diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 5387 |
1 files changed, 5387 insertions, 0 deletions
diff --git a/src/map/battle.c b/src/map/battle.c new file mode 100644 index 000000000..b5f7009d8 --- /dev/null +++ b/src/map/battle.c @@ -0,0 +1,5387 @@ +// $Id: battle.c,v 1.10 2004/09/29 21:08:17 Akitasha Exp $
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include "battle.h"
+
+#include "timer.h"
+#include "nullpo.h"
+#include "malloc.h"
+
+#include "map.h"
+#include "pc.h"
+#include "skill.h"
+#include "mob.h"
+#include "itemdb.h"
+#include "clif.h"
+#include "pet.h"
+#include "guild.h"
+
+#ifdef MEMWATCH
+#include "memwatch.h"
+#endif
+
+int attr_fix_table[4][10][10];
+
+struct Battle_Config battle_config;
+
+/*==========================================
+ * 二点間の距離を返す
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+static int distance(int x0,int y0,int x1,int y1)
+{
+ int dx,dy;
+
+ dx=abs(x0-x1);
+ dy=abs(y0-y1);
+ return dx>dy ? dx : dy;
+}
+
+/*==========================================
+ * 自分をロックしている対象の数を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv)
+{
+ nullpo_retr(0, bl);
+ if(bl->type == BL_PC)
+ return pc_counttargeted((struct map_session_data *)bl,src,target_lv);
+ else if(bl->type == BL_MOB)
+ return mob_counttargeted((struct mob_data *)bl,src,target_lv);
+ return 0;
+}
+/*==========================================
+ * 対象のClassを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_class(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->class;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.class;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return ((struct pet_data *)bl)->class;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象の方向を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_dir(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->dir;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->dir;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return ((struct pet_data *)bl)->dir;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のレベルを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_lv(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class].lv;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.base_level;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return ((struct pet_data *)bl)->msd->pet.level;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象の射程を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_range(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class].range;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->attackrange;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class].range;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_hp(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->hp;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.hp;
+ else
+ return 1;
+}
+/*==========================================
+ * 対象のMHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_max_hp(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ if(bl->type==BL_PC && ((struct map_session_data *)bl))
+ return ((struct map_session_data *)bl)->status.max_hp;
+ else {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int max_hp=1;
+ if(bl->type==BL_MOB && ((struct mob_data*)bl)) {
+ max_hp = mob_db[((struct mob_data*)bl)->class].max_hp;
+ if(mob_db[((struct mob_data*)bl)->class].mexp > 0) {
+ if(battle_config.mvp_hp_rate != 100)
+ max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
+ }
+ else {
+ if(battle_config.monster_hp_rate != 100)
+ max_hp = (max_hp * battle_config.monster_hp_rate)/100;
+ }
+ }
+ else if(bl->type==BL_PET && ((struct pet_data*)bl)) {
+ max_hp = mob_db[((struct pet_data*)bl)->class].max_hp;
+ if(mob_db[((struct pet_data*)bl)->class].mexp > 0) {
+ if(battle_config.mvp_hp_rate != 100)
+ max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
+ }
+ else {
+ if(battle_config.monster_hp_rate != 100)
+ max_hp = (max_hp * battle_config.monster_hp_rate)/100;
+ }
+ }
+ if(sc_data) {
+ if(sc_data[SC_APPLEIDUN].timer!=-1)
+ max_hp += ((5+sc_data[SC_APPLEIDUN].val1*2+((sc_data[SC_APPLEIDUN].val2+1)>>1)
+ +sc_data[SC_APPLEIDUN].val3/10) * max_hp)/100;
+ }
+ if(max_hp < 1) max_hp = 1;
+ return max_hp;
+ }
+ return 1;
+}
+/*==========================================
+ * 対象のStrを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_str(struct block_list *bl)
+{
+ int str=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && ((struct mob_data *)bl))
+ str = mob_db[((struct mob_data *)bl)->class].str;
+ else if(bl->type==BL_PC && ((struct map_session_data *)bl))
+ return ((struct map_session_data *)bl)->paramc[0];
+ else if(bl->type==BL_PET && ((struct pet_data *)bl))
+ str = mob_db[((struct pet_data *)bl)->class].str;
+
+ if(sc_data) {
+ if(sc_data[SC_LOUD].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ str += 4;
+ if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
+ int race=battle_get_race(bl);
+ if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) str >>= 1; // 悪 魔/不死
+ else str += sc_data[SC_BLESSING].val1; // その他
+ }
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ str += 5;
+ }
+ if(str < 0) str = 0;
+ return str;
+}
+/*==========================================
+ * 対象のAgiを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+
+int battle_get_agi(struct block_list *bl)
+{
+ int agi=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ agi=mob_db[((struct mob_data *)bl)->class].agi;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ agi=((struct map_session_data *)bl)->paramc[1];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ agi=mob_db[((struct pet_data *)bl)->class].agi;
+
+ if(sc_data) {
+ if( sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 &&
+ bl->type != BL_PC) // 速度増加(PCはpc.cで)
+ agi += 2+sc_data[SC_INCREASEAGI].val1;
+
+ if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ agi += agi*(2+sc_data[SC_CONCENTRATE].val1)/100;
+
+ if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少
+ agi -= 2+sc_data[SC_DECREASEAGI].val1;
+
+ if(sc_data[SC_QUAGMIRE].timer!=-1 ) // クァグマイア
+ agi >>= 1;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ agi += 5;
+ }
+ if(agi < 0) agi = 0;
+ return agi;
+}
+/*==========================================
+ * 対象のVitを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_vit(struct block_list *bl)
+{
+ int vit=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ vit=mob_db[((struct mob_data *)bl)->class].vit;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ vit=((struct map_session_data *)bl)->paramc[2];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ vit=mob_db[((struct pet_data *)bl)->class].vit;
+ if(sc_data) {
+ if(sc_data[SC_STRIPARMOR].timer != -1 && bl->type!=BL_PC)
+ vit = vit*60/100;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ vit += 5;
+ }
+
+ if(vit < 0) vit = 0;
+ return vit;
+}
+/*==========================================
+ * 対象のIntを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_int(struct block_list *bl)
+{
+ int int_=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ int_=mob_db[((struct mob_data *)bl)->class].int_;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ int_=((struct map_session_data *)bl)->paramc[3];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ int_=mob_db[((struct pet_data *)bl)->class].int_;
+
+ if(sc_data) {
+ if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
+ int race=battle_get_race(bl);
+ if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) int_ >>= 1; // 悪 魔/不死
+ else int_ += sc_data[SC_BLESSING].val1; // その他
+ }
+ if( sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
+ int_ = int_*60/100;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ int_ += 5;
+ }
+ if(int_ < 0) int_ = 0;
+ return int_;
+}
+/*==========================================
+ * 対象のDexを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_dex(struct block_list *bl)
+{
+ int dex=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ dex=mob_db[((struct mob_data *)bl)->class].dex;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ dex=((struct map_session_data *)bl)->paramc[4];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ dex=mob_db[((struct pet_data *)bl)->class].dex;
+
+ if(sc_data) {
+ if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100;
+
+ if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
+ int race=battle_get_race(bl);
+ if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) dex >>= 1; // 悪 魔/不死
+ else dex += sc_data[SC_BLESSING].val1; // その他
+ }
+
+ if(sc_data[SC_QUAGMIRE].timer!=-1 ) // クァグマイア
+ dex >>= 1;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ dex += 5;
+ }
+ if(dex < 0) dex = 0;
+ return dex;
+}
+/*==========================================
+ * 対象のLukを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_luk(struct block_list *bl)
+{
+ int luk=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ luk=mob_db[((struct mob_data *)bl)->class].luk;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ luk=((struct map_session_data *)bl)->paramc[5];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ luk=mob_db[((struct pet_data *)bl)->class].luk;
+
+ if(sc_data) {
+ if(sc_data[SC_GLORIA].timer!=-1 && bl->type != BL_PC) // グロリア(PCはpc.cで)
+ luk += 30;
+ if(sc_data[SC_CURSE].timer!=-1 ) // 呪い
+ luk=0;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ luk += 5;
+ }
+ if(luk < 0) luk = 0;
+ return luk;
+}
+
+/*==========================================
+ * 対象のFleeを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_flee(struct block_list *bl)
+{
+ int flee=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ flee=((struct map_session_data *)bl)->flee;
+ else
+ flee=battle_get_agi(bl) + battle_get_lv(bl);
+
+ if(sc_data) {
+ if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC)
+ flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+ +(sc_data[SC_WHISTLE].val3>>16))/100;
+ if(sc_data[SC_BLIND].timer!=-1 && bl->type != BL_PC)
+ flee -= flee*25/100;
+ if(sc_data[SC_WINDWALK].timer!=-1 && bl->type != BL_PC) // ウィンドウォーク
+ flee += flee*(sc_data[SC_WINDWALK].val2)/100;
+ if(sc_data[SC_SPIDERWEB].timer!=-1 && bl->type != BL_PC) //スパイダーウェブ
+ flee -= flee*50/100;
+ }
+ if(flee < 1) flee = 1;
+ return flee;
+}
+/*==========================================
+ * 対象のHitを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_hit(struct block_list *bl)
+{
+ int hit=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ hit=((struct map_session_data *)bl)->hit;
+ else
+ hit=battle_get_dex(bl) + battle_get_lv(bl);
+
+ if(sc_data) {
+ if(sc_data[SC_HUMMING].timer!=-1 && bl->type != BL_PC) //
+ hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2
+ +sc_data[SC_HUMMING].val3)/100;
+ if(sc_data[SC_BLIND].timer!=-1 && bl->type != BL_PC) // 呪い
+ hit -= hit*25/100;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ hit += 3*(sc_data[SC_TRUESIGHT].val1);
+ if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション
+ hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
+ }
+ if(hit < 1) hit = 1;
+ return hit;
+}
+/*==========================================
+ * 対象の完全回避を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_flee2(struct block_list *bl)
+{
+ int flee2=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ flee2 = battle_get_luk(bl) + 10;
+ flee2 += ((struct map_session_data *)bl)->flee2 - (((struct map_session_data *)bl)->paramc[5] + 10);
+ }
+ else
+ flee2=battle_get_luk(bl)+1;
+
+ if(sc_data) {
+ if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC)
+ flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+ +(sc_data[SC_WHISTLE].val3&0xffff))*10;
+ }
+ if(flee2 < 1) flee2 = 1;
+ return flee2;
+}
+/*==========================================
+ * 対象のクリティカルを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_critical(struct block_list *bl)
+{
+ int critical=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ critical = battle_get_luk(bl)*3 + 10;
+ critical += ((struct map_session_data *)bl)->critical - ((((struct map_session_data *)bl)->paramc[5]*3) + 10);
+ }
+ else
+ critical=battle_get_luk(bl)*3 + 1;
+
+ if(sc_data) {
+ if(sc_data[SC_FORTUNE].timer!=-1 && bl->type != BL_PC)
+ critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2
+ +sc_data[SC_FORTUNE].val3)*10;
+ if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC)
+ critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) //トゥルーサイト
+ critical += critical*sc_data[SC_TRUESIGHT].val1/100;
+ }
+ if(critical < 1) critical = 1;
+ return critical;
+}
+/*==========================================
+ * base_atkの取得
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_baseatk(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int batk=1;
+
+ nullpo_retr(1, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk
+ else { //それ以外なら
+ int str,dstr;
+ str = battle_get_str(bl); //STR
+ dstr = str/10;
+ batk = dstr*dstr + str; //base_atkを計算する
+ }
+ if(sc_data) { //状態異常あり
+ if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態
+ batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加
+ if(sc_data[SC_CURSE].timer!=-1 ) //呪われていたら
+ batk -= batk*25/100; //base_atkが25%減少
+ if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション
+ batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;
+ }
+ if(batk < 1) batk = 1; //base_atkは最低でも1
+ return batk;
+}
+/*==========================================
+ * 対象のAtkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int atk=0;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ atk = ((struct map_session_data*)bl)->watk;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl)
+ atk = mob_db[((struct mob_data*)bl)->class].atk1;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ atk = mob_db[((struct pet_data*)bl)->class].atk1;
+
+ if(sc_data) {
+ if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC)
+ atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100;
+ if(sc_data[SC_CURSE].timer!=-1 )
+ atk -= atk*25/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション
+ atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
+ }
+ if(atk < 0) atk = 0;
+ return atk;
+}
+/*==========================================
+ * 対象の左手Atkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk_(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ int atk=((struct map_session_data*)bl)->watk_;
+
+ if(((struct map_session_data *)bl)->sc_data[SC_CURSE].timer!=-1 )
+ atk -= atk*25/100;
+ return atk;
+ }
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data*)bl)->watk2;
+ else {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int atk2=0;
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ atk2 = mob_db[((struct mob_data*)bl)->class].atk2;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ atk2 = mob_db[((struct pet_data*)bl)->class].atk2;
+ if(sc_data) {
+ if( sc_data[SC_IMPOSITIO].timer!=-1)
+ atk2 += sc_data[SC_IMPOSITIO].val1*5;
+ if( sc_data[SC_PROVOKE].timer!=-1 )
+ atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100;
+ if( sc_data[SC_CURSE].timer!=-1 )
+ atk2 -= atk2*25/100;
+ if(sc_data[SC_DRUMBATTLE].timer!=-1)
+ atk2 += sc_data[SC_DRUMBATTLE].val2;
+ if(sc_data[SC_NIBELUNGEN].timer!=-1 && (battle_get_element(bl)/10) >= 8 )
+ atk2 += sc_data[SC_NIBELUNGEN].val2;
+ if(sc_data[SC_STRIPWEAPON].timer!=-1)
+ atk2 = atk2*90/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+ atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
+ }
+ if(atk2 < 0) atk2 = 0;
+ return atk2;
+ }
+ return 0;
+}
+/*==========================================
+ * 対象の左手Atk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk_2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data*)bl)->watk_2;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のMAtk1を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_matk1(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_MOB){
+ int matk,int_=battle_get_int(bl);
+ matk = int_+(int_/5)*(int_/5);
+
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->matk1;
+ else if(bl->type==BL_PET){
+ int matk,int_=battle_get_int(bl);
+ matk = int_+(int_/5)*(int_/5);
+
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のMAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_matk2(struct block_list *bl)
+{
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB){
+ int matk,int_=battle_get_int(bl);
+ matk = int_+(int_/7)*(int_/7);
+
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->matk2;
+ else if(bl->type==BL_PET){
+ int matk,int_=battle_get_int(bl);
+ matk = int_+(int_/7)*(int_/7);
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_def(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int def=0,skilltimer=-1,skillid=0;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ def = ((struct map_session_data *)bl)->def;
+ skilltimer = ((struct map_session_data *)bl)->skilltimer;
+ skillid = ((struct map_session_data *)bl)->skillid;
+ }
+ else if(bl->type==BL_MOB && (struct mob_data *)bl) {
+ def = mob_db[((struct mob_data *)bl)->class].def;
+ skilltimer = ((struct mob_data *)bl)->skilltimer;
+ skillid = ((struct mob_data *)bl)->skillid;
+ }
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ def = mob_db[((struct pet_data *)bl)->class].def;
+
+ if(def < 1000000) {
+ if(sc_data) {
+ //キーピング時はDEF100
+ if( sc_data[SC_KEEPING].timer!=-1)
+ def = 100;
+ //プロボック時は減算
+ if( sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC)
+ def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
+ //戦太鼓の響き時は加算
+ if( sc_data[SC_DRUMBATTLE].timer!=-1 && bl->type != BL_PC)
+ def += sc_data[SC_DRUMBATTLE].val3;
+ //毒にかかっている時は減算
+ if(sc_data[SC_POISON].timer!=-1 && bl->type != BL_PC)
+ def = def*75/100;
+ //ストリップシールド時は減算
+ if(sc_data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC)
+ def = def*85/100;
+ //シグナムクルシス時は減算
+ if(sc_data[SC_SIGNUMCRUCIS].timer!=-1 && bl->type != BL_PC)
+ def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
+ //永遠の混沌時はDEF0になる
+ if(sc_data[SC_ETERNALCHAOS].timer!=-1 && bl->type != BL_PC)
+ def = 0;
+ //凍結、石化時は右シフト
+ if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
+ def >>= 1;
+ //コンセントレーション時は減算
+ if( sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC)
+ def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
+ }
+ //詠唱中は詠唱時減算率に基づいて減算
+ if(skilltimer != -1) {
+ int def_rate = skill_get_castdef(skillid);
+ if(def_rate != 0)
+ def = (def * (100 - def_rate))/100;
+ }
+ }
+ if(def < 0) def = 0;
+ return def;
+}
+/*==========================================
+ * 対象のMDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_mdef(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int mdef=0;
+
+ nullpo_retr(0, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ mdef = ((struct map_session_data *)bl)->mdef;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl)
+ mdef = mob_db[((struct mob_data *)bl)->class].mdef;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ mdef = mob_db[((struct pet_data *)bl)->class].mdef;
+
+ if(mdef < 1000000) {
+ if(sc_data) {
+ //バリアー状態時はMDEF100
+ if(sc_data[SC_BARRIER].timer != -1)
+ mdef = 100;
+ //凍結、石化時は1.25倍
+ if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
+ mdef = mdef*125/100;
+ if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100;
+ }
+ }
+ if(mdef < 0) mdef = 0;
+ return mdef;
+}
+/*==========================================
+ * 対象のDef2を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_def2(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int def2=1;
+
+ nullpo_retr(1, bl);
+ sc_data=battle_get_sc_data(bl);
+ if(bl->type==BL_PC)
+ def2 = ((struct map_session_data *)bl)->def2;
+ else if(bl->type==BL_MOB)
+ def2 = mob_db[((struct mob_data *)bl)->class].vit;
+ else if(bl->type==BL_PET)
+ def2 = mob_db[((struct pet_data *)bl)->class].vit;
+
+ if(sc_data) {
+ if( sc_data[SC_ANGELUS].timer!=-1 && bl->type != BL_PC)
+ def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100;
+ if( sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC)
+ def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
+ if(sc_data[SC_POISON].timer!=-1 && bl->type != BL_PC)
+ def2 = def2*75/100;
+ //コンセントレーション時は減算
+ if( sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC)
+ def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100;
+ }
+ if(def2 < 1) def2 = 1;
+ return def2;
+}
+/*==========================================
+ * 対象のMDef2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_mdef2(struct block_list *bl)
+{
+ int mdef2=0;
+ struct status_change *sc_data=battle_get_sc_data(bl);
+
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ mdef2 = mob_db[((struct mob_data *)bl)->class].int_ + (mob_db[((struct mob_data *)bl)->class].vit>>1);
+ else if(bl->type==BL_PC)
+ mdef2 = ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
+ else if(bl->type==BL_PET)
+ mdef2 = mob_db[((struct pet_data *)bl)->class].int_ + (mob_db[((struct pet_data *)bl)->class].vit>>1);
+ if(sc_data) {
+ if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100;
+ }
+ if(mdef2 < 0) mdef2 = 0;
+ return mdef2;
+}
+/*==========================================
+ * 対象のSpeed(移動速度)を返す(汎用)
+ * 戻りは整数で1以上
+ * Speedは小さいほうが移動速度が速い
+ *------------------------------------------
+ */
+int battle_get_speed(struct block_list *bl)
+{
+ nullpo_retr(1000, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->speed;
+ else {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int speed = 1000;
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+// speed = mob_db[((struct mob_data *)bl)->class].speed;
+ speed = ((struct mob_data *)bl)->speed;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ speed = ((struct pet_data *)bl)->msd->petDB->speed;
+
+ if(sc_data) {
+ //速度増加時は25%減算
+ if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1)
+ speed -= speed*25/100;
+ //速度減少時は25%加算
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ speed = speed*125/100;
+ //クァグマイア時は50%加算
+ if(sc_data[SC_QUAGMIRE].timer!=-1)
+ speed = speed*3/2;
+ //私を忘れないで…時は加算
+ if(sc_data[SC_DONTFORGETME].timer!=-1)
+ speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+ //金剛時は25%加算
+ if(sc_data[SC_STEELBODY].timer!=-1)
+ speed = speed*125/100;
+ //ディフェンダー時は加算
+ if(sc_data[SC_DEFENDER].timer!=-1)
+ speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;
+ //踊り状態は4倍遅い
+ if(sc_data[SC_DANCING].timer!=-1 )
+ speed*=4;
+ //呪い時は450加算
+ if(sc_data[SC_CURSE].timer!=-1)
+ speed = speed + 450;
+ //ウィンドウォーク時はLv*2%減算
+ if(sc_data[SC_WINDWALK].timer!=-1)
+ speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
+ }
+ if(speed < 1) speed = 1;
+ return speed;
+ }
+
+ return 1000;
+}
+/*==========================================
+ * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
+ * aDelayは小さいほうが攻撃速度が速い
+ *------------------------------------------
+ */
+int battle_get_adelay(struct block_list *bl)
+{
+ nullpo_retr(4000, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return (((struct map_session_data *)bl)->aspd<<1);
+ else {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int adelay=4000,aspd_rate = 100,i;
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ adelay = mob_db[((struct mob_data *)bl)->class].adelay;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ adelay = mob_db[((struct pet_data *)bl)->class].adelay;
+
+ if(sc_data) {
+ //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
+ if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
+ if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+ sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
+ //使用者とパーティメンバーで格差が出る設定でなければ3割減算
+ if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly)
+ aspd_rate -= 30;
+ //そうでなければ2.5割減算
+ else
+ aspd_rate -= 25;
+ }
+ //スピアクィッケン時は減算
+ if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
+ sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+ //夕日のアサシンクロス時は減算
+ if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+ sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+ sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
+ //私を忘れないで…時は加算
+ if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
+ aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
+ //金剛時25%加算
+ if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
+ aspd_rate += 25;
+ //増速ポーション使用時は減算
+ if( sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
+ aspd_rate -= sc_data[i].val2;
+ //ディフェンダー時は加算
+ if(sc_data[SC_DEFENDER].timer != -1)
+ adelay += (1100 - sc_data[SC_DEFENDER].val1*100);
+ }
+ if(aspd_rate != 100)
+ adelay = adelay*aspd_rate/100;
+ if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
+ return adelay;
+ }
+ return 4000;
+}
+int battle_get_amotion(struct block_list *bl)
+{
+ nullpo_retr(2000, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->amotion;
+ else {
+ struct status_change *sc_data=battle_get_sc_data(bl);
+ int amotion=2000,aspd_rate = 100,i;
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ amotion = mob_db[((struct mob_data *)bl)->class].amotion;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ amotion = mob_db[((struct pet_data *)bl)->class].amotion;
+
+ if(sc_data) {
+ if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+ sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
+ if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly)
+ aspd_rate -= 30;
+ else
+ aspd_rate -= 25;
+ }
+ if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
+ sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+ if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+ sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+ sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
+ if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
+ aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
+ if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
+ aspd_rate += 25;
+ if( sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
+ aspd_rate -= sc_data[i].val2;
+ if(sc_data[SC_DEFENDER].timer != -1)
+ amotion += (550 - sc_data[SC_DEFENDER].val1*50);
+ }
+ if(aspd_rate != 100)
+ amotion = amotion*aspd_rate/100;
+ if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
+ return amotion;
+ }
+ return 2000;
+}
+int battle_get_dmotion(struct block_list *bl)
+{
+ int ret;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data = battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl){
+ ret=mob_db[((struct mob_data *)bl)->class].dmotion;
+ if(battle_config.monster_damage_delay_rate != 100)
+ ret = ret*battle_config.monster_damage_delay_rate/400;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl){
+ ret=((struct map_session_data *)bl)->dmotion;
+ if(battle_config.pc_damage_delay_rate != 100)
+ ret = ret*battle_config.pc_damage_delay_rate/400;
+ }
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ ret=mob_db[((struct pet_data *)bl)->class].dmotion;
+ else
+ return 2000;
+
+ if((sc_data && sc_data[SC_ENDURE].timer!=-1) ||
+ (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure))
+ ret=0;
+
+ return ret;
+}
+int battle_get_element(struct block_list *bl)
+{
+ int ret = 20;
+ struct status_change *sc_data;
+
+ nullpo_retr(ret, bl);
+ sc_data = battle_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性
+ ret=((struct mob_data *)bl)->def_ele;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ ret = mob_db[((struct pet_data *)bl)->class].element;
+
+ if(sc_data) {
+ if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福
+ ret=26;
+ if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結
+ ret=21;
+ if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+ ret=22;
+ }
+
+ return ret;
+}
+int battle_get_attack_element(struct block_list *bl)
+{
+ int ret = 0;
+ struct status_change *sc_data=battle_get_sc_data(bl);
+
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ ret=0;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ ret=((struct map_session_data *)bl)->atk_ele;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ ret=0;
+
+ if(sc_data) {
+ if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
+ ret=1;
+ if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
+ ret=2;
+ if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
+ ret=3;
+ if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
+ ret=4;
+ if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
+ ret=5;
+ if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
+ ret=6;
+ }
+
+ return ret;
+}
+int battle_get_attack_element2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl) {
+ int ret = ((struct map_session_data *)bl)->atk_ele_;
+ struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data;
+
+ if(sc_data) {
+ if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
+ ret=1;
+ if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
+ ret=2;
+ if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
+ ret=3;
+ if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
+ ret=4;
+ if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
+ ret=5;
+ if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
+ ret=6;
+ }
+ return ret;
+ }
+ return 0;
+}
+int battle_get_party_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.party_id;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl){
+ struct mob_data *md=(struct mob_data *)bl;
+ if( md->master_id>0 )
+ return -md->master_id;
+ return -md->bl.id;
+ }
+ else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
+ return ((struct skill_unit *)bl)->group->party_id;
+ else
+ return 0;
+}
+int battle_get_guild_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.guild_id;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->class;
+ else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
+ return ((struct skill_unit *)bl)->group->guild_id;
+ else
+ return 0;
+}
+int battle_get_race(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class].race;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return 7;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class].race;
+ else
+ return 0;
+}
+int battle_get_size(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class].size;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return 1;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class].size;
+ else
+ return 1;
+}
+int battle_get_mode(struct block_list *bl)
+{
+ nullpo_retr(0x01, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class].mode;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class].mode;
+ else
+ return 0x01; // とりあえず動くということで1
+}
+
+int battle_get_mexp(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class].mexp;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class].mexp;
+ else
+ return 0;
+}
+
+// StatusChange系の所得
+struct status_change *battle_get_sc_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data*)bl)->sc_data;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data*)bl)->sc_data;
+ return NULL;
+}
+short *battle_get_sc_count(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->sc_count;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->sc_count;
+ return NULL;
+}
+short *battle_get_opt1(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->opt1;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->opt1;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->opt1;
+ return 0;
+}
+short *battle_get_opt2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->opt2;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->opt2;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->opt2;
+ return 0;
+}
+short *battle_get_opt3(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->opt3;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->opt3;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->opt3;
+ return 0;
+}
+short *battle_get_option(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->option;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->status.option;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->option;
+ return 0;
+}
+
+//-------------------------------------------------------------------
+
+// ダメージの遅延
+struct battle_delay_damage_ {
+ struct block_list *src,*target;
+ int damage;
+ int flag;
+};
+int battle_delay_damage_sub(int tid,unsigned int tick,int id,int data)
+{
+ struct battle_delay_damage_ *dat=(struct battle_delay_damage_ *)data;
+ if( dat && map_id2bl(id)==dat->src && dat->target->prev!=NULL)
+ battle_damage(dat->src,dat->target,dat->damage,dat->flag);
+ free(dat);
+ return 0;
+}
+int battle_delay_damage(unsigned int tick,struct block_list *src,struct block_list *target,int damage,int flag)
+{
+ struct battle_delay_damage_ *dat = (struct battle_delay_damage_*)aCalloc(1,sizeof(struct battle_delay_damage_));
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+
+ dat->src=src;
+ dat->target=target;
+ dat->damage=damage;
+ dat->flag=flag;
+ add_timer(tick,battle_delay_damage_sub,src->id,(int)dat);
+ return 0;
+}
+
+// 実際にHPを操作
+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=battle_get_sc_data(target);
+ short *sc_count;
+ int i;
+
+ nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック
+
+ if(damage==0 || target->type == BL_PET)
+ return 0;
+
+ if(target->prev == NULL)
+ return 0;
+
+ if(bl) {
+ if(bl->prev==NULL)
+ return 0;
+
+ if(bl->type==BL_PC)
+ sd=(struct map_session_data *)bl;
+ }
+
+ if(damage<0)
+ return battle_heal(bl,target,-damage,0,flag);
+
+ if(!flag && (sc_count=battle_get_sc_count(target))!=NULL && *sc_count>0){
+ // 凍結、石化、睡眠を消去
+ if(sc_data[SC_FREEZE].timer!=-1)
+ skill_status_change_end(target,SC_FREEZE,-1);
+ if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+ skill_status_change_end(target,SC_STONE,-1);
+ if(sc_data[SC_SLEEP].timer!=-1)
+ skill_status_change_end(target,SC_SLEEP,-1);
+ }
+
+ if(target->type==BL_MOB){ // MOB
+ struct mob_data *md=(struct mob_data *)target;
+ if(md && md->skilltimer!=-1 && md->state.skillcastcancel) // 詠唱妨害
+ skill_castcancel(target,0);
+ return mob_damage(bl,md,damage,0);
+ }
+ else if(target->type==BL_PC){ // PC
+
+ struct map_session_data *tsd=(struct map_session_data *)target;
+
+ if(tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1){ // ディボーションをかけられている
+ struct map_session_data *md = map_id2sd(tsd->sc_data[SC_DEVOTION].val1);
+ if(md && skill_devotion3(&md->bl,target->id)){
+ skill_devotion(md,target->id);
+ }
+ else if(md && bl)
+ for(i=0;i<5;i++)
+ if(md->dev.val1[i] == target->id){
+ clif_damage(bl,&md->bl, gettick(), 0, 0,
+ damage, 0 , 0, 0);
+ pc_damage(&md->bl,md,damage);
+
+ return 0;
+ }
+ }
+
+ if(tsd && tsd->skilltimer!=-1){ // 詠唱妨害
+ // フェンカードや妨害されないスキルかの検査
+ if( (!tsd->special_state.no_castcancel || map[bl->m].flag.gvg) && 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はNULLで呼ばれることがあるので他でチェック
+
+ 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;
+}
+
+// 攻撃停止
+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;
+}
+// 移動停止
+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;
+}
+
+
+/*==========================================
+ * ダメージの属性修正
+ *------------------------------------------
+ */
+int battle_attr_fix(int damage,int atk_elem,int def_elem)
+{
+ int def_type= def_elem%10, def_lv=def_elem/10/2;
+
+ if( atk_elem<0 || atk_elem>9 || def_type<0 || def_type>9 ||
+ def_lv<1 || def_lv>4){ // 属 性値がおかしいのでとりあえずそのまま返す
+ if(battle_config.error_log)
+ printf("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
+ return damage;
+ }
+
+ return damage*attr_fix_table[def_lv-1][atk_elem][def_type]/100;
+}
+
+
+/*==========================================
+ * ダメージ最終計算
+ *------------------------------------------
+ */
+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);
+
+ class = battle_get_class(bl);
+ if(bl->type==BL_MOB) md=(struct mob_data *)bl;
+ else sd=(struct map_session_data *)bl;
+
+ sc_data=battle_get_sc_data(bl);
+ sc_count=battle_get_sc_count(bl);
+
+ if(sc_count!=NULL && *sc_count>0){
+
+ if(sc_data[SC_SAFETYWALL].timer!=-1 && damage>0 && flag&BF_WEAPON && flag&BF_SHORT && skill_num != NPC_GUIDEDATTACK){
+ // セーフティウォール
+ struct skill_unit *unit=(struct skill_unit*)sc_data[SC_SAFETYWALL].val2;
+ if( unit && unit->alive && (--unit->group->val2)<=0 )
+ skill_delunit(unit);
+ skill_unit_move(bl,gettick(),1); // 重ね掛けチェック
+ damage=0;
+ }
+ if(sc_data[SC_PNEUMA].timer!=-1 && damage>0 && flag&BF_WEAPON && flag&BF_LONG && skill_num != NPC_GUIDEDATTACK){
+ // ニューマ
+ damage=0;
+ }
+
+ if(sc_data[SC_ROKISWEIL].timer!=-1 && damage>0 &&
+ flag&BF_MAGIC ){
+ // ニューマ
+ damage=0;
+ }
+
+ if(sc_data[SC_AETERNA].timer!=-1 && damage>0){ // レックスエーテルナ
+ damage<<=1;
+ skill_status_change_end( bl,SC_AETERNA,-1 );
+ }
+
+ //属性場のダメージ増加
+ if(sc_data[SC_VOLCANO].timer!=-1){ // ボルケーノ
+ if(flag&BF_SKILL && skill_get_pl(skill_num)==3)
+ damage += damage*sc_data[SC_VOLCANO].val4/100;
+ else if(!flag&BF_SKILL && battle_get_attack_element(bl)==3)
+ damage += damage*sc_data[SC_VOLCANO].val4/100;
+ }
+
+ if(sc_data[SC_VIOLENTGALE].timer!=-1){ // バイオレントゲイル
+ if(flag&BF_SKILL && skill_get_pl(skill_num)==4)
+ damage += damage*sc_data[SC_VIOLENTGALE].val4/100;
+ else if(!flag&BF_SKILL && battle_get_attack_element(bl)==4)
+ damage += damage*sc_data[SC_VIOLENTGALE].val4/100;
+ }
+
+ if(sc_data[SC_DELUGE].timer!=-1){ // デリュージ
+ if(flag&BF_SKILL && skill_get_pl(skill_num)==1)
+ damage += damage*sc_data[SC_DELUGE].val4/100;
+ else if(!flag&BF_SKILL && battle_get_attack_element(bl)==1)
+ damage += damage*sc_data[SC_DELUGE].val4/100;
+ }
+
+ if(sc_data[SC_ENERGYCOAT].timer!=-1 && damage>0 && flag&BF_WEAPON){ // エナジーコート
+ if(sd){
+ if(sd->status.sp>0){
+ int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
+ sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
+ if( sd->status.sp < 0 ) sd->status.sp = 0;
+ damage -= damage * ((per+1) * 6) / 100;
+ clif_updatestatus(sd,SP_SP);
+ }
+ if(sd->status.sp<=0)
+ skill_status_change_end( bl,SC_ENERGYCOAT,-1 );
+ }
+ else
+ damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
+ }
+
+ if(sc_data[SC_KYRIE].timer!=-1 && damage > 0){ // キリエエレイソン
+ sc=&sc_data[SC_KYRIE];
+ sc->val2-=damage;
+ if(flag&BF_WEAPON){
+ if(sc->val2>=0) damage=0;
+ else damage=-sc->val2;
+ }
+ if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT)
+ skill_status_change_end(bl, SC_KYRIE, -1);
+ }
+
+ if(sc_data[SC_BASILICA].timer!=-1 && damage > 0){
+ // ニューマ
+ damage=0;
+ }
+ if(sc_data[SC_LANDPROTECTOR].timer!=-1 && damage>0 && flag&BF_MAGIC){
+ // ニューマ
+ damage=0;
+ }
+
+ if(sc_data[SC_AUTOGUARD].timer != -1 && damage > 0 && flag&BF_WEAPON) {
+ if(rand()%100 < sc_data[SC_AUTOGUARD].val2) {
+ damage = 0;
+ clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1);
+ if(sd)
+ sd->canmove_tick = gettick() + 300;
+ else if(md)
+ md->canmove_tick = gettick() + 300;
+ }
+ }
+// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
+//
+ if(sc_data[SC_PARRYING].timer != -1 && damage > 0 && flag&BF_WEAPON) {
+ if(rand()%100 < sc_data[SC_PARRYING].val2) {
+ damage = 0;
+ clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1);
+ }
+ }
+ // リジェクトソード
+ if(sc_data[SC_REJECTSWORD].timer!=-1 && damage > 0 && flag&BF_WEAPON &&
+ ((src->type==BL_PC && ((struct map_session_data *)src)->status.weapon == (1 || 2 || 3)) || src->type==BL_MOB )){
+ if(rand()%100 < (10+5*sc_data[SC_REJECTSWORD].val1)){ //反射確率は10+5*Lv
+ damage = damage*50/100;
+ battle_damage(bl,src,damage,0);
+ //ダメージを与えたのは良いんだが、ここからどうして表示するんだかわかんねぇ
+ //エフェクトもこれでいいのかわかんねぇ
+ clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1);
+ if((--sc_data[SC_REJECTSWORD].val2)<=0)
+ skill_status_change_end(bl, SC_REJECTSWORD, -1);
+ }
+ }
+ }
+
+ if(class == 1288 || class == 1287 || class == 1286 || class == 1285) {
+// if(class == 1288) {
+ if(class == 1288 && flag&BF_SKILL)
+ damage=0;
+ if(src->type == BL_PC) {
+ struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id);
+ struct guild_castle *gc=guild_mapname2gc(map[bl->m].name);
+ if(!((struct map_session_data *)src)->status.guild_id)
+ damage=0;
+ if(gc && agit_flag==0 && class != 1288) // guardians cannot be damaged during non-woe [Valaris]
+ damage=0; // end woe check [Valaris]
+ if(g == NULL)
+ damage=0;//ギルド未加入ならダメージ無し
+ else if((gc != NULL) && guild_isallied(g, gc))
+ damage=0;//自占領ギルドのエンペならダメージ無し
+ else if(g && guild_checkskill(g,GD_APPROVAL) <= 0)
+ damage=0;//正規ギルド承認がないとダメージ無し
+ else if (battle_config.guild_max_castles != 0 && guild_checkcastles(g)>=battle_config.guild_max_castles)
+ damage = 0; // [MouseJstr]
+ }
+ else damage = 0;
+ }
+
+ if(map[bl->m].flag.gvg && damage > 0) { //GvG
+ if(flag&BF_WEAPON) {
+ if(flag&BF_SHORT)
+ damage=damage*battle_config.gvg_short_damage_rate/100;
+ if(flag&BF_LONG)
+ damage=damage*battle_config.gvg_long_damage_rate/100;
+ }
+ if(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;
+ if(damage < 1) damage = 1;
+ }
+
+ if(battle_config.skill_min_damage || flag&BF_MISC) {
+ if(div_ < 255) {
+ if(damage > 0 && damage < div_)
+ damage = div_;
+ }
+ else if(damage > 0 && damage < 3)
+ damage = 3;
+ }
+
+ if( md!=NULL && md->hp>0 && damage > 0 ) // 反撃などのMOBスキル判定
+ mobskill_event(md,flag);
+
+ return damage;
+}
+
+/*==========================================
+ * 修練ダメージ
+ *------------------------------------------
+ */
+int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
+{
+ int damage,skill;
+ int race=battle_get_race(target);
+ int weapon;
+ damage = 0;
+
+ nullpo_retr(0, sd);
+
+ // デーモンベイン(+3 〜 +30) vs 不死 or 悪魔 (死人は含めない?)
+ if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,battle_get_elem_type(target)) || race==6) )
+ damage += (skill * 3);
+
+ // ビーストベイン(+4 〜 +40) vs 動物 or 昆虫
+ if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) )
+ damage += (skill * 4);
+
+ if(type == 0)
+ weapon = sd->weapontype1;
+ else
+ weapon = sd->weapontype2;
+ switch(weapon)
+ {
+ case 0x01: // 短剣 (Updated By AppleGirl)
+ case 0x02: // 1HS
+ {
+ // 剣修練(+4 〜 +40) 片手剣 短剣含む
+ if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
+ damage += (skill * 4);
+ }
+ break;
+ }
+ case 0x03: // 2HS
+ {
+ // 両手剣修練(+4 〜 +40) 両手剣
+ if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
+ damage += (skill * 4);
+ }
+ break;
+ }
+ case 0x04: // 1HL
+ {
+ // 槍修練(+4 〜 +40,+5 〜 +50) 槍
+ if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
+ if(!pc_isriding(sd))
+ damage += (skill * 4); // ペコに乗ってない
+ else
+ damage += (skill * 5); // ペコに乗ってる
+ }
+ break;
+ }
+ case 0x05: // 2HL
+ {
+ // 槍修練(+4 〜 +40,+5 〜 +50) 槍
+ if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
+ if(!pc_isriding(sd))
+ damage += (skill * 4); // ペコに乗ってない
+ else
+ damage += (skill * 5); // ペコに乗ってる
+ }
+ break;
+ }
+ case 0x06: // 片手斧
+ {
+ if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x07: // Axe by Tato
+ {
+ if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x08: // メイス
+ {
+ // メイス修練(+3 〜 +30) メイス
+ if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x09: // なし?
+ break;
+ case 0x0a: // 杖
+ break;
+ case 0x0b: // 弓
+ break;
+ case 0x00: // 素手
+ case 0x0c: // Knuckles
+ {
+ // 鉄拳(+3 〜 +30) 素手,ナックル
+ if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x0d: // Musical Instrument
+ {
+ // 楽器の練習(+3 〜 +30) 楽器
+ if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x0e: // Dance Mastery
+ {
+ // Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭
+ 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
+ {
+ // カタール修練(+3 〜 +30) カタール
+ if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
+ //ソニックブロー時は別処理(1撃に付き1/8適応)
+ damage += (skill * 3);
+ }
+ break;
+ }
+ }
+ damage = dmg + damage;
+ return (damage);
+}
+
+static struct Damage battle_calc_pet_weapon_attack(
+ struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
+{
+ struct pet_data *pd = (struct pet_data *)src;
+ struct mob_data *tmd=NULL;
+ int hitrate,flee,cri = 0,atkmin,atkmax;
+ int luk,target_count = 1;
+ int def1 = battle_get_def(target);
+ int def2 = battle_get_def2(target);
+ int t_vit = battle_get_vit(target);
+ struct Damage wd;
+ int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv);
+ int flag,dmg_lv=0;
+ int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0;
+ struct status_change *t_sc_data;
+
+ //return前の処理があるので情報出力部のみ変更
+ if( target == NULL || pd == NULL ){ //srcは内容に直接触れていないのでスルーしてみる
+ nullpo_info(NLP_MARK);
+ memset(&wd,0,sizeof(wd));
+ return wd;
+ }
+
+ s_race=battle_get_race(src);
+ s_ele=battle_get_attack_element(src);
+
+ // ターゲット
+ if(target->type == BL_MOB)
+ tmd=(struct mob_data *)target;
+ else {
+ memset(&wd,0,sizeof(wd));
+ return wd;
+ }
+ t_race=battle_get_race( target );
+ t_size=battle_get_size( target );
+ t_mode=battle_get_mode( target );
+ t_sc_data=battle_get_sc_data( target );
+
+ flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定
+
+ // 回避率計算、回避判定は後で
+ flee = battle_get_flee(target);
+ if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0)
+ target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv);
+ if(battle_config.agi_penaly_type > 0) {
+ if(target_count >= battle_config.agi_penaly_count) {
+ if(battle_config.agi_penaly_type == 1)
+ flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100;
+ else if(battle_config.agi_penaly_type == 2)
+ flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num;
+ if(flee < 1) flee = 1;
+ }
+ }
+ hitrate=battle_get_hit(src) - flee + 80;
+
+ type=0; // normal
+ div_ = 1; // single attack
+
+ luk=battle_get_luk(src);
+
+ if(battle_config.pet_str)
+ damage = battle_get_baseatk(src);
+ else
+ damage = 0;
+
+ if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */
+ atkmin = battle_get_matk1(src);
+ atkmax = battle_get_matk2(src);
+ }else{
+ atkmin = battle_get_atk(src);
+ atkmax = battle_get_atk2(src);
+ }
+ if(mob_db[pd->class].range>3 )
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+
+ if(atkmin > atkmax) atkmin = atkmax;
+
+ cri = battle_get_critical(src);
+ cri -= battle_get_luk(target) * 2; // luk/5*10 => target_luk*2 not target_luk*3
+ if(battle_config.enemy_critical_rate != 100) {
+ cri = cri*battle_config.enemy_critical_rate/100;
+ if(cri < 1)
+ cri = 1;
+ }
+ if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 )
+ cri <<=1;
+
+ if(skill_num == 0 && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri)
+ {
+ damage += atkmax;
+ type = 0x0a;
+ }
+ else {
+ int vitbonusmax;
+
+ if(atkmax > atkmin)
+ damage += atkmin + rand() % (atkmax-atkmin + 1);
+ else
+ damage += atkmin ;
+ // スキル修正1(攻撃力倍化系)
+ // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
+ // バッシュ,マグナムブレイク,
+ // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
+ // メマーナイト,カートレボリューション
+ // ダブルストレイフィング,アローシャワー,チャージアロー,
+ // ソニックブロー
+ if(skill_num>0){
+ int i;
+ if( (i=skill_get_pl(skill_num))>0 )
+ s_ele=i;
+
+ flag=(flag&~BF_SKILLMASK)|BF_SKILL;
+ switch( skill_num ){
+ case SM_BASH: // バッシュ
+ damage = damage*(100+ 30*skill_lv)/100;
+ hitrate = (hitrate*(100+5*skill_lv))/100;
+ break;
+ case SM_MAGNUM: // マグナムブレイク
+ damage = damage*(5*skill_lv +(wflag)?65:115 )/100;
+ break;
+ case MC_MAMMONITE: // メマーナイト
+ damage = damage*(100+ 50*skill_lv)/100;
+ break;
+ case AC_DOUBLE: // ダブルストレイフィング
+ damage = damage*(180+ 20*skill_lv)/100;
+ div_=2;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case AC_SHOWER: // アローシャワー
+ damage = damage*(75 + 5*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case AC_CHARGEARROW: // チャージアロー
+ damage = damage*150/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case KN_PIERCE: // ピアース
+ damage = damage*(100+ 10*skill_lv)/100;
+ hitrate = hitrate*(100+5*skill_lv)/100;
+ div_=t_size+1;
+ damage*=div_;
+ break;
+ case KN_SPEARSTAB: // スピアスタブ
+ damage = damage*(100+ 15*skill_lv)/100;
+ break;
+ case KN_SPEARBOOMERANG: // スピアブーメラン
+ damage = damage*(100+ 50*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case KN_BRANDISHSPEAR: // ブランディッシュスピア
+ damage = damage*(100+ 20*skill_lv)/100;
+ if(skill_lv>3 && wflag==1) damage2+=damage/2;
+ if(skill_lv>6 && wflag==1) damage2+=damage/4;
+ if(skill_lv>9 && wflag==1) damage2+=damage/8;
+ if(skill_lv>6 && wflag==2) damage2+=damage/2;
+ if(skill_lv>9 && wflag==2) damage2+=damage/4;
+ if(skill_lv>9 && wflag==3) damage2+=damage/2;
+ damage +=damage2;
+ blewcount=0;
+ break;
+ case KN_BOWLINGBASH: // ボウリングバッシュ
+ damage = damage*(100+ 50*skill_lv)/100;
+ blewcount=0;
+ break;
+ case AS_SONICBLOW: // ソニックブロウ
+ damage = damage*(300+ 50*skill_lv)/100;
+ div_=8;
+ break;
+ case TF_SPRINKLESAND: // 砂まき
+ damage = damage*125/100;
+ break;
+ case MC_CARTREVOLUTION: // カートレボリューション
+ damage = (damage*150)/100;
+ break;
+ // 以下MOB
+ case NPC_COMBOATTACK: // 多段攻撃
+ div_=skill_get_num(skill_num,skill_lv);
+ damage *= div_;
+ break;
+ case NPC_RANDOMATTACK: // ランダムATK攻撃
+ damage = damage*(50+rand()%150)/100;
+ break;
+ // 属性攻撃(適当)
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ div_= pd->skillduration; // [Valaris]
+ break;
+ case NPC_GUIDEDATTACK:
+ hitrate = 1000000;
+ break;
+ case NPC_RANGEATTACK:
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case NPC_PIERCINGATT:
+ flag=(flag&~BF_RANGEMASK)|BF_SHORT;
+ break;
+ case RG_BACKSTAP: // バックスタブ
+ damage = damage*(300+ 40*skill_lv)/100;
+ hitrate = 1000000;
+ break;
+ case RG_RAID: // サプライズアタック
+ damage = damage*(100+ 40*skill_lv)/100;
+ break;
+ case RG_INTIMIDATE: // インティミデイト
+ damage = damage*(100+ 30*skill_lv)/100;
+ break;
+ case CR_SHIELDCHARGE: // シールドチャージ
+ damage = damage*(100+ 20*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_SHORT;
+ s_ele = 0;
+ break;
+ case CR_SHIELDBOOMERANG: // シールドブーメラン
+ damage = damage*(100+ 30*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ s_ele = 0;
+ break;
+ case CR_HOLYCROSS: // ホーリークロス
+ damage = damage*(100+ 35*skill_lv)/100;
+ div_=2;
+ break;
+ case CR_GRANDCROSS:
+ hitrate= 1000000;
+ break;
+ case AM_DEMONSTRATION: // デモンストレーション
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ break;
+ case AM_ACIDTERROR: // アシッドテラー
+ damage = damage*(100+ 40*skill_lv)/100;
+ damage2 = damage2*(100+ 40*skill_lv)/100;
+ break;
+ case MO_FINGEROFFENSIVE: //指弾
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ div_ = 1;
+ break;
+ case MO_INVESTIGATE: // 発 勁
+ if(def1 < 1000000)
+ damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100;
+ hitrate = 1000000;
+ s_ele = 0;
+ break;
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
+ damage = damage * 8 + 250 + (skill_lv * 150);
+ hitrate = 1000000;
+ s_ele = 0;
+ break;
+ case MO_CHAINCOMBO: // 連打掌
+ damage = damage*(150+ 50*skill_lv)/100;
+ div_=4;
+ break;
+ case MO_COMBOFINISH: // 猛龍拳
+ damage = damage*(240+ 60*skill_lv)/100;
+ break;
+ case DC_THROWARROW: // 矢撃ち
+ damage = damage*(100+ 50 * skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case BA_MUSICALSTRIKE: // ミュージカルストライク
+ damage = damage*(100+ 50 * skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case CH_TIGERFIST: // 伏虎拳
+ damage = damage*(100+ 20*skill_lv)/100;
+ break;
+ case CH_CHAINCRUSH: // 連柱崩撃
+ damage = damage*(100+ 20*skill_lv)/100;
+ div_=skill_get_num(skill_num,skill_lv);
+ break;
+ case CH_PALMSTRIKE: // 猛虎硬派山
+ damage = damage*(50+ 100*skill_lv)/100;
+ break;
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に
+ div_=5;
+ if(target->type == BL_PC)
+ ((struct map_session_data *)target)->canmove_tick = gettick() + 1000;
+ else if(target->type == BL_MOB)
+ ((struct mob_data *)target)->canmove_tick = gettick() + 1000;
+ break;
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ damage = damage*(100+ 20*skill_lv)/100;
+ break;
+ case LK_JOINTBEAT: /* ジョイントビート */
+ damage = damage*(50+ 10*skill_lv)/100;
+ break;
+ case ASC_METEORASSAULT: /* メテオアサルト */
+ damage = damage*(40+ 40*skill_lv)/100;
+ break;
+ case SN_SHARPSHOOTING: /* シャープシューティング */
+ damage += damage*(30*skill_lv)/100;
+ break;
+ case CG_ARROWVULCAN: /* アローバルカン */
+ damage = damage*(160+40*skill_lv)/100;
+ div_=9;
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ damage = damage*(200+20*skill_lv)/100;
+ break;
+ }
+ }
+
+ if( skill_num!=NPC_CRITICALSLASH ){
+ // 対 象の防御力によるダメージの減少
+ // ディバインプロテクション(ここでいいのかな?)
+ if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000 ) { //DEF, VIT無視
+ int t_def;
+ target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv);
+ if(battle_config.vit_penaly_type > 0) {
+ if(target_count >= battle_config.vit_penaly_count) {
+ if(battle_config.vit_penaly_type == 1) {
+ def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ }
+ else if(battle_config.vit_penaly_type == 2) {
+ def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ }
+ if(def1 < 0) def1 = 0;
+ if(def2 < 1) def2 = 1;
+ if(t_vit < 1) t_vit = 1;
+ }
+ }
+ t_def = def2*8/10;
+ vitbonusmax = (t_vit/20)*(t_vit/20)-1;
+ if(battle_config.pet_defense_type) {
+ damage = damage - (def1 * battle_config.pet_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ else{
+ damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ }
+ }
+ }
+
+ // 0未満だった場合1に補正
+ if(damage<1) damage=1;
+
+ // 回避修正
+ if(hitrate < 1000000)
+ hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
+ if( hitrate < 1000000 && // 必中攻撃
+ (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中
+ t_sc_data[SC_STAN].timer!=-1 || // スタンは必中
+ t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) ) // 凍結は必中
+ hitrate = 1000000;
+ if(type == 0 && rand()%100 >= hitrate) {
+ damage = damage2 = 0;
+ dmg_lv = ATK_FLEE;
+ } else {
+ dmg_lv = ATK_DEF;
+ }
+
+
+ if(t_sc_data) {
+ int cardfix=100;
+ if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG)
+ cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100;
+ if(cardfix != 100)
+ damage=damage*cardfix/100;
+ }
+ if(damage < 0) damage = 0;
+
+ // 属 性の適用
+ if(skill_num != 0 || s_ele != 0 || !battle_config.pet_attack_attr_none)
+ damage=battle_attr_fix(damage, s_ele, battle_get_element(target) );
+
+ if(skill_num==PA_PRESSURE) /* プレッシャー 必中? */
+ damage = 700+100*skill_lv;
+
+ // インベナム修正
+ if(skill_num==TF_POISON){
+ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) );
+ }
+ if(skill_num==MC_CARTREVOLUTION){
+ damage = battle_attr_fix(damage, 0, battle_get_element(target) );
+ }
+
+ // 完全回避の判定
+ if(battle_config.enemy_perfect_flee) {
+ if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
+ damage=0;
+ type=0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+ }
+
+// if(def1 >= 1000000 && damage > 0)
+ if(t_mode&0x40 && damage > 0)
+ damage = 1;
+
+ if(skill_num != CR_GRANDCROSS)
+ damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag);
+
+ wd.damage=damage;
+ wd.damage2=0;
+ wd.type=type;
+ wd.div_=div_;
+ wd.amotion=battle_get_amotion(src);
+ if(skill_num == KN_AUTOCOUNTER)
+ wd.amotion >>= 1;
+ wd.dmotion=battle_get_dmotion(target);
+ wd.blewcount=blewcount;
+ wd.flag=flag;
+ wd.dmg_lv=dmg_lv;
+
+ return wd;
+}
+
+static struct Damage battle_calc_mob_weapon_attack(
+ struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
+{
+ struct map_session_data *tsd=NULL;
+ struct mob_data* md=(struct mob_data *)src,*tmd=NULL;
+ int hitrate,flee,cri = 0,atkmin,atkmax;
+ int luk,target_count = 1;
+ int def1 = battle_get_def(target);
+ int def2 = battle_get_def2(target);
+ int t_vit = battle_get_vit(target);
+ struct Damage wd;
+ int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv);
+ int flag,skill,ac_flag = 0,dmg_lv = 0;
+ int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0;
+ struct status_change *sc_data,*t_sc_data;
+ short *sc_count;
+ short *option, *opt1, *opt2;
+
+ //return前の処理があるので情報出力部のみ変更
+ if( src == NULL || target == NULL || md == NULL ){
+ nullpo_info(NLP_MARK);
+ memset(&wd,0,sizeof(wd));
+ return wd;
+ }
+
+ s_race=battle_get_race(src);
+ s_ele=battle_get_attack_element(src);
+ sc_data=battle_get_sc_data(src);
+ sc_count=battle_get_sc_count(src);
+ option=battle_get_option(src);
+ opt1=battle_get_opt1(src);
+ opt2=battle_get_opt2(src);
+
+ // ターゲット
+ if(target->type==BL_PC)
+ tsd=(struct map_session_data *)target;
+ else if(target->type==BL_MOB)
+ tmd=(struct mob_data *)target;
+ t_race=battle_get_race( target );
+ t_size=battle_get_size( target );
+ t_mode=battle_get_mode( target );
+ t_sc_data=battle_get_sc_data( target );
+
+ if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) ||
+ (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) {
+ if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) {
+ int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target);
+ int dist = distance(src->x,src->y,target->x,target->y);
+ if(dist <= 0 || map_check_dir(dir,t_dir) ) {
+ memset(&wd,0,sizeof(wd));
+ t_sc_data[SC_AUTOCOUNTER].val3 = 0;
+ t_sc_data[SC_AUTOCOUNTER].val4 = 1;
+ if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) {
+ int range = battle_get_range(target);
+ if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) ||
+ (target->type == BL_MOB && range <= 3 && dist <= range+1) )
+ t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
+ }
+ return wd;
+ }
+ else ac_flag = 1;
+ }
+ }
+ flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定
+
+ // 回避率計算、回避判定は後で
+ flee = battle_get_flee(target);
+ if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0)
+ target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv);
+ if(battle_config.agi_penaly_type > 0) {
+ if(target_count >= battle_config.agi_penaly_count) {
+ if(battle_config.agi_penaly_type == 1)
+ flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100;
+ else if(battle_config.agi_penaly_type == 2)
+ flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num;
+ if(flee < 1) flee = 1;
+ }
+ }
+ hitrate=battle_get_hit(src) - flee + 80;
+
+ type=0; // normal
+ div_ = 1; // single attack
+
+ luk=battle_get_luk(src);
+
+ if(battle_config.enemy_str)
+ damage = battle_get_baseatk(src);
+ else
+ damage = 0;
+ if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */
+ atkmin = battle_get_matk1(src);
+ atkmax = battle_get_matk2(src);
+ }else{
+ atkmin = battle_get_atk(src);
+ atkmax = battle_get_atk2(src);
+ }
+ if(mob_db[md->class].range>3 )
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+
+ if(atkmin > atkmax) atkmin = atkmax;
+
+ if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){ // マキシマイズパワー
+ atkmin=atkmax;
+ }
+
+ cri = battle_get_critical(src);
+ cri -= battle_get_luk(target) * 3;
+ if(battle_config.enemy_critical_rate != 100) {
+ cri = cri*battle_config.enemy_critical_rate/100;
+ if(cri < 1)
+ cri = 1;
+ }
+ if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) // 睡眠中はクリティカルが倍に
+ cri <<=1;
+
+ if(ac_flag) cri = 1000;
+
+ if(skill_num == KN_AUTOCOUNTER) {
+ if(!(battle_config.monster_auto_counter_type&1))
+ cri = 1000;
+ else
+ cri <<= 1;
+ }
+
+ if(tsd && tsd->critical_def)
+ cri = cri * (100 - tsd->critical_def) / 100;
+
+ if((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri) // 判定(スキルの場合は無視)
+ // 敵の判定
+ {
+ damage += atkmax;
+ type = 0x0a;
+ }
+ else {
+ int vitbonusmax;
+
+ if(atkmax > atkmin)
+ damage += atkmin + rand() % (atkmax-atkmin + 1);
+ else
+ damage += atkmin ;
+ // スキル修正1(攻撃力倍化系)
+ // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
+ // バッシュ,マグナムブレイク,
+ // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
+ // メマーナイト,カートレボリューション
+ // ダブルストレイフィング,アローシャワー,チャージアロー,
+ // ソニックブロー
+ if(sc_data){ //状態異常中のダメージ追加
+ if(sc_data[SC_OVERTHRUST].timer!=-1) // オーバートラスト
+ damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100;
+ if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
+ damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100;
+ if(sc_data[SC_BERSERK].timer!=-1) // バーサーク
+ damage += damage*50/100;
+ }
+
+ if(skill_num>0){
+ int i;
+ if( (i=skill_get_pl(skill_num))>0 )
+ s_ele=i;
+
+ flag=(flag&~BF_SKILLMASK)|BF_SKILL;
+ switch( skill_num ){
+ case SM_BASH: // バッシュ
+ damage = damage*(100+ 30*skill_lv)/100;
+ hitrate = (hitrate*(100+5*skill_lv))/100;
+ break;
+ case SM_MAGNUM: // マグナムブレイク
+ damage = damage*(5*skill_lv +(wflag)?65:115 )/100;
+ break;
+ case MC_MAMMONITE: // メマーナイト
+ damage = damage*(100+ 50*skill_lv)/100;
+ break;
+ case AC_DOUBLE: // ダブルストレイフィング
+ damage = damage*(180+ 20*skill_lv)/100;
+ div_=2;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case AC_SHOWER: // アローシャワー
+ damage = damage*(75 + 5*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case AC_CHARGEARROW: // チャージアロー
+ damage = damage*150/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case KN_PIERCE: // ピアース
+ damage = damage*(100+ 10*skill_lv)/100;
+ hitrate=hitrate*(100+5*skill_lv)/100;
+ div_=t_size+1;
+ damage*=div_;
+ break;
+ case KN_SPEARSTAB: // スピアスタブ
+ damage = damage*(100+ 15*skill_lv)/100;
+ break;
+ case KN_SPEARBOOMERANG: // スピアブーメラン
+ damage = damage*(100+ 50*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case KN_BRANDISHSPEAR: // ブランディッシュスピア
+ damage = damage*(100+ 20*skill_lv)/100;
+ if(skill_lv>3 && wflag==1) damage2+=damage/2;
+ if(skill_lv>6 && wflag==1) damage2+=damage/4;
+ if(skill_lv>9 && wflag==1) damage2+=damage/8;
+ if(skill_lv>6 && wflag==2) damage2+=damage/2;
+ if(skill_lv>9 && wflag==2) damage2+=damage/4;
+ if(skill_lv>9 && wflag==3) damage2+=damage/2;
+ damage +=damage2;
+ blewcount=0;
+ break;
+ case KN_BOWLINGBASH: // ボウリングバッシュ
+ damage = damage*(100+ 50*skill_lv)/100;
+ blewcount=0;
+ break;
+ case KN_AUTOCOUNTER:
+ if(battle_config.monster_auto_counter_type&1)
+ hitrate += 20;
+ else
+ hitrate = 1000000;
+ flag=(flag&~BF_SKILLMASK)|BF_NORMAL;
+ break;
+ case AS_SONICBLOW: // ソニックブロウ
+ damage = damage*(300+ 50*skill_lv)/100;
+ div_=8;
+ break;
+ case TF_SPRINKLESAND: // 砂まき
+ damage = damage*125/100;
+ break;
+ case MC_CARTREVOLUTION: // カートレボリューション
+ damage = (damage*150)/100;
+ break;
+ // 以下MOB
+ case NPC_COMBOATTACK: // 多段攻撃
+ div_=skill_get_num(skill_num,skill_lv);
+ damage *= div_;
+ break;
+ case NPC_RANDOMATTACK: // ランダムATK攻撃
+ damage = damage*(50+rand()%150)/100;
+ break;
+ // 属性攻撃(適当)
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ damage = damage*(100+25*(skill_lv-1))/100;
+ break;
+ case NPC_GUIDEDATTACK:
+ hitrate = 1000000;
+ break;
+ case NPC_RANGEATTACK:
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case NPC_PIERCINGATT:
+ flag=(flag&~BF_RANGEMASK)|BF_SHORT;
+ break;
+ case RG_BACKSTAP: // バックスタブ
+ damage = damage*(300+ 40*skill_lv)/100;
+ hitrate = 1000000;
+ break;
+ case RG_RAID: // サプライズアタック
+ damage = damage*(100+ 40*skill_lv)/100;
+ break;
+ case RG_INTIMIDATE: // インティミデイト
+ damage = damage*(100+ 30*skill_lv)/100;
+ break;
+ case CR_SHIELDCHARGE: // シールドチャージ
+ damage = damage*(100+ 20*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_SHORT;
+ s_ele = 0;
+ break;
+ case CR_SHIELDBOOMERANG: // シールドブーメラン
+ damage = damage*(100+ 30*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ s_ele = 0;
+ break;
+ case CR_HOLYCROSS: // ホーリークロス
+ damage = damage*(100+ 35*skill_lv)/100;
+ div_=2;
+ break;
+ case CR_GRANDCROSS:
+ hitrate= 1000000;
+ break;
+ case AM_DEMONSTRATION: // デモンストレーション
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ break;
+ case AM_ACIDTERROR: // アシッドテラー
+ damage = damage*(100+ 40*skill_lv)/100;
+ damage2 = damage2*(100+ 40*skill_lv)/100;
+ break;
+ case MO_FINGEROFFENSIVE: //指弾
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ div_ = 1;
+ break;
+ case MO_INVESTIGATE: // 発 勁
+ if(def1 < 1000000)
+ damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100;
+ hitrate = 1000000;
+ s_ele = 0;
+ break;
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
+ damage = damage * 8 + 250 + (skill_lv * 150);
+ hitrate = 1000000;
+ s_ele = 0;
+ break;
+ case MO_CHAINCOMBO: // 連打掌
+ damage = damage*(150+ 50*skill_lv)/100;
+ div_=4;
+ break;
+ case BA_MUSICALSTRIKE: // ミュージカルストライク
+ damage = damage*(100+ 50 * skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case DC_THROWARROW: // 矢撃ち
+ damage = damage*(100+ 50 * skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case MO_COMBOFINISH: // 猛龍拳
+ damage = damage*(240+ 60*skill_lv)/100;
+ break;
+ case CH_TIGERFIST: // 伏虎拳
+ damage = damage*(100+ 20*skill_lv)/100;
+ break;
+ case CH_CHAINCRUSH: // 連柱崩撃
+ damage = damage*(100+ 20*skill_lv)/100;
+ div_=skill_get_num(skill_num,skill_lv);
+ break;
+ case CH_PALMSTRIKE: // 猛虎硬派山
+ damage = damage*(50+ 100*skill_lv)/100;
+ break;
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に
+ div_=5;
+ if(tsd)
+ tsd->canmove_tick = gettick() + 1000;
+ else if(tmd)
+ tmd->canmove_tick = gettick() + 1000;
+ break;
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ damage = damage*(100+ 20*skill_lv)/100;
+ break;
+ case LK_JOINTBEAT: /* ジョイントビート */
+ damage = damage*(50+ 10*skill_lv)/100;
+ break;
+ case ASC_METEORASSAULT: /* メテオアサルト */
+ damage = damage*(40+ 40*skill_lv)/100;
+ break;
+ case SN_SHARPSHOOTING: /* シャープシューティング */
+ damage += damage*(30*skill_lv)/100;
+ break;
+ case CG_ARROWVULCAN: /* アローバルカン */
+ damage = damage*(160+40*skill_lv)/100;
+ div_=9;
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ damage = damage*(200+20*skill_lv)/100;
+ break;
+ }
+ }
+
+ if( skill_num!=NPC_CRITICALSLASH ){
+ // 対 象の防御力によるダメージの減少
+ // ディバインプロテクション(ここでいいのかな?)
+ if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視
+ int t_def;
+ target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv);
+ if(battle_config.vit_penaly_type > 0) {
+ if(target_count >= battle_config.vit_penaly_count) {
+ if(battle_config.vit_penaly_type == 1) {
+ def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ }
+ else if(battle_config.vit_penaly_type == 2) {
+ def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ }
+ if(def1 < 0) def1 = 0;
+ if(def2 < 1) def2 = 1;
+ if(t_vit < 1) t_vit = 1;
+ }
+ }
+ t_def = def2*8/10;
+ if(battle_check_undead(s_race,battle_get_elem_type(src)) || s_race==6)
+ if(tsd && (skill=pc_checkskill(tsd,AL_DP)) > 0 )
+ t_def += skill*3;
+
+ vitbonusmax = (t_vit/20)*(t_vit/20)-1;
+ if(battle_config.monster_defense_type) {
+ damage = damage - (def1 * battle_config.monster_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ else{
+ damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ }
+ }
+ }
+
+ // 0未満だった場合1に補正
+ if(damage<1) damage=1;
+
+ // 回避修正
+ if(hitrate < 1000000)
+ hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
+ if( hitrate < 1000000 && // 必中攻撃
+ (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中
+ t_sc_data[SC_STAN].timer!=-1 || // スタンは必中
+ t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) ) // 凍結は必中
+ hitrate = 1000000;
+ if(type == 0 && rand()%100 >= hitrate) {
+ damage = damage2 = 0;
+ dmg_lv = ATK_FLEE;
+ } else {
+ dmg_lv = ATK_DEF;
+ }
+
+ if(tsd){
+ int cardfix=100,i;
+ cardfix=cardfix*(100-tsd->subele[s_ele])/100; // 属 性によるダメージ耐性
+ cardfix=cardfix*(100-tsd->subrace[s_race])/100; // 種族によるダメージ耐性
+ if(mob_db[md->class].mode & 0x20)
+ cardfix=cardfix*(100-tsd->subrace[10])/100;
+ else
+ cardfix=cardfix*(100-tsd->subrace[11])/100;
+ for(i=0;i<tsd->add_def_class_count;i++) {
+ if(tsd->add_def_classid[i] == md->class) {
+ cardfix=cardfix*(100-tsd->add_def_classrate[i])/100;
+ break;
+ }
+ }
+ if(flag&BF_LONG)
+ cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
+ if(flag&BF_SHORT)
+ cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
+ damage=damage*cardfix/100;
+ }
+ if(t_sc_data) {
+ int cardfix=100;
+ if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG)
+ cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100;
+ if(cardfix != 100)
+ damage=damage*cardfix/100;
+ }
+ if(t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1){ //アシャンプティオ
+ if(!map[target->m].flag.pvp)
+ damage=damage/3;
+ else
+ damage=damage/2;
+ }
+
+ if(damage < 0) damage = 0;
+
+ // 属 性の適用
+ if (!((battle_config.mob_ghostring_fix == 1) &&
+ (battle_get_element(target) == 8) &&
+ (target->type==BL_PC))) // [MouseJstr]
+ if(skill_num != 0 || s_ele != 0 || !battle_config.mob_attack_attr_none)
+ damage=battle_attr_fix(damage, s_ele, battle_get_element(target) );
+
+ if(sc_data && sc_data[SC_AURABLADE].timer!=-1) /* オーラブレード 必中 */
+ damage += sc_data[SC_AURABLADE].val1 * 10;
+ if(skill_num==PA_PRESSURE) /* プレッシャー 必中? */
+ damage = 700+100*skill_lv;
+
+ // インベナム修正
+ if(skill_num==TF_POISON){
+ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) );
+ }
+ if(skill_num==MC_CARTREVOLUTION){
+ damage = battle_attr_fix(damage, 0, battle_get_element(target) );
+ }
+
+ // 完全回避の判定
+ if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && rand()%1000 < battle_get_flee2(target) ){
+ damage=0;
+ type=0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+
+ if(battle_config.enemy_perfect_flee) {
+ if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
+ damage=0;
+ type=0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+ }
+
+// if(def1 >= 1000000 && damage > 0)
+ if(t_mode&0x40 && damage > 0)
+ damage = 1;
+
+ if( tsd && tsd->special_state.no_weapon_damage)
+ damage = 0;
+
+ if(skill_num != CR_GRANDCROSS)
+ damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag);
+
+ wd.damage=damage;
+ wd.damage2=0;
+ wd.type=type;
+ wd.div_=div_;
+ wd.amotion=battle_get_amotion(src);
+ if(skill_num == KN_AUTOCOUNTER)
+ wd.amotion >>= 1;
+ wd.dmotion=battle_get_dmotion(target);
+ wd.blewcount=blewcount;
+ wd.flag=flag;
+ wd.dmg_lv=dmg_lv;
+ return wd;
+}
+/*
+ * =========================================================================
+ * PCの武器による攻撃
+ *-------------------------------------------------------------------------
+ */
+static struct Damage battle_calc_pc_weapon_attack(
+ struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
+{
+ struct map_session_data *sd=(struct map_session_data *)src,*tsd=NULL;
+ struct mob_data *tmd=NULL;
+ int hitrate,flee,cri = 0,atkmin,atkmax;
+ int dex,luk,target_count = 1;
+ int def1 = battle_get_def(target);
+ int def2 = battle_get_def2(target);
+ int t_vit = battle_get_vit(target);
+ struct Damage wd;
+ int damage,damage2,damage3=0,damage4=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv);
+ int flag,skill,dmg_lv = 0;
+ int t_mode=0,t_race=0,t_size=1,s_race=7,s_ele=0;
+ struct status_change *sc_data,*t_sc_data;
+ short *sc_count;
+ short *option, *opt1, *opt2;
+ int atkmax_=0, atkmin_=0, s_ele_; //二刀流用
+ int watk,watk_,cardfix,t_ele;
+ int da=0,i,t_class,ac_flag = 0;
+ int idef_flag=0,idef_flag_=0;
+
+ //return前の処理があるので情報出力部のみ変更
+ if( src == NULL || target == NULL || sd == NULL ){
+ nullpo_info(NLP_MARK);
+ memset(&wd,0,sizeof(wd));
+ return wd;
+ }
+
+
+ // アタッカー
+ s_race=battle_get_race(src); //種族
+ s_ele=battle_get_attack_element(src); //属性
+ s_ele_=battle_get_attack_element2(src); //左手属性
+ sc_data=battle_get_sc_data(src); //ステータス異常
+ sc_count=battle_get_sc_count(src); //ステータス異常の数
+ option=battle_get_option(src); //鷹とかペコとかカートとか
+ opt1=battle_get_opt1(src); //石化、凍結、スタン、睡眠、暗闇
+ opt2=battle_get_opt2(src); //毒、呪い、沈黙、暗闇?
+
+ if(skill_num != CR_GRANDCROSS) //グランドクロスでないなら
+ sd->state.attack_type = BF_WEAPON; //攻撃タイプは武器攻撃
+
+ // ターゲット
+ if(target->type==BL_PC) //対象がPCなら
+ tsd=(struct map_session_data *)target; //tsdに代入(tmdはNULL)
+ else if(target->type==BL_MOB) //対象がMobなら
+ tmd=(struct mob_data *)target; //tmdに代入(tsdはNULL)
+ t_race=battle_get_race( target ); //対象の種族
+ t_ele=battle_get_elem_type(target); //対象の属性
+ t_size=battle_get_size( target ); //対象のサイズ
+ t_mode=battle_get_mode( target ); //対象のMode
+ t_sc_data=battle_get_sc_data( target ); //対象のステータス異常
+
+//オートカウンター処理ここから
+ if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) ||
+ (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) {
+ if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) { //グランドクロスでなく、対象がオートカウンター状態の場合
+ int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target);
+ int dist = distance(src->x,src->y,target->x,target->y);
+ if(dist <= 0 || map_check_dir(dir,t_dir) ) { //対象との距離が0以下、または対象の正面?
+ memset(&wd,0,sizeof(wd));
+ t_sc_data[SC_AUTOCOUNTER].val3 = 0;
+ t_sc_data[SC_AUTOCOUNTER].val4 = 1;
+ if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) { //自分がオートカウンター状態
+ int range = battle_get_range(target);
+ if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) || //対象がPCで武器が弓矢でなく射程内
+ (target->type == BL_MOB && range <= 3 && dist <= range+1) ) //または対象がMobで射程が3以下で射程内
+ t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
+ }
+ return wd; //ダメージ構造体を返して終了
+ }
+ else ac_flag = 1;
+ }
+ }
+//オートカウンター処理ここまで
+
+ flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定
+
+ // 回避率計算、回避判定は後で
+ flee = battle_get_flee(target);
+ if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGI、VITペナルティ設定が有効
+ target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv); //対象の数を算出
+ if(battle_config.agi_penaly_type > 0) {
+ if(target_count >= battle_config.agi_penaly_count) { //ペナルティ設定より対象が多い
+ if(battle_config.agi_penaly_type == 1) //回避率がagi_penaly_num%ずつ減少
+ flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100;
+ else if(battle_config.agi_penaly_type == 2) //回避率がagi_penaly_num分減少
+ flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num;
+ if(flee < 1) flee = 1; //回避率は最低でも1
+ }
+ }
+ hitrate=battle_get_hit(src) - flee + 80; //命中率計算
+
+ type=0; // normal
+ div_ = 1; // single attack
+
+ dex=battle_get_dex(src); //DEX
+ luk=battle_get_luk(src); //LUK
+ watk = battle_get_atk(src); //ATK
+ watk_ = battle_get_atk_(src); //ATK左手
+
+ if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */
+ damage = damage2 = battle_get_matk1(src); //damega,damega2初登場、base_atkの取得
+ }else{
+ damage = damage2 = battle_get_baseatk(&sd->bl); //damega,damega2初登場、base_atkの取得
+ }
+ atkmin = atkmin_ = dex; //最低ATKはDEXで初期化?
+ sd->state.arrow_atk = 0; //arrow_atk初期化
+ if(sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
+ atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100;
+ 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(sd->status.weapon == 11) { //武器が弓矢の場合
+ atkmin = watk * ((atkmin<watk)? atkmin:watk)/100; //弓用最低ATK計算
+ flag=(flag&~BF_RANGEMASK)|BF_LONG; //遠距離攻撃フラグを有効
+ if(sd->arrow_ele > 0) //属性矢なら属性を矢の属性に変更
+ s_ele = sd->arrow_ele;
+ sd->state.arrow_atk = 1; //arrow_atk有効化
+ }
+
+ // サイズ修正
+ // ペコ騎乗していて、槍で攻撃した場合は中型のサイズ修正を100にする
+ // ウェポンパーフェクション,ドレイクC
+ if(((sd->special_state.no_sizefix) || (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) || skill_num == MO_EXTREMITYFIST)){ //ペコ騎乗していて、槍で中型を攻撃
+ atkmax = watk;
+ atkmax_ = watk_;
+ } else {
+ atkmax = (watk * sd->atkmods[ t_size ]) / 100;
+ atkmin = (atkmin * sd->atkmods[ t_size ]) / 100;
+ atkmax_ = (watk_ * sd->atkmods_[ t_size ]) / 100;
+ atkmin_ = (atkmin_ * sd->atkmods[ t_size ]) / 100;
+ }
+ if( (sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer!=-1) || (sd->special_state.no_sizefix)) { // ウェポンパーフェクション || ドレイクカード
+ atkmax = watk;
+ atkmax_ = watk_;
+ }
+
+ if(atkmin > atkmax && !(sd->state.arrow_atk)) atkmin = atkmax; //弓は最低が上回る場合あり
+ if(atkmin_ > atkmax_) atkmin_ = atkmax_;
+
+ if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){ // マキシマイズパワー
+ atkmin=atkmax;
+ atkmin_=atkmax_;
+ }
+
+ //ダブルアタック判定
+ if(sd->weapontype1 == 0x01) {
+ if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,TF_DOUBLE)) > 0)
+ da = (rand()%100 < (skill*5)) ? 1:0;
+ }
+
+ //三段掌
+ if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16 && !sd->state.arrow_atk) {
+ da = (rand()%100 < (30 - skill)) ? 2:0;
+ }
+
+ if(sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0)
+ da = (rand()%100 < sd->double_rate) ? 1:0;
+
+ // 過剰精錬ボーナス
+ if(sd->overrefine>0 )
+ damage+=(rand()%sd->overrefine)+1;
+ if(sd->overrefine_>0 )
+ damage2+=(rand()%sd->overrefine_)+1;
+
+ if(da == 0){ //ダブルアタックが発動していない
+ // クリティカル計算
+ cri = battle_get_critical(src);
+
+ if(sd->state.arrow_atk)
+ cri += sd->arrow_cri;
+ if(sd->status.weapon == 16)
+ // カタールの場合、クリティカルを倍に
+ cri <<=1;
+ cri -= battle_get_luk(target) * 3;
+ if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) // 睡眠中はクリティカルが倍に
+ cri <<=1;
+ if(ac_flag) cri = 1000;
+
+ if(skill_num == KN_AUTOCOUNTER) {
+ if(!(battle_config.pc_auto_counter_type&1))
+ cri = 1000;
+ else
+ cri <<= 1;
+ }
+
+ if(skill_num == SN_SHARPSHOOTING && rand()%100 < 50)
+ cri = 1000;
+ }
+
+ if(tsd && tsd->critical_def)
+ cri = cri * (100-tsd->critical_def) / 100;
+
+ if(da == 0 && (skill_num==0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない
+ (rand() % 1000) < cri) // 判定(スキルの場合は無視)
+ {
+ damage += atkmax;
+ damage2 += atkmax_;
+ if(sd->atk_rate != 100) {
+ damage = (damage * sd->atk_rate)/100;
+ damage2 = (damage2 * sd->atk_rate)/100;
+ }
+ if(sd->state.arrow_atk)
+ damage += sd->arrow_atk;
+ type = 0x0a;
+
+/* if(def1 < 1000000) {
+ if(sd->def_ratio_atk_ele & (1<<t_ele) || sd->def_ratio_atk_race & (1<<t_race)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(sd->def_ratio_atk_ele_ & (1<<t_ele) || sd->def_ratio_atk_race_ & (1<<t_race)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ if(t_mode & 0x20) {
+ if(!idef_flag && sd->def_ratio_atk_race & (1<<10)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ }
+ else {
+ if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ }
+ }*/
+ }
+ else {
+ int vitbonusmax;
+
+ if(atkmax > atkmin)
+ damage += atkmin + rand() % (atkmax-atkmin + 1);
+ else
+ damage += atkmin ;
+ if(atkmax_ > atkmin_)
+ damage2 += atkmin_ + rand() % (atkmax_-atkmin_ + 1);
+ else
+ damage2 += atkmin_ ;
+ if(sd->atk_rate != 100) {
+ damage = (damage * sd->atk_rate)/100;
+ damage2 = (damage2 * sd->atk_rate)/100;
+ }
+
+ if(sd->state.arrow_atk) {
+ if(sd->arrow_atk > 0)
+ damage += rand()%(sd->arrow_atk+1);
+ hitrate += sd->arrow_hit;
+ }
+
+ if(skill_num != MO_INVESTIGATE && def1 < 1000000) {
+ if(sd->def_ratio_atk_ele & (1<<t_ele) || sd->def_ratio_atk_race & (1<<t_race)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(sd->def_ratio_atk_ele_ & (1<<t_ele) || sd->def_ratio_atk_race_ & (1<<t_race)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ if(t_mode & 0x20) {
+ if(!idef_flag && sd->def_ratio_atk_race & (1<<10)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ }
+ else {
+ if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ }
+ }
+
+ // スキル修正1(攻撃力倍化系)
+ // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
+ // バッシュ,マグナムブレイク,
+ // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
+ // メマーナイト,カートレボリューション
+ // ダブルストレイフィング,アローシャワー,チャージアロー,
+ // ソニックブロー
+ if(sc_data){ //状態異常中のダメージ追加
+ if(sc_data[SC_OVERTHRUST].timer!=-1){ // オーバートラスト
+ damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100;
+ damage2 += damage2*(5*sc_data[SC_OVERTHRUST].val1)/100;
+ }
+ if(sc_data[SC_TRUESIGHT].timer!=-1){ // トゥルーサイト
+ damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100;
+ damage2 += damage2*(2*sc_data[SC_TRUESIGHT].val1)/100;
+ }
+ if(sc_data[SC_BERSERK].timer!=-1){ // バーサーク
+ damage += damage*50/100;
+ damage2 += damage2*50/100;
+ }
+ }
+
+ if(skill_num>0){
+ int i;
+ if( (i=skill_get_pl(skill_num))>0 )
+ s_ele=s_ele_=i;
+
+ flag=(flag&~BF_SKILLMASK)|BF_SKILL;
+ switch( skill_num ){
+ case SM_BASH: // バッシュ
+ damage = damage*(100+ 30*skill_lv)/100;
+ damage2 = damage2*(100+ 30*skill_lv)/100;
+ hitrate = (hitrate*(100+5*skill_lv))/100;
+ break;
+ case SM_MAGNUM: // マグナムブレイク
+ damage = damage*(5*skill_lv +(wflag)?65:115 )/100;
+ damage2 = damage2*(5*skill_lv +(wflag)?65:115 )/100;
+ break;
+ case MC_MAMMONITE: // メマーナイト
+ damage = damage*(100+ 50*skill_lv)/100;
+ damage2 = damage2*(100+ 50*skill_lv)/100;
+ break;
+ case AC_DOUBLE: // ダブルストレイフィング
+ if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
+ int arr = rand()%(sd->arrow_atk+1);
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage*(180+ 20*skill_lv)/100;
+ damage2 = damage2*(180+ 20*skill_lv)/100;
+ div_=2;
+ if(sd->arrow_ele > 0) {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case AC_SHOWER: // アローシャワー
+ if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
+ int arr = rand()%(sd->arrow_atk+1);
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage*(75 + 5*skill_lv)/100;
+ damage2 = damage2*(75 + 5*skill_lv)/100;
+ if(sd->arrow_ele > 0) {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case AC_CHARGEARROW: // チャージアロー
+ if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
+ int arr = rand()%(sd->arrow_atk+1);
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage*150/100;
+ damage2 = damage2*150/100;
+ if(sd->arrow_ele > 0) {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case KN_PIERCE: // ピアース
+ damage = damage*(100+ 10*skill_lv)/100;
+ damage2 = damage2*(100+ 10*skill_lv)/100;
+ hitrate=hitrate*(100+5*skill_lv)/100;
+ div_=t_size+1;
+ damage*=div_;
+ damage2*=div_;
+ break;
+ case KN_SPEARSTAB: // スピアスタブ
+ damage = damage*(100+ 15*skill_lv)/100;
+ damage2 = damage2*(100+ 15*skill_lv)/100;
+ break;
+ case KN_SPEARBOOMERANG: // スピアブーメラン
+ damage = damage*(100+ 50*skill_lv)/100;
+ damage2 = damage2*(100+ 50*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case KN_BRANDISHSPEAR: // ブランディッシュスピア
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ if(skill_lv>3 && wflag==1) damage3+=damage/2;
+ if(skill_lv>6 && wflag==1) damage3+=damage/4;
+ if(skill_lv>9 && wflag==1) damage3+=damage/8;
+ if(skill_lv>6 && wflag==2) damage3+=damage/2;
+ if(skill_lv>9 && wflag==2) damage3+=damage/4;
+ if(skill_lv>9 && wflag==3) damage3+=damage/2;
+ damage +=damage3;
+ if(skill_lv>3 && wflag==1) damage4+=damage2/2;
+ if(skill_lv>6 && wflag==1) damage4+=damage2/4;
+ if(skill_lv>9 && wflag==1) damage4+=damage2/8;
+ if(skill_lv>6 && wflag==2) damage4+=damage2/2;
+ if(skill_lv>9 && wflag==2) damage4+=damage2/4;
+ if(skill_lv>9 && wflag==3) damage4+=damage2/2;
+ damage2 +=damage4;
+ blewcount=0;
+ break;
+ case KN_BOWLINGBASH: // ボウリングバッシュ
+ damage = damage*(100+ 50*skill_lv)/100;
+ damage2 = damage2*(100+ 50*skill_lv)/100;
+ blewcount=0;
+ break;
+ case KN_AUTOCOUNTER:
+ if(battle_config.pc_auto_counter_type&1)
+ hitrate += 20;
+ else
+ hitrate = 1000000;
+ flag=(flag&~BF_SKILLMASK)|BF_NORMAL;
+ break;
+ case AS_SONICBLOW: // ソニックブロウ
+ hitrate+=30; // hitrate +30, thanks to midas
+ damage = damage*(300+ 50*skill_lv)/100;
+ damage2 = damage2*(300+ 50*skill_lv)/100;
+ div_=8;
+ break;
+ case TF_SPRINKLESAND: // 砂まき
+ damage = damage*125/100;
+ damage2 = damage2*125/100;
+ break;
+ case MC_CARTREVOLUTION: // カートレボリューション
+ if(sd->cart_max_weight > 0 && sd->cart_weight > 0) {
+ damage = (damage*(150 + pc_checkskill(sd,BS_WEAPONRESEARCH) + (sd->cart_weight*100/sd->cart_max_weight) ) )/100;
+ damage2 = (damage2*(150 + pc_checkskill(sd,BS_WEAPONRESEARCH) + (sd->cart_weight*100/sd->cart_max_weight) ) )/100;
+ }
+ else {
+ damage = (damage*150)/100;
+ damage2 = (damage2*150)/100;
+ }
+ break;
+ // 以下MOB
+ case NPC_COMBOATTACK: // 多段攻撃
+ div_=skill_get_num(skill_num,skill_lv);
+ damage *= div_;
+ damage2 *= div_;
+ break;
+ case NPC_RANDOMATTACK: // ランダムATK攻撃
+ damage = damage*(50+rand()%150)/100;
+ damage2 = damage2*(50+rand()%150)/100;
+ break;
+ // 属性攻撃(適当)
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ damage = damage*(100+25*skill_lv)/100;
+ damage2 = damage2*(100+25*skill_lv)/100;
+ break;
+ case NPC_GUIDEDATTACK:
+ hitrate = 1000000;
+ break;
+ case NPC_RANGEATTACK:
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ break;
+ case NPC_PIERCINGATT:
+ flag=(flag&~BF_RANGEMASK)|BF_SHORT;
+ break;
+ case RG_BACKSTAP: // バックスタブ
+ if(battle_config.backstab_bow_penalty == 1 && sd->status.weapon == 11){
+ damage = (damage*(300+ 40*skill_lv)/100)/2;
+ damage2 = (damage2*(300+ 40*skill_lv)/100)/2;
+ }else{
+ damage = damage*(300+ 40*skill_lv)/100;
+ damage2 = damage2*(300+ 40*skill_lv)/100;
+ }
+ hitrate = 1000000;
+ break;
+ case RG_RAID: // サプライズアタック
+ damage = damage*(100+ 40*skill_lv)/100;
+ damage2 = damage2*(100+ 40*skill_lv)/100;
+ break;
+ case RG_INTIMIDATE: // インティミデイト
+ damage = damage*(100+ 30*skill_lv)/100;
+ damage2 = damage2*(100+ 30*skill_lv)/100;
+ break;
+ case CR_SHIELDCHARGE: // シールドチャージ
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_SHORT;
+ s_ele = 0;
+ break;
+ case CR_SHIELDBOOMERANG: // シールドブーメラン
+ damage = damage*(100+ 30*skill_lv)/100;
+ damage2 = damage2*(100+ 30*skill_lv)/100;
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ s_ele = 0;
+ break;
+ case CR_HOLYCROSS: // ホーリークロス
+ damage = damage*(100+ 35*skill_lv)/100;
+ damage2 = damage2*(100+ 35*skill_lv)/100;
+ div_=2;
+ break;
+ case CR_GRANDCROSS:
+ hitrate= 1000000;
+ break;
+ case AM_DEMONSTRATION: // デモンストレーション
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ break;
+ case AM_ACIDTERROR: // アシッドテラー
+ damage = damage*(100+ 40*skill_lv)/100;
+ damage2 = damage2*(100+ 40*skill_lv)/100;
+ break;
+ case MO_FINGEROFFENSIVE: //指弾
+ if(battle_config.finger_offensive_type == 0) {
+ damage = damage * (100 + 50 * skill_lv) / 100 * sd->spiritball_old;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100 * sd->spiritball_old;
+ div_ = sd->spiritball_old;
+ }
+ else {
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100;
+ div_ = 1;
+ }
+ break;
+ case MO_INVESTIGATE: // 発 勁
+ if(def1 < 1000000) {
+ damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100;
+ damage2 = damage2*(100+ 75*skill_lv)/100 * (def1 + def2)/100;
+ }
+ hitrate = 1000000;
+ s_ele = 0;
+ s_ele_ = 0;
+ break;
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
+ damage = damage * (8 + ((sd->status.sp)/10)) + 250 + (skill_lv * 150);
+ damage2 = damage2 * (8 + ((sd->status.sp)/10)) + 250 + (skill_lv * 150);
+ sd->status.sp = 0;
+ clif_updatestatus(sd,SP_SP);
+ hitrate = 1000000;
+ s_ele = 0;
+ s_ele_ = 0;
+ break;
+ case MO_CHAINCOMBO: // 連打掌
+ damage = damage*(150+ 50*skill_lv)/100;
+ damage2 = damage2*(150+ 50*skill_lv)/100;
+ div_=4;
+ break;
+ case MO_COMBOFINISH: // 猛龍拳
+ damage = damage*(240+ 60*skill_lv)/100;
+ damage2 = damage2*(240+ 60*skill_lv)/100;
+ break;
+ case BA_MUSICALSTRIKE: // ミュージカルストライク
+ if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
+ int arr = rand()%(sd->arrow_atk+1);
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage*(100+ 50 * skill_lv)/100;
+ damage2 = damage2*(100+ 50 * skill_lv)/100;
+ if(sd->arrow_ele > 0) {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case DC_THROWARROW: // 矢撃ち
+ if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
+ int arr = rand()%(sd->arrow_atk+1);
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage*(100+ 50 * skill_lv)/100;
+ damage2 = damage2*(100+ 50 * skill_lv)/100;
+ if(sd->arrow_ele > 0) {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag=(flag&~BF_RANGEMASK)|BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case CH_TIGERFIST: // 伏虎拳
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ break;
+ case CH_CHAINCRUSH: // 連柱崩撃
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ div_=skill_get_num(skill_num,skill_lv);
+ break;
+ case CH_PALMSTRIKE: // 猛虎硬派山
+ damage = damage*(50+ 100*skill_lv)/100;
+ damage2 = damage2*(50+ 100*skill_lv)/100;
+ break;
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に
+ damage2 = damage2*(100+ 50*skill_lv)/100; //増加量が分からないので適当に
+ div_=5;
+ if(tsd)
+ tsd->canmove_tick = gettick() + 1000;
+ else if(tmd)
+ tmd->canmove_tick = gettick() + 1000;
+ break;
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ damage = damage*(100+ 20*skill_lv)/100;
+ damage2 = damage2*(100+ 20*skill_lv)/100;
+ break;
+ case LK_JOINTBEAT: /* ジョイントビート */
+ damage = damage*(50+ 10*skill_lv)/100;
+ damage2 = damage2*(50+ 10*skill_lv)/100;
+ break;
+ case ASC_METEORASSAULT: /* メテオアサルト */
+ damage = damage*(40+ 40*skill_lv)/100;
+ damage2 = damage2*(40+ 40*skill_lv)/100;
+ break;
+ case SN_SHARPSHOOTING: /* シャープシューティング */
+ damage += damage*(30*skill_lv)/100;
+ damage2 += damage2*(30*skill_lv)/100;
+ break;
+ case CG_ARROWVULCAN: /* アローバルカン */
+ damage = damage*(160+40*skill_lv)/100;
+ damage2 = damage2*(160+40*skill_lv)/100;
+ div_=9;
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ damage = damage*(200+20*skill_lv+20*pc_checkskill(sd,AS_POISONREACT))/100;
+ damage2 = damage2*(200+20*skill_lv+20*pc_checkskill(sd,AS_POISONREACT))/100;
+ break;
+ case PA_SACRIFICE:
+ if(sd){
+ int hp, mhp, damage3;
+ hp = battle_get_hp(src);
+ mhp = battle_get_max_hp(src);
+ damage3 = mhp*((skill_lv/2)+(50/100))/100;
+ damage = (((skill_lv*15)+90)/100)*damage3/100;
+ damage2 = (((skill_lv*15)+90)/100)*damage3/100;
+ }
+ break;
+ case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill)
+ if(sd){
+ int damage3;
+ int mdef1=battle_get_mdef(target);
+ int mdef2=battle_get_mdef2(target);
+ int imdef_flag=0;
+
+ damage = ((damage * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
+ damage2 = ((damage2 * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
+ damage3 = damage;
+ hitrate = 1000000;
+
+ if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
+ imdef_flag = 1;
+ if(t_mode & 0x20) {
+ if(sd->ignore_mdef_race & (1<<10))
+ imdef_flag = 1;
+ }
+ else {
+ if(sd->ignore_mdef_race & (1<<11))
+ imdef_flag = 1;
+ }
+ if(!imdef_flag){
+ if(battle_config.magic_defense_type) {
+ damage3 = damage3 - (mdef1 * battle_config.magic_defense_type) - mdef2;
+ }
+ else{
+ damage3 = (damage3*(100-mdef1))/100 - mdef2;
+ }
+ }
+
+ if(damage3<1)
+ damage3=1;
+
+ damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );
+ }
+ break;
+ }
+ }
+ if(da == 2) { //三段掌が発動しているか
+ type = 0x08;
+ div_ = 255; //三段掌用に…
+ damage = damage * (100 + 20 * pc_checkskill(sd, MO_TRIPLEATTACK)) / 100;
+ }
+
+ if( skill_num!=NPC_CRITICALSLASH ){
+ // 対 象の防御力によるダメージの減少
+ // ディバインプロテクション(ここでいいのかな?)
+ if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視
+ int t_def;
+ target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv);
+ if(battle_config.vit_penaly_type > 0) {
+ if(target_count >= battle_config.vit_penaly_count) {
+ if(battle_config.vit_penaly_type == 1) {
+ def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
+ }
+ else if(battle_config.vit_penaly_type == 2) {
+ def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
+ }
+ if(def1 < 0) def1 = 0;
+ if(def2 < 1) def2 = 1;
+ if(t_vit < 1) t_vit = 1;
+ }
+ }
+ t_def = def2*8/10;
+ vitbonusmax = (t_vit/20)*(t_vit/20)-1;
+ if(sd->ignore_def_ele & (1<<t_ele) || sd->ignore_def_race & (1<<t_race))
+ idef_flag = 1;
+ if(sd->ignore_def_ele_ & (1<<t_ele) || sd->ignore_def_race_ & (1<<t_race))
+ idef_flag_ = 1;
+ if(t_mode & 0x20) {
+ if(sd->ignore_def_race & (1<<10))
+ idef_flag = 1;
+ if(sd->ignore_def_race_ & (1<<10))
+ idef_flag_ = 1;
+ }
+ else {
+ if(sd->ignore_def_race & (1<<11))
+ idef_flag = 1;
+ if(sd->ignore_def_race_ & (1<<11))
+ idef_flag_ = 1;
+ }
+
+ if(!idef_flag){
+ if(battle_config.player_defense_type) {
+ damage = damage - (def1 * battle_config.player_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ else{
+ damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ }
+ if(!idef_flag_){
+ if(battle_config.player_defense_type) {
+ damage2 = damage2 - (def1 * battle_config.player_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ else{
+ damage2 = damage2 * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
+ }
+ }
+ }
+ }
+ }
+ // 精錬ダメージの追加
+ if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { //DEF, VIT無視
+ damage += battle_get_atk2(src);
+ damage2 += battle_get_atk_2(src);
+ }
+ if(skill_num == CR_SHIELDBOOMERANG) {
+ if(sd->equip_index[8] >= 0) {
+ int index = sd->equip_index[8];
+ if(sd->inventory_data[index] && sd->inventory_data[index]->type == 5) {
+ damage += sd->inventory_data[index]->weight/10;
+ damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1);
+ }
+ }
+ }
+ if(skill_num == LK_SPIRALPIERCE) { /* スパイラルピアース */
+ if(sd->equip_index[9] >= 0) { //重量で追加ダメージらしいのでシールドブーメランを参考に追加
+ int index = sd->equip_index[9];
+ if(sd->inventory_data[index] && sd->inventory_data[index]->type == 4) {
+ damage += (int)(double)(sd->inventory_data[index]->weight*(0.8*skill_lv*4/10));
+ damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1);
+ }
+ }
+ }
+
+ // 0未満だった場合1に補正
+ if(damage<1) damage=1;
+ if(damage2<1) damage2=1;
+
+ // スキル修正2(修練系)
+ // 修練ダメージ(右手のみ) ソニックブロー時は別処理(1撃に付き1/8適応)
+ if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != CR_GRANDCROSS) { //修練ダメージ無視
+ damage = battle_addmastery(sd,target,damage,0);
+ damage2 = battle_addmastery(sd,target,damage2,1);
+ }
+
+ if(sd->perfect_hit > 0) {
+ if(rand()%100 < sd->perfect_hit)
+ hitrate = 1000000;
+ }
+
+ // 回避修正
+ hitrate = (hitrate<5)?5:hitrate;
+ if( hitrate < 1000000 && // 必中攻撃
+ (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中
+ t_sc_data[SC_STAN].timer!=-1 || // スタンは必中
+ t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) ) // 凍結は必中
+ hitrate = 1000000;
+ if(type == 0 && rand()%100 >= hitrate) {
+ damage = damage2 = 0;
+ dmg_lv = ATK_FLEE;
+ } else {
+ dmg_lv = ATK_DEF;
+ }
+ // スキル修正3(武器研究)
+ if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) {
+ damage+= skill*2;
+ damage2+= skill*2;
+ }
+ //Advanced Katar Research by zanetheinsane
+ if(sd->weapontype1 == 0x10 || sd->weapontype2 == 0x10){
+ if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) {
+ damage += (damage*((skill*2)+10)) / 100 ;
+ }
+ }
+
+//スキルによるダメージ補正ここまで
+
+//カードによるダメージ追加処理ここから
+ cardfix=100;
+ if(!sd->state.arrow_atk) { //弓矢以外
+ if(!battle_config.left_cardfix_to_right) { //左手カード補正設定無し
+ cardfix=cardfix*(100+sd->addrace[t_race])/100; // 種族によるダメージ修正
+ cardfix=cardfix*(100+sd->addele[t_ele])/100; // 属性によるダメージ修正
+ cardfix=cardfix*(100+sd->addsize[t_size])/100; // サイズによるダメージ修正
+ }
+ else {
+ cardfix=cardfix*(100+sd->addrace[t_race]+sd->addrace_[t_race])/100; // 種族によるダメージ修正(左手による追加あり)
+ cardfix=cardfix*(100+sd->addele[t_ele]+sd->addele_[t_ele])/100; // 属性によるダメージ修正(左手による追加あり)
+ cardfix=cardfix*(100+sd->addsize[t_size]+sd->addsize_[t_size])/100; // サイズによるダメージ修正(左手による追加あり)
+ }
+ }
+ else { //弓矢
+ cardfix=cardfix*(100+sd->addrace[t_race]+sd->arrow_addrace[t_race])/100; // 種族によるダメージ修正(弓矢による追加あり)
+ cardfix=cardfix*(100+sd->addele[t_ele]+sd->arrow_addele[t_ele])/100; // 属性によるダメージ修正(弓矢による追加あり)
+ cardfix=cardfix*(100+sd->addsize[t_size]+sd->arrow_addsize[t_size])/100; // サイズによるダメージ修正(弓矢による追加あり)
+ }
+ if(t_mode & 0x20) { //ボス
+ if(!sd->state.arrow_atk) { //弓矢攻撃以外なら
+ if(!battle_config.left_cardfix_to_right) //左手カード補正設定無し
+ cardfix=cardfix*(100+sd->addrace[10])/100; //ボスモンスターに追加ダメージ
+ else //左手カード補正設定あり
+ cardfix=cardfix*(100+sd->addrace[10]+sd->addrace_[10])/100; //ボスモンスターに追加ダメージ(左手による追加あり)
+ }
+ else //弓矢攻撃
+ cardfix=cardfix*(100+sd->addrace[10]+sd->arrow_addrace[10])/100; //ボスモンスターに追加ダメージ(弓矢による追加あり)
+ }
+ else { //ボスじゃない
+ if(!sd->state.arrow_atk) { //弓矢攻撃以外
+ if(!battle_config.left_cardfix_to_right) //左手カード補正設定無し
+ cardfix=cardfix*(100+sd->addrace[11])/100; //ボス以外モンスターに追加ダメージ
+ else //左手カード補正設定あり
+ cardfix=cardfix*(100+sd->addrace[11]+sd->addrace_[11])/100; //ボス以外モンスターに追加ダメージ(左手による追加あり)
+ }
+ else
+ cardfix=cardfix*(100+sd->addrace[11]+sd->arrow_addrace[11])/100; //ボス以外モンスターに追加ダメージ(弓矢による追加あり)
+ }
+ //特定Class用補正処理(少女の日記→ボンゴン用?)
+ t_class = battle_get_class(target);
+ for(i=0;i<sd->add_damage_class_count;i++) {
+ if(sd->add_damage_classid[i] == t_class) {
+ cardfix=cardfix*(100+sd->add_damage_classrate[i])/100;
+ break;
+ }
+ }
+ if(skill_num != CR_GRANDCROSS || !battle_config.gx_cardfix)
+ damage=damage*cardfix/100; //カード補正によるダメージ増加
+//カードによるダメージ増加処理ここまで
+
+//カードによるダメージ追加処理(左手)ここから
+ cardfix=100;
+ if(!battle_config.left_cardfix_to_right) { //左手カード補正設定無し
+ cardfix=cardfix*(100+sd->addrace_[t_race])/100; // 種族によるダメージ修正左手
+ cardfix=cardfix*(100+sd->addele_[t_ele])/100; // 属 性によるダメージ修正左手
+ cardfix=cardfix*(100+sd->addsize_[t_size])/100; // サイズによるダメージ修正左手
+ if(t_mode & 0x20) //ボス
+ cardfix=cardfix*(100+sd->addrace_[10])/100; //ボスモンスターに追加ダメージ左手
+ else
+ cardfix=cardfix*(100+sd->addrace_[11])/100; //ボス以外モンスターに追加ダメージ左手
+ }
+ //特定Class用補正処理左手(少女の日記→ボンゴン用?)
+ for(i=0;i<sd->add_damage_class_count_;i++) {
+ if(sd->add_damage_classid_[i] == t_class) {
+ cardfix=cardfix*(100+sd->add_damage_classrate_[i])/100;
+ break;
+ }
+ }
+ if(skill_num != CR_GRANDCROSS) damage2=damage2*cardfix/100; //カード補正による左手ダメージ増加
+//カードによるダメージ増加処理(左手)ここまで
+
+// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER)
+ if(skill_num == ASC_BREAKER)
+ damage3 = damage3 * cardfix / 100;
+
+//カードによるダメージ減衰処理ここから
+ if(tsd){ //対象がPCの場合
+ cardfix=100;
+ cardfix=cardfix*(100-tsd->subrace[s_race])/100; // 種族によるダメージ耐性
+ cardfix=cardfix*(100-tsd->subele[s_ele])/100; // 属性によるダメージ耐性
+ if(battle_get_mode(src) & 0x20)
+ cardfix=cardfix*(100-tsd->subrace[10])/100; //ボスからの攻撃はダメージ減少
+ else
+ cardfix=cardfix*(100-tsd->subrace[11])/100; //ボス以外からの攻撃はダメージ減少
+ //特定Class用補正処理左手(少女の日記→ボンゴン用?)
+ for(i=0;i<tsd->add_def_class_count;i++) {
+ if(tsd->add_def_classid[i] == sd->status.class) {
+ cardfix=cardfix*(100-tsd->add_def_classrate[i])/100;
+ break;
+ }
+ }
+ if(flag&BF_LONG)
+ cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; //遠距離攻撃はダメージ減少(ホルンCとか)
+ if(flag&BF_SHORT)
+ cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; //近距離攻撃はダメージ減少(該当無し?)
+ damage=damage*cardfix/100; //カード補正によるダメージ減少
+ damage2=damage2*cardfix/100; //カード補正による左手ダメージ減少
+ }
+//カードによるダメージ減衰処理ここまで
+
+//対象にステータス異常がある場合のダメージ減算処理ここから
+ if(t_sc_data) {
+ cardfix=100;
+ if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) //ディフェンダー状態で遠距離攻撃
+ cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; //ディフェンダーによる減衰
+ if(cardfix != 100) {
+ damage=damage*cardfix/100; //ディフェンダー補正によるダメージ減少
+ damage2=damage2*cardfix/100; //ディフェンダー補正による左手ダメージ減少
+ }
+ if(t_sc_data[SC_ASSUMPTIO].timer != -1){ //アスムプティオ
+ if(!map[target->m].flag.pvp){
+ damage=damage/3;
+ damage2=damage2/3;
+ }else{
+ damage=damage/2;
+ damage2=damage2/2;
+ }
+ }
+ }
+//対象にステータス異常がある場合のダメージ減算処理ここまで
+
+ if(damage < 0) damage = 0;
+ if(damage2 < 0) damage2 = 0;
+
+ // 属 性の適用
+ damage=battle_attr_fix(damage,s_ele, battle_get_element(target) );
+ damage2=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );
+
+ // 星のかけら、気球の適用
+ damage += sd->star;
+ damage2 += sd->star_;
+ damage += sd->spiritball*3;
+ damage2 += sd->spiritball*3;
+
+ if(sc_data && sc_data[SC_AURABLADE].timer!=-1){ /* オーラブレード 必中 */
+ damage += sc_data[SC_AURABLADE].val1 * 10;
+ damage2 += sc_data[SC_AURABLADE].val1 * 10;
+ }
+ if(skill_num==PA_PRESSURE){ /* プレッシャー 必中? */
+ damage = 700+100*skill_lv;
+ damage2 = 700+100*skill_lv;
+ }
+
+ // >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ!
+ // >map_session_data に左手ダメージ(atk,atk2)追加して
+ // >pc_calcstatus()でやるべきかな?
+ // map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して
+ // pc_calcstatus()でデータを入力しています
+
+ //左手のみ武器装備
+ if(sd->weapontype1 == 0 && sd->weapontype2 > 0) {
+ damage = damage2;
+ damage2 = 0;
+ }
+ // 右手、左手修練の適用
+ if(sd->status.weapon > 16) {// 二刀流か?
+ int dmg = damage, dmg2 = damage2;
+ // 右手修練(60% 〜 100%) 右手全般
+ skill = pc_checkskill(sd,AS_RIGHT);
+ damage = damage * (50 + (skill * 10))/100;
+ if(dmg > 0 && damage < 1) damage = 1;
+ // 左手修練(40% 〜 80%) 左手全般
+ skill = pc_checkskill(sd,AS_LEFT);
+ damage2 = damage2 * (30 + (skill * 10))/100;
+ if(dmg2 > 0 && damage2 < 1) damage2 = 1;
+ }
+ else //二刀流でなければ左手ダメージは0
+ damage2 = 0;
+
+ // 右手,短剣のみ
+ if(da == 1) { //ダブルアタックが発動しているか
+ div_ = 2;
+ damage += damage;
+ type = 0x08;
+ }
+
+ if(sd->status.weapon == 16) {
+ // カタール追撃ダメージ
+ skill = pc_checkskill(sd,TF_DOUBLE);
+ damage2 = damage * (1 + (skill * 2))/100;
+ if(damage > 0 && damage2 < 1) damage2 = 1;
+ }
+
+ // インベナム修正
+ if(skill_num==TF_POISON){
+ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) );
+ }
+ if(skill_num==MC_CARTREVOLUTION){
+ damage = battle_attr_fix(damage, 0, battle_get_element(target) );
+ }
+
+ // 完全回避の判定
+ if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ){
+ damage=damage2=0;
+ type=0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+
+ // 対象が完全回避をする設定がONなら
+ if(battle_config.enemy_perfect_flee) {
+ if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ) {
+ damage=damage2=0;
+ type=0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+ }
+
+ //MobのModeに頑強フラグが立っているときの処理
+ if(t_mode&0x40){
+ if(damage > 0)
+ damage = 1;
+ if(damage2 > 0)
+ damage2 = 1;
+ }
+
+ //bNoWeaponDamage(設定アイテム無し?)でグランドクロスじゃない場合はダメージが0
+ if( tsd && tsd->special_state.no_weapon_damage && skill_num != CR_GRANDCROSS)
+ damage = damage2 = 0;
+
+ if(skill_num != CR_GRANDCROSS && (damage > 0 || damage2 > 0) ) {
+ if(damage2<1) // ダメージ最終修正
+ damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag);
+ else if(damage<1) // 右手がミス?
+ damage2=battle_calc_damage(src,target,damage2,div_,skill_num,skill_lv,flag);
+ else { // 両 手/カタールの場合はちょっと計算ややこしい
+ int d1=damage+damage2,d2=damage2;
+ damage=battle_calc_damage(src,target,damage+damage2,div_,skill_num,skill_lv,flag);
+ damage2=(d2*100/d1)*damage/100;
+ if(damage > 1 && damage2 < 1) damage2=1;
+ damage-=damage2;
+ }
+ }
+
+ /* For executioner card [Valaris] */
+ if(src->type == BL_PC && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per > 0 && skill_num == 0 ){
+ if(rand()%100 < sd->random_attack_increase_per){
+ if(damage >0) damage*=sd->random_attack_increase_add/100;
+ if(damage2 >0) damage2*=sd->random_attack_increase_add/100;
+ }
+ }
+ /* End addition */
+
+// -- moonsoul (final combination of phys, mag damage for ASC_BREAKER)
+ if(skill_num == ASC_BREAKER) {
+ damage += damage3;
+ damage2 += damage3;
+ }
+
+ wd.damage=damage;
+ wd.damage2=damage2;
+ wd.type=type;
+ wd.div_=div_;
+ wd.amotion=battle_get_amotion(src);
+ if(skill_num == KN_AUTOCOUNTER)
+ wd.amotion >>= 1;
+ wd.dmotion=battle_get_dmotion(target);
+ wd.blewcount=blewcount;
+ wd.flag=flag;
+ wd.dmg_lv=dmg_lv;
+
+ return wd;
+}
+
+/*==========================================
+ * 武器ダメージ計算
+ *------------------------------------------
+ */
+struct Damage battle_calc_weapon_attack(
+ struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
+{
+ struct Damage wd;
+
+ //return前の処理があるので情報出力部のみ変更
+ if (src == NULL || target == NULL) {
+ nullpo_info(NLP_MARK);
+ memset(&wd,0,sizeof(wd));
+ return wd;
+ }
+
+ if(target->type == BL_PET)
+ memset(&wd,0,sizeof(wd));
+
+ else if(src->type == BL_PC)
+ wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag);
+ else if(src->type == BL_MOB)
+ wd = battle_calc_mob_weapon_attack(src,target,skill_num,skill_lv,wflag);
+ else if(src->type == BL_PET)
+ wd = battle_calc_pet_weapon_attack(src,target,skill_num,skill_lv,wflag);
+ else
+ memset(&wd,0,sizeof(wd));
+
+ if(battle_config.equipment_breaking && src->type==BL_PC && (wd.damage > 0 || wd.damage2 > 0)) {
+ struct map_session_data *sd=(struct map_session_data *)src;
+ int breakrate=1;
+ if(sd->status.weapon && sd->status.weapon!=11) {
+ if(target->type == BL_PC && sd->sc_data[SC_MELTDOWN].timer!=-1){
+ breakrate+=100*sd->sc_data[SC_MELTDOWN].val1;
+ if(rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000)
+ pc_breakweapon((struct map_session_data *)target);
+ }
+ if(sd->sc_data[SC_OVERTHRUST].timer!=-1)
+ breakrate+=20*sd->sc_data[SC_OVERTHRUST].val1;
+ if(wd.type==0x0a)
+ breakrate*=2;
+ if(rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) {
+ if(pc_breakweapon(sd)==1)
+ wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag);
+ }
+ }
+ }
+
+ if (battle_config.equipment_breaking && target->type == BL_PC && (wd.damage > 0 || wd.damage2 > 0)) {
+ int breakrate=1;
+ if(src->type==BL_PC && ((struct map_session_data *)src)->sc_data[SC_MELTDOWN].timer!=-1) breakrate+=70*((struct map_session_data *)src)->sc_data[SC_MELTDOWN].val1;
+ if (wd.type==0x0a)
+ breakrate*=2;
+ if (rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) {
+ pc_breakarmor((struct map_session_data *)target);
+ }
+ }
+
+ return wd;
+}
+
+/*==========================================
+ * 魔法ダメージ計算
+ *------------------------------------------
+ */
+struct Damage battle_calc_magic_attack(
+ struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
+ {
+ int mdef1=battle_get_mdef(target);
+ int mdef2=battle_get_mdef2(target);
+ int matk1,matk2,damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv),rdamage = 0;
+ struct Damage md;
+ int aflag;
+ int normalmagic_flag=1;
+ int ele=0,race=7,t_ele=0,t_race=7,t_mode = 0,cardfix,t_class,i;
+ struct map_session_data *sd=NULL,*tsd=NULL;
+ struct mob_data *tmd = NULL;
+
+
+ //return前の処理があるので情報出力部のみ変更
+ if( bl == NULL || target == NULL ){
+ nullpo_info(NLP_MARK);
+ memset(&md,0,sizeof(md));
+ return md;
+ }
+
+ if(target->type == BL_PET) {
+ memset(&md,0,sizeof(md));
+ return md;
+ }
+
+ matk1=battle_get_matk1(bl);
+ matk2=battle_get_matk2(bl);
+ ele = skill_get_pl(skill_num);
+ race = battle_get_race(bl);
+ t_ele = battle_get_elem_type(target);
+ t_race = battle_get_race(target);
+ t_mode = battle_get_mode(target);
+
+#define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); }
+
+ if( bl->type==BL_PC && (sd=(struct map_session_data *)bl) ){
+ sd->state.attack_type = BF_MAGIC;
+ if(sd->matk_rate != 100)
+ MATK_FIX(sd->matk_rate,100);
+ sd->state.arrow_atk = 0;
+ }
+ if( target->type==BL_PC )
+ tsd=(struct map_session_data *)target;
+ else if( target->type==BL_MOB )
+ tmd=(struct mob_data *)target;
+
+ aflag=BF_MAGIC|BF_LONG|BF_SKILL;
+
+ if(skill_num > 0){
+ switch(skill_num){ // 基本ダメージ計算(スキルごとに処理)
+ // ヒールor聖体
+ case AL_HEAL:
+ case PR_BENEDICTIO:
+ damage = skill_calc_heal(bl,skill_lv)/2;
+ normalmagic_flag=0;
+ break;
+ case PR_ASPERSIO: /* アスペルシオ */
+ damage = 40; //固定ダメージ
+ normalmagic_flag=0;
+ break;
+ case PR_SANCTUARY: // サンクチュアリ
+ damage = (skill_lv>6)?388:skill_lv*50;
+ normalmagic_flag=0;
+ blewcount|=0x10000;
+ break;
+ case ALL_RESURRECTION:
+ case PR_TURNUNDEAD: // 攻撃リザレクションとターンアンデッド
+ if(target->type != BL_PC && battle_check_undead(t_race,t_ele)){
+ int hp, mhp, thres;
+ hp = battle_get_hp(target);
+ mhp = battle_get_max_hp(target);
+ thres = (skill_lv * 20) + battle_get_luk(bl)+
+ battle_get_int(bl) + battle_get_lv(bl)+
+ ((200 - hp * 200 / mhp));
+ if(thres > 700) thres = 700;
+// if(battle_config.battle_log)
+// printf("ターンアンデッド! 確率%d ‰(千分率)\n", thres);
+ if(rand()%1000 < thres && !(t_mode&0x20)) // 成功
+ damage = hp;
+ else // 失敗
+ damage = battle_get_lv(bl) + battle_get_int(bl) + skill_lv * 10;
+ }
+ normalmagic_flag=0;
+ break;
+
+ case MG_NAPALMBEAT: // ナパームビート(分散計算込み)
+ MATK_FIX(70+ skill_lv*10,100);
+ if(flag>0){
+ MATK_FIX(1,flag);
+ }else {
+ if(battle_config.error_log)
+ printf("battle_calc_magic_attack(): napam enemy count=0 !\n");
+ }
+ break;
+ case MG_FIREBALL: // ファイヤーボール
+ {
+ const int drate[]={100,90,70};
+ if(flag>2)
+ matk1=matk2=0;
+ else
+ MATK_FIX( (95+skill_lv*5)*drate[flag] ,10000 );
+ }
+ break;
+ case MG_FIREWALL: // ファイヤーウォール
+/*
+ if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PCは火属性でも飛ぶ?そもそもダメージ受ける?
+ blewcount |= 0x10000;
+ else
+ blewcount = 0;
+*/
+ if((t_ele==3 || battle_check_undead(t_race,t_ele)) && target->type!=BL_PC)
+ blewcount = 0;
+ else
+ blewcount |= 0x10000;
+ MATK_FIX( 1,2 );
+ break;
+ case MG_THUNDERSTORM: // サンダーストーム
+ MATK_FIX( 80,100 );
+ break;
+ case MG_FROSTDIVER: // フロストダイバ
+ MATK_FIX( 100+skill_lv*10, 100);
+ break;
+ case WZ_FROSTNOVA: // フロストダイバ
+ MATK_FIX( ((100+skill_lv*10)*(2/3)), 100);
+ break;
+ case WZ_FIREPILLAR: // ファイヤーピラー
+ if(mdef1 < 1000000)
+ mdef1=mdef2=0; // MDEF無視
+ MATK_FIX( 1,5 );
+ matk1+=50;
+ matk2+=50;
+ break;
+ case WZ_SIGHTRASHER:
+ MATK_FIX( 100+skill_lv*20, 100);
+ break;
+ case WZ_METEOR:
+ case WZ_JUPITEL: // ユピテルサンダー
+ break;
+ case WZ_VERMILION: // ロードオブバーミリオン
+ MATK_FIX( skill_lv*20+80, 100 );
+ break;
+ case WZ_WATERBALL: // ウォーターボール
+ //matk1+= skill_lv*30;
+ //matk2+= skill_lv*30;
+ MATK_FIX( 100+skill_lv*30, 100 );
+ break;
+ case WZ_STORMGUST: // ストームガスト
+ MATK_FIX( skill_lv*40+100 ,100 );
+ blewcount|=0x10000;
+ break;
+ case AL_HOLYLIGHT: // ホーリーライト
+ MATK_FIX( 125,100 );
+ break;
+ case AL_RUWACH:
+ MATK_FIX( 145,100 );
+ break;
+ case HW_NAPALMVULCAN: // ナパームビート(分散計算込み)
+ MATK_FIX(70+ skill_lv*10,100);
+ if(flag>0){
+ MATK_FIX(1,flag);
+ }else {
+ if(battle_config.error_log)
+ printf("battle_calc_magic_attack(): napalmvulcan enemy count=0 !\n");
+ }
+ break;
+ }
+ }
+
+ if(normalmagic_flag){ // 一般魔法ダメージ計算
+ int imdef_flag=0;
+ if(matk1>matk2)
+ damage= matk2+rand()%(matk1-matk2+1);
+ else
+ damage= matk2;
+ if(sd) {
+ if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
+ imdef_flag = 1;
+ if(t_mode & 0x20) {
+ if(sd->ignore_mdef_race & (1<<10))
+ imdef_flag = 1;
+ }
+ else {
+ if(sd->ignore_mdef_race & (1<<11))
+ imdef_flag = 1;
+ }
+ }
+ if(!imdef_flag){
+ if(battle_config.magic_defense_type) {
+ damage = damage - (mdef1 * battle_config.magic_defense_type) - mdef2;
+ }
+ else{
+ damage = (damage*(100-mdef1))/100 - mdef2;
+ }
+ }
+
+ if(damage<1)
+ damage=1;
+ }
+
+ if(sd) {
+ cardfix=100;
+ cardfix=cardfix*(100+sd->magic_addrace[t_race])/100;
+ cardfix=cardfix*(100+sd->magic_addele[t_ele])/100;
+ if(t_mode & 0x20)
+ cardfix=cardfix*(100+sd->magic_addrace[10])/100;
+ else
+ cardfix=cardfix*(100+sd->magic_addrace[11])/100;
+ t_class = battle_get_class(target);
+ for(i=0;i<sd->add_magic_damage_class_count;i++) {
+ if(sd->add_magic_damage_classid[i] == t_class) {
+ cardfix=cardfix*(100+sd->add_magic_damage_classrate[i])/100;
+ break;
+ }
+ }
+ damage=damage*cardfix/100;
+ }
+
+ if( tsd ){
+ int s_class = battle_get_class(bl);
+ cardfix=100;
+ cardfix=cardfix*(100-tsd->subele[ele])/100; // 属 性によるダメージ耐性
+ cardfix=cardfix*(100-tsd->subrace[race])/100; // 種族によるダメージ耐性
+ cardfix=cardfix*(100-tsd->magic_subrace[race])/100;
+ if(battle_get_mode(bl) & 0x20)
+ cardfix=cardfix*(100-tsd->magic_subrace[10])/100;
+ else
+ cardfix=cardfix*(100-tsd->magic_subrace[11])/100;
+ for(i=0;i<tsd->add_mdef_class_count;i++) {
+ if(tsd->add_mdef_classid[i] == s_class) {
+ cardfix=cardfix*(100-tsd->add_mdef_classrate[i])/100;
+ break;
+ }
+ }
+ cardfix=cardfix*(100-tsd->magic_def_rate)/100;
+ damage=damage*cardfix/100;
+ }
+ if(damage < 0) damage = 0;
+
+ damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属 性修正
+
+ if(skill_num == CR_GRANDCROSS) { // グランドクロス
+ struct Damage wd;
+ wd=battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
+ damage = (damage + wd.damage) * (100 + 40*skill_lv)/100;
+ if(battle_config.gx_dupele) damage=battle_attr_fix(damage, ele, battle_get_element(target) ); //属性2回かかる
+ if(bl==target) damage=damage/2; //反動は半分
+ }
+
+ div_=skill_get_num( skill_num,skill_lv );
+
+ if(div_>1 && skill_num != WZ_VERMILION)
+ damage*=div_;
+
+// if(mdef1 >= 1000000 && damage > 0)
+ if(t_mode&0x40 && damage > 0)
+ damage = 1;
+
+ if( tsd && tsd->special_state.no_magic_damage) {
+ if (battle_config.gtb_pvp_only != 0) { // [MouseJstr]
+ if ((map[target->m].flag.pvp || map[target->m].flag.gvg) && target->type==BL_PC)
+ damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100;
+ } else
+ damage=0; // 黄 金蟲カード(魔法ダメージ0)
+ }
+
+ damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正
+
+ /* magic_damage_return by [AppleGirl] and [Valaris] */
+ if( target->type==BL_PC && tsd && tsd->magic_damage_return > 0 ){
+ rdamage += damage * tsd->magic_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ clif_damage(target,bl,gettick(),0,0,rdamage,0,0,0);
+ battle_damage(target,bl,rdamage,0);
+ }
+ /* end magic_damage_return */
+
+ md.damage=damage;
+ md.div_=div_;
+ md.amotion=battle_get_amotion(bl);
+ md.dmotion=battle_get_dmotion(target);
+ md.damage2=0;
+ md.type=0;
+ md.blewcount=blewcount;
+ md.flag=aflag;
+
+ return md;
+}
+
+/*==========================================
+ * その他ダメージ計算
+ *------------------------------------------
+ */
+struct Damage battle_calc_misc_attack(
+ struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
+{
+ int int_=battle_get_int(bl);
+// int luk=battle_get_luk(bl);
+ int dex=battle_get_dex(bl);
+ int skill,ele,race,cardfix;
+ struct map_session_data *sd=NULL,*tsd=NULL;
+ int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
+ struct Damage md;
+ int damagefix=1;
+
+ int aflag=BF_MISC|BF_LONG|BF_SKILL;
+
+ //return前の処理があるので情報出力部のみ変更
+ if( bl == NULL || target == NULL ){
+ nullpo_info(NLP_MARK);
+ memset(&md,0,sizeof(md));
+ return md;
+ }
+
+ if(target->type == BL_PET) {
+ memset(&md,0,sizeof(md));
+ return md;
+ }
+
+ if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) {
+ sd->state.attack_type = BF_MISC;
+ sd->state.arrow_atk = 0;
+ }
+
+ if( target->type==BL_PC )
+ tsd=(struct map_session_data *)target;
+
+ switch(skill_num){
+
+ case HT_LANDMINE: // ランドマイン
+ damage=skill_lv*(dex+75)*(100+int_)/100;
+ break;
+
+ case HT_BLASTMINE: // ブラストマイン
+ damage=skill_lv*(dex/2+50)*(100+int_)/100;
+ break;
+
+ case HT_CLAYMORETRAP: // クレイモアートラップ
+ damage=skill_lv*(dex/2+75)*(100+int_)/100;
+ break;
+
+ case HT_BLITZBEAT: // ブリッツビート
+ 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;
+ break;
+
+ case TF_THROWSTONE: // 石投げ
+ damage=50;
+ damagefix=0;
+ break;
+
+ case BA_DISSONANCE: // 不協和音
+ damage=(skill_lv)*20+pc_checkskill(sd,BA_MUSICALLESSON)*3;
+ break;
+
+ case NPC_SELFDESTRUCTION: // 自爆
+ damage=battle_get_hp(bl)-(bl==target?1:0);
+ damagefix=0;
+ break;
+
+ case NPC_SMOKING: // タバコを吸う
+ damage=3;
+ damagefix=0;
+ break;
+
+ case NPC_DARKBREATH:
+ {
+ struct status_change *sc_data = battle_get_sc_data(target);
+ int hitrate=battle_get_hit(bl) - battle_get_flee(target) + 80;
+ hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
+ if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 ||
+ sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) )
+ hitrate = 1000000;
+ if(rand()%100 < hitrate) {
+ damage = 500 + (skill_lv-1)*1000 + rand()%1000;
+ if(damage > 9999) damage = 9999;
+ }
+ }
+ break;
+ case SN_FALCONASSAULT: /* ファルコンアサルト */
+ skill = pc_checkskill(sd,HT_BLITZBEAT);
+ damage=(100+50*skill_lv+(dex/10+int_/2+skill*3+40)*2);
+ break;
+ }
+
+ ele = skill_get_pl(skill_num);
+ race = battle_get_race(bl);
+
+ if(damagefix){
+ if(damage<1 && skill_num != NPC_DARKBREATH)
+ damage=1;
+
+ if( tsd ){
+ cardfix=100;
+ cardfix=cardfix*(100-tsd->subele[ele])/100; // 属性によるダメージ耐性
+ cardfix=cardfix*(100-tsd->subrace[race])/100; // 種族によるダメージ耐性
+ cardfix=cardfix*(100-tsd->misc_def_rate)/100;
+ damage=damage*cardfix/100;
+ }
+ if(damage < 0) damage = 0;
+ damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属性修正
+ }
+
+ div_=skill_get_num( skill_num,skill_lv );
+ if(div_>1)
+ damage*=div_;
+
+ if(damage > 0 && (damage < div_ || (battle_get_def(target) >= 1000000 && battle_get_mdef(target) >= 1000000) ) ) {
+ damage = div_;
+ }
+
+ damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正
+
+ md.damage=damage;
+ md.div_=div_;
+ md.amotion=battle_get_amotion(bl);
+ md.dmotion=battle_get_dmotion(target);
+ md.damage2=0;
+ md.type=0;
+ md.blewcount=blewcount;
+ md.flag=aflag;
+ return md;
+
+}
+/*==========================================
+ * ダメージ計算一括処理用
+ *------------------------------------------
+ */
+struct Damage battle_calc_attack( 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:
+ return battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
+ case BF_MAGIC:
+ return battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
+ case BF_MISC:
+ return battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
+ default:
+ if(battle_config.error_log)
+ printf("battle_calc_attack: unknwon attack type ! %d\n",attack_type);
+ break;
+ }
+ return d;
+}
+/*==========================================
+ * 通常攻撃処理まとめ
+ *------------------------------------------
+ */
+int battle_weapon_attack( struct block_list *src,struct block_list *target,
+ unsigned int tick,int flag)
+{
+ struct map_session_data *sd=NULL;
+ struct status_change *sc_data = battle_get_sc_data(src),*t_sc_data=battle_get_sc_data(target);
+ short *opt1;
+ int race = 7, ele = 0;
+ int damage,rdamage = 0;
+ struct Damage wd;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+ if(src->type == BL_PC)
+ sd = (struct map_session_data *)src;
+
+ if(src->prev == NULL || target->prev == NULL)
+ return 0;
+ if(src->type == BL_PC && pc_isdead(sd))
+ return 0;
+ if(target->type == BL_PC && pc_isdead((struct map_session_data *)target))
+ return 0;
+
+ opt1=battle_get_opt1(src);
+ if(opt1 && *opt1 > 0) {
+ battle_stopattack(src);
+ return 0;
+ }
+ if(sc_data && sc_data[SC_BLADESTOP].timer!=-1){
+ battle_stopattack(src);
+ return 0;
+ }
+
+ race = battle_get_race(target);
+ ele = battle_get_elem_type(target);
+ if(battle_check_target(src,target,BCT_ENEMY) > 0 &&
+ battle_check_range(src,target,0)){
+ // 攻撃対象となりうるので攻撃
+ if(sd && sd->status.weapon == 11) {
+ if(sd->equip_index[10] >= 0) {
+ if(battle_config.arrow_decrement)
+ pc_delitem(sd,sd->equip_index[10],1,0);
+ }
+ else {
+ clif_arrow_fail(sd,0);
+ return 0;
+ }
+ }
+ if(flag&0x8000) {
+ if(sd && battle_config.pc_attack_direction_change)
+ sd->dir = sd->head_dir = map_calc_dir(src, target->x,target->y );
+ else if(src->type == BL_MOB && battle_config.monster_attack_direction_change)
+ ((struct mob_data *)src)->dir = map_calc_dir(src, target->x,target->y );
+ wd=battle_calc_weapon_attack(src,target,KN_AUTOCOUNTER,flag&0xff,0);
+ }
+ else
+ wd=battle_calc_weapon_attack(src,target,0,0,0);
+ if((damage = wd.damage + wd.damage2) > 0 && src != target) {
+ if(wd.flag&BF_SHORT) {
+ if(target->type == BL_PC) {
+ struct map_session_data *tsd = (struct map_session_data *)target;
+ if(tsd && tsd->short_weapon_damage_return > 0) {
+ rdamage += damage * tsd->short_weapon_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ if(t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1) {
+ rdamage += damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ else if(wd.flag&BF_LONG) {
+ if(target->type == BL_PC) {
+ struct map_session_data *tsd = (struct map_session_data *)target;
+ if(tsd && tsd->long_weapon_damage_return > 0) {
+ rdamage += damage * tsd->long_weapon_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ }
+ if(rdamage > 0)
+ clif_damage(src,src,tick, wd.amotion,0,rdamage,1,4,0);
+ }
+
+ if (wd.div_ == 255 && sd) { //三段掌
+ int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
+ int skilllv;
+ if(wd.damage+wd.damage2 < battle_get_hp(target)) {
+ if((skilllv = pc_checkskill(sd, MO_CHAINCOMBO)) > 0)
+ delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
+
+ skill_status_change_start(src,SC_COMBO,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay);
+ clif_skill_damage(src , target , tick , wd.amotion , wd.dmotion ,
+ wd.damage , 3 , MO_TRIPLEATTACK, pc_checkskill(sd,MO_TRIPLEATTACK) , -1 );
+ }
+ else {
+ clif_damage(src,target,tick, wd.amotion, wd.dmotion,
+ wd.damage, wd.div_ , wd.type, wd.damage2);
+ //二刀流左手とカタール追撃のミス表示(無理やり〜)
+ if(sd && sd->status.weapon >= 16 && wd.damage2 == 0)
+ clif_damage(src,target,tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
+ }
+ if(sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0) )
+ skill_castend_damage_id(src,target,0,-1,tick,0);
+ map_freeblock_lock();
+ battle_damage(src,target,(wd.damage+wd.damage2),0);
+ if(target->prev != NULL &&
+ (target->type != BL_PC || (target->type == BL_PC && !pc_isdead((struct map_session_data *)target) ) ) ) {
+ if(wd.damage > 0 || wd.damage2 > 0) {
+ skill_additional_effect(src,target,0,0,BF_WEAPON,tick);
+ if(sd) {
+ if(sd->weapon_coma_ele[ele] > 0 && rand()%10000 < sd->weapon_coma_ele[ele])
+ battle_damage(src,target,battle_get_max_hp(target),1);
+ if(sd->weapon_coma_race[race] > 0 && rand()%10000 < sd->weapon_coma_race[race])
+ battle_damage(src,target,battle_get_max_hp(target),1);
+ if(battle_get_mode(target) & 0x20) {
+ if(sd->weapon_coma_race[10] > 0 && rand()%10000 < sd->weapon_coma_race[10])
+ battle_damage(src,target,battle_get_max_hp(target),1);
+ }
+ else {
+ if(sd->weapon_coma_race[11] > 0 && rand()%10000 < sd->weapon_coma_race[11])
+ battle_damage(src,target,battle_get_max_hp(target),1);
+ }
+ }
+ }
+ }
+ if(sc_data && sc_data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc_data[SC_AUTOSPELL].val4) {
+ int skilllv=sc_data[SC_AUTOSPELL].val3,i,f=0;
+ i = rand()%100;
+ if(i >= 50) skilllv -= 2;
+ else if(i >= 15) skilllv--;
+ if(skilllv < 1) skilllv = 1;
+ if(sd) {
+ int sp = skill_get_sp(sc_data[SC_AUTOSPELL].val2,skilllv)*2/3;
+ if(sd->status.sp >= sp) {
+ if((i=skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) || i == 32)
+ f = skill_castend_pos2(src,target->x,target->y,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ else {
+ switch( skill_get_nk(sc_data[SC_AUTOSPELL].val2) ) {
+ case 0: case 2:
+ f = skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ break;
+ case 1:/* 支援系 */
+ if((sc_data[SC_AUTOSPELL].val2==AL_HEAL || (sc_data[SC_AUTOSPELL].val2==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele))
+ f = skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ else
+ f = skill_castend_nodamage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ break;
+ }
+ }
+ if(!f) pc_heal(sd,0,-sp);
+ }
+ }
+ else {
+ if((i=skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) || i == 32)
+ skill_castend_pos2(src,target->x,target->y,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ else {
+ switch( skill_get_nk(sc_data[SC_AUTOSPELL].val2) ) {
+ case 0: case 2:
+ skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ break;
+ case 1:/* 支援系 */
+ if((sc_data[SC_AUTOSPELL].val2==AL_HEAL || (sc_data[SC_AUTOSPELL].val2==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele))
+ skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ else
+ skill_castend_nodamage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag);
+ break;
+ }
+ }
+ }
+ }
+ if(sd) {
+ if(sd->autospell_id > 0 && sd->autospell_lv > 0 && rand()%100 < sd->autospell_rate) {
+ int skilllv=sd->autospell_lv,i,f=0,sp;
+ i = rand()%100;
+ if(i >= 50) skilllv -= 2;
+ else if(i >= 15) skilllv--;
+ if(skilllv < 1) skilllv = 1;
+ sp = skill_get_sp(sd->autospell_id,skilllv)*2/3;
+ if(sd->status.sp >= sp) {
+ if((i=skill_get_inf(sd->autospell_id) == 2) || i == 32)
+ f = skill_castend_pos2(src,target->x,target->y,sd->autospell_id,skilllv,tick,flag);
+ else {
+ switch( skill_get_nk(sd->autospell_id) ) {
+ case 0: case 2:
+ f = skill_castend_damage_id(src,target,sd->autospell_id,skilllv,tick,flag);
+ break;
+ case 1:/* 支援系 */
+ if((sd->autospell_id==AL_HEAL || (sd->autospell_id==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele))
+ f = skill_castend_damage_id(src,target,sd->autospell_id,skilllv,tick,flag);
+ else
+ f = skill_castend_nodamage_id(src,target,sd->autospell_id,skilllv,tick,flag);
+ break;
+ }
+ }
+ if(!f) pc_heal(sd,0,-sp);
+ }
+ }
+ if(wd.flag&BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) {
+ int hp = 0,sp = 0;
+ if(sd->hp_drain_rate && sd->hp_drain_per > 0 && wd.damage > 0 && rand()%100 < sd->hp_drain_rate) {
+ hp += (wd.damage * sd->hp_drain_per)/100;
+ if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
+ else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
+ }
+ if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && wd.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
+ hp += (wd.damage2 * sd->hp_drain_per_)/100;
+ if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
+ else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
+ }
+ if(sd->sp_drain_rate && sd->sp_drain_per > 0 && wd.damage > 0 && rand()%100 < sd->sp_drain_rate) {
+ sp += (wd.damage * sd->sp_drain_per)/100;
+ if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
+ else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
+ }
+ if(sd->sp_drain_rate_ && sd->sp_drain_per_ > 0 && wd.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
+ sp += (wd.damage2 * sd->sp_drain_per_)/100;
+ if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
+ else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
+ }
+ if(hp || sp) pc_heal(sd,hp,sp);
+ }
+ }
+
+ if(rdamage > 0)
+ battle_damage(target,src,rdamage,0);
+ if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1 && t_sc_data[SC_AUTOCOUNTER].val4 > 0) {
+ if(t_sc_data[SC_AUTOCOUNTER].val3 == src->id)
+ battle_weapon_attack(target,src,tick,0x8000|t_sc_data[SC_AUTOCOUNTER].val1);
+ skill_status_change_end(target,SC_AUTOCOUNTER,-1);
+ }
+ if(t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1){
+ int lv = t_sc_data[SC_BLADESTOP_WAIT].val1;
+ skill_status_change_end(target,SC_BLADESTOP_WAIT,-1);
+ skill_status_change_start(src,SC_BLADESTOP,lv,1,(int)src,(int)target,skill_get_time2(MO_BLADESTOP,lv),0);
+ skill_status_change_start(target,SC_BLADESTOP,lv,2,(int)target,(int)src,skill_get_time2(MO_BLADESTOP,lv),0);
+ }
+ if(t_sc_data && t_sc_data[SC_SPLASHER].timer!=-1) //殴ったので対象のベナムスプラッシャー状態を解除
+ skill_status_change_end(target,SC_SPLASHER,-1);
+
+ map_freeblock_unlock();
+ }
+ return wd.dmg_lv;
+}
+
+int battle_check_undead(int race,int element)
+{
+ if(battle_config.undead_detect_type == 0) {
+ if(element == 9)
+ return 1;
+ }
+ else if(battle_config.undead_detect_type == 1) {
+ if(race == 1)
+ return 1;
+ }
+ else {
+ if(element == 9 || race == 1)
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * 敵味方判定(1=肯定,0=否定,-1=エラー)
+ * flag&0xf0000 = 0x00000:敵じゃないか判定(ret:1=敵ではない)
+ * = 0x10000:パーティー判定(ret:1=パーティーメンバ)
+ * = 0x20000:全て(ret:1=敵味方両方)
+ * = 0x40000:敵か判定(ret:1=敵)
+ * = 0x50000:パーティーじゃないか判定(ret:1=パーティでない)
+ *------------------------------------------
+ */
+int battle_check_target( struct block_list *src, struct block_list *target,int flag)
+{
+ int s_p,s_g,t_p,t_g;
+ struct block_list *ss=src;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+ if( flag&0x40000 ){ // 反転フラグ
+ int ret=battle_check_target(src,target,flag&0x30000);
+ if(ret!=-1)
+ return !ret;
+ return -1;
+ }
+
+ if( flag&0x20000 ){
+ if( target->type==BL_MOB || target->type==BL_PC )
+ return 1;
+ else
+ return -1;
+ }
+
+ if(src->type == BL_SKILL && target->type == BL_SKILL) // 対象がスキルユニットなら無条件肯定
+ return -1;
+
+ if(target->type == BL_PC && ((struct map_session_data *)target)->invincible_timer != -1)
+ return -1;
+
+ if(target->type == BL_SKILL) {
+ switch(((struct skill_unit *)target)->group->unit_id){
+ case 0x8d:
+ case 0x8f:
+ case 0x98:
+ return 0;
+ break;
+ }
+ }
+
+ if(target->type == BL_PET)
+ return -1;
+
+ // スキルユニットの場合、親を求める
+ if( src->type==BL_SKILL) {
+ int inf2 = skill_get_inf2(((struct skill_unit *)src)->group->skill_id);
+ if( (ss=map_id2bl( ((struct skill_unit *)src)->group->src_id))==NULL )
+ return -1;
+ if(ss->prev == NULL)
+ return -1;
+ if(inf2&0x80 &&
+ (map[src->m].flag.pvp || pc_iskiller((struct map_session_data *)src, (struct map_session_data *)target)) && // [MouseJstr]
+ !(target->type == BL_PC && pc_isinvisible((struct map_session_data *)target)))
+ return 0;
+ if(ss == target) {
+ if(inf2&0x100)
+ return 0;
+ if(inf2&0x200)
+ return -1;
+ }
+ }
+ // Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める
+ if( src->type==BL_MOB ){
+ struct mob_data *md=(struct mob_data *)src;
+ if(md && md->master_id>0){
+ if(md->master_id==target->id) // 主なら肯定
+ return 1;
+ if(md->state.special_mob_ai){
+ if(target->type==BL_MOB){ //special_mob_aiで対象がMob
+ struct mob_data *tmd=(struct mob_data *)target;
+ if(tmd){
+ if(tmd->master_id != md->master_id) //召喚主が一緒でなければ否定
+ return 0;
+ else{ //召喚主が一緒なので肯定したいけど自爆は否定
+ if(md->state.special_mob_ai>2)
+ return 0;
+ else
+ return 1;
+ }
+ }
+ }
+ }
+ if((ss=map_id2bl(md->master_id))==NULL)
+ return -1;
+ }
+ }
+
+ if( src==target || ss==target ) // 同じなら肯定
+ return 1;
+
+ if(target->type == BL_PC && pc_isinvisible((struct map_session_data *)target))
+ return -1;
+
+ if( src->prev==NULL || // 死んでるならエラー
+ (src->type==BL_PC && pc_isdead((struct map_session_data *)src) ) )
+ return -1;
+
+ if( (ss->type == BL_PC && target->type==BL_MOB) ||
+ (ss->type == BL_MOB && target->type==BL_PC) )
+ return 0; // PCvsMOBなら否定
+
+ if(ss->type == BL_PET && target->type==BL_MOB)
+ return 0;
+
+ s_p=battle_get_party_id(ss);
+ s_g=battle_get_guild_id(ss);
+
+ t_p=battle_get_party_id(target);
+ t_g=battle_get_guild_id(target);
+
+ if(flag&0x10000) {
+ if(s_p && t_p && s_p == t_p) // 同じパーティなら肯定(味方)
+ return 1;
+ else // パーティ検索なら同じパーティじゃない時点で否定
+ return 0;
+ }
+
+ if(ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g ) // 同じギルド/mobクラスなら肯定(味方)
+ return 1;
+
+//printf("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type);
+//printf("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g);
+
+ if( ss->type==BL_PC && target->type==BL_PC) { // 両方PVPモードなら否定(敵)
+ struct skill_unit *su=NULL;
+ if(src->type==BL_SKILL)
+ su=(struct skill_unit *)src;
+ if(map[ss->m].flag.pvp || pc_iskiller((struct map_session_data *)ss, (struct map_session_data*)target)) { // [MouseJstr]
+ if(su && su->group->target_flag==BCT_NOENEMY)
+ return 1;
+ else if(battle_config.pk_mode && (((struct map_session_data*)ss)->status.class==0 || ((struct map_session_data*)target)->status.class==0))
+ return 1; // prevent novice engagement in pk_mode [Valaris]
+ else if(map[ss->m].flag.pvp_noparty && s_p > 0 && t_p > 0 && s_p == t_p)
+ return 1;
+ else if(map[ss->m].flag.pvp_noguild && s_g > 0 && t_g > 0 && s_g == t_g)
+ return 1;
+ return 0;
+ }
+ if(map[src->m].flag.gvg) {
+ struct guild *g=NULL;
+ if(su && su->group->target_flag==BCT_NOENEMY)
+ return 1;
+ if( s_g > 0 && s_g == t_g)
+ return 1;
+ if(map[src->m].flag.gvg_noparty && s_p > 0 && t_p > 0 && s_p == t_p)
+ return 1;
+ if((g = guild_search(s_g))) {
+ int i;
+ for(i=0;i<MAX_GUILDALLIANCE;i++){
+ if(g->alliance[i].guild_id > 0 && g->alliance[i].guild_id == t_g) {
+ if(g->alliance[i].opposition)
+ return 0;//敵対ギルドなら無条件に敵
+ else
+ return 1;//同盟ギルドなら無条件に味方
+ }
+ }
+ }
+ return 0;
+ }
+ }
+
+ return 1; // 該当しないので無関係人物(まあ敵じゃないので味方)
+}
+/*==========================================
+ * 射程判定
+ *------------------------------------------
+ */
+int battle_check_range(struct block_list *src,struct block_list *bl,int range)
+{
+
+ int dx,dy;
+ struct walkpath_data wpd;
+ int arange;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ dx=abs(bl->x-src->x);
+ dy=abs(bl->y-src->y);
+ arange=((dx>dy)?dx:dy);
+
+ if(src->m != bl->m) // 違うマップ
+ return 0;
+
+ if( range>0 && range < arange ) // 遠すぎる
+ return 0;
+
+ if( arange<2 ) // 同じマスか隣接
+ return 1;
+
+// if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d)
+// return 1;
+
+ // 障害物判定
+ wpd.path_len=0;
+ wpd.path_pos=0;
+ wpd.path_half=0;
+ if(path_search(&wpd,src->m,src->x,src->y,bl->x,bl->y,0x10001)!=-1)
+ return 1;
+
+ dx=(dx>0)?1:((dx<0)?-1:0);
+ dy=(dy>0)?1:((dy<0)?-1:0);
+ return (path_search(&wpd,src->m,src->x+dx,src->y+dy,
+ bl->x-dx,bl->y-dy,0x10001)!=-1)?1:0;
+}
+
+/*==========================================
+ * Return numerical value of a switch configuration (modified by [Yor])
+ * on/off, english, fran軋is, deutsch, espaol
+ *------------------------------------------
+ */
+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 {
+ char str[128];
+ int *val;
+} battle_data[] = {
+ { "warp_point_debug", &battle_config.warp_point_debug },
+ { "enemy_critical", &battle_config.enemy_critical },
+ { "enemy_critical_rate", &battle_config.enemy_critical_rate },
+ { "enemy_str", &battle_config.enemy_str },
+ { "enemy_perfect_flee", &battle_config.enemy_perfect_flee },
+ { "casting_rate", &battle_config.cast_rate },
+ { "delay_rate", &battle_config.delay_rate },
+ { "delay_dependon_dex", &battle_config.delay_dependon_dex },
+ { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
+ { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
+ { "player_skill_add_range", &battle_config.pc_skill_add_range },
+ { "skill_out_range_consume", &battle_config.skill_out_range_consume },
+ { "monster_skill_add_range", &battle_config.mob_skill_add_range },
+ { "player_damage_delay", &battle_config.pc_damage_delay },
+ { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
+ { "defunit_not_enemy", &battle_config.defnotenemy },
+ { "random_monster_checklv", &battle_config.random_monster_checklv },
+ { "attribute_recover", &battle_config.attr_recover },
+ { "flooritem_lifetime", &battle_config.flooritem_lifetime },
+ { "item_auto_get", &battle_config.item_auto_get },
+ { "item_first_get_time", &battle_config.item_first_get_time },
+ { "item_second_get_time", &battle_config.item_second_get_time },
+ { "item_third_get_time", &battle_config.item_third_get_time },
+ { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
+ { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
+ { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
+ { "item_rate", &battle_config.item_rate },
+ { "drop_rate0item", &battle_config.drop_rate0item },
+ { "base_exp_rate", &battle_config.base_exp_rate },
+ { "job_exp_rate", &battle_config.job_exp_rate },
+ { "pvp_exp", &battle_config.pvp_exp },
+ { "gtb_pvp_only", &battle_config.gtb_pvp_only },
+ { "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 },
+ { "zeny_penalty", &battle_config.zeny_penalty },
+ { "restart_hp_rate", &battle_config.restart_hp_rate },
+ { "restart_sp_rate", &battle_config.restart_sp_rate },
+ { "mvp_hp_rate", &battle_config.mvp_hp_rate },
+ { "mvp_item_rate", &battle_config.mvp_item_rate },
+ { "mvp_exp_rate", &battle_config.mvp_exp_rate },
+ { "monster_hp_rate", &battle_config.monster_hp_rate },
+ { "monster_max_aspd", &battle_config.monster_max_aspd },
+ { "atcommand_gm_only", &battle_config.atc_gmonly },
+ { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
+ { "gm_all_skill", &battle_config.gm_allskill },
+ { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
+ { "gm_all_equipment", &battle_config.gm_allequip },
+ { "gm_skill_unconditional", &battle_config.gm_skilluncond },
+ { "player_skillfree", &battle_config.skillfree },
+ { "player_skillup_limit", &battle_config.skillup_limit },
+ { "weapon_produce_rate", &battle_config.wp_rate },
+ { "potion_produce_rate", &battle_config.pp_rate },
+ { "monster_active_enable", &battle_config.monster_active_enable },
+ { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
+ { "monster_loot_type", &battle_config.monster_loot_type },
+ { "mob_skill_use", &battle_config.mob_skill_use },
+ { "mob_count_rate", &battle_config.mob_count_rate },
+ { "quest_skill_learn", &battle_config.quest_skill_learn },
+ { "quest_skill_reset", &battle_config.quest_skill_reset },
+ { "basic_skill_check", &battle_config.basic_skill_check },
+ { "guild_emperium_check", &battle_config.guild_emperium_check },
+ { "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_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 },
+ { "skill_min_damage", &battle_config.skill_min_damage },
+ { "finger_offensive_type", &battle_config.finger_offensive_type },
+ { "heal_exp", &battle_config.heal_exp },
+ { "resurrection_exp", &battle_config.resurrection_exp },
+ { "shop_exp", &battle_config.shop_exp },
+ { "combo_delay_rate", &battle_config.combo_delay_rate },
+ { "item_check", &battle_config.item_check },
+ { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
+ { "natural_healhp_interval", &battle_config.natural_healhp_interval },
+ { "natural_healsp_interval", &battle_config.natural_healsp_interval },
+ { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
+ { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
+ { "item_name_override_grffile", &battle_config.item_name_override_grffile},
+ { "arrow_decrement", &battle_config.arrow_decrement },
+ { "max_aspd", &battle_config.max_aspd },
+ { "max_hp", &battle_config.max_hp },
+ { "max_sp", &battle_config.max_sp },
+ { "max_lv", &battle_config.max_lv },
+ { "max_parameter", &battle_config.max_parameter },
+ { "max_cart_weight", &battle_config.max_cart_weight },
+ { "player_skill_log", &battle_config.pc_skill_log },
+ { "monster_skill_log", &battle_config.mob_skill_log },
+ { "battle_log", &battle_config.battle_log },
+ { "save_log", &battle_config.save_log },
+ { "error_log", &battle_config.error_log },
+ { "etc_log", &battle_config.etc_log },
+ { "save_clothcolor", &battle_config.save_clothcolor },
+ { "undead_detect_type", &battle_config.undead_detect_type },
+ { "player_auto_counter_type", &battle_config.pc_auto_counter_type },
+ { "monster_auto_counter_type", &battle_config.monster_auto_counter_type},
+ { "agi_penaly_type", &battle_config.agi_penaly_type },
+ { "agi_penaly_count", &battle_config.agi_penaly_count },
+ { "agi_penaly_num", &battle_config.agi_penaly_num },
+ { "agi_penaly_count_lv", &battle_config.agi_penaly_count_lv },
+ { "vit_penaly_type", &battle_config.vit_penaly_type },
+ { "vit_penaly_count", &battle_config.vit_penaly_count },
+ { "vit_penaly_num", &battle_config.vit_penaly_num },
+ { "vit_penaly_count_lv", &battle_config.vit_penaly_count_lv },
+ { "player_defense_type", &battle_config.player_defense_type },
+ { "monster_defense_type", &battle_config.monster_defense_type },
+ { "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 },
+ { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
+ { "gvg_long_attack_damage_rate", &battle_config.gvg_long_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_eliminate_time", &battle_config.gvg_eliminate_time },
+ { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
+ { "player_attack_direction_change", &battle_config.pc_attack_direction_change },
+ { "monster_attack_direction_change", &battle_config.monster_attack_direction_change },
+ { "player_land_skill_limit", &battle_config.pc_land_skill_limit },
+ { "monster_land_skill_limit", &battle_config.monster_land_skill_limit},
+ { "party_skill_penaly", &battle_config.party_skill_penaly },
+ { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
+ { "produce_item_name_input", &battle_config.produce_item_name_input },
+ { "produce_potion_name_input", &battle_config.produce_potion_name_input},
+ { "making_arrow_name_input", &battle_config.making_arrow_name_input },
+ { "holywater_name_input", &battle_config.holywater_name_input },
+ { "display_delay_skill_fail", &battle_config.display_delay_skill_fail },
+ { "chat_warpportal", &battle_config.chat_warpportal },
+ { "mob_warpportal", &battle_config.mob_warpportal },
+ { "dead_branch_active", &battle_config.dead_branch_active },
+ { "vending_max_value", &battle_config.vending_max_value },
+ { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
+ { "enable_upper_class", &battle_config.enable_upper_class },
+ { "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_cardfix", &battle_config.gx_cardfix },
+ { "gx_dupele", &battle_config.gx_dupele },
+ { "gx_disptype", &battle_config.gx_disptype },
+ { "player_skill_partner_check", &battle_config.player_skill_partner_check},
+ { "hide_GM_session", &battle_config.hide_GM_session },
+ { "unit_movement_type", &battle_config.unit_movement_type },
+ { "invite_request_check", &battle_config.invite_request_check },
+ { "skill_removetrap_type", &battle_config.skill_removetrap_type },
+ { "disp_experience", &battle_config.disp_experience },
+ { "castle_defense_rate", &battle_config.castle_defense_rate },
+ { "riding_weight", &battle_config.riding_weight },
+ { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
+ { "item_rate_equip", &battle_config.item_rate_equip },
+ { "item_rate_card", &battle_config.item_rate_card }, // End Addition
+ { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
+ { "item_rate_use", &battle_config.item_rate_use }, // End
+ { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
+ { "item_drop_common_max", &battle_config.item_drop_common_max },
+ { "item_drop_equip_min", &battle_config.item_drop_equip_min },
+ { "item_drop_equip_max", &battle_config.item_drop_equip_max },
+ { "item_drop_card_min", &battle_config.item_drop_card_min },
+ { "item_drop_card_max", &battle_config.item_drop_card_max },
+ { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
+ { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
+ { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
+ { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
+ { "maximum_level", &battle_config.maximum_level }, // [Valaris]
+ { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
+ { "monsters_ignore_gm", &battle_config.monsters_ignore_gm }, // [Valaris]
+ { "equipment_breaking", &battle_config.equipment_breaking }, // [Valaris]
+ { "equipment_break_rate", &battle_config.equipment_break_rate }, // [Valaris]
+ { "pk_mode", &battle_config.pk_mode }, // [Valaris]
+ { "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]
+ { "day_duration", &battle_config.day_duration }, // added by [Yor]
+ { "night_duration", &battle_config.night_duration }, // added by [Yor]
+ { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
+ { "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]
+ { "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]
+//SQL-only options start
+#ifndef TXT_ONLY
+ { "mail_system", &battle_config.mail_system }, // added by [Valaris]
+//SQL-only options end
+#endif
+};
+
+int battle_set_value(char *w1, char *w2) {
+ int i;
+ for(i = 0; i < sizeof(battle_data) / (sizeof(battle_data[0])); i++)
+ if (strcmpi(w1, battle_data[i].str) == 0) {
+ *battle_data[i].val = battle_config_switch(w2);
+ return 1;
+ }
+ return 0;
+}
+
+void battle_set_defaults() {
+ battle_config.warp_point_debug=0;
+ battle_config.enemy_critical=0;
+ battle_config.enemy_critical_rate=100;
+ battle_config.enemy_str=1;
+ battle_config.enemy_perfect_flee=0;
+ battle_config.cast_rate=100;
+ battle_config.delay_rate=100;
+ battle_config.delay_dependon_dex=0;
+ battle_config.sdelay_attack_enable=0;
+ battle_config.left_cardfix_to_right=0;
+ battle_config.pc_skill_add_range=0;
+ battle_config.skill_out_range_consume=1;
+ battle_config.mob_skill_add_range=0;
+ battle_config.pc_damage_delay=1;
+ battle_config.pc_damage_delay_rate=100;
+ battle_config.defnotenemy=1;
+ battle_config.random_monster_checklv=1;
+ battle_config.attr_recover=1;
+ battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
+ battle_config.item_auto_get=0;
+ battle_config.item_first_get_time=3000;
+ battle_config.item_second_get_time=1000;
+ battle_config.item_third_get_time=1000;
+ battle_config.mvp_item_first_get_time=10000;
+ battle_config.mvp_item_second_get_time=10000;
+ battle_config.mvp_item_third_get_time=2000;
+
+ battle_config.drop_rate0item=0;
+ battle_config.base_exp_rate=100;
+ battle_config.job_exp_rate=100;
+ battle_config.pvp_exp=1;
+ battle_config.gtb_pvp_only=0;
+ battle_config.death_penalty_type=0;
+ battle_config.death_penalty_base=0;
+ battle_config.death_penalty_job=0;
+ battle_config.zeny_penalty=0;
+ battle_config.restart_hp_rate=0;
+ battle_config.restart_sp_rate=0;
+ battle_config.mvp_item_rate=100;
+ battle_config.mvp_exp_rate=100;
+ battle_config.mvp_hp_rate=100;
+ battle_config.monster_hp_rate=100;
+ battle_config.monster_max_aspd=199;
+ battle_config.atc_gmonly=0;
+ battle_config.gm_allskill=0;
+ battle_config.gm_allequip=0;
+ battle_config.gm_skilluncond=0;
+ battle_config.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_count_rate=100;
+ 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.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_rate=100;
+ battle_config.pet_attack_exp_to_master=0;
+ battle_config.pet_attack_exp_rate=100;
+ battle_config.skill_min_damage=0;
+ battle_config.finger_offensive_type=0;
+ battle_config.heal_exp=0;
+ battle_config.resurrection_exp=0;
+ battle_config.shop_exp=0;
+ battle_config.combo_delay_rate=100;
+ battle_config.item_check=1;
+ battle_config.wedding_modifydisplay=0;
+ battle_config.natural_healhp_interval=6000;
+ battle_config.natural_healsp_interval=8000;
+ battle_config.natural_heal_skill_interval=10000;
+ battle_config.natural_heal_weight_rate=50;
+ battle_config.item_name_override_grffile=1;
+ battle_config.arrow_decrement=1;
+ battle_config.max_aspd = 199;
+ battle_config.max_hp = 32500;
+ battle_config.max_sp = 32500;
+ battle_config.max_lv = 99; // [MouseJstr]
+ battle_config.max_parameter = 99;
+ battle_config.max_cart_weight = 8000;
+ battle_config.pc_skill_log = 0;
+ battle_config.mob_skill_log = 0;
+ battle_config.battle_log = 0;
+ battle_config.save_log = 0;
+ battle_config.error_log = 1;
+ battle_config.etc_log = 1;
+ battle_config.save_clothcolor = 0;
+ battle_config.undead_detect_type = 0;
+ battle_config.pc_auto_counter_type = 1;
+ battle_config.monster_auto_counter_type = 1;
+ battle_config.agi_penaly_type = 0;
+ battle_config.agi_penaly_count = 3;
+ battle_config.agi_penaly_num = 0;
+ battle_config.agi_penaly_count_lv = ATK_FLEE;
+ battle_config.vit_penaly_type = 0;
+ battle_config.vit_penaly_count = 3;
+ battle_config.vit_penaly_num = 0;
+ battle_config.vit_penaly_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 = 0;
+ battle_config.monster_cloak_check_type = 0;
+ battle_config.gvg_short_damage_rate = 100;
+ battle_config.gvg_long_damage_rate = 100;
+ battle_config.gvg_magic_damage_rate = 100;
+ battle_config.gvg_misc_damage_rate = 100;
+ 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_undead_nofreeze = 0;
+ battle_config.pc_land_skill_limit = 1;
+ battle_config.monster_land_skill_limit = 1;
+ battle_config.party_skill_penaly = 1;
+ battle_config.monster_class_change_full_recover = 0;
+ battle_config.produce_item_name_input = 1;
+ battle_config.produce_potion_name_input = 1;
+ battle_config.making_arrow_name_input = 1;
+ battle_config.holywater_name_input = 1;
+ battle_config.display_delay_skill_fail = 1;
+ battle_config.chat_warpportal = 0;
+ battle_config.mob_warpportal = 0;
+ battle_config.dead_branch_active = 0;
+ battle_config.vending_max_value = 10000000;
+ battle_config.show_steal_in_same_party = 0;
+ battle_config.enable_upper_class = 0;
+ battle_config.pet_attack_attr_none = 0;
+ battle_config.pc_attack_attr_none = 0;
+ battle_config.mob_attack_attr_none = 1;
+ battle_config.mob_ghostring_fix = 0;
+ battle_config.gx_allhit = 0;
+ battle_config.gx_cardfix = 0;
+ battle_config.gx_dupele = 1;
+ battle_config.gx_disptype = 1;
+ battle_config.player_skill_partner_check = 1;
+ battle_config.hide_GM_session = 0;
+ battle_config.unit_movement_type = 0;
+ battle_config.invite_request_check = 1;
+ battle_config.skill_removetrap_type = 0;
+ battle_config.disp_experience = 0;
+ battle_config.item_rate_common = 100;
+ battle_config.item_rate_equip = 100;
+ battle_config.item_rate_card = 100;
+ battle_config.item_rate_heal = 100; // Added by Valaris
+ battle_config.item_rate_use = 100; // End
+ battle_config.item_drop_common_min=1; // Added by TyrNemesis^
+ battle_config.item_drop_common_max=10000;
+ battle_config.item_drop_equip_min=1;
+ battle_config.item_drop_equip_max=10000;
+ battle_config.item_drop_card_min=1;
+ battle_config.item_drop_card_max=10000;
+ battle_config.item_drop_mvp_min=1;
+ battle_config.item_drop_mvp_max=10000; // End Addition
+ battle_config.item_drop_heal_min=1; // Added by Valaris
+ battle_config.item_drop_heal_max=10000;
+ battle_config.item_drop_use_min=1;
+ battle_config.item_drop_use_max=10000; // End
+ battle_config.prevent_logout = 1; // Added by RoVeRT
+ battle_config.maximum_level = 255; // Added by Valaris
+ battle_config.drops_by_luk = 0; // [Valaris]
+ battle_config.equipment_breaking = 0; // [Valaris]
+ battle_config.equipment_break_rate = 100; // [Valaris]
+ battle_config.pk_mode = 0; // [Valaris]
+ battle_config.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 = 63; // added by [Yor]
+ battle_config.min_hair_style = 0;
+ battle_config.max_hair_style = 20;
+ battle_config.min_hair_color = 0;
+ battle_config.max_hair_color = 9;
+ battle_config.min_cloth_color = 0;
+ battle_config.max_cloth_color = 4;
+
+ battle_config.castrate_dex_scale = 150;
+
+ battle_config.area_size = 14;
+
+//SQL-only options start
+#ifndef TXT_ONLY
+ battle_config.mail_system = 0;
+//SQL-only options end
+#endif
+}
+
+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_hp > 1000000)
+ battle_config.max_hp = 1000000;
+ if(battle_config.max_hp < 100)
+ battle_config.max_hp = 100;
+ if(battle_config.max_sp > 1000000)
+ battle_config.max_sp = 1000000;
+ if(battle_config.max_sp < 100)
+ battle_config.max_sp = 100;
+ if(battle_config.max_parameter < 10)
+ battle_config.max_parameter = 10;
+ if(battle_config.max_parameter > 10000)
+ battle_config.max_parameter = 10000;
+ if(battle_config.max_cart_weight > 1000000)
+ battle_config.max_cart_weight = 1000000;
+ if(battle_config.max_cart_weight < 100)
+ battle_config.max_cart_weight = 100;
+ battle_config.max_cart_weight *= 10;
+
+ if(battle_config.agi_penaly_count < 2)
+ battle_config.agi_penaly_count = 2;
+ if(battle_config.vit_penaly_count < 2)
+ battle_config.vit_penaly_count = 2;
+
+ if(battle_config.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.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) // added by [Yor]
+ battle_config.day_duration = 0;
+ if (battle_config.night_duration < 0) // added by [Yor]
+ battle_config.night_duration = 0;
+
+ if (battle_config.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;
+
+ // at least 1 client must be accepted
+ if ((battle_config.packet_ver_flag & 63) == 0) // added by [Yor]
+ battle_config.packet_ver_flag = 63; // accept all clients
+}
+
+/*==========================================
+ * 設定ファイルを読み込む
+ *------------------------------------------
+ */
+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) {
+ printf("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;
+ battle_set_value(w1, w2);
+ if (strcmpi(w1, "import") == 0)
+ battle_config_read(w2);
+ }
+ fclose(fp);
+
+ if (--count == 0) {
+ battle_validate_conf();
+ add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
+ }
+
+ return 0;
+}
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