diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 6132 |
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); +} |