate", &battle_config.cast_rate },
+ { "delay_rate", &battle_config.delay_rate },
+ { "delay_dependon_dex", &battle_config.delay_dependon_dex },
+ { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
+ { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
+ { "player_skill_add_range", &battle_config.pc_skill_add_range },
+ { "skill_out_range_consume", &battle_config.skill_out_range_consume },
+ { "monster_skill_add_range", &battle_config.mob_skill_add_range },
+ { "skillrange_by_distance", &battle_config.skillrange_by_distance },
+ { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
+ { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
+ { "defunit_not_enemy", &battle_config.defnotenemy },
+ { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
+ { "random_monster_checklv", &battle_config.random_monster_checklv },
+ { "attribute_recover", &battle_config.attr_recover },
+ { "flooritem_lifetime", &battle_config.flooritem_lifetime },
+ { "item_auto_get", &battle_config.item_auto_get },
+ { "drop_rate0item", &battle_config.drop_rate0item },
+ { "pvp_exp", &battle_config.pvp_exp },
+ { "gtb_pvp_only", &battle_config.gtb_pvp_only },
+ { "guild_max_castles", &battle_config.guild_max_castles },
+ { "death_penalty_type", &battle_config.death_penalty_type },
+ { "death_penalty_base", &battle_config.death_penalty_base },
+ { "death_penalty_job", &battle_config.death_penalty_job },
+ { "restart_hp_rate", &battle_config.restart_hp_rate },
+ { "restart_sp_rate", &battle_config.restart_sp_rate },
+ { "mvp_hp_rate", &battle_config.mvp_hp_rate },
+ { "monster_hp_rate", &battle_config.monster_hp_rate },
+ { "monster_max_aspd", &battle_config.monster_max_aspd },
+ { "atcommand_gm_only", &battle_config.atc_gmonly },
+ { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
+ { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
+ { "gm_all_skill", &battle_config.gm_allskill },
+ { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
+ { "gm_all_equipment", &battle_config.gm_allequip },
+ { "gm_skill_unconditional", &battle_config.gm_skilluncond },
+ { "gm_join_chat", &battle_config.gm_join_chat },
+ { "gm_kick_chat", &battle_config.gm_kick_chat },
+ { "player_skillfree", &battle_config.skillfree },
+ { "player_skillup_limit", &battle_config.skillup_limit },
+ { "weapon_produce_rate", &battle_config.wp_rate },
+ { "potion_produce_rate", &battle_config.pp_rate },
+ { "monster_active_enable", &battle_config.monster_active_enable },
+ { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
+ { "monster_loot_type", &battle_config.monster_loot_type },
+// { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
+ { "mob_skill_rate", &battle_config.mob_skill_rate },
+ { "mob_skill_delay", &battle_config.mob_skill_delay },
+ { "mob_count_rate", &battle_config.mob_count_rate },
+ { "mob_spawn_delay", &battle_config.mob_spawn_delay },
+ { "no_spawn_on_player", &battle_config.no_spawn_on_player },
+ { "plant_spawn_delay", &battle_config.plant_spawn_delay },
+ { "boss_spawn_delay", &battle_config.boss_spawn_delay },
+ { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
+ { "summons_inherit_effects", &battle_config.summons_inherit_effects },
+ { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
+ { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
+ { "multihit_delay", &battle_config.multihit_delay },
+ { "quest_skill_learn", &battle_config.quest_skill_learn },
+ { "quest_skill_reset", &battle_config.quest_skill_reset },
+ { "basic_skill_check", &battle_config.basic_skill_check },
+ { "guild_emperium_check", &battle_config.guild_emperium_check },
+ { "guild_exp_rate", &battle_config.guild_exp_rate },
+ { "guild_exp_limit", &battle_config.guild_exp_limit },
+ { "player_invincible_time", &battle_config.pc_invincible_time },
+ { "pet_catch_rate", &battle_config.pet_catch_rate },
+ { "pet_rename", &battle_config.pet_rename },
+ { "pet_friendly_rate", &battle_config.pet_friendly_rate },
+ { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
+ { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
+ { "pet_str", &battle_config.pet_str },
+ { "pet_status_support", &battle_config.pet_status_support },
+ { "pet_attack_support", &battle_config.pet_attack_support },
+ { "pet_damage_support", &battle_config.pet_damage_support },
+ { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
+ { "pet_support_rate", &battle_config.pet_support_rate },
+ { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
+ { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
+ { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
+ { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
+ { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
+ { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
+ { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
+ { "skill_min_damage", &battle_config.skill_min_damage },
+ { "finger_offensive_type", &battle_config.finger_offensive_type },
+ { "heal_exp", &battle_config.heal_exp },
+ { "resurrection_exp", &battle_config.resurrection_exp },
+ { "shop_exp", &battle_config.shop_exp },
+ { "combo_delay_rate", &battle_config.combo_delay_rate },
+ { "item_check", &battle_config.item_check },
+ { "item_use_interval", &battle_config.item_use_interval },
+ { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
+ { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
+ { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
+ { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
+ { "item_name_override_grffile", &battle_config.item_name_override_grffile},
+ { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
+ { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
+ { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
+ { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
+ { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
+ { "arrow_decrement", &battle_config.arrow_decrement },
+ { "max_aspd", &battle_config.max_aspd },
+ { "max_walk_speed", &battle_config.max_walk_speed },
+ { "max_lv", &battle_config.max_lv },
+ { "aura_lv", &battle_config.aura_lv },
+ { "max_parameter", &battle_config.max_parameter },
+ { "max_baby_parameter", &battle_config.max_baby_parameter },
+ { "max_def", &battle_config.max_def },
+ { "over_def_bonus", &battle_config.over_def_bonus },
+ { "player_skill_log", &battle_config.pc_skill_log },
+ { "monster_skill_log", &battle_config.mob_skill_log },
+ { "battle_log", &battle_config.battle_log },
+ { "save_log", &battle_config.save_log },
+ { "error_log", &battle_config.error_log },
+ { "etc_log", &battle_config.etc_log },
+ { "save_clothcolor", &battle_config.save_clothcolor },
+ { "undead_detect_type", &battle_config.undead_detect_type },
+ { "player_auto_counter_type", &battle_config.pc_auto_counter_type },
+ { "monster_auto_counter_type", &battle_config.monster_auto_counter_type},
+ { "min_hitrate", &battle_config.min_hitrate },
+ { "max_hitrate", &battle_config.max_hitrate },
+ { "agi_penalty_type", &battle_config.agi_penalty_type },
+ { "agi_penalty_count", &battle_config.agi_penalty_count },
+ { "agi_penalty_num", &battle_config.agi_penalty_num },
+ { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
+ { "vit_penalty_type", &battle_config.vit_penalty_type },
+ { "vit_penalty_count", &battle_config.vit_penalty_count },
+ { "vit_penalty_num", &battle_config.vit_penalty_num },
+ { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
+ { "player_defense_type", &battle_config.player_defense_type },
+ { "monster_defense_type", &battle_config.monster_defense_type },
+ { "pet_defense_type", &battle_config.pet_defense_type },
+ { "magic_defense_type", &battle_config.magic_defense_type },
+ { "player_skill_reiteration", &battle_config.pc_skill_reiteration },
+ { "monster_skill_reiteration", &battle_config.monster_skill_reiteration},
+ { "player_skill_nofootset", &battle_config.pc_skill_nofootset },
+ { "monster_skill_nofootset", &battle_config.monster_skill_nofootset },
+ { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
+ { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
+ { "sense_type", &battle_config.estimation_type },
+ { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
+ { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
+ { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
+ { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
+ { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
+ { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
+ { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
+ { "player_attack_direction_change", &battle_config.pc_attack_direction_change },
+ { "monster_attack_direction_change", &battle_config.monster_attack_direction_change },
+ { "player_land_skill_limit", &battle_config.pc_land_skill_limit },
+ { "monster_land_skill_limit", &battle_config.monster_land_skill_limit},
+ { "party_skill_penalty", &battle_config.party_skill_penalty },
+ { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
+ { "produce_item_name_input", &battle_config.produce_item_name_input },
+ { "produce_potion_name_input", &battle_config.produce_potion_name_input},
+ { "making_arrow_name_input", &battle_config.making_arrow_name_input },
+ { "holywater_name_input", &battle_config.holywater_name_input },
+ { "cdp_name_input", &battle_config.cdp_name_input },
+ { "display_delay_skill_fail", &battle_config.display_delay_skill_fail },
+ { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail },
+ { "chat_warpportal", &battle_config.chat_warpportal },
+ { "mob_warpportal", &battle_config.mob_warpportal },
+ { "dead_branch_active", &battle_config.dead_branch_active },
+ { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
+ { "show_party_share_picker", &battle_config.party_show_share_picker },
+ { "party_item_share_type", &battle_config.party_share_type },
+ { "pet_attack_attr_none", &battle_config.pet_attack_attr_none },
+ { "mob_attack_attr_none", &battle_config.mob_attack_attr_none },
+ { "mob_ghostring_fix", &battle_config.mob_ghostring_fix },
+ { "pc_attack_attr_none", &battle_config.pc_attack_attr_none },
+ { "gx_allhit", &battle_config.gx_allhit },
+ { "gx_disptype", &battle_config.gx_disptype },
+ { "devotion_level_difference", &battle_config.devotion_level_difference },
+ { "player_skill_partner_check", &battle_config.player_skill_partner_check},
+ { "hide_GM_session", &battle_config.hide_GM_session },
+ { "invite_request_check", &battle_config.invite_request_check },
+ { "skill_removetrap_type", &battle_config.skill_removetrap_type },
+ { "disp_experience", &battle_config.disp_experience },
+ { "disp_zeny", &battle_config.disp_zeny },
+ { "castle_defense_rate", &battle_config.castle_defense_rate },
+ { "hp_rate", &battle_config.hp_rate },
+ { "sp_rate", &battle_config.sp_rate },
+ { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
+ { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
+ { "disp_hpmeter", &battle_config.disp_hpmeter },
+ { "bone_drop", &battle_config.bone_drop },
+ { "buyer_name", &battle_config.buyer_name },
+ { "skill_wall_check", &battle_config.skill_wall_check },
+ { "cell_stack_limit", &battle_config.cell_stack_limit },
+// eAthena additions
+ { "item_logarithmic_drops", &battle_config.logarithmic_drops },
+ { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
+ { "item_drop_common_max", &battle_config.item_drop_common_max },
+ { "item_drop_equip_min", &battle_config.item_drop_equip_min },
+ { "item_drop_equip_max", &battle_config.item_drop_equip_max },
+ { "item_drop_card_min", &battle_config.item_drop_card_min },
+ { "item_drop_card_max", &battle_config.item_drop_card_max },
+ { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
+ { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
+ { "item_drop_heal_min", &battle_config.item_drop_heal_min },
+ { "item_drop_heal_max", &battle_config.item_drop_heal_max },
+ { "item_drop_use_min", &battle_config.item_drop_use_min },
+ { "item_drop_use_max", &battle_config.item_drop_use_max },
+ { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
+ { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
+ { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
+ { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
+ { "max_base_level", &battle_config.max_base_level }, // [Valaris]
+ { "max_job_level", &battle_config.max_job_level },
+ { "max_advanced_job_level", &battle_config.max_adv_level },
+ { "max_super_novice_level", &battle_config.max_sn_level },
+ { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
+ { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
+ { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
+ { "equip_self_break_rate", &battle_config.equip_self_break_rate },
+ { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
+ { "pk_mode", &battle_config.pk_mode }, // [Valaris]
+ { "manner_system", &battle_config.manner_system }, // [Komurka]
+ { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
+ { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
+ { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
+ { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
+ { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
+ { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
+ { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
+ { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
+ { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
+ { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
+ { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
+ { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
+ { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
+ { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
+ { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
+ { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
+ { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
+ { "area_size", &battle_config.area_size }, // added by [MouseJstr]
+ { "muting_players", &battle_config.muting_players}, // added by [Apple]
+ { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
+ { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
+ { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
+ { "pk_min_level", &battle_config.pk_min_level}, // [celest]
+ { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
+ { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
+// { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
+ { "motd_type", &battle_config.motd_type}, // [celest]
+ { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
+ { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
+ { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
+ { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
+ { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
+ { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
+ { "party_even_share_bonus", &battle_config.party_even_share_bonus},
+ { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
+ { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
+ { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
+ { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
+ { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
+ { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
+ { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
+ { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
+ { "monster_ai", &battle_config.mob_ai},
+ { "dynamic_mobs", &battle_config.dynamic_mobs},
+ { "mob_remove_damaged", &battle_config.mob_remove_damaged},
+ { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
+ { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
+ { "mob_npc_event_type", &battle_config.mob_npc_event_type},
+ { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
+ { "character_size", &battle_config.character_size}, // [Lupus]
+ { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
+ { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
+ { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
+ { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
+ { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
+ { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
+ { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
+ { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
+ { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
+ { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
+ { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
+ { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
+
+ { "duel_enable", &battle_config.duel_enable}, // [LuzZza]
+ { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
+ { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
+ { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
+ { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
+ { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
+
+ { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
+ { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
+};
+
+static const struct battle_data_int {
+ const char *str;
+ int *val;
+} battle_data_int[] = { //List here battle_athena options which are type int!
+ { "item_first_get_time", &battle_config.item_first_get_time },
+ { "item_second_get_time", &battle_config.item_second_get_time },
+ { "item_third_get_time", &battle_config.item_third_get_time },
+ { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
+ { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
+ { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
+ { "base_exp_rate", &battle_config.base_exp_rate },
+ { "job_exp_rate", &battle_config.job_exp_rate },
+ { "zeny_penalty", &battle_config.zeny_penalty },
+ { "mvp_exp_rate", &battle_config.mvp_exp_rate },
+ { "natural_healhp_interval", &battle_config.natural_healhp_interval },
+ { "natural_healsp_interval", &battle_config.natural_healsp_interval },
+ { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
+ { "max_hp", &battle_config.max_hp },
+ { "max_sp", &battle_config.max_sp },
+ { "max_cart_weight", &battle_config.max_cart_weight },
+ { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
+ { "vending_max_value", &battle_config.vending_max_value },
+// eAthena additions
+ { "item_rate_mvp", &battle_config.item_rate_mvp },
+ { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
+ { "item_rate_equip", &battle_config.item_rate_equip },
+ { "item_rate_card", &battle_config.item_rate_card }, // End Addition
+ { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
+ { "item_rate_use", &battle_config.item_rate_use }, // End
+ { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
+ { "day_duration", &battle_config.day_duration }, // added by [Yor]
+ { "night_duration", &battle_config.night_duration }, // added by [Yor]
+ { "mob_remove_delay", &battle_config.mob_remove_delay },
+};
+
+int battle_set_value(char *w1, char *w2) {
+ int i;
+ for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
+ if (strcmpi(w1, battle_data_short[i].str) == 0) {
+ * battle_data_short[i].val = battle_config_switch(w2);
+ return 1;
+ }
+ for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
+ if (strcmpi(w1, battle_data_int[i].str) == 0) {
+ *battle_data_int[i].val = battle_config_switch(w2);
+ return 1;
+ }
+/*
+ int val = battle_config_switch(w2);
+ switch(battle_data[i].size) {
+ case 1:
+ *((unsigned char *) battle_data[i].val) = val;
+ break;
+ case 2:
+ *((unsigned short *) battle_data[i].val) = val;
+ break;
+ case 4:
+ *((unsigned int *) battle_data[i].val) = val;
+ break;
+ }
+ return 1;
+ }
+*/
+ return 0;
+}
+
+void battle_set_defaults() {
+ battle_config.warp_point_debug=0;
+ battle_config.enemy_critical_rate=0;
+ battle_config.enemy_str=1;
+ battle_config.enemy_perfect_flee=0;
+ battle_config.cast_rate=100;
+ battle_config.delay_rate=100;
+ battle_config.delay_dependon_dex=0;
+ battle_config.sdelay_attack_enable=0;
+ battle_config.left_cardfix_to_right=0;
+ battle_config.pc_skill_add_range=0;
+ battle_config.skill_out_range_consume=1;
+ battle_config.mob_skill_add_range=0;
+ battle_config.skillrange_by_distance=6;
+ battle_config.use_weapon_skill_range=0;
+ battle_config.pc_damage_delay_rate=100;
+ battle_config.defnotenemy=0;
+ battle_config.vs_traps_bctall=1;
+ battle_config.random_monster_checklv=1;
+ battle_config.attr_recover=1;
+ battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
+ battle_config.item_auto_get=0;
+ battle_config.item_first_get_time=3000;
+ battle_config.item_second_get_time=1000;
+ battle_config.item_third_get_time=1000;
+ battle_config.mvp_item_first_get_time=10000;
+ battle_config.mvp_item_second_get_time=10000;
+ battle_config.mvp_item_third_get_time=2000;
+
+ battle_config.drop_rate0item=0;
+ battle_config.base_exp_rate=100;
+ battle_config.job_exp_rate=100;
+ battle_config.pvp_exp=1;
+ battle_config.gtb_pvp_only=0;
+ battle_config.death_penalty_type=0;
+ battle_config.death_penalty_base=0;
+ battle_config.death_penalty_job=0;
+ battle_config.zeny_penalty=0;
+ battle_config.restart_hp_rate=0;
+ battle_config.restart_sp_rate=0;
+ battle_config.mvp_exp_rate=100;
+ battle_config.mvp_hp_rate=100;
+ battle_config.monster_hp_rate=100;
+ battle_config.monster_max_aspd=199;
+ battle_config.atc_gmonly=0;
+ battle_config.atc_spawn_quantity_limit=0;
+ battle_config.atc_slave_clone_limit=0;
+ battle_config.gm_allskill=0;
+ battle_config.gm_allequip=0;
+ battle_config.gm_skilluncond=0;
+ battle_config.gm_join_chat=0;
+ battle_config.gm_kick_chat=0;
+ battle_config.guild_max_castles=0;
+ battle_config.skillfree = 0;
+ battle_config.skillup_limit = 0;
+ battle_config.wp_rate=100;
+ battle_config.pp_rate=100;
+ battle_config.monster_active_enable=1;
+ battle_config.monster_damage_delay_rate=100;
+ battle_config.monster_loot_type=0;
+// battle_config.mob_skill_use=1;
+ battle_config.mob_skill_rate=100;
+ battle_config.mob_skill_delay=100;
+ battle_config.mob_count_rate=100;
+ battle_config.mob_spawn_delay=100;
+ battle_config.no_spawn_on_player=0;
+ battle_config.plant_spawn_delay=100;
+ battle_config.boss_spawn_delay=100;
+ battle_config.slaves_inherit_speed=1;
+ battle_config.summons_inherit_effects=1;
+ battle_config.pc_walk_delay_rate=20;
+ battle_config.walk_delay_rate=100;
+ battle_config.multihit_delay=230;
+ battle_config.quest_skill_learn=0;
+ battle_config.quest_skill_reset=1;
+ battle_config.basic_skill_check=1;
+ battle_config.guild_emperium_check=1;
+ battle_config.guild_exp_limit=50;
+ battle_config.guild_exp_rate=100;
+ battle_config.pc_invincible_time = 5000;
+ battle_config.pet_catch_rate=100;
+ battle_config.pet_rename=0;
+ battle_config.pet_friendly_rate=100;
+ battle_config.pet_hungry_delay_rate=100;
+ battle_config.pet_hungry_friendly_decrease=5;
+ battle_config.pet_str=1;
+ battle_config.pet_status_support=0;
+ battle_config.pet_attack_support=0;
+ battle_config.pet_damage_support=0;
+ battle_config.pet_support_min_friendly=900;
+ battle_config.pet_support_rate=100;
+ battle_config.pet_attack_exp_to_master=0;
+ battle_config.pet_attack_exp_rate=100;
+ battle_config.pet_lv_rate=0; //Skotlex
+ battle_config.pet_max_stats=99; //Skotlex
+ battle_config.pet_max_atk1=750; //Skotlex
+ battle_config.pet_max_atk2=1000; //Skotlex
+ battle_config.pet_no_gvg=0; //Skotlex
+ battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
+ battle_config.finger_offensive_type=0;
+ battle_config.heal_exp=0;
+ battle_config.resurrection_exp=0;
+ battle_config.shop_exp=0;
+ battle_config.combo_delay_rate=100;
+ battle_config.item_check=1;
+ battle_config.item_use_interval=500;
+ battle_config.wedding_modifydisplay=0;
+ battle_config.wedding_ignorepalette=0;
+ battle_config.xmas_ignorepalette=0; // [Valaris]
+ battle_config.natural_healhp_interval=6000;
+ battle_config.natural_healsp_interval=8000;
+ battle_config.natural_heal_skill_interval=10000;
+ battle_config.natural_heal_weight_rate=50;
+ battle_config.item_name_override_grffile=1;
+ battle_config.item_equip_override_grffile=0; // [Celest]
+ battle_config.item_slots_override_grffile=0; // [Celest]
+ battle_config.indoors_override_grffile=0; // [Celest]
+ battle_config.skill_sp_override_grffile=0; // [Celest]
+ battle_config.cardillust_read_grffile=0; // [Celest]
+ battle_config.arrow_decrement=1;
+ battle_config.max_aspd = 199;
+ battle_config.max_walk_speed = 300;
+ battle_config.max_hp = 32500;
+ battle_config.max_sp = 32500;
+ battle_config.max_lv = 99; // [MouseJstr]
+ battle_config.aura_lv = 99; // [Skotlex]
+ battle_config.max_parameter = 99;
+ battle_config.max_baby_parameter = 80;
+ battle_config.max_cart_weight = 8000;
+ battle_config.max_def = 99; // [Skotlex]
+ battle_config.over_def_bonus = 0; // [Skotlex]
+ battle_config.pc_skill_log = 0;
+ battle_config.mob_skill_log = 0;
+ battle_config.battle_log = 0;
+ battle_config.save_log = 0;
+ battle_config.error_log = 1;
+ battle_config.etc_log = 1;
+ battle_config.save_clothcolor = 0;
+ battle_config.undead_detect_type = 0;
+ battle_config.pc_auto_counter_type = 1;
+ battle_config.monster_auto_counter_type = 1;
+ battle_config.min_hitrate = 5;
+ battle_config.max_hitrate = 95;
+ battle_config.agi_penalty_type = 1;
+ battle_config.agi_penalty_count = 3;
+ battle_config.agi_penalty_num = 10;
+ battle_config.agi_penalty_count_lv = ATK_FLEE;
+ battle_config.vit_penalty_type = 1;
+ battle_config.vit_penalty_count = 3;
+ battle_config.vit_penalty_num = 5;
+ battle_config.vit_penalty_count_lv = ATK_DEF;
+ battle_config.player_defense_type = 0;
+ battle_config.monster_defense_type = 0;
+ battle_config.pet_defense_type = 0;
+ battle_config.magic_defense_type = 0;
+ battle_config.pc_skill_reiteration = 0;
+ battle_config.monster_skill_reiteration = 0;
+ battle_config.pc_skill_nofootset = 0;
+ battle_config.monster_skill_nofootset = 0;
+ battle_config.pc_cloak_check_type = 1;
+ battle_config.monster_cloak_check_type = 0;
+ battle_config.estimation_type = 3;
+ battle_config.gvg_short_damage_rate = 100;
+ battle_config.gvg_long_damage_rate = 75;
+ battle_config.gvg_weapon_damage_rate = 60;
+ battle_config.gvg_magic_damage_rate = 50;
+ battle_config.gvg_misc_damage_rate = 60;
+ battle_config.gvg_flee_penalty = 20;
+ battle_config.gvg_eliminate_time = 7000;
+ battle_config.mob_changetarget_byskill = 0;
+ battle_config.pc_attack_direction_change = 1;
+ battle_config.monster_attack_direction_change = 1;
+ battle_config.pc_land_skill_limit = 1;
+ battle_config.monster_land_skill_limit = 1;
+ battle_config.party_skill_penalty = 1;
+ battle_config.monster_class_change_full_recover = 0;
+ battle_config.produce_item_name_input = 1;
+ battle_config.produce_potion_name_input = 1;
+ battle_config.making_arrow_name_input = 1;
+ battle_config.holywater_name_input = 1;
+ battle_config.cdp_name_input = 1;
+ battle_config.display_delay_skill_fail = 1;
+ battle_config.display_snatcher_skill_fail = 1;
+ battle_config.chat_warpportal = 0;
+ battle_config.mob_warpportal = 0;
+ battle_config.dead_branch_active = 0;
+ battle_config.vending_max_value = 10000000;
+ battle_config.show_steal_in_same_party = 0;
+ battle_config.party_share_type = 0;
+ battle_config.party_show_share_picker = 0;
+ battle_config.pet_attack_attr_none = 0;
+ battle_config.pc_attack_attr_none = 0;
+ battle_config.mob_attack_attr_none = 0;
+ battle_config.mob_ghostring_fix = 1;
+ battle_config.gx_allhit = 1;
+ battle_config.gx_disptype = 1;
+ battle_config.devotion_level_difference = 10;
+ battle_config.player_skill_partner_check = 1;
+ battle_config.hide_GM_session = 0;
+ battle_config.invite_request_check = 1;
+ battle_config.skill_removetrap_type = 0;
+ battle_config.disp_experience = 0;
+ battle_config.disp_zeny = 0;
+ battle_config.castle_defense_rate = 100;
+ battle_config.hp_rate = 100;
+ battle_config.sp_rate = 100;
+ battle_config.gm_cant_drop_min_lv = 1;
+ battle_config.gm_cant_drop_max_lv = 0;
+ battle_config.disp_hpmeter = 60;
+ battle_config.skill_wall_check = 0;
+ battle_config.cell_stack_limit = 1;
+ battle_config.bone_drop = 0;
+ battle_config.buyer_name = 1;
+
+// eAthena additions
+ battle_config.item_rate_mvp=100;
+ battle_config.item_rate_common = 100;
+ battle_config.item_rate_equip = 100;
+ battle_config.item_rate_card = 100;
+ battle_config.item_rate_heal = 100; // Added by Valaris
+ battle_config.item_rate_use = 100; // End
+ battle_config.item_rate_treasure = 100;
+ battle_config.logarithmic_drops = 0;
+ battle_config.item_drop_common_min=1; // Added by TyrNemesis^
+ battle_config.item_drop_common_max=10000;
+ battle_config.item_drop_equip_min=1;
+ battle_config.item_drop_equip_max=10000;
+ battle_config.item_drop_card_min=1;
+ battle_config.item_drop_card_max=10000;
+ battle_config.item_drop_mvp_min=1;
+ battle_config.item_drop_mvp_max=10000; // End Addition
+ battle_config.item_drop_heal_min=1; // Added by Valaris
+ battle_config.item_drop_heal_max=10000;
+ battle_config.item_drop_use_min=1;
+ battle_config.item_drop_use_max=10000; // End
+ battle_config.item_drop_treasure_min=1;
+ battle_config.item_drop_treasure_max=10000;
+ battle_config.prevent_logout = 10000; // Added by RoVeRT
+ battle_config.max_base_level = 255; // Added by Valaris
+ battle_config.max_job_level = 50;
+ battle_config.max_adv_level = 70;
+ battle_config.max_sn_level = 99;
+ battle_config.drops_by_luk = 0; // [Valaris]
+ battle_config.drops_by_luk2 = 0;
+ battle_config.equip_natural_break_rate = 1;
+ battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
+ battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
+ battle_config.pk_mode = 0; // [Valaris]
+ battle_config.manner_system = 1; // [Valaris]
+ battle_config.pet_equip_required = 0; // [Valaris]
+ battle_config.multi_level_up = 0; // [Valaris]
+ battle_config.backstab_bow_penalty = 0; // Akaru
+ battle_config.night_at_start = 0; // added by [Yor]
+ battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
+ battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
+ battle_config.show_mob_hp = 0; // [Valaris]
+ battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
+ battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
+ battle_config.any_warp_GM_min_level = 20; // added by [Yor]
+ battle_config.packet_ver_flag = 1023; // added by [Yor]
+ battle_config.min_hair_style = 0;
+ battle_config.max_hair_style = 23;
+ battle_config.min_hair_color = 0;
+ battle_config.max_hair_color = 9;
+ battle_config.min_cloth_color = 0;
+ battle_config.max_cloth_color = 4;
+ battle_config.pet_hair_style = 100;
+ battle_config.zeny_from_mobs = 0;
+ battle_config.mobs_level_up = 0; // [Valaris]
+ battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
+ battle_config.pk_min_level = 55;
+ battle_config.skill_steal_type = 1;
+ battle_config.skill_steal_rate = 100;
+// battle_config.night_darkness_level = 9;
+ battle_config.motd_type = 0;
+ battle_config.allow_atcommand_when_mute = 0;
+ battle_config.finding_ore_rate = 100;
+ battle_config.castrate_dex_scale = 150;
+ battle_config.area_size = 14;
+ battle_config.exp_calc_type = 1;
+ battle_config.min_skill_delay_limit = 100;
+ battle_config.require_glory_guild = 0;
+ battle_config.idle_no_share = 0;
+ battle_config.party_even_share_bonus = 0;
+ battle_config.delay_battle_damage = 1;
+ battle_config.display_version = 1;
+ battle_config.who_display_aid = 0;
+ battle_config.display_hallucination = 1;
+ battle_config.ignore_items_gender = 1;
+ battle_config.use_statpoint_table = 1;
+ battle_config.mob_ai = 0;
+ battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
+ battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
+ battle_config.mob_remove_delay = 60000;
+ battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
+ battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
+ battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
+ battle_config.mob_clear_delay = 0;
+ battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
+ battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
+ battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
+ battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
+ battle_config.firewall_hits_on_undead = 1;
+ battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
+ battle_config.title_lvl2 = 10;
+ battle_config.title_lvl3 = 20;
+ battle_config.title_lvl4 = 40;
+ battle_config.title_lvl5 = 50;
+ battle_config.title_lvl6 = 60;
+ battle_config.title_lvl7 = 80;
+ battle_config.title_lvl8 = 99;
+
+ battle_config.duel_enable = 1;
+ battle_config.duel_allow_pvp = 0;
+ battle_config.duel_allow_pvp = 0;
+ battle_config.duel_allow_teleport = 0;
+ battle_config.duel_autoleave_when_die = 1;
+ battle_config.duel_time_interval = 60;
+
+ battle_config.skip_teleport_lv1_menu = 0;
+ battle_config.allow_skill_without_day = 0;
+}
+
+void battle_validate_conf() {
+ if(battle_config.flooritem_lifetime < 1000)
+ battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
+/* if(battle_config.restart_hp_rate < 0)
+ battle_config.restart_hp_rate = 0;
+ else*/ if(battle_config.restart_hp_rate > 100)
+ battle_config.restart_hp_rate = 100;
+/* if(battle_config.restart_sp_rate < 0)
+ battle_config.restart_sp_rate = 0;
+ else*/ if(battle_config.restart_sp_rate > 100)
+ battle_config.restart_sp_rate = 100;
+ if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
+ battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
+ if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
+ battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
+ if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
+ battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
+ if(battle_config.natural_heal_weight_rate < 50)
+ battle_config.natural_heal_weight_rate = 50;
+ if(battle_config.natural_heal_weight_rate > 101)
+ battle_config.natural_heal_weight_rate = 101;
+ battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
+ if(battle_config.monster_max_aspd < 10)
+ battle_config.monster_max_aspd = 10;
+ if(battle_config.monster_max_aspd > 1000)
+ battle_config.monster_max_aspd = 1000;
+ battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
+ if(battle_config.max_aspd < 10)
+ battle_config.max_aspd = 10;
+ if(battle_config.max_aspd > 1000)
+ battle_config.max_aspd = 1000;
+
+ if (battle_config.max_walk_speed < 100)
+ battle_config.max_walk_speed = 100;
+ battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
+ if (battle_config.max_walk_speed < 1)
+ battle_config.max_walk_speed = 1;
+
+ if(battle_config.hp_rate < 1)
+ battle_config.hp_rate = 1;
+ if(battle_config.sp_rate < 1)
+ battle_config.sp_rate = 1;
+ if(battle_config.max_hp > 1000000000)
+ battle_config.max_hp = 1000000000;
+ if(battle_config.max_hp < 100)
+ battle_config.max_hp = 100;
+ if(battle_config.max_sp > 1000000000)
+ battle_config.max_sp = 1000000000;
+ if(battle_config.max_sp < 100)
+ battle_config.max_sp = 100;
+ if(battle_config.max_parameter < 10)
+ battle_config.max_parameter = 10;
+ if(battle_config.max_parameter > 10000)
+ battle_config.max_parameter = 10000;
+ if(battle_config.max_baby_parameter < 10)
+ battle_config.max_baby_parameter = 10;
+ if(battle_config.max_baby_parameter > 10000)
+ battle_config.max_baby_parameter = 10000;
+ if(battle_config.max_cart_weight > 1000000)
+ battle_config.max_cart_weight = 1000000;
+ if(battle_config.max_cart_weight < 100)
+ battle_config.max_cart_weight = 100;
+ battle_config.max_cart_weight *= 10;
+
+ if(battle_config.max_def > 100 && !battle_config.player_defense_type) // added by [Skotlex]
+ battle_config.max_def = 100;
+ if(battle_config.over_def_bonus > 1000)
+ battle_config.over_def_bonus = 1000;
+
+ if(battle_config.min_hitrate > battle_config.max_hitrate)
+ battle_config.min_hitrate = battle_config.max_hitrate;
+
+ if(battle_config.agi_penalty_count < 2)
+ battle_config.agi_penalty_count = 2;
+ if(battle_config.vit_penalty_count < 2)
+ battle_config.vit_penalty_count = 2;
+
+ if(battle_config.guild_exp_limit > 99)
+ battle_config.guild_exp_limit = 99;
+/* if(battle_config.guild_exp_limit < 0)
+ battle_config.guild_exp_limit = 0;*/
+
+ if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
+ battle_config.pet_support_min_friendly = 950;
+
+ if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
+ battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
+
+// if(battle_config.castle_defense_rate < 0)
+// battle_config.castle_defense_rate = 0;
+ if(battle_config.castle_defense_rate > 100)
+ battle_config.castle_defense_rate = 100;
+ if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
+ battle_config.item_drop_common_min = 1;
+ if(battle_config.item_drop_common_max > 10000)
+ battle_config.item_drop_common_max = 10000;
+ if(battle_config.item_drop_equip_min < 1)
+ battle_config.item_drop_equip_min = 1;
+ if(battle_config.item_drop_equip_max > 10000)
+ battle_config.item_drop_equip_max = 10000;
+ if(battle_config.item_drop_card_min < 1)
+ battle_config.item_drop_card_min = 1;
+ if(battle_config.item_drop_card_max > 10000)
+ battle_config.item_drop_card_max = 10000;
+ if(battle_config.item_drop_mvp_min < 1)
+ battle_config.item_drop_mvp_min = 1;
+ if(battle_config.item_drop_mvp_max > 10000)
+ battle_config.item_drop_mvp_max = 10000; // End Addition
+
+/* if (battle_config.night_at_start < 0) // added by [Yor]
+ battle_config.night_at_start = 0;
+ else if (battle_config.night_at_start > 1) // added by [Yor]
+ battle_config.night_at_start = 1; */
+ if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
+ battle_config.day_duration = 60000;
+ if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
+ battle_config.night_duration = 60000;
+
+/* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
+ battle_config.ban_spoof_namer = 0;
+ else*/ if (battle_config.ban_spoof_namer > 32767)
+ battle_config.ban_spoof_namer = 32767;
+
+/* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
+ battle_config.hack_info_GM_level = 0;
+ else*/ if (battle_config.hack_info_GM_level > 100)
+ battle_config.hack_info_GM_level = 100;
+
+/* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
+ battle_config.any_warp_GM_min_level = 0;
+ else*/ if (battle_config.any_warp_GM_min_level > 100)
+ battle_config.any_warp_GM_min_level = 100;
+
+/* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
+ // at least 1 client must be accepted
+ if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
+ battle_config.packet_ver_flag = 255; // accept all clients
+*/
+/* Deprecated by dynamix's new night system (using SI_NIGHT)
+ if (battle_config.night_darkness_level <= 0)
+ battle_config.night_darkness_level = 9;
+ else if (battle_config.night_darkness_level > 10) // Celest
+ battle_config.night_darkness_level = 10;
+*/
+/* if (battle_config.motd_type < 0)
+ battle_config.motd_type = 0;
+ else if (battle_config.motd_type > 1)
+ battle_config.motd_type = 1;
+*/
+// if (battle_config.finding_ore_rate < 0)
+// battle_config.finding_ore_rate = 0;
+
+ if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
+ battle_config.vending_max_value = MAX_ZENY;
+
+ if (battle_config.min_skill_delay_limit < 10)
+ battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
+
+ //Spawn delays [Skotlex]
+/* if (battle_config.mob_spawn_delay < 0)
+ battle_config.mob_spawn_delay = 0;
+ if (battle_config.boss_spawn_delay < 0)
+ battle_config.boss_spawn_delay = 0;
+ if (battle_config.plant_spawn_delay < 0)
+ battle_config.plant_spawn_delay = 0;
+*/
+ if (battle_config.no_spawn_on_player > 50)
+ battle_config.no_spawn_on_player = 50;
+ if (battle_config.mob_remove_delay < 15000) //Min 15 sec
+ battle_config.mob_remove_delay = 15000;
+ if (battle_config.dynamic_mobs > 1)
+ battle_config.dynamic_mobs = 1; //The flag will be used in assignations
+ if (battle_config.mob_max_skilllvl> 11 || battle_config.mob_max_skilllvl<1 )
+ battle_config.mob_max_skilllvl = 11;
+
+ if (battle_config.firewall_hits_on_undead < 1)
+ battle_config.firewall_hits_on_undead = 1;
+ else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
+ battle_config.firewall_hits_on_undead = 255;
+
+ if (battle_config.prevent_logout > 60000)
+ battle_config.prevent_logout = 60000;
+
+ if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
+ battle_config.mobs_level_up_exp_rate = 1;
+
+#ifdef CELL_NOSTACK
+ if (battle_config.cell_stack_limit < 1)
+ battle_config.cell_stack_limit = 1;
+ else
+ if (battle_config.cell_stack_limit > 255)
+ battle_config.cell_stack_limit = 255;
+#else
+ if (battle_config.cell_stack_limit != 1)
+ ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
+#endif
+}
+
+/*==========================================
+ * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ
+ *------------------------------------------
+ */
+int battle_config_read(const char *cfgName)
+{
+ char line[1024], w1[1024], w2[1024];
+ FILE *fp;
+ static int count = 0;
+
+ if ((count++) == 0)
+ battle_set_defaults();
+
+ fp = fopen(cfgName,"r");
+ if (fp == NULL) {
+ ShowError("File not found: %s\n", cfgName);
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
+ continue;
+ if (strcmpi(w1, "import") == 0)
+ battle_config_read(w2);
+ else
+ battle_set_value(w1, w2);
+ }
+ fclose(fp);
+
+ if (--count == 0) {
+ battle_validate_conf();
+ add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
+ add_timer_func_list(battle_walkdelay_sub, "battle_walkdelay_sub");
+ }
+
+ return 0;
+}
|