summaryrefslogtreecommitdiff
path: root/src/map/battle.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c6132
1 files changed, 6132 insertions, 0 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
new file mode 100644
index 000000000..7b6bf5869
--- /dev/null
+++ b/src/map/battle.c
@@ -0,0 +1,6132 @@
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include "../common/cbasetypes.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/malloc.h"
+#include "../common/showmsg.h"
+#include "../common/ers.h"
+#include "../common/random.h"
+#include "../common/socket.h"
+#include "../common/strlib.h"
+#include "../common/utils.h"
+
+#include "map.h"
+#include "path.h"
+#include "pc.h"
+#include "status.h"
+#include "skill.h"
+#include "homunculus.h"
+#include "mercenary.h"
+#include "elemental.h"
+#include "mob.h"
+#include "itemdb.h"
+#include "clif.h"
+#include "pet.h"
+#include "guild.h"
+#include "party.h"
+#include "battle.h"
+#include "battleground.h"
+#include "chrif.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+int attr_fix_table[4][ELE_MAX][ELE_MAX];
+
+struct Battle_Config battle_config;
+static struct eri *delay_damage_ers; //For battle delay damage structures.
+
+#define DAMAGE_RATE(a){damage = (int64)damage * (a)/100;}
+#define DAMAGE_SUBRATE(a){damage -= (int64)damage * (a)/100;}
+#define DAMAGE_ADDRATE(a){damage += (int64)damage * (a)/100;}
+int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
+ struct unit_data *ud;
+
+ if( bl->type == BL_SKILL ) {
+ struct skill_unit * su = (struct skill_unit*)bl;
+ return su->group?su->group->skill_id:0;
+ }
+
+ ud = unit_bl2ud(bl);
+
+ return ud?ud->skill_id:0;
+}
+
+/*==========================================
+ * Get random targetting enemy
+ *------------------------------------------*/
+static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
+ struct block_list **bl_list;
+ struct unit_data *ud;
+ int target_id;
+ int *c;
+
+ bl_list = va_arg(ap, struct block_list **);
+ c = va_arg(ap, int *);
+ target_id = va_arg(ap, int);
+
+ if (bl->id == target_id)
+ return 0;
+
+ if (*c >= 24)
+ return 0;
+
+ if ( !(ud = unit_bl2ud(bl)) )
+ return 0;
+
+ if (ud->target == target_id || ud->skilltarget == target_id) {
+ bl_list[(*c)++] = bl;
+ return 1;
+ }
+
+ return 0;
+}
+
+struct block_list* battle_gettargeted(struct block_list *target) {
+ struct block_list *bl_list[24];
+ int c = 0;
+ nullpo_retr(NULL, target);
+
+ memset(bl_list, 0, sizeof(bl_list));
+ map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
+ if ( c == 0 )
+ return NULL;
+ if( c > 24 )
+ c = 24;
+ return bl_list[rnd()%c];
+}
+
+
+//Returns the id of the current targetted character of the passed bl. [Skotlex]
+int battle_gettarget(struct block_list* bl) {
+
+ switch (bl->type) {
+ case BL_PC: return ((struct map_session_data*)bl)->ud.target;
+ case BL_MOB: return ((struct mob_data*)bl)->target_id;
+ case BL_PET: return ((struct pet_data*)bl)->target_id;
+ case BL_HOM: return ((struct homun_data*)bl)->ud.target;
+ case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
+ case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
+ }
+
+ return 0;
+}
+
+static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
+ struct block_list **bl_list;
+ struct block_list *target;
+ int *c;
+
+ bl_list = va_arg(ap, struct block_list **);
+ c = va_arg(ap, int *);
+ target = va_arg(ap, struct block_list *);
+
+ if (bl->id == target->id)
+ return 0;
+
+ if (*c >= 24)
+ return 0;
+
+ if (status_isdead(bl))
+ return 0;
+
+ if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
+ bl_list[(*c)++] = bl;
+ return 1;
+ }
+
+ return 0;
+}
+
+// Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
+struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
+ struct block_list *bl_list[24];
+ int c = 0;
+
+ memset(bl_list, 0, sizeof(bl_list));
+ map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
+
+ if ( c == 0 )
+ return NULL;
+
+ if( c > 24 )
+ c = 24;
+
+ return bl_list[rnd()%c];
+}
+static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
+ struct block_list **bl_list, *src;
+ int *c, ignore_id;
+
+ bl_list = va_arg(ap, struct block_list **);
+ c = va_arg(ap, int *);
+ src = va_arg(ap, struct block_list *);
+ ignore_id = va_arg(ap, int);
+
+ if( bl->id == src->id || bl->id == ignore_id )
+ return 0; // Ignores Caster and a possible pre-target
+
+ if( *c >= 23 )
+ return 0;
+
+ if( status_isdead(bl) )
+ return 0;
+
+ if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
+ bl_list[(*c)++] = bl;
+ return 1;
+ }
+
+ return 0;
+}
+
+// Pick a random enemy
+struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
+ struct block_list *bl_list[24];
+ int c = 0;
+
+ memset(bl_list, 0, sizeof(bl_list));
+ map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
+
+ if( c == 0 )
+ return NULL;
+ if( c >= 24 )
+ c = 23;
+
+ return bl_list[rnd()%c];
+}
+
+// Dammage delayed info
+struct delay_damage {
+ int src_id;
+ int target_id;
+ int damage;
+ int delay;
+ unsigned short distance;
+ uint16 skill_lv;
+ uint16 skill_id;
+ enum damage_lv dmg_lv;
+ unsigned short attack_type;
+};
+
+int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
+ struct delay_damage *dat = (struct delay_damage *)data;
+
+ if ( dat ) {
+ struct block_list* src;
+ struct block_list* target = map_id2bl(dat->target_id);
+
+ if( !target || status_isdead(target) ) {/* nothing we can do */
+ ers_free(delay_damage_ers, dat);
+ return 0;
+ }
+
+ src = map_id2bl(dat->src_id);
+
+ if( src && target->m == src->m &&
+ (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
+ check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
+ {
+ map_freeblock_lock();
+ status_fix_damage(src, target, dat->damage, dat->delay);
+ if( dat->attack_type && !status_isdead(target) )
+ skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
+ if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
+ skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
+ map_freeblock_unlock();
+ } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
+ /**
+ * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
+ **/
+ map_freeblock_lock();
+ status_fix_damage(target, target, dat->damage, dat->delay);
+ map_freeblock_unlock();
+ }
+ }
+ ers_free(delay_damage_ers, dat);
+ return 0;
+}
+
+int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
+{
+ struct delay_damage *dat;
+ struct status_change *sc;
+ nullpo_ret(src);
+ nullpo_ret(target);
+
+ sc = status_get_sc(target);
+
+ if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
+ damage = 0;
+
+ if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
+ map_freeblock_lock();
+ status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
+ if( attack_type && !status_isdead(target) )
+ skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
+ if( dmg_lv > ATK_BLOCK && attack_type )
+ skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
+ map_freeblock_unlock();
+ return 0;
+ }
+ dat = ers_alloc(delay_damage_ers, struct delay_damage);
+ dat->src_id = src->id;
+ dat->target_id = target->id;
+ dat->skill_id = skill_id;
+ dat->skill_lv = skill_lv;
+ dat->attack_type = attack_type;
+ dat->damage = damage;
+ dat->dmg_lv = dmg_lv;
+ dat->delay = ddelay;
+ dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
+ if (src->type != BL_PC && amotion > 1000)
+ amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
+
+ add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
+
+ return 0;
+}
+int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
+{
+
+ if (atk_elem < 0 || atk_elem >= ELE_MAX)
+ return 100;
+
+ if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
+ return 100;
+
+ return attr_fix_table[def_lv-1][atk_elem][def_type];
+}
+
+/*==========================================
+ * Does attribute fix modifiers.
+ * Added passing of the chars so that the status changes can affect it. [Skotlex]
+ * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
+ *------------------------------------------*/
+int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
+{
+ struct status_change *sc=NULL, *tsc=NULL;
+ int ratio;
+
+ if (src) sc = status_get_sc(src);
+ if (target) tsc = status_get_sc(target);
+
+ if (atk_elem < 0 || atk_elem >= ELE_MAX)
+ atk_elem = rnd()%ELE_MAX;
+
+ if (def_type < 0 || def_type > ELE_MAX ||
+ def_lv < 1 || def_lv > 4) {
+ ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
+ return damage;
+ }
+
+ ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
+ if (sc && sc->count) {
+ if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
+ ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
+ if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
+ ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
+ if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
+ ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
+ }
+ if( target && target->type == BL_SKILL ) {
+ if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
+ struct skill_unit *su = (struct skill_unit*)target;
+ struct skill_unit_group *sg;
+ struct block_list *src;
+ int x,y;
+
+ if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
+ (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
+ return 0;
+
+ if( sg->unit_id != UNT_FIREWALL ) {
+ x = sg->val3 >> 16;
+ y = sg->val3 & 0xffff;
+ skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
+ sg->val3 = -1;
+ sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
+ }
+ }
+ }
+ if( tsc && tsc->count ) { //since an atk can only have one type let's optimise this a bit
+ switch(atk_elem){
+ case ELE_FIRE:
+ if( tsc->data[SC_SPIDERWEB]) {
+ tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
+ if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
+ damage <<= 1; // double damage
+ if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
+ status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
+ }
+ if( tsc->data[SC_THORNSTRAP])
+ status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
+ if( tsc->data[SC_FIRE_CLOAK_OPTION])
+ DAMAGE_SUBRATE(tsc->data[SC_FIRE_CLOAK_OPTION]->val2)
+ if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
+ status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
+ if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
+ if( tsc->data[SC_ASH]) damage += damage/2; //150%
+ break;
+ case ELE_HOLY:
+ if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
+ break;
+ case ELE_POISON:
+ if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
+ break;
+ case ELE_WIND:
+ if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) damage += damage/2;
+ if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
+ break;
+ case ELE_WATER:
+ if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
+ break;
+ case ELE_EARTH:
+ if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
+ break;
+ }
+ } //end tsc check
+ if( src && src->type == BL_PC ){
+ struct map_session_data *sd = BL_CAST(BL_PC, src);
+ int s;
+
+ ARR_FIND(1, 6, s, sd->talisman[s] > 0);
+
+ if( s < 5 && atk_elem == s )
+ ratio += sd->talisman[s] * 2; // +2% custom value
+ }
+ if( target && target->type == BL_PC ) {
+ struct map_session_data *tsd = BL_CAST(BL_PC, target);
+ int t;
+
+ ARR_FIND(1, 6, t, tsd->talisman[t] > 0);
+
+ if( t < 5 && atk_elem == t )
+ DAMAGE_SUBRATE(tsd->talisman[t] * 3) // -3% custom value
+ }
+ return (int64)damage*ratio/100;
+}
+
+/*==========================================
+ * Calculates card bonuses damage adjustments.
+ *------------------------------------------*/
+int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
+ struct map_session_data *sd, *tsd;
+ short cardfix = 1000, t_class, s_class, s_race2, t_race2;
+ struct status_data *sstatus, *tstatus;
+ int i;
+
+ if( !damage )
+ return 0;
+
+ sd = BL_CAST(BL_PC, src);
+ tsd = BL_CAST(BL_PC, target);
+ t_class = status_get_class(target);
+ s_class = status_get_class(src);
+ sstatus = status_get_status_data(src);
+ tstatus = status_get_status_data(target);
+ s_race2 = status_get_race2(src);
+
+#define bccDAMAGE_RATE(a){ damage = (int64)damage * (a)/1000;}
+ switch(attack_type){
+ case BF_MAGIC:
+ if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
+ cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
+ if (!(nk&NK_NO_ELEFIX))
+ cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
+ cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
+ cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix=cardfix*(100+sd->magic_atk_ele[s_ele])/100;
+ for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
+ if(sd->add_mdmg[i].class_ == t_class) {
+ cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
+ break;
+ }
+ }
+ if (cardfix != 1000)
+ bccDAMAGE_RATE(cardfix)
+ }
+
+ if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
+ { // Target cards.
+ if (!(nk&NK_NO_ELEFIX))
+ {
+ int ele_fix = tsd->subele[s_ele];
+ for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
+ {
+ if(tsd->subele2[i].ele != s_ele) continue;
+ if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&flag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix += tsd->subele2[i].rate;
+ }
+ cardfix=cardfix*(100-ele_fix)/100;
+ }
+ cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
+ cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
+ cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
+ cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
+ if( sstatus->race != RC_DEMIHUMAN )
+ cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+
+ for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
+ if(tsd->add_mdef[i].class_ == s_class) {
+ cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
+ break;
+ }
+ }
+ //It was discovered that ranged defense also counts vs magic! [Skotlex]
+ if ( flag&BF_SHORT )
+ cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
+ else
+ cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
+
+ cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
+
+ if( tsd->sc.data[SC_MDEF_RATE] )
+ cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
+
+ if (cardfix != 1000)
+ bccDAMAGE_RATE(cardfix)
+ }
+ break;
+ case BF_WEAPON:
+ t_race2 = status_get_race2(target);
+ if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) )
+ {
+ short cardfix_ = 1000;
+ if(sd->state.arrow_atk)
+ {
+ cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
+ if (!(nk&NK_NO_ELEFIX))
+ {
+ int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
+ for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
+ if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix += sd->right_weapon.addele2[i].rate;
+ }
+ cardfix=cardfix*(100+ele_fix)/100;
+ }
+ cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ if( tstatus->race != RC_DEMIHUMAN )
+ cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
+ }
+ else
+ { // Melee attack
+ if( !battle_config.left_cardfix_to_right )
+ {
+ cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
+ if (!(nk&NK_NO_ELEFIX)) {
+ int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
+ for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
+ if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix += sd->right_weapon.addele2[i].rate;
+ }
+ cardfix=cardfix*(100+ele_fix)/100;
+ }
+ cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ if( tstatus->race != RC_DEMIHUMAN )
+ cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
+
+ if( left&1 )
+ {
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
+ if (!(nk&NK_NO_ELEFIX)) {
+ int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
+ for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
+ if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
+ sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
+ sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix_lh += sd->left_weapon.addele2[i].rate;
+ }
+ cardfix=cardfix*(100+ele_fix_lh)/100;
+ }
+ cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ if( tstatus->race != RC_DEMIHUMAN )
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
+ }
+ }
+ else
+ {
+ int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
+ for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
+ if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix += sd->right_weapon.addele2[i].rate;
+ }
+ for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
+ if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
+ sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
+ sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix += sd->left_weapon.addele2[i].rate;
+ }
+
+ cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
+ cardfix=cardfix*(100+ele_fix)/100;
+ cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ if( tstatus->race != RC_DEMIHUMAN )
+ cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
+ }
+ }
+ for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
+ {
+ if( sd->right_weapon.add_dmg[i].class_ == t_class )
+ {
+ cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
+ break;
+ }
+ }
+
+ if( left&1 )
+ {
+ for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
+ {
+ if( sd->left_weapon.add_dmg[i].class_ == t_class )
+ {
+ cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
+ break;
+ }
+ }
+ }
+
+ if( flag&BF_LONG )
+ cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
+#ifdef RENEWAL_EDP
+ if( sd->sc.data[SC_EDP] ){
+ cardfix = cardfix * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
+ cardfix_ = cardfix_ * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
+ }
+#endif
+ if( (left&1) && cardfix_ != 1000 )
+ bccDAMAGE_RATE(cardfix_)
+ else if( cardfix != 1000 )
+ bccDAMAGE_RATE(cardfix)
+
+ }else if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
+ if( !(nk&NK_NO_ELEFIX) )
+ {
+ int ele_fix = tsd->subele[s_ele];
+ for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
+ {
+ if(tsd->subele2[i].ele != s_ele) continue;
+ if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&flag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix += tsd->subele2[i].rate;
+ }
+ cardfix=cardfix*(100-ele_fix)/100;
+ if( left&1 && s_ele_ != s_ele )
+ {
+ int ele_fix_lh = tsd->subele[s_ele_];
+ for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
+ {
+ if(tsd->subele2[i].ele != s_ele_) continue;
+ if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&flag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix_lh += tsd->subele2[i].rate;
+ }
+ cardfix=cardfix*(100-ele_fix_lh)/100;
+ }
+ }
+ cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
+ cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
+ cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
+ cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
+ if( sstatus->race != RC_DEMIHUMAN )
+ cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+
+ for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
+ if( tsd->add_def[i].class_ == s_class ) {
+ cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
+ break;
+ }
+ }
+
+ if( flag&BF_SHORT )
+ cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
+ else // BF_LONG (there's no other choice)
+ cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
+
+ if( tsd->sc.data[SC_DEF_RATE] )
+ cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
+
+ if( cardfix != 1000 )
+ bccDAMAGE_RATE(cardfix)
+ }
+ break;
+ case BF_MISC:
+ if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
+ // misc damage reduction from equipment
+ if (!(nk&NK_NO_ELEFIX))
+ {
+ int ele_fix = tsd->subele[s_ele];
+ for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
+ {
+ if(tsd->subele2[i].ele != s_ele) continue;
+ if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&flag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ continue;
+ ele_fix += tsd->subele2[i].rate;
+ }
+ cardfix=cardfix*(100-ele_fix)/100;
+ }
+ cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
+ cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
+ cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
+ cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
+ if( sstatus->race != RC_DEMIHUMAN )
+ cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+
+ cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
+ if( flag&BF_SHORT )
+ cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
+ else // BF_LONG (there's no other choice)
+ cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
+
+ if (cardfix != 10000)
+ bccDAMAGE_RATE(cardfix)
+ }
+ break;
+ }
+
+ return damage;
+}
+
+/*==========================================
+ * Check dammage trough status.
+ * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
+ * After this we apply bg/gvg reduction
+ *------------------------------------------*/
+int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,uint16 skill_id,uint16 skill_lv)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ int div_ = d->div_, flag = d->flag;
+
+ nullpo_ret(bl);
+
+ if( !damage )
+ return 0;
+ if( battle_config.ksprotection && mob_ksprotected(src, bl) )
+ return 0;
+
+ if (bl->type == BL_PC) {
+ sd=(struct map_session_data *)bl;
+ //Special no damage states
+ if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
+ DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)
+
+ if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
+ DAMAGE_SUBRATE(sd->special_state.no_magic_damage)
+
+ if(flag&BF_MISC && sd->special_state.no_misc_damage)
+ DAMAGE_SUBRATE(sd->special_state.no_misc_damage)
+
+ if(!damage) return 0;
+ }
+
+ sc = status_get_sc(bl);
+
+ if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ return 1;
+
+ if (skill_id == PA_PRESSURE)
+ return damage; //This skill bypass everything else.
+
+ if( sc && sc->count )
+ {
+ //First, sc_*'s that reduce damage to 0.
+ if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
+ {
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+ if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
+ if( skill_id == MG_NAPALMBEAT ||
+ skill_id == MG_SOULSTRIKE ||
+ skill_id == WL_SOULEXPANSION ||
+ (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
+ (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
+ ){
+ if( skill_id == WL_SOULEXPANSION )
+ damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
+ status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
+ }else{
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+ }
+
+ if(sc->data[SC_ZEPHYR] &&
+ flag&(BF_LONG|BF_SHORT)){
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+
+ if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
+ {
+ struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
+ uint16 skill_id = sc->data[SC_SAFETYWALL]->val2;
+ if (group) {
+ if(skill_id == MH_STEINWAND){
+ if (--group->val2<=0)
+ skill_delunitgroup(group);
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+ /**
+ * in RE, SW possesses a lifetime equal to 3 times the caster's health
+ **/
+ #ifdef RENEWAL
+ if ( ( group->val2 - damage) > 0 ) {
+ group->val2 -= damage;
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ } else
+ damage -= group->val2;
+ skill_delunitgroup(group);
+ #else
+ if (--group->val2<=0)
+ skill_delunitgroup(group);
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ #endif
+ }
+ status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
+ }
+
+ if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+ if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
+ {
+ clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
+ d->dmg_lv = ATK_BLOCK;
+ sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
+ return 0;
+ }
+ if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
+ {
+ int delay;
+ clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
+ // different delay depending on skill level [celest]
+ if (sce->val1 <= 5)
+ delay = 300;
+ else if (sce->val1 > 5 && sce->val1 <= 9)
+ delay = 200;
+ else
+ delay = 100;
+ unit_set_walkdelay(bl, gettick(), delay, 1);
+
+ if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
+ skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
+ return 0;
+ }
+
+ if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
+ clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
+ sce->val3 -= damage; // absorb damage
+ d->dmg_lv = ATK_BLOCK;
+ sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
+ if( sce->val3 <= 0 ) { // Shield Down
+ sce->val2--;
+ if( sce->val2 > 0 ) {
+ if( sd )
+ clif_millenniumshield(sd,sce->val2);
+ sce->val3 = 1000; // Next Shield
+ } else
+ status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
+ }
+ return 0;
+ }
+
+
+ if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
+ { // attack blocked by Parrying
+ clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
+ return 0;
+ }
+
+ if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
+ (flag&BF_LONG || sc->data[SC_SPURT])
+ && rnd()%100 < 20) {
+ if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
+ clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
+ if (!sc->data[SC_COMBO])
+ sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
+ return 0;
+ }
+
+ if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
+ return 0;
+
+ if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
+ return 0;
+
+ if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
+ d->dmg_lv = ATK_MISS;
+ return 0;
+ }
+
+ if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
+ { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
+ clif_specialeffect(bl, 462, AREA);
+ //Shouldn't end until Breaker's non-weapon part connects.
+ if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
+ if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
+ status_change_end(bl, SC_KAUPE, INVALID_TIMER);
+ return 0;
+ }
+
+ if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
+ clif_specialeffect(bl, 462, AREA); // Still need confirm it.
+ return 0;
+ }
+
+ if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
+ && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
+
+ skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
+ if( !status_isdead(src) )
+ skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
+ if (sce) {
+ clif_specialeffect(bl, 462, AREA);
+ skill_blown(src,bl,sce->val3,-1,0);
+ }
+ //Both need to be consumed if they are active.
+ if (sce && --(sce->val2) <= 0)
+ status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
+ if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
+ status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
+
+ return 0;
+ }
+
+ //Now damage increasing effects
+ if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN )
+ {
+ if( src->type != BL_MER || skill_id == 0 )
+ damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
+
+ if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
+ status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
+ }
+
+#ifdef RENEWAL
+ if( sc->data[SC_RAID] )
+ {
+ DAMAGE_ADDRATE(20)
+
+ if (--sc->data[SC_RAID]->val1 == 0)
+ status_change_end(bl, SC_RAID, INVALID_TIMER);
+ }
+#endif
+
+ if( damage ) {
+ struct map_session_data *tsd = BL_CAST(BL_PC, src);
+ if( sc->data[SC_DEEPSLEEP] ) {
+ damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
+ status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
+ }
+ if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){
+ switch(tsd->status.weapon){
+ case W_MACE:
+ case W_2HMACE:
+ case W_1HAXE:
+ case W_2HAXE:
+ DAMAGE_RATE(150)
+ break;
+ case W_MUSICAL:
+ case W_WHIP:
+ if(!sd->state.arrow_atk)
+ break;
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ case W_DAGGER:
+ case W_1HSWORD:
+ case W_2HSWORD:
+ DAMAGE_RATE(50)
+ break;
+ }
+ }
+ if( sc->data[SC_VOICEOFSIREN] )
+ status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
+ }
+
+
+ //Finally damage reductions....
+ // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
+#ifndef RENEWAL
+ if( sc->data[SC_ASSUMPTIO] ) {
+ if( map_flag_vs(bl->m) )
+ damage = (int64)damage*2/3; //Receive 66% damage
+ else
+ damage >>= 1; //Receive 50% damage
+ }
+#endif
+
+ if(sc->data[SC_DEFENDER] &&
+ (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
+ DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)
+
+ if(sc->data[SC_ADJUSTMENT] &&
+ (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
+ DAMAGE_SUBRATE(20)
+
+ if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH) {
+ if(flag&BF_SKILL) //25% reduction
+ DAMAGE_SUBRATE(25)
+ else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
+ damage >>= 2; //75% reduction
+ }
+
+ // Compressed code, fixed by map.h [Epoque]
+ if (src->type == BL_MOB) {
+ int i;
+ if (sc->data[SC_MANU_DEF])
+ for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
+ if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
+ DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
+ break;
+ }
+ if (sc->data[SC_SPL_DEF])
+ for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
+ if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
+ DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
+ break;
+ }
+ }
+
+ if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
+ sce->val3&flag && sce->val4&flag)
+ DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
+
+#ifdef RENEWAL
+ if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
+#else
+ if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
+#endif
+ {
+ struct status_data *status = status_get_status_data(bl);
+ int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
+ per /=20; //Uses 20% SP intervals.
+ //SP Cost: 1% + 0.5% per every 20% SP
+ if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
+ status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
+ //Reduction: 6% + 6% every 20%
+ DAMAGE_SUBRATE(6 * (1+per))
+ }
+ if(sc->data[SC_GRANITIC_ARMOR]){
+ DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
+ }
+ if(sc->data[SC_PAIN_KILLER]){
+ DAMAGE_SUBRATE(sc->data[SC_PAIN_KILLER]->val3)
+ }
+ if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
+ skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
+ }
+
+/**
+ * In renewal steel body reduces all incoming damage by 1/10
+ **/
+#ifdef RENEWAL
+ if( sc->data[SC_STEELBODY] ) {
+ damage = damage > 10 ? damage / 10 : 1;
+ }
+#endif
+
+ //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
+ if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
+ {
+ status_change_end(bl, SC_BITE, INVALID_TIMER);
+ status_change_end(bl, SC_ANKLE, INVALID_TIMER);
+ status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
+ }
+
+ //Finally Kyrie because it may, or not, reduce damage to 0.
+ if((sce = sc->data[SC_KYRIE]) && damage > 0){
+ sce->val2-=damage;
+ if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
+ if(sce->val2>=0)
+ damage=0;
+ else
+ damage=-sce->val2;
+ }
+ if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ }
+
+ if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
+ damage = 0;
+
+
+ if (!damage) return 0;
+
+ if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
+ int dx[8]={0,-1,-1,-1,0,1,1,1};
+ int dy[8]={1,1,0,-1,-1,-1,0,1};
+ uint8 dir = map_calc_dir(bl, src->x, src->y);
+ if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
+ clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
+ unit_setdir(bl, dir);
+ }
+ d->dmg_lv = ATK_DEF;
+ status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
+ return 0;
+ }
+
+ //Probably not the most correct place, but it'll do here
+ //(since battle_drain is strictly for players currently)
+ if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
+ rnd()%100 < sce->val3)
+ status_heal(src, (int64)damage*sce->val4/100, 0, 3);
+
+ if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
+ pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
+ if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
+ TBL_HOM *hd = BL_CAST(BL_HOM,bl);
+ if (hd) hom_addspiritball(hd, 10); //add a sphere
+ }
+
+ if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
+ status_change_spread(bl, src); // Deadly infect attacked side
+
+ if( sc && sc->data[SC__SHADOWFORM] ) {
+ struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
+ if( !s_bl ) { // If the shadow form target is not present remove the sc.
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ if( s_bl->type == BL_PC )
+ ((TBL_PC*)s_bl)->shadowform_id = 0;
+ } else {
+ if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ if( s_bl->type == BL_PC )
+ ((TBL_PC*)s_bl)->shadowform_id = 0;
+ } else {
+ status_damage(bl, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
+ return ATK_NONE;
+ }
+ }
+ }
+
+ }
+
+ //SC effects from caster side.
+ sc = status_get_sc(src);
+
+ if (sc && sc->count)
+ {
+ if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ DAMAGE_ADDRATE(75)
+ // [Epoque]
+ if (bl->type == BL_MOB)
+ {
+ int i;
+
+ if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
+ ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
+ )
+ for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
+ if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
+ DAMAGE_ADDRATE(sce->val1)
+ break;
+ }
+ if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
+ ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
+ )
+ for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
+ if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
+ DAMAGE_ADDRATE(sce->val1)
+ break;
+ }
+ }
+ if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
+ sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
+ if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
+ status_change_spread(src, bl);
+ if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
+ TBL_HOM *hd = BL_CAST(BL_HOM,bl);
+ if (hd) hom_addspiritball(hd, 10);
+ }
+ }
+
+ if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
+ {
+ if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
+ if (flag&BF_WEAPON)
+ DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
+ if (flag&BF_MAGIC)
+ DAMAGE_RATE(battle_config.pk_magic_damage_rate)
+ if (flag&BF_MISC)
+ DAMAGE_RATE(battle_config.pk_misc_damage_rate)
+ } else { //Normal attacks get reductions based on range.
+ if (flag & BF_SHORT)
+ DAMAGE_RATE(battle_config.pk_short_damage_rate)
+ if (flag & BF_LONG)
+ DAMAGE_RATE(battle_config.pk_long_damage_rate)
+ }
+ if(!damage) damage = 1;
+ }
+
+ if(battle_config.skill_min_damage && damage > 0 && damage < div_)
+ {
+ if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
+ || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
+ || (flag&BF_MISC && battle_config.skill_min_damage&4)
+ )
+ damage = div_;
+ }
+
+ if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
+ if (damage > 0 )
+ mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
+ if (skill_id)
+ mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
+ }
+ if( sd ) {
+ if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
+ short element = skill_get_ele(skill_id, skill_lv);
+ if( !skill_id || element == -1 ) { //Take weapon's element
+ struct status_data *sstatus = NULL;
+ if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
+ element = ((TBL_PC*)src)->bonus.arrow_ele;
+ else if( (sstatus = status_get_status_data(src)) ) {
+ element = sstatus->rhw.ele;
+ }
+ }
+ else if( element == -2 ) //Use enchantment's element
+ element = status_get_attack_sc_element(src,status_get_sc(src));
+ else if( element == -3 ) //Use random element
+ element = rnd()%ELE_MAX;
+ if( element == ELE_FIRE || element == ELE_WATER )
+ pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
+ }
+ }
+
+ return damage;
+}
+
+/*==========================================
+ * Calculates BG related damage adjustments.
+ *------------------------------------------*/
+int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
+{
+ if( !damage )
+ return 0;
+
+ if( bl->type == BL_MOB )
+ {
+ struct mob_data* md = BL_CAST(BL_MOB, bl);
+ if( map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL )
+ return 0; // Crystal cannot receive skill damage on battlegrounds
+ }
+
+ switch( skill_id )
+ {
+ case PA_PRESSURE:
+ case HW_GRAVITATION:
+ case NJ_ZENYNAGE:
+ case KO_MUCHANAGE:
+ break;
+ default:
+ if( flag&BF_SKILL )
+ { //Skills get a different reduction than non-skills. [Skotlex]
+ if( flag&BF_WEAPON )
+ DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
+ if( flag&BF_MAGIC )
+ DAMAGE_RATE(battle_config.bg_magic_damage_rate)
+ if( flag&BF_MISC )
+ DAMAGE_RATE(battle_config.bg_misc_damage_rate)
+ }
+ else
+ { //Normal attacks get reductions based on range.
+ if( flag&BF_SHORT )
+ DAMAGE_RATE(battle_config.bg_short_damage_rate)
+ if( flag&BF_LONG )
+ DAMAGE_RATE(battle_config.bg_long_damage_rate)
+ }
+
+ if( !damage ) damage = 1;
+ }
+
+ return damage;
+}
+
+/*==========================================
+ * Calculates GVG related damage adjustments.
+ *------------------------------------------*/
+int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
+{
+ struct mob_data* md = BL_CAST(BL_MOB, bl);
+ int class_ = status_get_class(bl);
+
+ if (!damage) //No reductions to make.
+ return 0;
+
+ if(md && md->guardian_data) {
+ if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
+ //Skill immunity.
+ switch (skill_id) {
+#ifndef RENEWAL
+ case MO_TRIPLEATTACK:
+#endif
+ case HW_GRAVITATION:
+ break;
+ default:
+ return 0;
+ }
+ }
+ if(src->type != BL_MOB) {
+ struct guild *g = guild_search(status_get_guild_id(src));
+
+ if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
+ return 0;
+
+ if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
+ return 0; // [MouseJstr]
+ }
+ }
+
+ switch (skill_id) {
+ //Skills with no damage reduction.
+ case PA_PRESSURE:
+ case HW_GRAVITATION:
+ case NJ_ZENYNAGE:
+ case KO_MUCHANAGE:
+ break;
+ default:
+ /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
+ if (md && md->guardian_data) {
+ damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
+ }
+ */
+ if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
+ if (flag&BF_WEAPON)
+ DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
+ if (flag&BF_MAGIC)
+ DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
+ if (flag&BF_MISC)
+ DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
+ } else { //Normal attacks get reductions based on range.
+ if (flag & BF_SHORT)
+ DAMAGE_RATE(battle_config.gvg_short_damage_rate)
+ if (flag & BF_LONG)
+ DAMAGE_RATE(battle_config.gvg_long_damage_rate)
+ }
+ if(!damage) damage = 1;
+ }
+ return damage;
+}
+
+/*==========================================
+ * HP/SP drain calculation
+ *------------------------------------------*/
+static int battle_calc_drain(int damage, int rate, int per)
+{
+ int diff = 0;
+
+ if (per && rnd()%1000 < rate) {
+ diff = ((int64)damage * per) / 100;
+ if (diff == 0) {
+ if (per > 0)
+ diff = 1;
+ else
+ diff = -1;
+ }
+ }
+ return diff;
+}
+
+/*==========================================
+ * Passif skill dammages increases
+ *------------------------------------------*/
+int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
+{
+ int damage,skill;
+ struct status_data *status = status_get_status_data(target);
+ int weapon;
+ damage = dmg;
+
+ nullpo_ret(sd);
+
+ if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
+ target->type == BL_MOB && //This bonus doesnt work against players.
+ (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
+ damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
+ //damage += (skill * 3);
+ if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
+ damage += (skill * 5);
+ if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
+ damage += (skill * 10);
+ if( pc_ismadogear(sd) )
+ damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
+
+ if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
+ damage += (skill * 4);
+ if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
+ damage += sd->status.str;
+ }
+
+ if(type == 0)
+ weapon = sd->weapontype1;
+ else
+ weapon = sd->weapontype2;
+ switch(weapon)
+ {
+ case W_1HSWORD:
+ #ifdef RENEWAL
+ if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
+ damage += (skill * 3);
+ #endif
+ case W_DAGGER:
+ if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
+ damage += (skill * 4);
+ if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
+ damage += skill * 10;
+ break;
+ case W_2HSWORD:
+ #ifdef RENEWAL
+ if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
+ damage += (skill * 3);
+ #endif
+ if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
+ damage += (skill * 4);
+ break;
+ case W_1HSPEAR:
+ case W_2HSPEAR:
+ if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
+ if(!pc_isriding(sd))
+ damage += (skill * 4);
+ else
+ damage += (skill * 5);
+ }
+ break;
+ case W_1HAXE:
+ case W_2HAXE:
+ if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
+ damage += (skill * 3);
+ if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
+ damage += (skill * 5);
+ break;
+ case W_MACE:
+ case W_2HMACE:
+ if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
+ damage += (skill * 3);
+ if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
+ damage += (skill * 5);
+ break;
+ case W_FIST:
+ if((skill = pc_checkskill(sd,TK_RUN)) > 0)
+ damage += (skill * 10);
+ // No break, fallthrough to Knuckles
+ case W_KNUCKLE:
+ if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
+ damage += (skill * 3);
+ break;
+ case W_MUSICAL:
+ if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
+ damage += (skill * 3);
+ break;
+ case W_WHIP:
+ if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
+ damage += (skill * 3);
+ break;
+ case W_BOOK:
+ if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
+ damage += (skill * 3);
+ break;
+ case W_KATAR:
+ if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
+ damage += (skill * 3);
+ break;
+ }
+
+ return damage;
+}
+/*==========================================
+ * Calculates the standard damage of a normal attack assuming it hits,
+ * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
+ *------------------------------------------
+ * Pass damage2 as NULL to not calc it.
+ * Flag values:
+ * &1: Critical hit
+ * &2: Arrow attack
+ * &4: Skill is Magic Crasher
+ * &8: Skip target size adjustment (Extremity Fist?)
+ *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
+ */
+static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
+{
+ unsigned int atkmin=0, atkmax=0;
+ short type = 0;
+ int damage = 0;
+
+ if (!sd)
+ { //Mobs/Pets
+ if(flag&4)
+ {
+ atkmin = status->matk_min;
+ atkmax = status->matk_max;
+ } else {
+ atkmin = wa->atk;
+ atkmax = wa->atk2;
+ }
+ if (atkmin > atkmax)
+ atkmin = atkmax;
+ } else { //PCs
+ atkmax = wa->atk;
+ type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
+
+ if (!(flag&1) || (flag&2))
+ { //Normal attacks
+ atkmin = status->dex;
+
+ if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
+ atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
+
+ if (atkmin > atkmax)
+ atkmin = atkmax;
+
+ if(flag&2 && !(flag&16))
+ { //Bows
+ atkmin = atkmin*atkmax/100;
+ if (atkmin > atkmax)
+ atkmax = atkmin;
+ }
+ }
+ }
+
+ if (sc && sc->data[SC_MAXIMIZEPOWER])
+ atkmin = atkmax;
+
+ //Weapon Damage calculation
+ if (!(flag&1))
+ damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
+ else
+ damage = atkmax;
+
+ if (sd)
+ {
+ //rodatazone says the range is 0~arrow_atk-1 for non crit
+ if (flag&2 && sd->bonus.arrow_atk)
+ damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
+
+ //SizeFix only for players
+ if (!(sd->special_state.no_sizefix || (flag&8)))
+ DAMAGE_RATE(type==EQI_HAND_L?
+ sd->left_weapon.atkmods[t_size]:
+ sd->right_weapon.atkmods[t_size])
+ }
+
+ //Finally, add baseatk
+ if(flag&4)
+ damage += status->matk_min;
+ else
+ damage += status->batk;
+
+ //rodatazone says that Overrefine bonuses are part of baseatk
+ //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
+ if(sd) {
+ if (type == EQI_HAND_L) {
+ if(sd->left_weapon.overrefine)
+ damage += rnd()%sd->left_weapon.overrefine+1;
+ if (sd->weapon_atk_rate[sd->weapontype2])
+ DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
+ } else { //Right hand
+ if(sd->right_weapon.overrefine)
+ damage += rnd()%sd->right_weapon.overrefine+1;
+ if (sd->weapon_atk_rate[sd->weapontype1])
+ DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
+ }
+ }
+ return damage;
+}
+
+/*==========================================
+ * Consumes ammo for the given skill.
+ *------------------------------------------*/
+void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
+{
+ int qty=1;
+ if (!battle_config.arrow_decrement)
+ return;
+
+ if (skill) {
+ qty = skill_get_ammo_qty(skill, lv);
+ if (!qty) qty = 1;
+ }
+
+ if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
+ pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
+
+ sd->state.arrow_atk = 0;
+}
+
+static int battle_range_type(
+ struct block_list *src, struct block_list *target,
+ uint16 skill_id, uint16 skill_lv)
+{ //Skill Range Criteria
+ if (battle_config.skillrange_by_distance &&
+ (src->type&battle_config.skillrange_by_distance)
+ ) { //based on distance between src/target [Skotlex]
+ if (check_distance_bl(src, target, 5))
+ return BF_SHORT;
+ return BF_LONG;
+ }
+ //based on used skill's range
+ if (skill_get_range2(src, skill_id, skill_lv) < 5)
+ return BF_SHORT;
+ return BF_LONG;
+}
+
+static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
+{
+ int i;
+ if (!sd->skillblown[0].id)
+ return 0;
+ //Apply the bonus blewcount. [Skotlex]
+ for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
+ if (sd->skillblown[i].id == skill_id)
+ return sd->skillblown[i].val;
+ }
+ return 0;
+}
+
+struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
+struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
+
+//For quick div adjustment.
+#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
+/*==========================================
+ * battle_calc_weapon_attack (by Skotlex)
+ *------------------------------------------*/
+static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag)
+{
+ unsigned int skillratio = 100; //Skill dmg modifiers.
+ short skill=0;
+ short s_ele, s_ele_, t_class;
+ int i, nk;
+ bool n_ele = false; // non-elemental
+
+ struct map_session_data *sd, *tsd;
+ struct Damage wd;
+ struct status_change *sc = status_get_sc(src);
+ struct status_change *tsc = status_get_sc(target);
+ struct status_data *sstatus = status_get_status_data(src);
+ struct status_data *tstatus = status_get_status_data(target);
+ struct {
+ unsigned hit : 1; //the attack Hit? (not a miss)
+ unsigned cri : 1; //Critical hit
+ unsigned idef : 1; //Ignore defense
+ unsigned idef2 : 1; //Ignore defense (left weapon)
+ unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
+ unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
+ unsigned infdef : 1; //Infinite defense (plants)
+ unsigned arrow : 1; //Attack is arrow-based
+ unsigned rh : 1; //Attack considers right hand (wd.damage)
+ unsigned lh : 1; //Attack considers left hand (wd.damage2)
+ unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
+ } flag;
+
+ memset(&wd,0,sizeof(wd));
+ memset(&flag,0,sizeof(flag));
+
+ if(src==NULL || target==NULL)
+ {
+ nullpo_info(NLP_MARK);
+ return wd;
+ }
+ //Initial flag
+ flag.rh=1;
+ flag.weapon=1;
+ flag.infdef=(tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
+#ifdef RENEWAL
+ && skill_id != HT_FREEZINGTRAP
+#endif
+ ?1:0);
+ if( target->type == BL_SKILL){
+ TBL_SKILL *su = (TBL_SKILL*)target;
+ if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
+ flag.infdef = 1;
+ }
+
+ //Initial Values
+ wd.type=0; //Normal attack
+ wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1;
+ wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
+ if(skill_id == KN_AUTOCOUNTER)
+ wd.amotion >>= 1;
+ wd.dmotion=tstatus->dmotion;
+ wd.blewcount=skill_get_blewcount(skill_id,skill_lv);
+ wd.flag = BF_WEAPON; //Initial Flag
+ wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
+ wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
+ nk = skill_get_nk(skill_id);
+ if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
+ nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
+ flag.hit = nk&NK_IGNORE_FLEE?1:0;
+ flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
+
+ if (sc && !sc->count)
+ sc = NULL; //Skip checking as there are no status changes active.
+ if (tsc && !tsc->count)
+ tsc = NULL; //Skip checking as there are no status changes active.
+
+ sd = BL_CAST(BL_PC, src);
+ tsd = BL_CAST(BL_PC, target);
+
+ if(sd)
+ wd.blewcount += battle_blewcount_bonus(sd, skill_id);
+
+ //Set miscellaneous data that needs be filled regardless of hit/miss
+ if(
+ (sd && sd->state.arrow_atk) ||
+ (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
+ )
+ flag.arrow = 1;
+
+ if(skill_id){
+ wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
+ switch(skill_id)
+ {
+ case MO_FINGEROFFENSIVE:
+ if(sd) {
+ if (battle_config.finger_offensive_type)
+ wd.div_ = 1;
+ else
+ wd.div_ = sd->spiritball_old;
+ }
+ break;
+ case HT_PHANTASMIC:
+ //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
+ flag.arrow = 1;
+ break;
+#ifndef RENEWAL
+ case PA_SHIELDCHAIN:
+ case CR_SHIELDBOOMERANG:
+#endif
+ case LG_SHIELDPRESS:
+ case LG_EARTHDRIVE:
+ flag.weapon = 0;
+ break;
+
+ case KN_PIERCE:
+ case ML_PIERCE:
+ wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
+ break;
+
+ case TF_DOUBLE: //For NPC used skill.
+ case GS_CHAINACTION:
+ wd.type = 0x08;
+ break;
+
+ case GS_GROUNDDRIFT:
+ case KN_SPEARSTAB:
+ case KN_BOWLINGBASH:
+ case MS_BOWLINGBASH:
+ case MO_BALKYOUNG:
+ case TK_TURNKICK:
+ wd.blewcount=0;
+ break;
+
+ case KN_AUTOCOUNTER:
+ wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
+ break;
+
+ case NPC_CRITICALSLASH:
+ case LG_PINPOINTATTACK:
+ flag.cri = 1; //Always critical skill.
+ break;
+
+ case LK_SPIRALPIERCE:
+ if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
+ break;
+ }
+ } else //Range for normal attacks.
+ wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
+
+ if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
+ { //Check for Lucky Dodge
+ wd.type=0x0b;
+ wd.dmg_lv=ATK_LUCKY;
+ if (wd.div_ < 0) wd.div_*=-1;
+ return wd;
+ }
+
+ t_class = status_get_class(target);
+ s_ele = s_ele_ = skill_get_ele(skill_id, skill_lv);
+ if( !skill_id || s_ele == -1 )
+ { //Take weapon's element
+ s_ele = sstatus->rhw.ele;
+ s_ele_ = sstatus->lhw.ele;
+ if( sd ){ //Summoning 10 talisman will endow your weapon.
+ ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
+ if( i < 5 ) s_ele = s_ele_ = i;
+ }
+ if( flag.arrow && sd && sd->bonus.arrow_ele )
+ s_ele = sd->bonus.arrow_ele;
+ if( battle_config.attack_attr_none&src->type )
+ n_ele = true; //Weapon's element is "not elemental"
+ }
+ else if( s_ele == -2 ) //Use enchantment's element
+ s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
+ else if( s_ele == -3 ) //Use random element
+ s_ele = s_ele_ = rnd()%ELE_MAX;
+ switch( skill_id )
+ {
+ case GS_GROUNDDRIFT:
+ s_ele = s_ele_ = wflag; //element comes in flag.
+ break;
+ case LK_SPIRALPIERCE:
+ if (!sd) n_ele = false; //forced neutral for monsters
+ break;
+ }
+
+ if (!(nk & NK_NO_ELEFIX) && !n_ele)
+ if (src->type == BL_HOM)
+ n_ele = true; //skill is "not elemental"
+ if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
+ s_ele = s_ele_ = ELE_HOLY;
+ n_ele = false;
+ }
+
+ if(!skill_id)
+ { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
+ if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
+ {
+ flag.rh=0;
+ flag.lh=1;
+ }
+ if (sstatus->lhw.atk)
+ flag.lh=1;
+ }
+
+ if( sd && !skill_id ) { //Check for double attack.
+ if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
+ || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
+ || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
+ { //Success chance is not added, the higher one is used [Skotlex]
+ if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) )
+ {
+ wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
+ wd.type = 0x08;
+ }
+ }
+ else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
+ {
+ wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
+ wd.type = 0x08;
+ }
+ else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
+ short rate[] = { 4, 4, 7, 9, 10 };
+ if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) {
+ wd.type = 0x08;
+ wd.div_ = 2;
+ if(sc->data[SC_FEARBREEZE]->val1 > 2){
+ int chance = rand()%100;
+ wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90);
+ wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1);
+ }
+ wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
+ sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
+ }
+ }
+ }
+
+ //Check for critical
+ if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
+ (!skill_id ||
+ skill_id == KN_AUTOCOUNTER ||
+ skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
+ skill_id == NJ_KIRIKAGE))
+ {
+ short cri = sstatus->cri;
+ if (sd)
+ {
+ cri+= sd->critaddrace[tstatus->race];
+ if(flag.arrow)
+ cri += sd->bonus.arrow_cri;
+ }
+ if( sc && sc->data[SC_CAMOUFLAGE] )
+ cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4);
+ //The official equation is *2, but that only applies when sd's do critical.
+ //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
+ cri -= tstatus->luk*(!sd&&tsd?3:2);
+
+ if( tsc && tsc->data[SC_SLEEP] ) {
+ cri <<= 1;
+ }
+ switch (skill_id) {
+ case KN_AUTOCOUNTER:
+ if(battle_config.auto_counter_type &&
+ (battle_config.auto_counter_type&src->type))
+ flag.cri = 1;
+ else
+ cri <<= 1;
+ break;
+ case SN_SHARPSHOOTING:
+ case MA_SHARPSHOOTING:
+ cri += 200;
+ break;
+ case NJ_KIRIKAGE:
+ cri += 250 + 50*skill_lv;
+ break;
+ }
+ if(tsd && tsd->bonus.critical_def)
+ cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
+ if (rnd()%1000 < cri)
+ flag.cri = 1;
+ }
+ if (flag.cri)
+ {
+ wd.type = 0x0a;
+ flag.idef = flag.idef2 = flag.hit = 1;
+ } else { //Check for Perfect Hit
+ if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
+ flag.hit = 1;
+ if (sc && sc->data[SC_FUSION]) {
+ flag.hit = 1; //SG_FUSION always hit [Komurka]
+ flag.idef = flag.idef2 = 1; //def ignore [Komurka]
+ }
+ if( !flag.hit )
+ switch(skill_id)
+ {
+ case AS_SPLASHER:
+ if( !wflag ) // Always hits the one exploding.
+ flag.hit = 1;
+ break;
+ case CR_SHIELDBOOMERANG:
+ if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
+ flag.hit = 1;
+ break;
+ }
+ if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
+ flag.hit = 1;
+ }
+
+ if (!flag.hit)
+ { //Hit/Flee calculation
+ short
+ flee = tstatus->flee,
+#ifdef RENEWAL
+ hitrate = 0; //Default hitrate
+#else
+ hitrate = 80; //Default hitrate
+#endif
+
+ if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
+ unsigned char attacker_count; //256 max targets should be a sane max
+ attacker_count = unit_counttargeted(target);
+ if(attacker_count >= battle_config.agi_penalty_count) {
+ if (battle_config.agi_penalty_type == 1)
+ flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
+ else //asume type 2: absolute reduction
+ flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
+ if(flee < 1) flee = 1;
+ }
+ }
+
+ hitrate+= sstatus->hit - flee;
+
+ if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
+ tsc && tsc->data[SC_FOGWALL])
+ hitrate -= 50;
+
+ if(sd && flag.arrow)
+ hitrate += sd->bonus.arrow_hit;
+#ifdef RENEWAL
+ if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
+ hitrate += pc_checkskill(sd,AC_VULTURE);
+#endif
+ if(skill_id)
+ switch(skill_id)
+ { //Hit skill modifiers
+ //It is proven that bonus is applied on final hitrate, not hit.
+ case SM_BASH:
+ case MS_BASH:
+ hitrate += hitrate * 5 * skill_lv / 100;
+ break;
+ case MS_MAGNUM:
+ case SM_MAGNUM:
+ hitrate += hitrate * 10 * skill_lv / 100;
+ break;
+ case KN_AUTOCOUNTER:
+ case PA_SHIELDCHAIN:
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_UNDEADATTACK:
+ case NPC_TELEKINESISATTACK:
+ case NPC_BLEEDING:
+ hitrate += hitrate * 20 / 100;
+ break;
+ case KN_PIERCE:
+ case ML_PIERCE:
+ hitrate += hitrate * 5 * skill_lv / 100;
+ break;
+ case AS_SONICBLOW:
+ if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
+ hitrate += hitrate * 50 / 100;
+ break;
+ case MC_CARTREVOLUTION:
+ case GN_CART_TORNADO:
+ case GN_CARTCANNON:
+ if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
+ hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
+ break;
+ case GC_VENOMPRESSURE:
+ hitrate += 10 + 4 * skill_lv;
+ break;
+ }
+
+ if( sd ) {
+ // Weaponry Research hidden bonus
+ if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
+ hitrate += hitrate * ( 2 * skill ) / 100;
+
+ if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
+ (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
+ hitrate += 3 * skill;
+ }
+
+ hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
+
+ if(rnd()%100 >= hitrate)
+ wd.dmg_lv = ATK_FLEE;
+ else
+ flag.hit = 1;
+ } //End hit/miss calculation
+
+ if (flag.hit && !flag.infdef) //No need to do the math for plants
+ { //Hitting attack
+
+//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
+//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
+#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
+#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
+#define ATK_RATER(a){ wd.damage = (int64)wd.damage*(a)/100;}
+#define ATK_RATEL(a){ wd.damage2 = (int64)wd.damage2*(a)/100;}
+//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
+#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
+#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
+//Adds an absolute value to damage. 100 = +100 damage
+#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
+#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
+
+ switch (skill_id)
+ { //Calc base damage according to skill
+ case PA_SACRIFICE:
+ wd.damage = (int64)sstatus->max_hp* 9/100;
+ wd.damage2 = 0;
+ break;
+#ifndef RENEWAL
+ case NJ_ISSEN:
+ wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
+ wd.damage2 = 0;
+ break;
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ if (sd) {
+ short index = sd->equip_index[EQI_HAND_R];
+
+ if (index >= 0 &&
+ sd->inventory_data[index] &&
+ sd->inventory_data[index]->type == IT_WEAPON)
+ wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
+ } else
+ wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
+
+ ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
+ i = sstatus->str/10;
+ i*=i;
+ ATK_ADD(i); //Add str bonus.
+ switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
+ case SZ_SMALL: //Small: 125%
+ ATK_RATE(125);
+ break;
+ //case SZ_MEDIUM: //Medium: 100%
+ case SZ_BIG: //Large: 75%
+ ATK_RATE(75);
+ break;
+ }
+ break;
+#endif
+ case CR_SHIELDBOOMERANG:
+ case PA_SHIELDCHAIN:
+ case LG_SHIELDPRESS:
+ case LG_EARTHDRIVE:
+ wd.damage = sstatus->batk;
+ if (sd) {
+ short index = sd->equip_index[EQI_HAND_L];
+
+ if (index >= 0 &&
+ sd->inventory_data[index] &&
+ sd->inventory_data[index]->type == IT_ARMOR)
+ ATK_ADD(sd->inventory_data[index]->weight/10);
+ } else
+ ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
+ break;
+ case HFLI_SBR44: //[orn]
+ if(src->type == BL_HOM) {
+ wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
+ break;
+ }
+ default:
+ {
+ i = (flag.cri?1:0)|
+ (flag.arrow?2:0)|
+ (skill_id == HW_MAGICCRASHER?4:0)|
+ (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
+ (skill_id == MO_EXTREMITYFIST?8:0)|
+ (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
+ if (flag.arrow && sd)
+ switch(sd->status.weapon) {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ i |= 16; // for ex. shuriken must not be influenced by DEX
+ }
+ wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
+ if (flag.lh)
+ wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
+
+ if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
+ if(wflag>0)
+ wd.damage/= wflag;
+ else
+ ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
+ }
+
+ //Add any bonuses that modify the base baseatk+watk (pre-skills)
+ if(sd) {
+ if (sd->bonus.atk_rate)
+ ATK_ADDRATE(sd->bonus.atk_rate);
+
+ if(flag.cri && sd->bonus.crit_atk_rate)
+ ATK_ADDRATE(sd->bonus.crit_atk_rate);
+
+ if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
+ if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
+ ATK_ADDRATE(2*skill*i);
+ }
+ }
+ break;
+ } //End default case
+ } //End switch(skill_id)
+
+ //Skill damage modifiers that stack linearly
+ if(sc && skill_id != PA_SACRIFICE)
+ {
+ if(sc->data[SC_OVERTHRUST])
+ skillratio += sc->data[SC_OVERTHRUST]->val3;
+ if(sc->data[SC_MAXOVERTHRUST])
+ skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
+ if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])
+ skillratio += 100;
+ if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
+ skillratio += sc->data[SC_ZENKAI]->val1 * 2;
+ }
+ if( !skill_id )
+ {
+ ATK_RATE(skillratio);
+ }
+ else
+ {
+ switch( skill_id )
+ {
+ case SM_BASH:
+ case MS_BASH:
+ skillratio += 30*skill_lv;
+ break;
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ skillratio += 20*skill_lv;
+ break;
+ case MC_MAMMONITE:
+ skillratio += 50*skill_lv;
+ break;
+ case HT_POWER:
+ skillratio += -50+8*sstatus->str;
+ break;
+ case AC_DOUBLE:
+ case MA_DOUBLE:
+ skillratio += 10*(skill_lv-1);
+ break;
+ case AC_SHOWER:
+ case MA_SHOWER:
+ #ifdef RENEWAL
+ skillratio += 50+10*skill_lv;
+ #else
+ skillratio += -25+5*skill_lv;
+ #endif
+ break;
+ case AC_CHARGEARROW:
+ case MA_CHARGEARROW:
+ skillratio += 50;
+ break;
+#ifndef RENEWAL
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ skillratio += -50+10*skill_lv;
+ break;
+#endif
+ case KN_PIERCE:
+ case ML_PIERCE:
+ skillratio += 10*skill_lv;
+ break;
+ case MER_CRASH:
+ skillratio += 10*skill_lv;
+ break;
+ case KN_SPEARSTAB:
+ skillratio += 15*skill_lv;
+ break;
+ case KN_SPEARBOOMERANG:
+ skillratio += 50*skill_lv;
+ break;
+ case KN_BRANDISHSPEAR:
+ case ML_BRANDISH:
+ {
+ int ratio = 100+20*skill_lv;
+ skillratio += ratio-100;
+ if(skill_lv>3 && wflag==1) skillratio += ratio/2;
+ if(skill_lv>6 && wflag==1) skillratio += ratio/4;
+ if(skill_lv>9 && wflag==1) skillratio += ratio/8;
+ if(skill_lv>6 && wflag==2) skillratio += ratio/2;
+ if(skill_lv>9 && wflag==2) skillratio += ratio/4;
+ if(skill_lv>9 && wflag==3) skillratio += ratio/2;
+ break;
+ }
+ case KN_BOWLINGBASH:
+ case MS_BOWLINGBASH:
+ skillratio+= 40*skill_lv;
+ break;
+ case AS_GRIMTOOTH:
+ skillratio += 20*skill_lv;
+ break;
+ case AS_POISONREACT:
+ skillratio += 30*skill_lv;
+ break;
+ case AS_SONICBLOW:
+ skillratio += -50+5*skill_lv;
+ break;
+ case TF_SPRINKLESAND:
+ skillratio += 30;
+ break;
+ case MC_CARTREVOLUTION:
+ skillratio += 50;
+ if(sd && sd->cart_weight)
+ skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
+ else if (!sd)
+ skillratio += 100; //Max damage for non players.
+ break;
+ case NPC_RANDOMATTACK:
+ skillratio += 100*skill_lv;
+ break;
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_UNDEADATTACK:
+ case NPC_TELEKINESISATTACK:
+ case NPC_BLOODDRAIN:
+ case NPC_ACIDBREATH:
+ case NPC_DARKNESSBREATH:
+ case NPC_FIREBREATH:
+ case NPC_ICEBREATH:
+ case NPC_THUNDERBREATH:
+ case NPC_HELLJUDGEMENT:
+ case NPC_PULSESTRIKE:
+ skillratio += 100*(skill_lv-1);
+ break;
+ case RG_BACKSTAP:
+ if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
+ skillratio += (200+40*skill_lv)/2;
+ else
+ skillratio += 200+40*skill_lv;
+ break;
+ case RG_RAID:
+ skillratio += 40*skill_lv;
+ break;
+ case RG_INTIMIDATE:
+ skillratio += 30*skill_lv;
+ break;
+ case CR_SHIELDCHARGE:
+ skillratio += 20*skill_lv;
+ break;
+ case CR_SHIELDBOOMERANG:
+ skillratio += 30*skill_lv;
+ break;
+ case NPC_DARKCROSS:
+ case CR_HOLYCROSS:
+ {
+ int ratio = 35*skill_lv;
+ #ifdef RENEWAL
+ if(sd && sd->status.weapon == W_2HSPEAR)
+ ratio *= 2;
+ #endif
+ skillratio += ratio;
+ break;
+ }
+ case AM_DEMONSTRATION:
+ skillratio += 20*skill_lv;
+ break;
+ case AM_ACIDTERROR:
+ skillratio += 40*skill_lv;
+ break;
+ case MO_FINGEROFFENSIVE:
+ skillratio+= 50 * skill_lv;
+ break;
+ case MO_INVESTIGATE:
+ skillratio += 75*skill_lv;
+ flag.pdef = flag.pdef2 = 2;
+ break;
+ case MO_EXTREMITYFIST:
+ { //Overflow check. [Skotlex]
+ unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
+ //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
+ if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
+ skillratio = (unsigned short)ratio;
+ }
+ break;
+ case MO_TRIPLEATTACK:
+ skillratio += 20*skill_lv;
+ break;
+ case MO_CHAINCOMBO:
+ skillratio += 50+50*skill_lv;
+ break;
+ case MO_COMBOFINISH:
+ skillratio += 140+60*skill_lv;
+ break;
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ skillratio += 25+25*skill_lv;
+ break;
+ case CH_TIGERFIST:
+ skillratio += 100*skill_lv-60;
+ break;
+ case CH_CHAINCRUSH:
+ skillratio += 300+100*skill_lv;
+ break;
+ case CH_PALMSTRIKE:
+ skillratio += 100+100*skill_lv;
+ break;
+ case LK_HEADCRUSH:
+ skillratio += 40*skill_lv;
+ break;
+ case LK_JOINTBEAT:
+ i = 10*skill_lv-50;
+ // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
+ if (wflag&BREAK_NECK) i*=2;
+ skillratio += i;
+ break;
+#ifdef RENEWAL
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ {// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits
+ short index = sd?sd->equip_index[EQI_HAND_R]:0;
+ int weight = 0;
+
+ if (sd && index >= 0 &&
+ sd->inventory_data[index] &&
+ sd->inventory_data[index]->type == IT_WEAPON)
+ weight = sd->inventory_data[index]->weight/20;
+ ATK_ADD(weight * skill_lv)
+ skillratio += 50*skill_lv;
+ }
+ break;
+#endif
+ case ASC_METEORASSAULT:
+ skillratio += 40*skill_lv-60;
+ break;
+ case SN_SHARPSHOOTING:
+ case MA_SHARPSHOOTING:
+ skillratio += 100+50*skill_lv;
+ break;
+ case CG_ARROWVULCAN:
+ skillratio += 100+100*skill_lv;
+ break;
+ case AS_SPLASHER:
+ skillratio += 400+50*skill_lv;
+ if(sd)
+ skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
+ break;
+ case ASC_BREAKER:
+ skillratio += 100*skill_lv-100;
+ break;
+ case PA_SACRIFICE:
+ skillratio += 10*skill_lv-10;
+ break;
+ case PA_SHIELDCHAIN:
+ skillratio += 30*skill_lv;
+ break;
+ case WS_CARTTERMINATION:
+ i = 10 * (16 - skill_lv);
+ if (i < 1) i = 1;
+ //Preserve damage ratio when max cart weight is changed.
+ if(sd && sd->cart_weight)
+ skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
+ else if (!sd)
+ skillratio += 80000 / i - 100;
+ break;
+ case TK_DOWNKICK:
+ skillratio += 60 + 20*skill_lv;
+ break;
+ case TK_STORMKICK:
+ skillratio += 60 + 20*skill_lv;
+ break;
+ case TK_TURNKICK:
+ skillratio += 90 + 30*skill_lv;
+ break;
+ case TK_COUNTER:
+ skillratio += 90 + 30*skill_lv;
+ break;
+ case TK_JUMPKICK:
+ skillratio += -70 + 10*skill_lv;
+ if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
+ skillratio += 10*status_get_lv(src)/3; //Tumble bonus
+ if (wflag)
+ {
+ skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
+ if( sc && sc->data[SC_SPURT] ) // Spurt bonus
+ skillratio *= 2;
+ }
+ break;
+ case GS_TRIPLEACTION:
+ skillratio += 50*skill_lv;
+ break;
+ case GS_BULLSEYE:
+ //Only works well against brute/demihumans non bosses.
+ if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
+ && !(tstatus->mode&MD_BOSS))
+ skillratio += 400;
+ break;
+ case GS_TRACKING:
+ skillratio += 100 *(skill_lv+1);
+ break;
+ case GS_PIERCINGSHOT:
+ skillratio += 20*skill_lv;
+ break;
+ case GS_RAPIDSHOWER:
+ skillratio += 10*skill_lv;
+ break;
+ case GS_DESPERADO:
+ skillratio += 50*(skill_lv-1);
+ break;
+ case GS_DUST:
+ skillratio += 50*skill_lv;
+ break;
+ case GS_FULLBUSTER:
+ skillratio += 100*(skill_lv+2);
+ break;
+ case GS_SPREADATTACK:
+ #ifdef RENEWAL
+ skillratio += 20*(skill_lv);
+ #else
+ skillratio += 20*(skill_lv-1);
+ #endif
+ break;
+#ifdef RENEWAL
+ case NJ_ISSEN:
+ skillratio += 100 * (skill_lv-1);
+ break;
+#endif
+ case NJ_HUUMA:
+ skillratio += 50 + 150*skill_lv;
+ break;
+ case NJ_TATAMIGAESHI:
+#ifdef RENEWAL
+ ATK_RATE(200);
+#endif
+ skillratio += 10*skill_lv;
+ break;
+ case NJ_KASUMIKIRI:
+ skillratio += 10*skill_lv;
+ break;
+ case NJ_KIRIKAGE:
+ skillratio += 100*(skill_lv-1);
+ break;
+ case KN_CHARGEATK:
+ {
+ int k = (wflag-1)/3; //+100% every 3 cells of distance
+ if( k > 2 ) k = 2; // ...but hard-limited to 300%.
+ skillratio += 100 * k;
+ }
+ break;
+ case HT_PHANTASMIC:
+ skillratio += 50;
+ break;
+ case MO_BALKYOUNG:
+ skillratio += 200;
+ break;
+ case HFLI_MOON: //[orn]
+ skillratio += 10+110*skill_lv;
+ break;
+ case HFLI_SBR44: //[orn]
+ skillratio += 100 *(skill_lv-1);
+ break;
+ case NPC_VAMPIRE_GIFT:
+ skillratio += ((skill_lv-1)%5+1)*100;
+ break;
+ case RK_SONICWAVE:
+ skillratio += 400 + 100 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case RK_HUNDREDSPEAR:
+ skillratio += 500 + (80 * skill_lv);
+ if( sd )
+ {
+ short index = sd->equip_index[EQI_HAND_R];
+ if( index >= 0 && sd->inventory_data[index]
+ && sd->inventory_data[index]->type == IT_WEAPON )
+ skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
+ skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
+ } // (1 + [(Casters Base Level - 100) / 200])
+ skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100;
+ break;
+ case RK_WINDCUTTER:
+ skillratio += 50 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case RK_IGNITIONBREAK:
+ i = distance_bl(src,target);
+ if( i < 2 )
+ skillratio = 200 + 200 * skill_lv;
+ else if( i < 4 )
+ skillratio = 100 + 200 * skill_lv;
+ else
+ skillratio = 100 + 100 * skill_lv;
+ RE_LVL_DMOD(100);
+ if( sstatus->rhw.ele == ELE_FIRE )
+ skillratio += skillratio / 2;
+ break;
+ case RK_CRUSHSTRIKE:
+ if( sd )
+ {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
+ short index = sd->equip_index[EQI_HAND_R];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
+ skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
+ 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
+ }
+ break;
+ case RK_STORMBLAST:
+ skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
+ break;
+ case RK_PHANTOMTHRUST:
+ skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
+ //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
+ //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
+ break;
+ /**
+ * GC Guilotine Cross
+ **/
+ case GC_CROSSIMPACT:
+ skillratio += 900 + 100 * skill_lv;
+ RE_LVL_DMOD(120);
+ break;
+ case GC_PHANTOMMENACE:
+ skillratio += 200;
+ break;
+ case GC_COUNTERSLASH:
+ //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
+ skillratio += 200 + (100 * skill_lv);
+ RE_LVL_DMOD(120);
+ skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
+ break;
+ case GC_ROLLINGCUTTER:
+ skillratio += -50 + 50 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case GC_CROSSRIPPERSLASHER:
+ skillratio += 300 + 80 * skill_lv;
+ RE_LVL_DMOD(100);
+ if( sc && sc->data[SC_ROLLINGCUTTER] )
+ skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case AB_DUPLELIGHT_MELEE:
+ skillratio += 10 * skill_lv;
+ break;
+ /**
+ * Ranger
+ **/
+ case RA_ARROWSTORM:
+ skillratio += 900 + 80 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case RA_AIMEDBOLT:
+ skillratio += 400 + 50 * skill_lv;
+ RE_LVL_DMOD(100);
+ if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
+ wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
+ break;
+ case RA_CLUSTERBOMB:
+ skillratio += 100 + 100 * skill_lv;
+ break;
+ case RA_WUGDASH:// ATK 300%
+ skillratio += 200;
+ break;
+ case RA_WUGSTRIKE:
+ skillratio = 200 * skill_lv;
+ break;
+ case RA_WUGBITE:
+ skillratio += 300 + 200 * skill_lv;
+ if ( skill_lv == 5 ) skillratio += 100;
+ break;
+ case RA_SENSITIVEKEEN:
+ skillratio += 50 * skill_lv;
+ break;
+ /**
+ * Mechanic
+ **/
+ case NC_BOOSTKNUCKLE:
+ skillratio += 100 + 100 * skill_lv + sstatus->dex;
+ RE_LVL_DMOD(100);
+ break;
+ case NC_PILEBUNKER:
+ skillratio += 200 + 100 * skill_lv + sstatus->str;
+ RE_LVL_DMOD(100);
+ break;
+ case NC_VULCANARM:
+ skillratio = 70 * skill_lv + sstatus->dex;
+ RE_LVL_DMOD(100);
+ break;
+ case NC_FLAMELAUNCHER:
+ case NC_COLDSLOWER:
+ skillratio += 200 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case NC_ARMSCANNON:
+ switch( tstatus->size ) {
+ case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
+ case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
+ case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
+ }
+ RE_LVL_DMOD(100);
+ //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
+ break;
+ case NC_AXEBOOMERANG:
+ skillratio += 60 + 40 * skill_lv;
+ if( sd ) {
+ short index = sd->equip_index[EQI_HAND_R];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
+ skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
+ }
+ RE_LVL_DMOD(100);
+ break;
+ case NC_POWERSWING:
+ skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
+ RE_LVL_DMOD(100);
+ break;
+ case NC_AXETORNADO:
+ skillratio += 100 + 100 * skill_lv + sstatus->vit;
+ RE_LVL_DMOD(100);
+ break;
+ case SC_FATALMENACE:
+ skillratio += 100 * skill_lv;
+ break;
+ case SC_TRIANGLESHOT:
+ skillratio += 270 + 30 * skill_lv;
+ break;
+ case SC_FEINTBOMB:
+ skillratio += 100 + 100 * skill_lv;
+ break;
+ case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
+ skillratio += -100 + (50 + sstatus->str) * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case LG_BANISHINGPOINT:
+ skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
+ RE_LVL_DMOD(100);
+ break;
+ case LG_SHIELDPRESS:
+ skillratio += 60 + 43 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case LG_PINPOINTATTACK:
+ skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
+ RE_LVL_DMOD(100);
+ break;
+ case LG_RAGEBURST:
+ if( sd && sd->spiritball_old )
+ skillratio += -100 + (sd->spiritball_old * 200);
+ else
+ skillratio += -100 + 15 * 200;
+ RE_LVL_DMOD(100);
+ break;
+ case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
+ if( sd ) {
+ struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
+ skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
+ if( shield_data )
+ skillratio += shield_data->def * 10;
+ } else
+ skillratio += 2400; //2500%
+ break;
+ case LG_MOONSLASHER:
+ skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
+ RE_LVL_DMOD(100);
+ break;
+ case LG_OVERBRAND:
+ skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
+ RE_LVL_DMOD(100);
+ break;
+ case LG_OVERBRAND_BRANDISH:
+ skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
+ RE_LVL_DMOD(100);
+ break;
+ case LG_OVERBRAND_PLUSATK:
+ skillratio = 150 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case LG_RAYOFGENESIS:
+ skillratio = 300 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case LG_EARTHDRIVE:
+ skillratio = (skillratio + 100) * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case LG_HESPERUSLIT:
+ skillratio += 120 * skill_lv - 100;
+ break;
+ case SR_DRAGONCOMBO:
+ skillratio += 40 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case SR_SKYNETBLOW:
+ //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
+ skillratio = 80 * skill_lv + sstatus->agi;
+ if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
+ skillratio = 100 * skill_lv + sstatus->agi + 150;
+ RE_LVL_DMOD(100);
+ break;
+ case SR_EARTHSHAKER:
+ if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
+ tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
+ skillratio = 150 * skill_lv;
+ RE_LVL_DMOD(100);
+ skillratio += sstatus->int_ * 3;
+ }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
+ skillratio += 50 * (skill_lv-2);
+ RE_LVL_DMOD(100);
+ skillratio += sstatus->int_ * 2;
+ }
+ break;
+ case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
+ skillratio += 150 *skill_lv;
+ RE_LVL_DMOD(150);
+ break;
+ case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
+ {
+ int hp = (int64)sstatus->max_hp * (10 + 2 * skill_lv) / 100,
+ sp = (int64)sstatus->max_sp * (6 + skill_lv) / 100;
+ skillratio = ((int64)hp+sp) / 4;
+ if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
+ skillratio = (int64)hp+sp / 2;
+ RE_LVL_DMOD(100);
+ }
+ break;
+ case SR_RAMPAGEBLASTER:
+ skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
+ if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
+ skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
+ RE_LVL_DMOD(120);
+ }else
+ RE_LVL_DMOD(150);
+ break;
+ case SR_KNUCKLEARROW:
+ if( wflag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
+ skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
+ if( tsd && tsd->weight )
+ skillratio += 100 * (tsd->weight / tsd->max_weight);
+ }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
+ skillratio += 400 + (100 * skill_lv);
+ RE_LVL_DMOD(100);
+ break;
+ case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
+ skillratio = status_get_lv(src) + sstatus->dex;
+ RE_LVL_DMOD(100);
+ break;
+ case SR_GATEOFHELL:
+ if( sc && sc->data[SC_COMBO]
+ && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
+ skillratio += 800 * skill_lv -100;
+ else
+ skillratio += 500 * skill_lv -100;
+ RE_LVL_DMOD(100);
+ break;
+ case SR_GENTLETOUCH_QUIET:
+ skillratio += 100 * skill_lv - 100 + sstatus->dex;
+ RE_LVL_DMOD(100);
+ break;
+ case SR_HOWLINGOFLION:
+ skillratio += 300 * skill_lv - 100;
+ RE_LVL_DMOD(150);
+ break;
+ case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
+ if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
+ skillratio += skill_lv * 50;
+ skillratio += -100 + 200 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case WM_REVERBERATION_MELEE:
+ // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
+ skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
+ RE_LVL_DMOD(100);
+ break;
+ case WM_SEVERE_RAINSTORM_MELEE:
+ //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
+ skillratio = (sstatus->dex + sstatus->agi) * (skill_lv * 2);
+ RE_LVL_DMOD(100);
+ skillratio /= 10;
+ break;
+ case WM_GREAT_ECHO:
+ skillratio += 800 + 100 * skill_lv;
+ if( sd ) { // Still need official value [pakpil]
+ short lv = (short)skill_lv;
+ skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
+ }
+ break;
+ case WM_SOUND_OF_DESTRUCTION:
+ skillratio += 400;
+ break;
+ case GN_CART_TORNADO:
+ // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
+ skillratio = 50 * skill_lv;
+ if( sd && sd->cart_weight)
+ skillratio += sd->cart_weight/10 / max(150-sstatus->str,1) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
+ break;
+ case GN_CARTCANNON:
+ // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
+ skillratio = 60 * skill_lv;
+ if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40);
+ break;
+ case GN_SPORE_EXPLOSION:
+ skillratio += 200 + 100 * skill_lv;
+ break;
+ case GN_CRAZYWEED_ATK:
+ skillratio += 400 + 100 * skill_lv;
+ break;
+ case GN_SLINGITEM_RANGEMELEEATK:
+ if( sd ) {
+ switch( sd->itemid ) {
+ case 13260: // Apple Bomob
+ case 13261: // Coconut Bomb
+ case 13262: // Melon Bomb
+ case 13263: // Pinapple Bomb
+ skillratio += 400; // Unconfirded
+ break;
+ case 13264: // Banana Bomb 2000%
+ skillratio += 1900;
+ break;
+ case 13265: skillratio -= 75; break; // Black Lump 25%
+ case 13266: skillratio -= 25; break; // Hard Black Lump 75%
+ case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
+ }
+ } else
+ skillratio += 300; // Bombs
+ break;
+ case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
+ skillratio = 50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 );
+ if( sc && sc->data[SC_BLAST_OPTION] )
+ skillratio += sd ? sd->status.job_level * 5 : 0;
+ break;
+ // Physical Elemantal Spirits Attack Skills
+ case EL_CIRCLE_OF_FIRE:
+ case EL_FIRE_BOMB_ATK:
+ case EL_STONE_RAIN:
+ skillratio += 200;
+ break;
+ case EL_FIRE_WAVE_ATK:
+ skillratio += 500;
+ break;
+ case EL_TIDAL_WEAPON:
+ skillratio += 1400;
+ break;
+ case EL_WIND_SLASH:
+ skillratio += 100;
+ break;
+ case EL_HURRICANE:
+ skillratio += 600;
+ break;
+ case EL_TYPOON_MIS:
+ case EL_WATER_SCREW_ATK:
+ skillratio += 900;
+ break;
+ case EL_STONE_HAMMER:
+ skillratio += 400;
+ break;
+ case EL_ROCK_CRUSHER:
+ skillratio += 700;
+ break;
+ case KO_JYUMONJIKIRI:
+ if( tsc && tsc->data[SC_JYUMONJIKIRI] )
+ wd.div_ = wd.div_ * -1;// needs more info
+ skillratio += -100 + 150 * skill_lv;
+ case KO_HUUMARANKA:
+ skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
+ break;
+ case KO_SETSUDAN:
+ skillratio += 100 * (skill_lv-1);
+ break;
+ case KO_BAKURETSU:
+ skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
+ break;
+ case MH_NEEDLE_OF_PARALYZE:
+ skillratio += 600 + 100 * skill_lv;
+ break;
+ case MH_STAHL_HORN:
+ skillratio += 400 + 100 * skill_lv;
+ break;
+ case MH_LAVA_SLIDE:
+ skillratio = 70 * skill_lv;
+ break;
+ case MH_TINDER_BREAKER:
+ case MH_MAGMA_FLOW:
+ skillratio += -100 + 100 * skill_lv;
+ break;
+ }
+
+ ATK_RATE(skillratio);
+
+ //Constant/misc additions from skills
+ switch (skill_id) {
+ case MO_EXTREMITYFIST:
+ ATK_ADD(250 + 150*skill_lv);
+ break;
+ case TK_DOWNKICK:
+ case TK_STORMKICK:
+ case TK_TURNKICK:
+ case TK_COUNTER:
+ case TK_JUMPKICK:
+ //TK_RUN kick damage bonus.
+ if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
+ ATK_ADD(10*pc_checkskill(sd, TK_RUN));
+ break;
+ case GS_MAGICALBULLET:
+ if(sstatus->matk_max>sstatus->matk_min) {
+ ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
+ } else {
+ ATK_ADD(sstatus->matk_min);
+ }
+ break;
+ case NJ_SYURIKEN:
+ ATK_ADD(4*skill_lv);
+ break;
+#ifdef RENEWAL
+ case NJ_ISSEN:
+ // Damage = (current HP + atk * skill_lv) - (sdef+edef)
+ ATK_ADD(sstatus->hp);
+ wd.damage2 = 0;// needs more info if this really 0 for dual weilding KG/OB. [malufett]
+ if( sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0){
+ wd.div_ = -( i + 2 ); // mirror image number of hits + 2
+ ATK_ADDRATE(20 + i*20); // (20 + 20 * mirror image) %
+ }
+ break;
+#endif
+ case HT_FREEZINGTRAP:
+ if(sd)
+ ATK_ADD( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
+ break;
+ case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
+ if( sd && sd->weight )
+ ATK_ADD( sd->weight / 8 );
+ case RA_WUGSTRIKE:
+ case RA_WUGBITE:
+ if(sd)
+ ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
+ break;
+ case SR_GATEOFHELL:
+ ATK_ADD (sstatus->max_hp - status_get_hp(src));
+ if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){
+ ATK_ADD ( ((int64)sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
+ }else{
+ ATK_ADD ( ((int64)sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
+ }
+ break;
+ case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
+ ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
+ if( sc && sc->data[SC_COMBO]
+ && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
+ ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
+ break;
+ case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
+ ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
+ if( tsd && tsd->weight ){
+ ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
+ }else{
+ ATK_ADD( status_get_lv(target) * 50 ); //mobs
+ }
+ break;
+ case KO_SETSUDAN:
+ if( tsc && tsc->data[SC_SPIRIT] ){
+ ATK_ADDRATE(10*tsc->data[SC_SPIRIT]->val1);// +10% custom value.
+ status_change_end(target,SC_SPIRIT,INVALID_TIMER);
+ }
+ break;
+ case KO_KAIHOU:
+ if( sd ){
+ ARR_FIND(1, 6, i, sd->talisman[i] > 0);
+ if( i < 5 ){
+ s_ele = i;
+ ATK_ADDRATE(100 * sd->talisman[i]);// +100% custom value.
+ pc_del_talisman(sd, sd->talisman[i], i);
+ }
+ }
+ break;
+ }
+ }
+ //Div fix.
+ damage_div_fix(wd.damage, wd.div_);
+
+ //The following are applied on top of current damage and are stackable.
+ if ( sc ) {
+ if( sc->data[SC_TRUESIGHT] )
+ ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
+ if( sc->data[SC_GLOOMYDAY_SK] &&
+ ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
+ skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
+ skill_id == LG_SHIELDPRESS ) )
+ ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
+ if( sc->data[SC_EDP] ){
+ switch(skill_id){
+ case AS_SPLASHER: case AS_VENOMKNIFE:
+ case AS_GRIMTOOTH:
+ break;
+#ifndef RENEWAL_EDP
+ case ASC_BREAKER: case ASC_METEORASSAULT: break;
+#else
+ case AS_SONICBLOW:
+ case ASC_BREAKER:
+ case GC_COUNTERSLASH:
+ case GC_CROSSIMPACT:
+ ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus
+#endif
+ default:
+ ATK_ADDRATE(sc->data[SC_EDP]->val3);
+ }
+ }
+ if(sc->data[SC_STYLE_CHANGE]){
+ TBL_HOM *hd = BL_CAST(BL_HOM,src);
+ if (hd) ATK_ADD(hd->homunculus.spiritball * 3);
+ }
+ }
+
+ switch (skill_id) {
+ case AS_SONICBLOW:
+ if (sc && sc->data[SC_SPIRIT] &&
+ sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
+ ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
+
+ if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
+ ATK_ADDRATE(10);
+ break;
+ case CR_SHIELDBOOMERANG:
+ if(sc && sc->data[SC_SPIRIT] &&
+ sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
+ ATK_ADDRATE(100);
+ break;
+ case NC_AXETORNADO:
+ if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
+ ATK_ADDRATE(50);
+ break;
+ }
+
+ if( sd )
+ {
+ if (skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
+ ATK_ADDRATE(i);
+
+ if( skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri )
+ { //Elemental/Racial adjustments
+ if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
+ sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
+ sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
+ )
+ flag.pdef = 1;
+
+ if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
+ sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
+ sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
+ )
+ { //Pass effect onto right hand if configured so. [Skotlex]
+ if (battle_config.left_cardfix_to_right && flag.rh)
+ flag.pdef = 1;
+ else
+ flag.pdef2 = 1;
+ }
+ }
+
+ if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
+ { //Ignore Defense?
+ if (!flag.idef && (
+ sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
+ sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
+ sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
+ ))
+ flag.idef = 1;
+
+ if (!flag.idef2 && (
+ sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
+ sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
+ sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
+ )) {
+ if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
+ flag.idef = 1;
+ else
+ flag.idef2 = 1;
+ }
+ }
+ }
+
+ if (!flag.idef || !flag.idef2)
+ { //Defense reduction
+ short vit_def;
+ defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
+ short def2 = tstatus->def2;
+#ifdef RENEWAL
+ if( tsc && tsc->data[SC_ASSUMPTIO] )
+ def1 <<= 1; // only eDEF is doubled
+#endif
+ if( sd )
+ {
+ i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
+ i += sd->ignore_def[tstatus->race];
+ if( i )
+ {
+ if( i > 100 ) i = 100;
+ def1 -= def1 * i / 100;
+ def2 -= def2 * i / 100;
+ }
+ }
+
+ if( sc && sc->data[SC_EXPIATIO] ){
+ i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
+ def1 -= def1 * i / 100;
+ def2 -= def2 * i / 100;
+ }
+
+ if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
+ def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;
+
+ if( tsc && tsc->data[SC_CAMOUFLAGE] ){
+ i = 5 * (10-tsc->data[SC_CAMOUFLAGE]->val4);
+ def1 -= def1 * i / 100;
+ def2 -= def2 * i / 100;
+ }
+
+ if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
+ unsigned char target_count; //256 max targets should be a sane max
+ target_count = unit_counttargeted(target);
+ if(target_count >= battle_config.vit_penalty_count) {
+ if(battle_config.vit_penalty_type == 1) {
+ if( !tsc || !tsc->data[SC_STEELBODY] )
+ def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
+ def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
+ } else { //Assume type 2
+ if( !tsc || !tsc->data[SC_STEELBODY] )
+ def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
+ def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
+ }
+ }
+ if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
+ if(def2 < 1) def2 = 1;
+ }
+ //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
+ if (tsd) //Sd vit-eq
+ {
+#ifndef RENEWAL
+ //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
+ vit_def = def2*(def2-15)/150;
+ vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
+#else
+ vit_def = def2;
+#endif
+ if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
+ src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
+ vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
+ if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
+ (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
+ vit_def += skill*5;
+#ifdef RENEWAL
+ if( skill == NJ_ISSEN ){//TODO: do better implementation if other skills(same func) are found [malufett]
+ vit_def += def1;
+ def1 = 0;
+ }
+#endif
+ }
+ else { //Mob-Pet vit-eq
+#ifndef RENEWAL
+ //VIT + rnd(0,[VIT/20]^2-1)
+ vit_def = (def2/20)*(def2/20);
+ vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
+#else
+ vit_def = def2;
+#endif
+ }
+
+
+ if (battle_config.weapon_defense_type) {
+ vit_def += def1*battle_config.weapon_defense_type;
+ def1 = 0;
+ }
+ #ifdef RENEWAL
+ /**
+ * RE DEF Reduction
+ * Damage = Attack * (4000+eDEF)/(4000+eDEF) - sDEF
+ * Pierce defence gains 1 atk per def/2
+ **/
+
+ ATK_ADD2(
+ flag.pdef ?(def1/2):0,
+ flag.pdef2?(def1/2):0
+ );
+ if( !flag.idef && !flag.pdef )
+ wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
+ if( flag.lh && !flag.idef2 && !flag.pdef2 )
+ wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
+
+ #else
+ if (def1 > 100) def1 = 100;
+ ATK_RATE2(
+ flag.idef ?100:(flag.pdef ? (int64)flag.pdef*(def1+vit_def) : (100-def1)),
+ flag.idef2?100:(flag.pdef2? (int64)flag.pdef2*(def1+vit_def) : (100-def1))
+ );
+ ATK_ADD2(
+ flag.idef ||flag.pdef ?0:-vit_def,
+ flag.idef2||flag.pdef2?0:-vit_def
+ );
+ #endif
+ }
+
+ //Post skill/vit reduction damage increases
+ if( sc )
+ { //SC skill damages
+ if(sc->data[SC_AURABLADE]
+#ifndef RENEWAL
+ && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
+#endif
+ ){
+ int lv = sc->data[SC_AURABLADE]->val1;
+#ifdef RENEWAL
+ lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
+#endif
+ ATK_ADD(20*lv);
+ }
+
+ if(sc->data[SC_GN_CARTBOOST])
+ ATK_ADD(10*sc->data[SC_GN_CARTBOOST]->val1);
+
+ if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
+ struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
+ if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) )
+ ATK_ADD( ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
+ }
+
+ if(sc->data[SC_CAMOUFLAGE])
+ ATK_ADD(30 * (10-sc->data[SC_CAMOUFLAGE]->val4) );
+ }
+
+ //Refine bonus
+ if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
+ { // Counts refine bonus multiple times
+ if( skill_id == MO_FINGEROFFENSIVE )
+ {
+ ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
+ } else {
+ ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
+ }
+ }
+
+ //Set to min of 1
+ if (flag.rh && wd.damage < 1) wd.damage = 1;
+ if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
+
+ if (sd && flag.weapon &&
+ skill_id != MO_INVESTIGATE &&
+ skill_id != MO_EXTREMITYFIST &&
+ skill_id != CR_GRANDCROSS)
+ { //Add mastery damage
+ if(skill_id != ASC_BREAKER && sd->status.weapon == W_KATAR &&
+ (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
+ { //Adv Katar Mastery is does not applies to ASC_BREAKER,
+ // but other masteries DO apply >_>
+ ATK_ADDRATE(10+ 2*skill);
+ }
+
+ wd.damage = battle_addmastery(sd,target,wd.damage,0);
+ if (flag.lh)
+ wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
+
+ if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
+ else
+ ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
+ if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
+ {
+ skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
+ if (i == 2) skillratio += sstatus->str; //Star Anger
+ if (skill<4)
+ skillratio /= 12-3*skill;
+ ATK_ADDRATE(skillratio);
+ }
+ if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
+ ATK_ADD(3*skill);
+ if (skill_id == NJ_KUNAI)
+ ATK_ADD(60);
+ }
+ } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
+ else if(wd.div_ < 0) //Since the attack missed...
+ wd.div_ *= -1;
+
+ if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
+ ATK_ADD(skill*2);
+
+ if(skill_id==TF_POISON)
+ ATK_ADD(15*skill_lv);
+
+ if( !(nk&NK_NO_ELEFIX) && !n_ele )
+ { //Elemental attribute fix
+ if( wd.damage > 0 )
+ {
+ wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
+ wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
+ wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ }
+ if( flag.lh && wd.damage2 > 0 )
+ wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
+ if( sc && sc->data[SC_WATK_ELEMENT] )
+ { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
+ int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
+ wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
+
+ if( flag.lh )
+ {
+ damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
+ wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
+ }
+ }
+ #ifdef RENEWAL
+ /**
+ * In RE Shield Bommerang takes weapon element only for damage calculation,
+ * - resist calculation is always against neutral
+ **/
+ if ( skill_id == CR_SHIELDBOOMERANG )
+ s_ele = s_ele_ = ELE_NEUTRAL;
+ #endif
+ }
+
+ if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
+ return wd; //Enough, rest is not needed.
+
+ if (sd)
+ {
+ if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
+ ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
+ if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
+ ATK_ADD(wd.div_*sd->spiritball_old*3);
+ } else {
+ ATK_ADD(wd.div_*sd->spiritball*3);
+ }
+
+ //Card Fix, sd side
+ wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
+ if( flag.lh )
+ wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
+
+ if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
+ { //Refine bonus applies after cards and elements.
+ short index= sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ ATK_ADD(10*sd->status.inventory[index].refine);
+ }
+ } //if (sd)
+
+ //Card Fix, tsd side
+ if(tsd)
+ wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, flag.lh, wd.flag);
+
+ if( flag.infdef )
+ { //Plants receive 1 damage when hit
+ short class_ = status_get_class(target);
+ if( flag.hit || wd.damage > 0 )
+ wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
+ if( flag.lh && (flag.hit || wd.damage2 > 0) )
+ wd.damage2 = wd.div_;
+ if( flag.hit && class_ == MOBID_EMPERIUM ) {
+ if(wd.damage2 > 0) {
+ wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
+ wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
+ }
+ else if(wd.damage > 0) {
+ wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
+ wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
+ }
+ return wd;
+ }
+ if( !(battle_config.skill_min_damage&1) )
+ //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
+ return wd;
+ }
+
+ if (sd) {
+ if (!flag.rh && flag.lh) { //Move lh damage to the rh
+ wd.damage = wd.damage2;
+ wd.damage2 = 0;
+ flag.rh=1;
+ flag.lh=0;
+ } else if(flag.rh && flag.lh) { //Dual-wield
+ if (wd.damage) {
+ if( (skill = pc_checkskill(sd,AS_RIGHT)) )
+ ATK_RATER(50 + (skill * 10))
+ else if( (skill = pc_checkskill(sd,KO_RIGHT)) )
+ ATK_RATER(70 + (skill * 10))
+ if(wd.damage < 1) wd.damage = 1;
+ }
+ if (wd.damage2) {
+ if( (skill = pc_checkskill(sd,AS_LEFT)) )
+ ATK_RATEL(30 + (skill * 10))
+ else if( (skill = pc_checkskill(sd,KO_LEFT)) )
+ ATK_RATEL(50 + (skill * 10))
+ if(wd.damage2 < 1) wd.damage2 = 1;
+ }
+ } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
+ skill = pc_checkskill(sd,TF_DOUBLE);
+ wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
+
+ if(wd.damage && !wd.damage2) wd.damage2 = 1;
+ flag.lh = 1;
+ }
+ }
+
+ if(!flag.rh && wd.damage)
+ wd.damage=0;
+
+ if(!flag.lh && wd.damage2)
+ wd.damage2=0;
+
+ if( wd.damage + wd.damage2 )
+ { //There is a total damage value
+ if(!wd.damage2)
+ {
+ wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
+ if( map_flag_gvg2(target->m) )
+ wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
+ else if( map[target->m].flag.battleground )
+ wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
+ }
+ else if(!wd.damage)
+ {
+ wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
+ if( map_flag_gvg2(target->m) )
+ wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
+ else if( map[target->m].flag.battleground )
+ wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
+ }
+ else
+ {
+ int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
+ wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
+ if( map_flag_gvg2(target->m) )
+ wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
+ else if( map[target->m].flag.battleground )
+ wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
+ wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
+ if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
+ wd.damage-=wd.damage2;
+ }
+ }
+ //Reject Sword bugreport:4493 by Daegaladh
+ if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
+ (src->type!=BL_PC || (
+ ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
+ ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
+ ((TBL_PC *)src)->status.weapon == W_2HSWORD
+ )) &&
+ rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
+ ) {
+ ATK_RATER(50)
+ status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
+ clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
+ if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
+ status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
+ }
+ if(skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
+ struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wflag);
+ wd.damage += md.damage;
+ }
+ if( sc ) {
+ //SG_FUSION hp penalty [Komurka]
+ if (sc->data[SC_FUSION]) {
+ int hp= sstatus->max_hp;
+ if (sd && tsd) {
+ hp = 8*hp/100;
+ if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
+ hp = sstatus->hp;
+ } else
+ hp = 2*hp/100; //2% hp loss per hit
+ status_zap(src, hp, 0);
+ }
+ /**
+ * affecting non-skills
+ **/
+ if( !skill_id ) {
+ /**
+ * RK Enchant Blade
+ **/
+ if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
+ //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
+ ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
+ }
+ }
+ status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
+ }
+ if( skill_id == LG_RAYOFGENESIS ) {
+ struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wflag);
+ wd.damage += md.damage;
+ }
+
+ return wd;
+}
+
+/*==========================================
+ * battle_calc_magic_attack [DracoRPG]
+ *------------------------------------------*/
+struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
+{
+ int i, nk;
+ short s_ele = 0;
+ unsigned int skillratio = 100; //Skill dmg modifiers.
+
+ TBL_PC *sd;
+// TBL_PC *tsd;
+ struct status_change *sc, *tsc;
+ struct Damage ad;
+ struct status_data *sstatus = status_get_status_data(src);
+ struct status_data *tstatus = status_get_status_data(target);
+ struct {
+ unsigned imdef : 1;
+ unsigned infdef : 1;
+ } flag;
+
+ memset(&ad,0,sizeof(ad));
+ memset(&flag,0,sizeof(flag));
+
+ if(src==NULL || target==NULL)
+ {
+ nullpo_info(NLP_MARK);
+ return ad;
+ }
+ //Initial Values
+ ad.damage = 1;
+ ad.div_=skill_get_num(skill_id,skill_lv);
+ ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
+ ad.dmotion=tstatus->dmotion;
+ ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
+ ad.flag=BF_MAGIC|BF_SKILL;
+ ad.dmg_lv=ATK_DEF;
+ nk = skill_get_nk(skill_id);
+ flag.imdef = nk&NK_IGNORE_DEF?1:0;
+
+ sd = BL_CAST(BL_PC, src);
+// tsd = BL_CAST(BL_PC, target);
+ sc = status_get_sc(src);
+ tsc = status_get_sc(target);
+
+ //Initialize variables that will be used afterwards
+ s_ele = skill_get_ele(skill_id, skill_lv);
+
+ if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
+ s_ele = sstatus->rhw.ele;
+ if( sd ){ //Summoning 10 talisman will endow your weapon
+ ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
+ if( i < 5 ) s_ele = i;
+ }
+ }else if (s_ele == -2) //Use status element
+ s_ele = status_get_attack_sc_element(src,status_get_sc(src));
+ else if( s_ele == -3 ) //Use random element
+ s_ele = rnd()%ELE_MAX;
+
+ if( skill_id == SO_PSYCHIC_WAVE ) {
+ if( sc && sc->count ) {
+ if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
+ else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
+ else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
+ else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
+ }
+ }
+
+ //Set miscellaneous data that needs be filled
+ if(sd) {
+ sd->state.arrow_atk = 0;
+ ad.blewcount += battle_blewcount_bonus(sd, skill_id);
+ }
+
+ //Skill Range Criteria
+ ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
+ flag.infdef=(tstatus->mode&MD_PLANT?1:0);
+ if( target->type == BL_SKILL){
+ TBL_SKILL *su = (TBL_SKILL*)target;
+ if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
+ flag.infdef = 1;
+ }
+
+ switch(skill_id)
+ {
+ case MG_FIREWALL:
+ case NJ_KAENSIN:
+ ad.dmotion = 0; //No flinch animation.
+ if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
+ ad.blewcount = 0; //No knockback
+ break;
+ case PR_SANCTUARY:
+ ad.dmotion = 0; //No flinch animation.
+ break;
+ }
+
+ if (!flag.infdef) //No need to do the math for plants
+ {
+#ifdef RENEWAL
+ ad.damage = 0; //reinitialize..
+#endif
+//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
+#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
+//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
+#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
+//Adds an absolute value to damage. 100 = +100 damage
+#define MATK_ADD( a ) { ad.damage+= a; }
+
+ switch (skill_id)
+ { //Calc base damage according to skill
+ case AL_HEAL:
+ case PR_BENEDICTIO:
+ case PR_SANCTUARY:
+ /**
+ * Arch Bishop
+ **/
+ case AB_HIGHNESSHEAL:
+ ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
+ break;
+ case PR_ASPERSIO:
+ ad.damage = 40;
+ break;
+ case ALL_RESURRECTION:
+ case PR_TURNUNDEAD:
+ //Undead check is on skill_castend_damageid code.
+ #ifdef RENEWAL
+ i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
+ + 300 - 300*tstatus->hp/tstatus->max_hp;
+ #else
+ i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
+ + 200 - 200*tstatus->hp/tstatus->max_hp;
+ #endif
+ if(i > 700) i = 700;
+ if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
+ ad.damage = tstatus->hp;
+ else {
+ #ifdef RENEWAL
+ if (sstatus->matk_max > sstatus->matk_min) {
+ MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
+ } else {
+ MATK_ADD(sstatus->matk_min);
+ }
+ MATK_RATE(skill_lv);
+ #else
+ ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
+ #endif
+ }
+ break;
+ case PF_SOULBURN:
+ ad.damage = tstatus->sp * 2;
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case AB_RENOVATIO:
+ //Damage calculation from iRO wiki. [Jobbie]
+ ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
+ break;
+ default: {
+ if (sstatus->matk_max > sstatus->matk_min) {
+ MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
+ } else {
+ MATK_ADD(sstatus->matk_min);
+ }
+
+ if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
+ if(mflag>0)
+ ad.damage/= mflag;
+ else
+ ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
+ }
+
+ switch(skill_id){
+ case MG_NAPALMBEAT:
+ skillratio += skill_lv*10-30;
+ break;
+ case MG_FIREBALL:
+ #ifdef RENEWAL
+ skillratio += 20*skill_lv;
+ #else
+ skillratio += skill_lv*10-30;
+ #endif
+ break;
+ case MG_SOULSTRIKE:
+ if (battle_check_undead(tstatus->race,tstatus->def_ele))
+ skillratio += 5*skill_lv;
+ break;
+ case MG_FIREWALL:
+ skillratio -= 50;
+ break;
+ case MG_FIREBOLT:
+ case MG_COLDBOLT:
+ case MG_LIGHTNINGBOLT:
+ if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
+ skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
+ ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
+ ad.flag = BF_WEAPON|BF_SHORT;
+ ad.type = 0;
+ }
+ break;
+ case MG_THUNDERSTORM:
+ /**
+ * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
+ **/
+ #ifndef RENEWAL
+ skillratio -= 20;
+ #endif
+ break;
+ case MG_FROSTDIVER:
+ skillratio += 10*skill_lv;
+ break;
+ case AL_HOLYLIGHT:
+ skillratio += 25;
+ if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
+ skillratio *= 5; //Does 5x damage include bonuses from other skills?
+ break;
+ case AL_RUWACH:
+ skillratio += 45;
+ break;
+ case WZ_FROSTNOVA:
+ skillratio += (100+skill_lv*10)*2/3-100;
+ break;
+ case WZ_FIREPILLAR:
+ if (skill_lv > 10)
+ skillratio += 100;
+ else
+ skillratio -= 80;
+ break;
+ case WZ_SIGHTRASHER:
+ skillratio += 20*skill_lv;
+ break;
+ case WZ_WATERBALL:
+ skillratio += 30*skill_lv;
+ break;
+ case WZ_STORMGUST:
+ skillratio += 40*skill_lv;
+ break;
+ case HW_NAPALMVULCAN:
+ skillratio += 10*skill_lv-30;
+ break;
+ case SL_STIN:
+ skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
+ break;
+ case SL_STUN:
+ skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
+ break;
+ case SL_SMA:
+ skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
+ break;
+ case NJ_KOUENKA:
+ skillratio -= 10;
+ break;
+ case NJ_KAENSIN:
+ skillratio -= 50;
+ break;
+ case NJ_BAKUENRYU:
+ skillratio += 50*(skill_lv-1);
+ break;
+ case NJ_HYOUSYOURAKU:
+ skillratio += 50*skill_lv;
+ break;
+ case NJ_RAIGEKISAI:
+ skillratio += 60 + 40*skill_lv;
+ break;
+ case NJ_KAMAITACHI:
+ case NPC_ENERGYDRAIN:
+ skillratio += 100*skill_lv;
+ break;
+ case NPC_EARTHQUAKE:
+ skillratio += 100 +100*skill_lv +100*(skill_lv/2);
+ break;
+ #ifdef RENEWAL
+ case WZ_HEAVENDRIVE:
+ case WZ_METEOR:
+ skillratio += 25;
+ break;
+ case WZ_VERMILION:
+ {
+ int interval = 0, per = interval, ratio = per;
+ while( (per++) < skill_lv ){
+ ratio += interval;
+ if(per%3==0) interval += 20;
+ }
+ if( skill_lv > 9 )
+ ratio -= 10;
+ skillratio += ratio;
+ }
+ break;
+ case NJ_HUUJIN:
+ skillratio += 50;
+ break;
+ #else
+ case WZ_VERMILION:
+ skillratio += 20*skill_lv-20;
+ break;
+ #endif
+ /**
+ * Arch Bishop
+ **/
+ case AB_JUDEX:
+ skillratio += 180 + 20 * skill_lv;
+ if (skill_lv > 4) skillratio += 20;
+ RE_LVL_DMOD(100);
+ break;
+ case AB_ADORAMUS:
+ skillratio += 400 + 100 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case AB_DUPLELIGHT_MAGIC:
+ skillratio += 100 + 20 * skill_lv;
+ break;
+ /**
+ * Warlock
+ **/
+ case WL_SOULEXPANSION:
+ skillratio += 300 + 100 * skill_lv + sstatus->int_;
+ RE_LVL_DMOD(100);
+ break;
+ case WL_FROSTMISTY:
+ skillratio += 100 + 100 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case WL_JACKFROST:
+ if( tsc && tsc->data[SC_FREEZING] ){
+ skillratio += 900 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
+ }else{
+ skillratio += 400 + 100 * skill_lv;
+ RE_LVL_DMOD(150);
+ }
+ break;
+ case WL_DRAINLIFE:
+ skillratio = 200 * skill_lv + sstatus->int_;
+ RE_LVL_DMOD(100);
+ break;
+ case WL_CRIMSONROCK:
+ skillratio += 1200 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case WL_HELLINFERNO:
+ skillratio = 300 * skill_lv;
+ RE_LVL_DMOD(100);
+ // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
+ // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
+ if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
+ skillratio /= 5;
+ break;
+ case WL_COMET: {
+ struct status_change * sc = status_get_sc(src);
+ if( sc )
+ i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
+ else
+ i = 8;
+ if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
+ else
+ if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
+ else
+ if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
+ else
+ skillratio = 800 + 200 * skill_lv;
+ }
+ break;
+ case WL_CHAINLIGHTNING_ATK:
+ skillratio += 100 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case WL_EARTHSTRAIN:
+ skillratio += 1900 + 100 * skill_lv;
+ RE_LVL_DMOD(100);
+ break;
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ skillratio += 400 + 500 * skill_lv;
+ break;
+ case WL_SUMMON_ATK_FIRE:
+ case WL_SUMMON_ATK_WATER:
+ case WL_SUMMON_ATK_WIND:
+ case WL_SUMMON_ATK_GROUND:
+ skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
+ RE_LVL_DMOD(100);
+ break;
+ case LG_RAYOFGENESIS:
+ {
+ int16 lv = skill_lv;
+ int bandingBonus = 0;
+ if( sc && sc->data[SC_BANDING] )
+ bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
+ skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
+ }
+ break;
+ case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
+ if( sd ) {
+ skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
+ } else
+ skillratio += 1900; //2000%
+ break;
+ case WM_METALICSOUND:
+ skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
+ break;
+ /*case WM_SEVERE_RAINSTORM:
+ skillratio += 50 * skill_lv;
+ break;
+
+ WM_SEVERE_RAINSTORM just set a unit place,
+ refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
+ */
+ case WM_REVERBERATION_MAGIC:
+ // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
+ skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
+ RE_LVL_DMOD(100);
+ break;
+ case SO_FIREWALK:
+ skillratio = 300;
+ RE_LVL_DMOD(100);
+ if( sc && sc->data[SC_HEATER_OPTION] )
+ skillratio += sc->data[SC_HEATER_OPTION]->val3;
+ break;
+ case SO_ELECTRICWALK:
+ skillratio = 300;
+ RE_LVL_DMOD(100);
+ if( sc && sc->data[SC_BLAST_OPTION] )
+ skillratio += sd ? sd->status.job_level / 2 : 0;
+ break;
+ case SO_EARTHGRAVE:
+ skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
+ RE_LVL_DMOD(100);
+ if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ break;
+ case SO_DIAMONDDUST:
+ skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
+ RE_LVL_DMOD(100);
+ if( sc && sc->data[SC_COOLER_OPTION] )
+ skillratio += sc->data[SC_COOLER_OPTION]->val3;
+ break;
+ case SO_POISON_BUSTER:
+ skillratio += 1100 + 300 * skill_lv;
+ if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ break;
+ case SO_PSYCHIC_WAVE:
+ skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
+ RE_LVL_DMOD(100);
+ if( sc ){
+ if( sc->data[SC_HEATER_OPTION] )
+ skillratio += sc->data[SC_HEATER_OPTION]->val3;
+ else if(sc->data[SC_COOLER_OPTION] )
+ skillratio += sc->data[SC_COOLER_OPTION]->val3;
+ else if(sc->data[SC_BLAST_OPTION] )
+ skillratio += sc->data[SC_BLAST_OPTION]->val2;
+ else if(sc->data[SC_CURSED_SOIL_OPTION] )
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
+ }
+ break;
+ case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
+ skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
+ RE_LVL_DMOD(100);
+ if( sc && sc->data[SC_BLAST_OPTION] )
+ skillratio += sd ? sd->status.job_level * 5 : 0;
+ break;
+ case SO_CLOUD_KILL:
+ skillratio += -100 + skill_lv * 40;
+ RE_LVL_DMOD(100);
+ if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ break;
+ case GN_DEMONIC_FIRE:
+ if( skill_lv > 20)
+ { // Fire expansion Lv.2
+ skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
+ }
+ else if( skill_lv > 10 )
+ { // Fire expansion Lv.1
+ skillratio += 110 + 20 * (skill_lv - 10) / 2;
+ }
+ else
+ skillratio += 110 + 20 * skill_lv;
+ break;
+ // Magical Elemental Spirits Attack Skills
+ case EL_FIRE_MANTLE:
+ case EL_WATER_SCREW:
+ skillratio += 900;
+ break;
+ case EL_FIRE_ARROW:
+ case EL_ROCK_CRUSHER_ATK:
+ skillratio += 200;
+ break;
+ case EL_FIRE_BOMB:
+ case EL_ICE_NEEDLE:
+ case EL_HURRICANE_ATK:
+ skillratio += 400;
+ break;
+ case EL_FIRE_WAVE:
+ case EL_TYPOON_MIS_ATK:
+ skillratio += 1100;
+ break;
+ case MH_ERASER_CUTTER:
+ if(skill_lv%2) skillratio += 400; //600:800:1000
+ else skillratio += 700; //1000:1200
+ skillratio += 100 * skill_lv;
+ break;
+ case MH_XENO_SLASHER:
+ if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
+ else skillratio += 400 + 100 * skill_lv; //700:900
+ break;
+ case MH_HEILIGE_STANGE:
+ skillratio += 400 + 250 * skill_lv;
+ break;
+ case MH_POISON_MIST:
+ skillratio += 100 * skill_lv;
+ break;
+ }
+
+ MATK_RATE(skillratio);
+
+ //Constant/misc additions from skills
+ if (skill_id == WZ_FIREPILLAR)
+ MATK_ADD(50);
+ }
+ }
+#ifdef RENEWAL
+ ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
+#endif
+ if(sd) {
+ //Damage bonuses
+ if ((i = pc_skillatk_bonus(sd, skill_id)))
+ ad.damage += (int64)ad.damage*i/100;
+
+ //Ignore Defense?
+ if (!flag.imdef && (
+ sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
+ sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
+ sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
+ ))
+ flag.imdef = 1;
+ }
+
+ if(!flag.imdef){
+ defType mdef = tstatus->mdef;
+ int mdef2= tstatus->mdef2;
+#ifdef RENEWAL
+ if(tsc && tsc->data[SC_ASSUMPTIO])
+ mdef <<= 1; // only eMDEF is doubled
+#endif
+ if(sd) {
+ i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
+ i+= sd->ignore_mdef[tstatus->race];
+ if (i)
+ {
+ if (i > 100) i = 100;
+ mdef -= mdef * i/100;
+ //mdef2-= mdef2* i/100;
+ }
+ }
+ #ifdef RENEWAL
+ /**
+ * RE MDEF Reduction
+ * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
+ **/
+ ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
+ #else
+ if(battle_config.magic_defense_type)
+ ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
+ else
+ ad.damage = ad.damage * (100-mdef)/100 - mdef2;
+ #endif
+ }
+
+ if (skill_id == NPC_EARTHQUAKE)
+ { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
+ //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
+ if(mflag>0)
+ ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
+ else
+ ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
+ }
+
+ if(ad.damage<1)
+ ad.damage=1;
+ else if(sc){//only applies when hit
+ // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
+ switch(skill_id){
+ case MG_LIGHTNINGBOLT:
+ case MG_THUNDERSTORM:
+ case MG_FIREBOLT:
+ case MG_FIREWALL:
+ case MG_COLDBOLT:
+ case MG_FROSTDIVER:
+ case WZ_EARTHSPIKE:
+ case WZ_HEAVENDRIVE:
+ if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
+ || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
+ ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
+ break;
+ }
+ }
+
+ if (!(nk&NK_NO_ELEFIX))
+ ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
+
+ if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
+ { //Apply the physical part of the skill's damage. [Skotlex]
+ struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
+ ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
+ if( src == target )
+ {
+ if( src->type == BL_PC )
+ ad.damage = ad.damage/2;
+ else
+ ad.damage = 0;
+ }
+ }
+
+#ifndef RENEWAL
+ ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
+#endif
+ }
+
+ damage_div_fix(ad.damage, ad.div_);
+
+ if (flag.infdef && ad.damage)
+ ad.damage = ad.damage>0?1:-1;
+
+ ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
+ if( map_flag_gvg2(target->m) )
+ ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
+ else if( map[target->m].flag.battleground )
+ ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
+
+ switch( skill_id ) { /* post-calc modifiers */
+ case SO_VARETYR_SPEAR: { // Physical damage.
+ struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
+ if(!flag.infdef && ad.damage > 1)
+ ad.damage += wd.damage;
+ break;
+ }
+ //case HM_ERASER_CUTTER:
+ }
+
+ return ad;
+}
+
+/*==========================================
+ * Calculate Misc dammage for skill_id
+ *------------------------------------------*/
+struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
+{
+ int skill;
+ short i, nk;
+ short s_ele;
+
+ struct map_session_data *sd, *tsd;
+ struct Damage md; //DO NOT CONFUSE with md of mob_data!
+ struct status_data *sstatus = status_get_status_data(src);
+ struct status_data *tstatus = status_get_status_data(target);
+
+ memset(&md,0,sizeof(md));
+
+ if( src == NULL || target == NULL ){
+ nullpo_info(NLP_MARK);
+ return md;
+ }
+
+ //Some initial values
+ md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
+ md.dmotion=tstatus->dmotion;
+ md.div_=skill_get_num( skill_id,skill_lv );
+ md.blewcount=skill_get_blewcount(skill_id,skill_lv);
+ md.dmg_lv=ATK_DEF;
+ md.flag=BF_MISC|BF_SKILL;
+
+ nk = skill_get_nk(skill_id);
+
+ sd = BL_CAST(BL_PC, src);
+ tsd = BL_CAST(BL_PC, target);
+
+ if(sd) {
+ sd->state.arrow_atk = 0;
+ md.blewcount += battle_blewcount_bonus(sd, skill_id);
+ }
+
+ s_ele = skill_get_ele(skill_id, skill_lv);
+ if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
+ s_ele = ELE_NEUTRAL;
+ else if (s_ele == -3) //Use random element
+ s_ele = rnd()%ELE_MAX;
+
+ //Skill Range Criteria
+ md.flag |= battle_range_type(src, target, skill_id, skill_lv);
+
+ switch( skill_id )
+ {
+#ifdef RENEWAL
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
+ md.damage += md.damage * (rnd()%20-10) / 100;
+ md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
+ break;
+#else
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
+ break;
+ case HT_BLASTMINE:
+ md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
+ break;
+ case HT_CLAYMORETRAP:
+ md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
+ break;
+#endif
+ case HT_BLITZBEAT:
+ case SN_FALCONASSAULT:
+ //Blitz-beat Damage.
+ if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
+ skill=0;
+ md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
+ if(mflag > 1) //Autocasted Blitz.
+ nk|=NK_SPLASHSPLIT;
+
+ if (skill_id == SN_FALCONASSAULT)
+ {
+ //Div fix of Blitzbeat
+ skill = skill_get_num(HT_BLITZBEAT, 5);
+ damage_div_fix(md.damage, skill);
+
+ //Falcon Assault Modifier
+ md.damage=(int64)md.damage*(150+70*skill_lv)/100;
+ }
+ break;
+ case TF_THROWSTONE:
+ md.damage=50;
+ break;
+ case BA_DISSONANCE:
+ md.damage=30+skill_lv*10;
+ if (sd)
+ md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
+ break;
+ case NPC_SELFDESTRUCTION:
+ md.damage = sstatus->hp;
+ break;
+ case NPC_SMOKING:
+ md.damage=3;
+ break;
+ case NPC_DARKBREATH:
+ md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
+ if(md.damage > 9999) md.damage = 9999;
+ break;
+ case PA_PRESSURE:
+ md.damage=500+300*skill_lv;
+ break;
+ case PA_GOSPEL:
+ md.damage = 1+rnd()%9999;
+ break;
+ case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
+ if(tstatus->vit+sstatus->int_) //crash fix
+ md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
+ else
+ md.damage = 0;
+ if (tsd) md.damage>>=1;
+ if (md.damage < 0 || md.damage > INT_MAX>>1)
+ //Overflow prevention, will anyone whine if I cap it to a few billion?
+ //Not capped to INT_MAX to give some room for further damage increase.
+ md.damage = INT_MAX>>1;
+ break;
+ case NJ_ZENYNAGE:
+ case KO_MUCHANAGE:
+ md.damage = skill_get_zeny(skill_id ,skill_lv);
+ if (!md.damage) md.damage = 2;
+ md.damage = rand()%md.damage + md.damage / (skill_id==NJ_ZENYNAGE?1:2) ;
+ if (is_boss(target))
+ md.damage=md.damage / (skill_id==NJ_ZENYNAGE?3:2);
+ else if (tsd) // need confirmation for KO_MUCHANAGE
+ md.damage=md.damage/2;
+ break;
+ case GS_FLING:
+ md.damage = sd?sd->status.job_level:status_get_lv(src);
+ break;
+ case HVAN_EXPLOSION: //[orn]
+ md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
+ break ;
+ case ASC_BREAKER:
+ md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
+ nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
+ break;
+ case HW_GRAVITATION:
+ md.damage = 200+200*skill_lv;
+ md.dmotion = 0; //No flinch animation.
+ break;
+ case NPC_EVILLAND:
+ md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
+ break;
+ case RK_DRAGONBREATH:
+ md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
+ RE_LVL_MDMOD(150);
+ if (sd) md.damage = (int64)md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
+ md.flag |= BF_LONG|BF_WEAPON;
+ break;
+ /**
+ * Ranger
+ **/
+ case RA_CLUSTERBOMB:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ;
+ RE_LVL_TMDMOD();
+ if(sd)
+ {
+ int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
+ if(researchskill_lv)
+ md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
+ else
+ md.damage = 0;
+ }else
+ md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
+
+ break;
+ /**
+ * Mechanic
+ **/
+ case NC_SELFDESTRUCTION:
+ {
+ short totaldef = tstatus->def2 + (short)status_get_def(target);
+ md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
+ RE_LVL_MDMOD(100);
+ md.damage += status_get_hp(src) - totaldef;
+ }
+ break;
+ case GN_THORNS_TRAP:
+ md.damage = 100 + 200 * skill_lv + sstatus->int_;
+ break;
+ case GN_HELLS_PLANT_ATK:
+ //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
+ md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) );
+ break;
+ case KO_HAPPOKUNAI:
+ {
+ struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
+ short totaldef = tstatus->def2 + (short)status_get_def(target);
+ md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100;
+ md.damage -= totaldef;
+ }
+ break;
+ case KO_MAKIBISHI:
+ md.damage = 20 * skill_lv;
+ break;
+ }
+
+ if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
+ if(mflag>0)
+ md.damage/= mflag;
+ else
+ ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
+ }
+
+ damage_div_fix(md.damage, md.div_);
+
+ if (!(nk&NK_IGNORE_FLEE))
+ {
+ struct status_change *sc = status_get_sc(target);
+ i = 0; //Temp for "hit or no hit"
+ if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
+ i = 1;
+ else {
+ short
+ flee = tstatus->flee,
+#ifdef RENEWAL
+ hitrate = 0; //Default hitrate
+#else
+ hitrate = 80; //Default hitrate
+#endif
+
+ if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
+ unsigned char attacker_count; //256 max targets should be a sane max
+ attacker_count = unit_counttargeted(target);
+ if(attacker_count >= battle_config.agi_penalty_count)
+ {
+ if (battle_config.agi_penalty_type == 1)
+ flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
+ else //asume type 2: absolute reduction
+ flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
+ if(flee < 1) flee = 1;
+ }
+ }
+
+ hitrate+= sstatus->hit - flee;
+#ifdef RENEWAL
+ if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
+ hitrate += pc_checkskill(sd,AC_VULTURE);
+#endif
+ hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
+
+ if(rnd()%100 < hitrate)
+ i = 1;
+ }
+ if (!i) {
+ md.damage = 0;
+ md.dmg_lv=ATK_FLEE;
+ }
+ }
+
+ md.damage = battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
+
+ if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
+ md.damage += (int64)md.damage*i/100;
+
+ if(md.damage < 0)
+ md.damage = 0;
+ else if(md.damage && tstatus->mode&MD_PLANT){
+ switch(skill_id){
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case RA_CLUSTERBOMB:
+#ifdef RENEWAL
+ break;
+#endif
+ default:
+ md.damage = 1;
+ }
+ }else if( target->type == BL_SKILL ){
+ TBL_SKILL *su = (TBL_SKILL*)target;
+ if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
+ md.damage = 1;
+ }
+
+ if(!(nk&NK_NO_ELEFIX))
+ md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
+
+ md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
+ if( map_flag_gvg2(target->m) )
+ md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
+ else if( map[target->m].flag.battleground )
+ md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
+
+ switch( skill_id ) {
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ if( md.damage == 1 ) break;
+ case RA_CLUSTERBOMB:
+ {
+ struct Damage wd;
+ wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
+ md.damage += wd.damage;
+ }
+ break;
+ case NJ_ZENYNAGE:
+ if( sd ) {
+ if ( md.damage > sd->status.zeny )
+ md.damage = sd->status.zeny;
+ pc_payzeny(sd, md.damage,LOG_TYPE_STEAL,NULL);
+ }
+ break;
+ }
+
+ return md;
+}
+/*==========================================
+ * Battle main entry, from skill_attack
+ *------------------------------------------*/
+struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
+{
+ struct Damage d;
+ switch(attack_type) {
+ case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
+ case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
+ case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
+ default:
+ ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
+ memset(&d,0,sizeof(d));
+ break;
+ }
+ if( d.damage + d.damage2 < 1 )
+ { //Miss/Absorbed
+ //Weapon attacks should go through to cause additional effects.
+ if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
+ d.dmg_lv = ATK_MISS;
+ d.dmotion = 0;
+ }
+ else // Some skills like Weaponry Research will cause damage even if attack is dodged
+ d.dmg_lv = ATK_DEF;
+ return d;
+}
+
+//Calculates BF_WEAPON returned damage.
+int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, uint16 skill_id){
+ struct map_session_data* sd = NULL;
+ int rdamage = 0, damage = *dmg;
+ struct status_change* sc;
+
+ sd = BL_CAST(BL_PC, bl);
+ sc = status_get_sc(bl);
+
+ if( sc && sc->data[SC_REFLECTDAMAGE] ) {
+ int max_damage = (int64)status_get_max_hp(bl) * status_get_lv(bl) / 100;
+ rdamage = (int64)(*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
+ if( rdamage > max_damage ) rdamage = max_damage;
+ }else if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
+ //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
+ int ratio = (int64)(status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
+ if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
+ rdamage = (int64)rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
+ skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
+ clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage,
+ 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
+ clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
+ status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
+ status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
+ return 0; // Just put here to minimize redundancy
+ }else if (flag & BF_SHORT) {//Bounces back part of the damage.
+ if ( sd && sd->bonus.short_weapon_damage_return ) {
+ rdamage += (int64)damage * sd->bonus.short_weapon_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ if( sc && sc->count ) {
+ if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
+ rdamage += (int64)damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
+ if (rdamage < 1) rdamage = 1;
+ }
+ if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
+ uint8 dir = map_calc_dir(bl,src->x,src->y),
+ t_dir = unit_getdir(bl);
+ int rd1 = 0;
+
+ if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
+ rd1 = (int64)min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
+ *dmg = (int64)rd1 * 30 / 100; // Received damage = 30% of amplifly damage.
+ clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
+ status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
+ rdamage += rd1;
+ if (rdamage < 1) rdamage = 1;
+ }
+ }
+ }
+ } else {
+ if (sd && sd->bonus.long_weapon_damage_return) {
+ rdamage += (int64)damage * sd->bonus.long_weapon_damage_return / 100;
+ if (rdamage < 1) rdamage = 1;
+ }
+ }
+
+ if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
+ rdamage = 0;
+
+ return rdamage;
+}
+
+void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
+{
+ struct weapon_data *wd;
+ int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
+ for (i = 0; i < 4; i++) {
+ //First two iterations: Right hand
+ if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
+ else { wd = &sd->left_weapon; damage = &ldamage; }
+ if (*damage <= 0) continue;
+ //First and Third iterations: race, other two boss/nonboss state
+ if (i == 0 || i == 2)
+ type = race;
+ else
+ type = boss?RC_BOSS:RC_NONBOSS;
+
+ hp = wd->hp_drain[type].value;
+ if (wd->hp_drain[type].rate)
+ hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
+
+ sp = wd->sp_drain[type].value;
+ if (wd->sp_drain[type].rate)
+ sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
+
+ if (hp) {
+ if (wd->hp_drain[type].type)
+ rhp += hp;
+ thp += hp;
+ }
+ if (sp) {
+ if (wd->sp_drain[type].type)
+ rsp += sp;
+ tsp += sp;
+ }
+ }
+
+ if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
+ status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
+
+ if( sd->sp_gain_race_attack[race] )
+ tsp += sd->sp_gain_race_attack[race];
+ if( sd->hp_gain_race_attack[race] )
+ thp += sd->hp_gain_race_attack[race];
+
+ if (!thp && !tsp) return;
+
+ status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
+
+ if (rhp || rsp)
+ status_zap(tbl, rhp, rsp);
+}
+// Deals the same damage to targets in area. [pakpil]
+int battle_damage_area( struct block_list *bl, va_list ap) {
+ unsigned int tick;
+ int amotion, dmotion, damage;
+ struct block_list *src;
+
+ nullpo_ret(bl);
+
+ tick=va_arg(ap, unsigned int);
+ src=va_arg(ap,struct block_list *);
+ amotion=va_arg(ap,int);
+ dmotion=va_arg(ap,int);
+ damage=va_arg(ap,int);
+ if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
+ return 0;
+ if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
+ map_freeblock_lock();
+ if( src->type == BL_PC )
+ battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
+ if( amotion )
+ battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
+ else
+ status_fix_damage(src,bl,damage,0);
+ clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
+ skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
+ map_freeblock_unlock();
+ }
+
+ return 0;
+}
+/*==========================================
+ * Do a basic physical attack (call trough unit_attack_timer)
+ *------------------------------------------*/
+enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
+ struct map_session_data *sd = NULL, *tsd = NULL;
+ struct status_data *sstatus, *tstatus;
+ struct status_change *sc, *tsc;
+ int damage,rdamage=0,rdelay=0;
+ int skillv;
+ struct Damage wd;
+
+ nullpo_retr(ATK_NONE, src);
+ nullpo_retr(ATK_NONE, target);
+
+ if (src->prev == NULL || target->prev == NULL)
+ return ATK_NONE;
+
+ sd = BL_CAST(BL_PC, src);
+ tsd = BL_CAST(BL_PC, target);
+
+ sstatus = status_get_status_data(src);
+ tstatus = status_get_status_data(target);
+
+ sc = status_get_sc(src);
+ tsc = status_get_sc(target);
+
+ if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
+ sc = NULL;
+ if (tsc && !tsc->count)
+ tsc = NULL;
+
+ if (sd)
+ {
+ sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
+ if (sd->state.arrow_atk)
+ {
+ int index = sd->equip_index[EQI_AMMO];
+ if (index<0) {
+ clif_arrow_fail(sd,0);
+ return ATK_NONE;
+ }
+ //Ammo check by Ishizu-chan
+ if (sd->inventory_data[index])
+ switch (sd->status.weapon) {
+ case W_BOW:
+ if (sd->inventory_data[index]->look != A_ARROW) {
+ clif_arrow_fail(sd,0);
+ return ATK_NONE;
+ }
+ break;
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ if (sd->inventory_data[index]->look != A_BULLET) {
+ clif_arrow_fail(sd,0);
+ return ATK_NONE;
+ }
+ break;
+ case W_GRENADE:
+ if (sd->inventory_data[index]->look != A_GRENADE) {
+ clif_arrow_fail(sd,0);
+ return ATK_NONE;
+ }
+ break;
+ }
+ }
+ }
+ if (sc && sc->count) {
+ if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
+ status_change_end(src, SC_CLOAKING, INVALID_TIMER);
+ else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
+ status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ }
+ if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
+ {
+ uint8 dir = map_calc_dir(target,src->x,src->y);
+ int t_dir = unit_getdir(target);
+ int dist = distance_bl(src, target);
+ if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
+ {
+ uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
+ clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
+ clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
+ status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
+ skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
+ return ATK_BLOCK;
+ }
+ }
+
+ if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
+ {
+ uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
+ int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
+ status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
+ if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
+ { //Target locked.
+ clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
+ clif_bladestop(target, src->id, 1);
+ sc_start4(target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
+ return ATK_BLOCK;
+ }
+ }
+
+ if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
+ int triple_rate= 30 - skillv; //Base Rate
+ if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
+ triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
+ status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
+ }
+ if (rnd()%100 < triple_rate) {
+ if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
+ return ATK_DEF;
+ return ATK_MISS;
+ }
+ }
+
+ if (sc) {
+ if (sc->data[SC_SACRIFICE]) {
+ uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
+ damage_lv ret_val;
+
+ if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
+ status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
+
+ /**
+ * We need to calculate the DMG before the hp reduction, because it can kill the source.
+ * For futher information: bugreport:4950
+ **/
+ ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
+
+ status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
+ if( ret_val == ATK_NONE )
+ return ATK_MISS;
+ return ret_val;
+ }
+ if (sc->data[SC_MAGICALATTACK]) {
+ if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
+ return ATK_DEF;
+ return ATK_MISS;
+ }
+ if( sc->data[SC_GT_ENERGYGAIN] ) {
+ if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
+ pc_addspiritball(sd,
+ skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
+ sc->data[SC_GT_ENERGYGAIN]->val1);
+ }
+ if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
+ if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
+ pc_addspiritball(tsd,
+ skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
+ tsc->data[SC_GT_ENERGYGAIN]->val1);
+ }
+ if( sc && sc->data[SC_CRUSHSTRIKE] ){
+ uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
+ status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
+ if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
+ return ATK_DEF;
+ return ATK_MISS;
+ }
+ }
+
+ if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
+ tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
+
+ wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
+
+ if( sc && sc->count ) {
+ if (sc->data[SC_EXEEDBREAK]) {
+ ATK_RATER(sc->data[SC_EXEEDBREAK]->val1)
+ status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
+ }
+ if( sc->data[SC_SPELLFIST] ) {
+ if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
+ struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
+ wd.damage = ad.damage;
+ }else
+ status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
+ }
+ if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
+ wd.damage *= 3; // Triple Damage
+
+ if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
+ pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
+ sc->data[SC_FEARBREEZE]->val4 = 0;
+ }
+ }
+ if (sd && sd->state.arrow_atk) //Consume arrow.
+ battle_consume_ammo(sd, 0, 0);
+
+ damage = wd.damage + wd.damage2;
+ if( damage > 0 && src != target )
+ {
+ if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
+ { // Activates it only from melee damage
+ uint16 skill_id;
+ if( rnd()%2 == 1 )
+ skill_id = AB_DUPLELIGHT_MELEE;
+ else
+ skill_id = AB_DUPLELIGHT_MAGIC;
+ skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
+ }
+
+ rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
+ if( rdamage > 0 ) {
+ if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
+ if( src != target )// Don't reflect your own damage (Grand Cross)
+ map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
+ } else {
+ rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
+ //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
+ skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
+ }
+ }
+ }
+
+ wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
+
+ if (sd && sd->bonus.splash_range > 0 && damage > 0)
+ skill_castend_damage_id(src, target, 0, 1, tick, 0);
+ if ( target->type == BL_SKILL && damage > 0 ){
+ TBL_SKILL *su = (TBL_SKILL*)target;
+ if( su->group && su->group->skill_id == HT_BLASTMINE)
+ skill_blown(src, target, 3, -1, 0);
+ }
+ map_freeblock_lock();
+
+ battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
+ if( tsc ) {
+ if( tsc->data[SC_DEVOTION] ) {
+ struct status_change_entry *sce = tsc->data[SC_DEVOTION];
+ struct block_list *d_bl = map_id2bl(sce->val1);
+
+ if( d_bl && (
+ (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
+ (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
+ ) && check_distance_bl(target, d_bl, sce->val3) )
+ {
+ clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
+ status_fix_damage(NULL, d_bl, damage, 0);
+ }
+ else
+ status_change_end(target, SC_DEVOTION, INVALID_TIMER);
+ } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
+ struct elemental_data *ed = ((TBL_PC*)target)->ed;
+ if( ed ) {
+ clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
+ skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
+ }
+ } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
+ struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
+ if( e_bl && !status_isdead(e_bl) ) {
+ clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
+ status_damage(target,e_bl,damage,0,0,0);
+ // Just show damage in target.
+ clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
+ map_freeblock_unlock();
+ return ATK_NONE;
+ }
+ }
+ }
+ if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
+ int sp = 0;
+ uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
+ uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
+ int i = rnd()%100;
+ if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
+ i = 0; //Max chance, no skill_lv reduction. [Skotlex]
+ if (i >= 50) skill_lv -= 2;
+ else if (i >= 15) skill_lv--;
+ if (skill_lv < 1) skill_lv = 1;
+ sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
+
+ if (status_charge(src, 0, sp)) {
+ switch (skill_get_casttype(skill_id)) {
+ case CAST_GROUND:
+ skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
+ break;
+ case CAST_NODAMAGE:
+ skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
+ break;
+ case CAST_DAMAGE:
+ skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
+ break;
+ }
+ }
+ }
+ if (sd) {
+ if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
+ sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
+ {
+ int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
+ r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type;
+
+ if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
+ if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
+ int maxcount = 0;
+
+ if( !(BL_PC&battle_config.skill_reiteration) &&
+ skill_get_unit_flag(r_skill)&UF_NOREITERATION )
+ type = -1;
+
+ if( BL_PC&battle_config.skill_nofootset &&
+ skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
+ type = -1;
+
+ if( BL_PC&battle_config.land_skill_limit &&
+ (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
+ ) {
+ int v;
+ for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
+ if(sd->ud.skillunit[v]->skill_id == r_skill)
+ maxcount--;
+ }
+ if( maxcount == 0 )
+ type = -1;
+ }
+
+ if( type != CAST_GROUND ){
+ clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return wd.dmg_lv;
+ }
+ }
+
+ sd->state.autocast = 1;
+ skill_consume_requirement(sd,r_skill,r_lv,3);
+ switch( type ) {
+ case CAST_GROUND:
+ skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
+ break;
+ case CAST_NODAMAGE:
+ skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
+ break;
+ case CAST_DAMAGE:
+ skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
+ break;
+ }
+ sd->state.autocast = 0;
+
+ sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
+ clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
+ }
+ }
+
+ if (wd.flag & BF_WEAPON && src != target && damage > 0) {
+ if (battle_config.left_cardfix_to_right)
+ battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
+ else
+ battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
+ }
+ }
+ if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
+ if(tsd && src != target)
+ battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
+ battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
+ }
+
+ if (tsc) {
+ if (tsc->data[SC_POISONREACT] &&
+ (rnd()%100 < tsc->data[SC_POISONREACT]->val3
+ || sstatus->def_ele == ELE_POISON) &&
+// check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
+ status_check_skilluse(target, src, TF_POISON, 0)
+ ) { //Poison React
+ struct status_change_entry *sce = tsc->data[SC_POISONREACT];
+ if (sstatus->def_ele == ELE_POISON) {
+ sce->val2 = 0;
+ skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
+ } else {
+ skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
+ --sce->val2;
+ }
+ if (sce->val2 <= 0)
+ status_change_end(target, SC_POISONREACT, INVALID_TIMER);
+ }
+ }
+ map_freeblock_unlock();
+ return wd.dmg_lv;
+}
+
+int battle_check_undead(int race,int element)
+{
+ if(battle_config.undead_detect_type == 0) {
+ if(element == ELE_UNDEAD)
+ return 1;
+ }
+ else if(battle_config.undead_detect_type == 1) {
+ if(race == RC_UNDEAD)
+ return 1;
+ }
+ else {
+ if(element == ELE_UNDEAD || race == RC_UNDEAD)
+ return 1;
+ }
+ return 0;
+}
+
+//Returns the upmost level master starting with the given object
+struct block_list* battle_get_master(struct block_list *src)
+{
+ struct block_list *prev; //Used for infinite loop check (master of yourself?)
+ do {
+ prev = src;
+ switch (src->type) {
+ case BL_PET:
+ if (((TBL_PET*)src)->msd)
+ src = (struct block_list*)((TBL_PET*)src)->msd;
+ break;
+ case BL_MOB:
+ if (((TBL_MOB*)src)->master_id)
+ src = map_id2bl(((TBL_MOB*)src)->master_id);
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)src)->master)
+ src = (struct block_list*)((TBL_HOM*)src)->master;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)src)->master)
+ src = (struct block_list*)((TBL_MER*)src)->master;
+ break;
+ case BL_ELEM:
+ if (((TBL_ELEM*)src)->master)
+ src = (struct block_list*)((TBL_ELEM*)src)->master;
+ break;
+ case BL_SKILL:
+ if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
+ src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
+ break;
+ }
+ } while (src && src != prev);
+ return prev;
+}
+
+/*==========================================
+ * Checks the state between two targets (rewritten by Skotlex)
+ * (enemy, friend, party, guild, etc)
+ * See battle.h for possible values/combinations
+ * to be used here (BCT_* constants)
+ * Return value is:
+ * 1: flag holds true (is enemy, party, etc)
+ * -1: flag fails
+ * 0: Invalid target (non-targetable ever)
+ *------------------------------------------*/
+int battle_check_target( struct block_list *src, struct block_list *target,int flag)
+{
+ int16 m; //map
+ int state = 0; //Initial state none
+ int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
+ struct block_list *s_bl = src, *t_bl = target;
+
+ nullpo_ret(src);
+ nullpo_ret(target);
+
+ m = target->m;
+
+ //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
+ //objects involved.
+ if( (t_bl = battle_get_master(target)) == NULL )
+ t_bl = target;
+
+ if( (s_bl = battle_get_master(src)) == NULL )
+ s_bl = src;
+
+ if ( s_bl->type == BL_PC ) {
+ switch( t_bl->type ) {
+ case BL_MOB: // Source => PC, Target => MOB
+ if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
+ return 0;
+ break;
+ case BL_PC:
+ if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
+ return 0;
+ break;
+ default:/* anything else goes */
+ break;
+ }
+ }
+
+ switch( target->type ) { // Checks on actual target
+ case BL_PC: {
+ struct status_change* sc = status_get_sc(src);
+ if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
+ return -1; //Cannot be targeted yet.
+ if( sc && sc->count ) {
+ if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
+ return -1;
+ }
+ }
+ break;
+ case BL_MOB:
+ if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
+ (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
+ s_bl->type == BL_PC && src->type != BL_MOB) || ((TBL_MOB*)target)->special_state.ai == 4) //Zanzoe
+ { //Targettable by players
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ }
+ break;
+ case BL_SKILL:
+ {
+ TBL_SKILL *su = (TBL_SKILL*)target;
+ if( !su->group )
+ return 0;
+ if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
+ switch( battle_getcurrentskill(src) ) {
+ case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
+ if( !map[m].flag.pvp && !map[m].flag.gvg )
+ break;
+ case 0://you can hit them without skills
+ case MA_REMOVETRAP:
+ case HT_REMOVETRAP:
+ case AC_SHOWER:
+ case MA_SHOWER:
+ case WZ_SIGHTRASHER:
+ case WZ_SIGHTBLASTER:
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ case RA_DETONATOR:
+ case RA_SENSITIVEKEEN:
+ case GN_CRAZYWEED_ATK:
+ case RK_STORMBLAST:
+ case RK_PHANTOMTHRUST:
+ case SR_RAMPAGEBLASTER:
+ case NC_COLDSLOWER:
+ case NC_SELFDESTRUCTION:
+#ifdef RENEWAL
+ case KN_BOWLINGBASH:
+ case KN_SPEARSTAB:
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ case MO_FINGEROFFENSIVE:
+ case MO_INVESTIGATE:
+ case MO_TRIPLEATTACK:
+ case MO_EXTREMITYFIST:
+ case CR_HOLYCROSS:
+ case ASC_METEORASSAULT:
+ case RG_RAID:
+ case MC_CARTREVOLUTION:
+#endif
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ break;
+ default:
+ if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ }else
+ return 0;
+ }
+ } else if (su->group->skill_id==WZ_ICEWALL ||
+ su->group->skill_id == GN_WALLOFTHORN) {
+ state |= BCT_ENEMY;
+ strip_enemy = 0;
+ } else //Excepting traps and icewall, you should not be able to target skills.
+ return 0;
+ }
+ break;
+ //Valid targets with no special checks here.
+ case BL_MER:
+ case BL_HOM:
+ case BL_ELEM:
+ break;
+ //All else not specified is an invalid target.
+ default:
+ return 0;
+ } //end switch actual target
+
+ switch( t_bl->type )
+ { //Checks on target master
+ case BL_PC:
+ {
+ struct map_session_data *sd;
+ if( t_bl == s_bl ) break;
+ sd = BL_CAST(BL_PC, t_bl);
+
+ if( sd->state.monster_ignore && flag&BCT_ENEMY )
+ return 0; // Global inminuty only to Attacks
+ if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
+ state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
+ if( sd->state.killable ) {
+ state |= BCT_ENEMY; // Everything can kill it
+ strip_enemy = 0;
+ }
+ break;
+ }
+ case BL_MOB:
+ {
+ struct mob_data *md = BL_CAST(BL_MOB, t_bl);
+
+ if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
+ return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
+ break;
+ }
+ default: break; //other type doesn't have slave yet
+ } //end switch master target
+
+ switch( src->type ) { //Checks on actual src type
+ case BL_PET:
+ if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
+ return 0; //Pet may not attack non-mobs.
+ if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
+ return 0; //pet may not attack Guardians/Emperium
+ break;
+ case BL_SKILL: {
+ struct skill_unit *su = (struct skill_unit *)src;
+ if (!su->group)
+ return 0;
+
+ if (su->group->src_id == target->id) {
+ int inf2 = skill_get_inf2(su->group->skill_id);
+ if (inf2&INF2_NO_TARGET_SELF)
+ return -1;
+ if (inf2&INF2_TARGET_SELF)
+ return 1;
+ }
+ }
+ break;
+ case BL_MER:
+ if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY)
+ return 0; //mercenary may not attack Emperium
+ break;
+ } //end switch actual src
+
+ switch( s_bl->type )
+ { //Checks on source master
+ case BL_PC:
+ {
+ struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
+ if( s_bl != t_bl )
+ {
+ if( sd->state.killer )
+ {
+ state |= BCT_ENEMY; // Can kill anything
+ strip_enemy = 0;
+ }
+ else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
+ {
+ if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
+ return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
+ else
+ return 0; // You can't target anything out of your duel
+ }
+ }
+ if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM )
+ return 0; //If you don't belong to a guild, can't target emperium.
+ if( t_bl->type != BL_PC )
+ state |= BCT_ENEMY; //Natural enemy.
+ break;
+ }
+ case BL_MOB:
+ {
+ struct mob_data *md = BL_CAST(BL_MOB, s_bl);
+ if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
+ return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
+
+ if( !md->special_state.ai )
+ { //Normal mobs
+ if(
+ ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != 4 && ((TBL_MOB*)target)->special_state.ai != 1 ) ) ||
+ ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
+ )
+ state |= BCT_PARTY; //Normal mobs with no ai are friends.
+ else
+ state |= BCT_ENEMY; //However, all else are enemies.
+ }
+ else
+ {
+ if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
+ state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
+ }
+ break;
+ }
+ default:
+ //Need some sort of default behaviour for unhandled types.
+ if (t_bl->type != s_bl->type)
+ state |= BCT_ENEMY;
+ break;
+ } //end switch on src master
+
+ if( (flag&BCT_ALL) == BCT_ALL )
+ { //All actually stands for all attackable chars
+ if( target->type&BL_CHAR )
+ return 1;
+ else
+ return -1;
+ }
+ if( flag == BCT_NOONE ) //Why would someone use this? no clue.
+ return -1;
+
+ if( t_bl == s_bl )
+ { //No need for further testing.
+ state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
+ if( state&BCT_ENEMY && strip_enemy )
+ state&=~BCT_ENEMY;
+ return (flag&state)?1:-1;
+ }
+
+ if( map_flag_vs(m) )
+ { //Check rivalry settings.
+ int sbg_id = 0, tbg_id = 0;
+ if( map[m].flag.battleground )
+ {
+ sbg_id = bg_team_get_id(s_bl);
+ tbg_id = bg_team_get_id(t_bl);
+ }
+ if( flag&(BCT_PARTY|BCT_ENEMY) )
+ {
+ int s_party = status_get_party_id(s_bl);
+ if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
+ state |= BCT_PARTY;
+ else
+ state |= BCT_ENEMY;
+ }
+ if( flag&(BCT_GUILD|BCT_ENEMY) )
+ {
+ int s_guild = status_get_guild_id(s_bl);
+ int t_guild = status_get_guild_id(t_bl);
+ if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
+ state |= BCT_GUILD;
+ else
+ state |= BCT_ENEMY;
+ }
+ if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
+ state &= ~BCT_ENEMY;
+
+ if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
+ { // Prevent novice engagement on pk_mode (feature by Valaris)
+ TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
+ if (
+ (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
+ (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
+ (int)sd->status.base_level < battle_config.pk_min_level ||
+ (int)sd2->status.base_level < battle_config.pk_min_level ||
+ (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
+ )
+ state &= ~BCT_ENEMY;
+ }
+ }//end map_flag_vs chk rivality
+ else
+ { //Non pvp/gvg, check party/guild settings.
+ if( flag&BCT_PARTY || state&BCT_ENEMY )
+ {
+ int s_party = status_get_party_id(s_bl);
+ if(s_party && s_party == status_get_party_id(t_bl))
+ state |= BCT_PARTY;
+ }
+ if( flag&BCT_GUILD || state&BCT_ENEMY )
+ {
+ int s_guild = status_get_guild_id(s_bl);
+ int t_guild = status_get_guild_id(t_bl);
+ if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
+ state |= BCT_GUILD;
+ }
+ } //end non pvp/gvg chk rivality
+
+ if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
+ state = BCT_NEUTRAL;
+ //Alliance state takes precedence over enemy one.
+ else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
+ state&=~BCT_ENEMY;
+
+ return (flag&state)?1:-1;
+}
+/*==========================================
+ * Check if can attack from this range
+ * Basic check then calling path_search for obstacle etc..
+ *------------------------------------------*/
+bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
+{
+ int d;
+ nullpo_retr(false, src);
+ nullpo_retr(false, bl);
+
+ if( src->m != bl->m )
+ return false;
+
+#ifndef CIRCULAR_AREA
+ if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
+ int dx = src->x - bl->x, dy = src->y - bl->y;
+ if( !check_distance(dx, dy, range) )
+ return false;
+ } else
+#endif
+ if( !check_distance_bl(src, bl, range) )
+ return false;
+
+ if( (d = distance_bl(src, bl)) < 2 )
+ return true; // No need for path checking.
+
+ if( d > AREA_SIZE )
+ return false; // Avoid targetting objects beyond your range of sight.
+
+ return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
+}
+
+static const struct _battle_data {
+ const char* str;
+ int* val;
+ int defval;
+ int min;
+ int max;
+} battle_data[] = {
+ { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
+ { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
+ { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
+ { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
+ { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
+ { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
+ { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
+ { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
+ { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
+ { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
+ { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
+ { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
+ { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
+ { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
+ { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
+ { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
+ { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
+ { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
+ { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
+ { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
+ { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
+ { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
+ { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
+ { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
+ { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
+ { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
+ { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
+ { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
+ { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
+ { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
+ { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
+ { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
+ { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
+ { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
+ { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
+ { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
+ { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
+ { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
+ { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
+ { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
+ { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
+ { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
+ { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
+ { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
+ { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
+ { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
+ { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
+ { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
+ { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
+ { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
+ { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
+ { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
+ { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
+ { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
+ { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
+ { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
+ { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
+ { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
+ { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
+ { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
+ { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
+ { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
+ { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
+ { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
+ { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
+ { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
+// { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
+ { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
+ { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
+ { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
+ { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
+ { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
+ { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
+ { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
+ { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
+ { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
+ { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
+ { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
+ { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
+ { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
+ { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
+ { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
+ { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
+ { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
+ { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
+ { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
+ { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
+ { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
+ { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
+ { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
+ { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
+ { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
+ { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
+ { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
+ { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
+ { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
+ { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
+ { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
+ { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
+ { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
+ { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
+ { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
+ { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
+ { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
+ { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
+ { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
+ { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
+ { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
+ { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
+ { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
+ { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
+ { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
+ { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
+ { "item_check", &battle_config.item_check, 0, 0, 1, },
+ { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
+ { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
+ { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
+ { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
+ { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
+ { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
+ { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
+ { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
+ { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
+ { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
+ { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
+ { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
+ { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
+ { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
+ { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
+ { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
+ { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
+ { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
+ { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
+ { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
+ { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
+ { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
+ { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
+ { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
+ { "battle_log", &battle_config.battle_log, 0, 0, 1, },
+ { "etc_log", &battle_config.etc_log, 1, 0, 1, },
+ { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
+ { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
+ { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
+ { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
+ { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
+ { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
+ { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
+ { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
+ { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
+ { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
+ { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
+ { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
+ { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
+ { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
+ { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
+ { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
+ { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
+ { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
+ { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
+ { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
+ { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
+ { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
+ { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
+ { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
+ { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
+ { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
+ { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
+ { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
+ { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
+ { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
+ { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
+ { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
+ { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
+ { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
+ { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
+ { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
+ { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
+ { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
+ { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
+ { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
+ { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
+ { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
+ { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
+ { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
+ { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
+ { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
+ { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
+ { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
+ { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
+ { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
+ { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
+ { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
+ { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
+ { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
+ { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
+ { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
+ { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
+ { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
+ { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
+ { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
+ { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
+ { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
+ { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
+
+// eAthena additions
+ { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
+ { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
+ { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
+ { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
+ { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
+ { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
+ { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
+ { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
+ { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
+ { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
+ { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
+ { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
+ { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
+ { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
+ { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
+ { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
+ { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
+ { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
+ { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
+ { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
+ { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
+ { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
+ { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
+ { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
+ { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
+ { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
+ { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
+ { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
+ { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
+ { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
+ { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
+ { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
+ { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
+ { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
+ { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
+ { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
+ { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
+ { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
+ { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
+ { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
+ { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
+ { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
+ { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
+ { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
+ { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
+ { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
+ { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
+ { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
+ { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
+ { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
+ { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
+ { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
+ { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
+ { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
+ { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
+ { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
+ { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
+ { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
+ { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
+ { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
+ { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
+ { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
+ { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
+ { "motd_type", &battle_config.motd_type, 0, 0, 1, },
+ { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
+ { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
+ { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
+ { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
+ { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
+ { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
+ { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
+ { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
+ { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
+ { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
+ { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
+ { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
+ { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
+ { "display_version", &battle_config.display_version, 1, 0, 1, },
+ { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
+ { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
+ { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
+ { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
+ { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
+ { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
+ { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
+ { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
+ { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
+ { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
+ { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
+ { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
+ { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
+ { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
+ { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
+ { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
+ { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
+ { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
+ { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
+ { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
+ { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
+ { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
+ { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
+ { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
+ { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
+ { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
+ { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
+ { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
+ { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
+ { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
+ { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
+ { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
+ { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
+ { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
+ { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
+ { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
+ { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
+ { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
+ { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
+ { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
+ { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
+ { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
+ { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
+ { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
+ { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
+ { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
+ { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
+ { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
+ { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
+ { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
+ { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
+ { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
+ { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
+ { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
+ { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
+ { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
+ { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
+ { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
+ { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
+ { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
+ { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
+ { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
+ { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
+ { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
+ { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
+ { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
+ { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
+ { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
+ { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
+ { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
+ { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
+ { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
+ { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
+ { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
+ { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
+ { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
+ { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
+// BattleGround Settings
+ { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
+ { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
+ { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
+ { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
+ { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
+ { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
+ { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
+ /**
+ * rAthena
+ **/
+ { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, },
+ { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, },
+ { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
+ { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
+ { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
+ { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
+ { "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 },
+ { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
+ { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
+ { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
+ { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
+};
+#ifndef STATS_OPT_OUT
+/**
+ * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
+ **/
+void rAthena_report(char* date, char *time_c) {
+ int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
+ unsigned int config = 0;
+ const char* rev_str;
+ char timestring[25];
+ time_t curtime;
+ char* buf;
+
+ enum config_table {
+ C_CIRCULAR_AREA = 0x0001,
+ C_CELLNOSTACK = 0x0002,
+ C_BETA_THREAD_TEST = 0x0004,
+ C_SCRIPT_CALLFUNC_CHECK = 0x0008,
+ C_OFFICIAL_WALKPATH = 0x0010,
+ C_RENEWAL = 0x0020,
+ C_RENEWAL_CAST = 0x0040,
+ C_RENEWAL_DROP = 0x0080,
+ C_RENEWAL_EXP = 0x0100,
+ C_RENEWAL_LVDMG = 0x0200,
+ C_RENEWAL_EDP = 0x0400,
+ C_RENEWAL_ASPD = 0x0800,
+ C_SECURE_NPCTIMEOUT = 0x1000,
+ C_SQL_DBS = 0x2000,
+ C_SQL_LOGS = 0x4000,
+ };
+
+ if( (rev_str = get_svn_revision()) != 0 )
+ rev = atoi(rev_str);
+
+ /* we get the current time */
+ time(&curtime);
+ strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
+
+
+#ifdef CIRCULAR_AREA
+ config |= C_CIRCULAR_AREA;
+#endif
+
+#ifdef CELL_NOSTACK
+ config |= C_CELLNOSTACK;
+#endif
+
+#ifdef BETA_THREAD_TEST
+ config |= C_BETA_THREAD_TEST;
+#endif
+
+#ifdef SCRIPT_CALLFUNC_CHECK
+ config |= C_SCRIPT_CALLFUNC_CHECK;
+#endif
+
+#ifdef OFFICIAL_WALKPATH
+ config |= C_OFFICIAL_WALKPATH;
+#endif
+
+#ifdef RENEWAL
+ config |= C_RENEWAL;
+#endif
+
+#ifdef RENEWAL_CAST
+ config |= C_RENEWAL_CAST;
+#endif
+
+#ifdef RENEWAL_DROP
+ config |= C_RENEWAL_DROP;
+#endif
+
+#ifdef RENEWAL_EXP
+ config |= C_RENEWAL_EXP;
+#endif
+
+#ifdef RENEWAL_LVDMG
+ config |= C_RENEWAL_LVDMG;
+#endif
+
+#ifdef RENEWAL_EDP
+ config |= C_RENEWAL_EDP;
+#endif
+
+#ifdef RENEWAL_ASPD
+ config |= C_RENEWAL_ASPD;
+#endif
+
+/* not a ifdef because SECURE_NPCTIMEOUT is always defined, but either as 0 or higher */
+#if SECURE_NPCTIMEOUT
+ config |= C_SECURE_NPCTIMEOUT;
+#endif
+ /* non-define part */
+ if( db_use_sqldbs )
+ config |= C_SQL_DBS;
+
+ if( log_config.sql_logs )
+ config |= C_SQL_LOGS;
+
+#define BFLAG_LENGTH 35
+
+ CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
+
+ /* build packet */
+
+ WBUFW(buf,0) = 0x3000;
+ WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
+ WBUFW(buf,4) = 0x9c;
+
+ safestrncpy((char*)WBUFP(buf,6), date, 12);
+ safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
+ safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
+
+ WBUFL(buf,6 + 12 + 9 + 24) = rev;
+ WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
+
+ WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
+ WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
+
+ for( i = 0; i < bd_size; i++ ) {
+ safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
+ WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
+ }
+
+ chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
+
+ aFree(buf);
+
+#undef BFLAG_LENGTH
+}
+static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
+ if( chrif_isconnected() ) {/* char server relays it, so it must be online. */
+ rAthena_report(__DATE__,__TIME__);
+ }
+ return 0;
+}
+#endif
+
+int battle_set_value(const char* w1, const char* w2)
+{
+ int val = config_switch(w2);
+
+ int i;
+ ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
+ if (i == ARRAYLENGTH(battle_data))
+ return 0; // not found
+
+ if (val < battle_data[i].min || val > battle_data[i].max)
+ {
+ ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
+ val = battle_data[i].defval;
+ }
+
+ *battle_data[i].val = val;
+ return 1;
+}
+
+int battle_get_value(const char* w1)
+{
+ int i;
+ ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
+ if (i == ARRAYLENGTH(battle_data))
+ return 0; // not found
+ else
+ return *battle_data[i].val;
+}
+
+void battle_set_defaults()
+{
+ int i;
+ for (i = 0; i < ARRAYLENGTH(battle_data); i++)
+ *battle_data[i].val = battle_data[i].defval;
+}
+
+void battle_adjust_conf()
+{
+ battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
+ battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
+ battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
+ battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
+ battle_config.max_cart_weight *= 10;
+
+ if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
+ battle_config.max_def = 100;
+
+ if(battle_config.min_hitrate > battle_config.max_hitrate)
+ battle_config.min_hitrate = battle_config.max_hitrate;
+
+ if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
+ battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
+
+ if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
+ battle_config.day_duration = 60000;
+ if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
+ battle_config.night_duration = 60000;
+
+#if PACKETVER < 20100427
+ if( battle_config.feature_buying_store ) {
+ ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
+ battle_config.feature_buying_store = 0;
+ }
+#endif
+
+#if PACKETVER < 20100803
+ if( battle_config.feature_search_stores ) {
+ ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
+ battle_config.feature_search_stores = 0;
+ }
+#endif
+
+#ifndef CELL_NOSTACK
+ if (battle_config.cell_stack_limit != 1)
+ ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
+#endif
+}
+
+int battle_config_read(const char* cfgName)
+{
+ char line[1024], w1[1024], w2[1024];
+ FILE* fp;
+ static int count = 0;
+
+ if (count == 0)
+ battle_set_defaults();
+
+ count++;
+
+ fp = fopen(cfgName,"r");
+ if (fp == NULL)
+ ShowError("File not found: %s\n", cfgName);
+ else
+ {
+ while(fgets(line, sizeof(line), fp))
+ {
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
+ continue;
+ if (strcmpi(w1, "import") == 0)
+ battle_config_read(w2);
+ else
+ if (battle_set_value(w1, w2) == 0)
+ ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
+ }
+
+ fclose(fp);
+ }
+
+ count--;
+
+ if (count == 0)
+ battle_adjust_conf();
+
+ return 0;
+}
+
+void do_init_battle(void)
+{
+ delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
+ add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
+
+#ifndef STATS_OPT_OUT
+ add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
+ add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30);
+#endif
+
+}
+
+void do_final_battle(void)
+{
+ ers_destroy(delay_damage_ers);
+}