From 195dffc20af1fb32c7e4119988911b72955aeabc Mon Sep 17 00:00:00 2001 From: "(no author)" <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec> Date: Thu, 4 Nov 2004 23:25:09 +0000 Subject: git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/athena@2 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/battle.c | 5387 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 5387 insertions(+) create mode 100644 src/map/battle.c (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c new file mode 100644 index 000000000..b5f7009d8 --- /dev/null +++ b/src/map/battle.c @@ -0,0 +1,5387 @@ +// $Id: battle.c,v 1.10 2004/09/29 21:08:17 Akitasha Exp $ +#include +#include +#include +#include + +#include "battle.h" + +#include "timer.h" +#include "nullpo.h" +#include "malloc.h" + +#include "map.h" +#include "pc.h" +#include "skill.h" +#include "mob.h" +#include "itemdb.h" +#include "clif.h" +#include "pet.h" +#include "guild.h" + +#ifdef MEMWATCH +#include "memwatch.h" +#endif + +int attr_fix_table[4][10][10]; + +struct Battle_Config battle_config; + +/*========================================== + * 二点間の距離を返す + * 戻りは整数で0以上 + *------------------------------------------ + */ +static int distance(int x0,int y0,int x1,int y1) +{ + int dx,dy; + + dx=abs(x0-x1); + dy=abs(y0-y1); + return dx>dy ? dx : dy; +} + +/*========================================== + * 自分をロックしている対象の数を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv) +{ + nullpo_retr(0, bl); + if(bl->type == BL_PC) + return pc_counttargeted((struct map_session_data *)bl,src,target_lv); + else if(bl->type == BL_MOB) + return mob_counttargeted((struct mob_data *)bl,src,target_lv); + return 0; +} +/*========================================== + * 対象のClassを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_class(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->class; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.class; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->class; + else + return 0; +} +/*========================================== + * 対象の方向を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_dir(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->dir; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->dir; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->dir; + else + return 0; +} +/*========================================== + * 対象のレベルを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_lv(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class].lv; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.base_level; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->msd->pet.level; + else + return 0; +} +/*========================================== + * 対象の射程を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_range(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class].range; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->attackrange; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class].range; + else + return 0; +} +/*========================================== + * 対象のHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_hp(struct block_list *bl) +{ + nullpo_retr(1, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->hp; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.hp; + else + return 1; +} +/*========================================== + * 対象のMHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_max_hp(struct block_list *bl) +{ + nullpo_retr(1, bl); + if(bl->type==BL_PC && ((struct map_session_data *)bl)) + return ((struct map_session_data *)bl)->status.max_hp; + else { + struct status_change *sc_data=battle_get_sc_data(bl); + int max_hp=1; + if(bl->type==BL_MOB && ((struct mob_data*)bl)) { + max_hp = mob_db[((struct mob_data*)bl)->class].max_hp; + if(mob_db[((struct mob_data*)bl)->class].mexp > 0) { + if(battle_config.mvp_hp_rate != 100) + max_hp = (max_hp * battle_config.mvp_hp_rate)/100; + } + else { + if(battle_config.monster_hp_rate != 100) + max_hp = (max_hp * battle_config.monster_hp_rate)/100; + } + } + else if(bl->type==BL_PET && ((struct pet_data*)bl)) { + max_hp = mob_db[((struct pet_data*)bl)->class].max_hp; + if(mob_db[((struct pet_data*)bl)->class].mexp > 0) { + if(battle_config.mvp_hp_rate != 100) + max_hp = (max_hp * battle_config.mvp_hp_rate)/100; + } + else { + if(battle_config.monster_hp_rate != 100) + max_hp = (max_hp * battle_config.monster_hp_rate)/100; + } + } + if(sc_data) { + if(sc_data[SC_APPLEIDUN].timer!=-1) + max_hp += ((5+sc_data[SC_APPLEIDUN].val1*2+((sc_data[SC_APPLEIDUN].val2+1)>>1) + +sc_data[SC_APPLEIDUN].val3/10) * max_hp)/100; + } + if(max_hp < 1) max_hp = 1; + return max_hp; + } + return 1; +} +/*========================================== + * 対象のStrを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_str(struct block_list *bl) +{ + int str=0; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_MOB && ((struct mob_data *)bl)) + str = mob_db[((struct mob_data *)bl)->class].str; + else if(bl->type==BL_PC && ((struct map_session_data *)bl)) + return ((struct map_session_data *)bl)->paramc[0]; + else if(bl->type==BL_PET && ((struct pet_data *)bl)) + str = mob_db[((struct pet_data *)bl)->class].str; + + if(sc_data) { + if(sc_data[SC_LOUD].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) + str += 4; + if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング + int race=battle_get_race(bl); + if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) str >>= 1; // 悪 魔/不死 + else str += sc_data[SC_BLESSING].val1; // その他 + } + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト + str += 5; + } + if(str < 0) str = 0; + return str; +} +/*========================================== + * 対象のAgiを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ + +int battle_get_agi(struct block_list *bl) +{ + int agi=0; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + agi=mob_db[((struct mob_data *)bl)->class].agi; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + agi=((struct map_session_data *)bl)->paramc[1]; + else if(bl->type==BL_PET && (struct pet_data *)bl) + agi=mob_db[((struct pet_data *)bl)->class].agi; + + if(sc_data) { + if( sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && + bl->type != BL_PC) // 速度増加(PCはpc.cで) + agi += 2+sc_data[SC_INCREASEAGI].val1; + + if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) + agi += agi*(2+sc_data[SC_CONCENTRATE].val1)/100; + + if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少 + agi -= 2+sc_data[SC_DECREASEAGI].val1; + + if(sc_data[SC_QUAGMIRE].timer!=-1 ) // クァグマイア + agi >>= 1; + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト + agi += 5; + } + if(agi < 0) agi = 0; + return agi; +} +/*========================================== + * 対象のVitを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_vit(struct block_list *bl) +{ + int vit=0; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + vit=mob_db[((struct mob_data *)bl)->class].vit; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + vit=((struct map_session_data *)bl)->paramc[2]; + else if(bl->type==BL_PET && (struct pet_data *)bl) + vit=mob_db[((struct pet_data *)bl)->class].vit; + if(sc_data) { + if(sc_data[SC_STRIPARMOR].timer != -1 && bl->type!=BL_PC) + vit = vit*60/100; + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト + vit += 5; + } + + if(vit < 0) vit = 0; + return vit; +} +/*========================================== + * 対象のIntを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_int(struct block_list *bl) +{ + int int_=0; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + int_=mob_db[((struct mob_data *)bl)->class].int_; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + int_=((struct map_session_data *)bl)->paramc[3]; + else if(bl->type==BL_PET && (struct pet_data *)bl) + int_=mob_db[((struct pet_data *)bl)->class].int_; + + if(sc_data) { + if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング + int race=battle_get_race(bl); + if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) int_ >>= 1; // 悪 魔/不死 + else int_ += sc_data[SC_BLESSING].val1; // その他 + } + if( sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC) + int_ = int_*60/100; + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト + int_ += 5; + } + if(int_ < 0) int_ = 0; + return int_; +} +/*========================================== + * 対象のDexを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_dex(struct block_list *bl) +{ + int dex=0; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + dex=mob_db[((struct mob_data *)bl)->class].dex; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + dex=((struct map_session_data *)bl)->paramc[4]; + else if(bl->type==BL_PET && (struct pet_data *)bl) + dex=mob_db[((struct pet_data *)bl)->class].dex; + + if(sc_data) { + if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) + dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100; + + if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング + int race=battle_get_race(bl); + if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) dex >>= 1; // 悪 魔/不死 + else dex += sc_data[SC_BLESSING].val1; // その他 + } + + if(sc_data[SC_QUAGMIRE].timer!=-1 ) // クァグマイア + dex >>= 1; + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト + dex += 5; + } + if(dex < 0) dex = 0; + return dex; +} +/*========================================== + * 対象のLukを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_luk(struct block_list *bl) +{ + int luk=0; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + luk=mob_db[((struct mob_data *)bl)->class].luk; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + luk=((struct map_session_data *)bl)->paramc[5]; + else if(bl->type==BL_PET && (struct pet_data *)bl) + luk=mob_db[((struct pet_data *)bl)->class].luk; + + if(sc_data) { + if(sc_data[SC_GLORIA].timer!=-1 && bl->type != BL_PC) // グロリア(PCはpc.cで) + luk += 30; + if(sc_data[SC_CURSE].timer!=-1 ) // 呪い + luk=0; + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト + luk += 5; + } + if(luk < 0) luk = 0; + return luk; +} + +/*========================================== + * 対象のFleeを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_flee(struct block_list *bl) +{ + int flee=1; + struct status_change *sc_data; + + nullpo_retr(1, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + flee=((struct map_session_data *)bl)->flee; + else + flee=battle_get_agi(bl) + battle_get_lv(bl); + + if(sc_data) { + if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC) + flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 + +(sc_data[SC_WHISTLE].val3>>16))/100; + if(sc_data[SC_BLIND].timer!=-1 && bl->type != BL_PC) + flee -= flee*25/100; + if(sc_data[SC_WINDWALK].timer!=-1 && bl->type != BL_PC) // ウィンドウォーク + flee += flee*(sc_data[SC_WINDWALK].val2)/100; + if(sc_data[SC_SPIDERWEB].timer!=-1 && bl->type != BL_PC) //スパイダーウェブ + flee -= flee*50/100; + } + if(flee < 1) flee = 1; + return flee; +} +/*========================================== + * 対象のHitを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_hit(struct block_list *bl) +{ + int hit=1; + struct status_change *sc_data; + + nullpo_retr(1, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + hit=((struct map_session_data *)bl)->hit; + else + hit=battle_get_dex(bl) + battle_get_lv(bl); + + if(sc_data) { + if(sc_data[SC_HUMMING].timer!=-1 && bl->type != BL_PC) // + hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2 + +sc_data[SC_HUMMING].val3)/100; + if(sc_data[SC_BLIND].timer!=-1 && bl->type != BL_PC) // 呪い + hit -= hit*25/100; + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト + hit += 3*(sc_data[SC_TRUESIGHT].val1); + if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション + hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100; + } + if(hit < 1) hit = 1; + return hit; +} +/*========================================== + * 対象の完全回避を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_flee2(struct block_list *bl) +{ + int flee2=1; + struct status_change *sc_data; + + nullpo_retr(1, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + flee2 = battle_get_luk(bl) + 10; + flee2 += ((struct map_session_data *)bl)->flee2 - (((struct map_session_data *)bl)->paramc[5] + 10); + } + else + flee2=battle_get_luk(bl)+1; + + if(sc_data) { + if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC) + flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 + +(sc_data[SC_WHISTLE].val3&0xffff))*10; + } + if(flee2 < 1) flee2 = 1; + return flee2; +} +/*========================================== + * 対象のクリティカルを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_critical(struct block_list *bl) +{ + int critical=1; + struct status_change *sc_data; + + nullpo_retr(1, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + critical = battle_get_luk(bl)*3 + 10; + critical += ((struct map_session_data *)bl)->critical - ((((struct map_session_data *)bl)->paramc[5]*3) + 10); + } + else + critical=battle_get_luk(bl)*3 + 1; + + if(sc_data) { + if(sc_data[SC_FORTUNE].timer!=-1 && bl->type != BL_PC) + critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2 + +sc_data[SC_FORTUNE].val3)*10; + if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC) + critical += sc_data[SC_EXPLOSIONSPIRITS].val2; + if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) //トゥルーサイト + critical += critical*sc_data[SC_TRUESIGHT].val1/100; + } + if(critical < 1) critical = 1; + return critical; +} +/*========================================== + * base_atkの取得 + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_baseatk(struct block_list *bl) +{ + struct status_change *sc_data; + int batk=1; + + nullpo_retr(1, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk + else { //それ以外なら + int str,dstr; + str = battle_get_str(bl); //STR + dstr = str/10; + batk = dstr*dstr + str; //base_atkを計算する + } + if(sc_data) { //状態異常あり + if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態 + batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加 + if(sc_data[SC_CURSE].timer!=-1 ) //呪われていたら + batk -= batk*25/100; //base_atkが25%減少 + if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション + batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; + } + if(batk < 1) batk = 1; //base_atkは最低でも1 + return batk; +} +/*========================================== + * 対象のAtkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk(struct block_list *bl) +{ + struct status_change *sc_data; + int atk=0; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + atk = ((struct map_session_data*)bl)->watk; + else if(bl->type==BL_MOB && (struct mob_data *)bl) + atk = mob_db[((struct mob_data*)bl)->class].atk1; + else if(bl->type==BL_PET && (struct pet_data *)bl) + atk = mob_db[((struct pet_data*)bl)->class].atk1; + + if(sc_data) { + if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) + atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100; + if(sc_data[SC_CURSE].timer!=-1 ) + atk -= atk*25/100; + if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション + atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100; + } + if(atk < 0) atk = 0; + return atk; +} +/*========================================== + * 対象の左手Atkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk_(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + int atk=((struct map_session_data*)bl)->watk_; + + if(((struct map_session_data *)bl)->sc_data[SC_CURSE].timer!=-1 ) + atk -= atk*25/100; + return atk; + } + else + return 0; +} +/*========================================== + * 対象のAtk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk2; + else { + struct status_change *sc_data=battle_get_sc_data(bl); + int atk2=0; + if(bl->type==BL_MOB && (struct mob_data *)bl) + atk2 = mob_db[((struct mob_data*)bl)->class].atk2; + else if(bl->type==BL_PET && (struct pet_data *)bl) + atk2 = mob_db[((struct pet_data*)bl)->class].atk2; + if(sc_data) { + if( sc_data[SC_IMPOSITIO].timer!=-1) + atk2 += sc_data[SC_IMPOSITIO].val1*5; + if( sc_data[SC_PROVOKE].timer!=-1 ) + atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100; + if( sc_data[SC_CURSE].timer!=-1 ) + atk2 -= atk2*25/100; + if(sc_data[SC_DRUMBATTLE].timer!=-1) + atk2 += sc_data[SC_DRUMBATTLE].val2; + if(sc_data[SC_NIBELUNGEN].timer!=-1 && (battle_get_element(bl)/10) >= 8 ) + atk2 += sc_data[SC_NIBELUNGEN].val2; + if(sc_data[SC_STRIPWEAPON].timer!=-1) + atk2 = atk2*90/100; + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100; + } + if(atk2 < 0) atk2 = 0; + return atk2; + } + return 0; +} +/*========================================== + * 対象の左手Atk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk_2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk_2; + else + return 0; +} +/*========================================== + * 対象のMAtk1を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_matk1(struct block_list *bl) +{ + struct status_change *sc_data; + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_MOB){ + int matk,int_=battle_get_int(bl); + matk = int_+(int_/5)*(int_/5); + + if(sc_data) + if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + return matk; + } + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->matk1; + else if(bl->type==BL_PET){ + int matk,int_=battle_get_int(bl); + matk = int_+(int_/5)*(int_/5); + + if(sc_data) + if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + return matk; + } + else + return 0; +} +/*========================================== + * 対象のMAtk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_matk2(struct block_list *bl) +{ + struct status_change *sc_data=battle_get_sc_data(bl); + nullpo_retr(0, bl); + if(bl->type==BL_MOB){ + int matk,int_=battle_get_int(bl); + matk = int_+(int_/7)*(int_/7); + + if(sc_data) + if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + return matk; + } + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->matk2; + else if(bl->type==BL_PET){ + int matk,int_=battle_get_int(bl); + matk = int_+(int_/7)*(int_/7); + if(sc_data) + if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + return matk; + } + else + return 0; +} +/*========================================== + * 対象のDefを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_def(struct block_list *bl) +{ + struct status_change *sc_data; + int def=0,skilltimer=-1,skillid=0; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + def = ((struct map_session_data *)bl)->def; + skilltimer = ((struct map_session_data *)bl)->skilltimer; + skillid = ((struct map_session_data *)bl)->skillid; + } + else if(bl->type==BL_MOB && (struct mob_data *)bl) { + def = mob_db[((struct mob_data *)bl)->class].def; + skilltimer = ((struct mob_data *)bl)->skilltimer; + skillid = ((struct mob_data *)bl)->skillid; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + def = mob_db[((struct pet_data *)bl)->class].def; + + if(def < 1000000) { + if(sc_data) { + //キーピング時はDEF100 + if( sc_data[SC_KEEPING].timer!=-1) + def = 100; + //プロボック時は減算 + if( sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) + def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; + //戦太鼓の響き時は加算 + if( sc_data[SC_DRUMBATTLE].timer!=-1 && bl->type != BL_PC) + def += sc_data[SC_DRUMBATTLE].val3; + //毒にかかっている時は減算 + if(sc_data[SC_POISON].timer!=-1 && bl->type != BL_PC) + def = def*75/100; + //ストリップシールド時は減算 + if(sc_data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC) + def = def*85/100; + //シグナムクルシス時は減算 + if(sc_data[SC_SIGNUMCRUCIS].timer!=-1 && bl->type != BL_PC) + def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100; + //永遠の混沌時はDEF0になる + if(sc_data[SC_ETERNALCHAOS].timer!=-1 && bl->type != BL_PC) + def = 0; + //凍結、石化時は右シフト + if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) + def >>= 1; + //コンセントレーション時は減算 + if( sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) + def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100; + } + //詠唱中は詠唱時減算率に基づいて減算 + if(skilltimer != -1) { + int def_rate = skill_get_castdef(skillid); + if(def_rate != 0) + def = (def * (100 - def_rate))/100; + } + } + if(def < 0) def = 0; + return def; +} +/*========================================== + * 対象のMDefを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_mdef(struct block_list *bl) +{ + struct status_change *sc_data; + int mdef=0; + + nullpo_retr(0, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + mdef = ((struct map_session_data *)bl)->mdef; + else if(bl->type==BL_MOB && (struct mob_data *)bl) + mdef = mob_db[((struct mob_data *)bl)->class].mdef; + else if(bl->type==BL_PET && (struct pet_data *)bl) + mdef = mob_db[((struct pet_data *)bl)->class].mdef; + + if(mdef < 1000000) { + if(sc_data) { + //バリアー状態時はMDEF100 + if(sc_data[SC_BARRIER].timer != -1) + mdef = 100; + //凍結、石化時は1.25倍 + if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) + mdef = mdef*125/100; + if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100; + } + } + if(mdef < 0) mdef = 0; + return mdef; +} +/*========================================== + * 対象のDef2を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_def2(struct block_list *bl) +{ + struct status_change *sc_data; + int def2=1; + + nullpo_retr(1, bl); + sc_data=battle_get_sc_data(bl); + if(bl->type==BL_PC) + def2 = ((struct map_session_data *)bl)->def2; + else if(bl->type==BL_MOB) + def2 = mob_db[((struct mob_data *)bl)->class].vit; + else if(bl->type==BL_PET) + def2 = mob_db[((struct pet_data *)bl)->class].vit; + + if(sc_data) { + if( sc_data[SC_ANGELUS].timer!=-1 && bl->type != BL_PC) + def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100; + if( sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) + def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; + if(sc_data[SC_POISON].timer!=-1 && bl->type != BL_PC) + def2 = def2*75/100; + //コンセントレーション時は減算 + if( sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) + def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100; + } + if(def2 < 1) def2 = 1; + return def2; +} +/*========================================== + * 対象のMDef2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_mdef2(struct block_list *bl) +{ + int mdef2=0; + struct status_change *sc_data=battle_get_sc_data(bl); + + nullpo_retr(0, bl); + if(bl->type==BL_MOB) + mdef2 = mob_db[((struct mob_data *)bl)->class].int_ + (mob_db[((struct mob_data *)bl)->class].vit>>1); + else if(bl->type==BL_PC) + mdef2 = ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1); + else if(bl->type==BL_PET) + mdef2 = mob_db[((struct pet_data *)bl)->class].int_ + (mob_db[((struct pet_data *)bl)->class].vit>>1); + if(sc_data) { + if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100; + } + if(mdef2 < 0) mdef2 = 0; + return mdef2; +} +/*========================================== + * 対象のSpeed(移動速度)を返す(汎用) + * 戻りは整数で1以上 + * Speedは小さいほうが移動速度が速い + *------------------------------------------ + */ +int battle_get_speed(struct block_list *bl) +{ + nullpo_retr(1000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->speed; + else { + struct status_change *sc_data=battle_get_sc_data(bl); + int speed = 1000; + if(bl->type==BL_MOB && (struct mob_data *)bl) +// speed = mob_db[((struct mob_data *)bl)->class].speed; + speed = ((struct mob_data *)bl)->speed; + else if(bl->type==BL_PET && (struct pet_data *)bl) + speed = ((struct pet_data *)bl)->msd->petDB->speed; + + if(sc_data) { + //速度増加時は25%減算 + if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1) + speed -= speed*25/100; + //速度減少時は25%加算 + if(sc_data[SC_DECREASEAGI].timer!=-1) + speed = speed*125/100; + //クァグマイア時は50%加算 + if(sc_data[SC_QUAGMIRE].timer!=-1) + speed = speed*3/2; + //私を忘れないで…時は加算 + if(sc_data[SC_DONTFORGETME].timer!=-1) + speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100; + //金剛時は25%加算 + if(sc_data[SC_STEELBODY].timer!=-1) + speed = speed*125/100; + //ディフェンダー時は加算 + if(sc_data[SC_DEFENDER].timer!=-1) + speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100; + //踊り状態は4倍遅い + if(sc_data[SC_DANCING].timer!=-1 ) + speed*=4; + //呪い時は450加算 + if(sc_data[SC_CURSE].timer!=-1) + speed = speed + 450; + //ウィンドウォーク時はLv*2%減算 + if(sc_data[SC_WINDWALK].timer!=-1) + speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100; + } + if(speed < 1) speed = 1; + return speed; + } + + return 1000; +} +/*========================================== + * 対象のaDelay(攻撃時ディレイ)を返す(汎用) + * aDelayは小さいほうが攻撃速度が速い + *------------------------------------------ + */ +int battle_get_adelay(struct block_list *bl) +{ + nullpo_retr(4000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return (((struct map_session_data *)bl)->aspd<<1); + else { + struct status_change *sc_data=battle_get_sc_data(bl); + int adelay=4000,aspd_rate = 100,i; + if(bl->type==BL_MOB && (struct mob_data *)bl) + adelay = mob_db[((struct mob_data *)bl)->class].adelay; + else if(bl->type==BL_PET && (struct pet_data *)bl) + adelay = mob_db[((struct pet_data *)bl)->class].adelay; + + if(sc_data) { + //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算 + if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は + if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + //使用者とパーティメンバーで格差が出る設定でなければ3割減算 + if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly) + aspd_rate -= 30; + //そうでなければ2.5割減算 + else + aspd_rate -= 25; + } + //スピアクィッケン時は減算 + if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && + sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + //夕日のアサシンクロス時は減算 + if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && + sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; + //私を忘れないで…時は加算 + if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで + aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); + //金剛時25%加算 + if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 + aspd_rate += 25; + //増速ポーション使用時は減算 + if( sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) + aspd_rate -= sc_data[i].val2; + //ディフェンダー時は加算 + if(sc_data[SC_DEFENDER].timer != -1) + adelay += (1100 - sc_data[SC_DEFENDER].val1*100); + } + if(aspd_rate != 100) + adelay = adelay*aspd_rate/100; + if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1; + return adelay; + } + return 4000; +} +int battle_get_amotion(struct block_list *bl) +{ + nullpo_retr(2000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->amotion; + else { + struct status_change *sc_data=battle_get_sc_data(bl); + int amotion=2000,aspd_rate = 100,i; + if(bl->type==BL_MOB && (struct mob_data *)bl) + amotion = mob_db[((struct mob_data *)bl)->class].amotion; + else if(bl->type==BL_PET && (struct pet_data *)bl) + amotion = mob_db[((struct pet_data *)bl)->class].amotion; + + if(sc_data) { + if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly) + aspd_rate -= 30; + else + aspd_rate -= 25; + } + if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && + sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && + sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; + if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで + aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); + if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 + aspd_rate += 25; + if( sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) + aspd_rate -= sc_data[i].val2; + if(sc_data[SC_DEFENDER].timer != -1) + amotion += (550 - sc_data[SC_DEFENDER].val1*50); + } + if(aspd_rate != 100) + amotion = amotion*aspd_rate/100; + if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd; + return amotion; + } + return 2000; +} +int battle_get_dmotion(struct block_list *bl) +{ + int ret; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data = battle_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl){ + ret=mob_db[((struct mob_data *)bl)->class].dmotion; + if(battle_config.monster_damage_delay_rate != 100) + ret = ret*battle_config.monster_damage_delay_rate/400; + } + else if(bl->type==BL_PC && (struct map_session_data *)bl){ + ret=((struct map_session_data *)bl)->dmotion; + if(battle_config.pc_damage_delay_rate != 100) + ret = ret*battle_config.pc_damage_delay_rate/400; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret=mob_db[((struct pet_data *)bl)->class].dmotion; + else + return 2000; + + if((sc_data && sc_data[SC_ENDURE].timer!=-1) || + (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure)) + ret=0; + + return ret; +} +int battle_get_element(struct block_list *bl) +{ + int ret = 20; + struct status_change *sc_data; + + nullpo_retr(ret, bl); + sc_data = battle_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性 + ret=((struct mob_data *)bl)->def_ele; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret = mob_db[((struct pet_data *)bl)->class].element; + + if(sc_data) { + if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 + ret=26; + if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結 + ret=21; + if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) + ret=22; + } + + return ret; +} +int battle_get_attack_element(struct block_list *bl) +{ + int ret = 0; + struct status_change *sc_data=battle_get_sc_data(bl); + + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + ret=0; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + ret=((struct map_session_data *)bl)->atk_ele; + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret=0; + + if(sc_data) { + if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン + ret=1; + if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン + ret=2; + if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー + ret=3; + if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー + ret=4; + if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン + ret=5; + if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ + ret=6; + } + + return ret; +} +int battle_get_attack_element2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) { + int ret = ((struct map_session_data *)bl)->atk_ele_; + struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data; + + if(sc_data) { + if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン + ret=1; + if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン + ret=2; + if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー + ret=3; + if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー + ret=4; + if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン + ret=5; + if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ + ret=6; + } + return ret; + } + return 0; +} +int battle_get_party_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.party_id; + else if(bl->type==BL_MOB && (struct mob_data *)bl){ + struct mob_data *md=(struct mob_data *)bl; + if( md->master_id>0 ) + return -md->master_id; + return -md->bl.id; + } + else if(bl->type==BL_SKILL && (struct skill_unit *)bl) + return ((struct skill_unit *)bl)->group->party_id; + else + return 0; +} +int battle_get_guild_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.guild_id; + else if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->class; + else if(bl->type==BL_SKILL && (struct skill_unit *)bl) + return ((struct skill_unit *)bl)->group->guild_id; + else + return 0; +} +int battle_get_race(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class].race; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return 7; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class].race; + else + return 0; +} +int battle_get_size(struct block_list *bl) +{ + nullpo_retr(1, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class].size; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return 1; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class].size; + else + return 1; +} +int battle_get_mode(struct block_list *bl) +{ + nullpo_retr(0x01, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class].mode; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class].mode; + else + return 0x01; // とりあえず動くということで1 +} + +int battle_get_mexp(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class].mexp; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class].mexp; + else + return 0; +} + +// StatusChange系の所得 +struct status_change *battle_get_sc_data(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data*)bl)->sc_data; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->sc_data; + return NULL; +} +short *battle_get_sc_count(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->sc_count; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->sc_count; + return NULL; +} +short *battle_get_opt1(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt1; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt1; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt1; + return 0; +} +short *battle_get_opt2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt2; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt2; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt2; + return 0; +} +short *battle_get_opt3(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt3; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt3; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt3; + return 0; +} +short *battle_get_option(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->option; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->status.option; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->option; + return 0; +} + +//------------------------------------------------------------------- + +// ダメージの遅延 +struct battle_delay_damage_ { + struct block_list *src,*target; + int damage; + int flag; +}; +int battle_delay_damage_sub(int tid,unsigned int tick,int id,int data) +{ + struct battle_delay_damage_ *dat=(struct battle_delay_damage_ *)data; + if( dat && map_id2bl(id)==dat->src && dat->target->prev!=NULL) + battle_damage(dat->src,dat->target,dat->damage,dat->flag); + free(dat); + return 0; +} +int battle_delay_damage(unsigned int tick,struct block_list *src,struct block_list *target,int damage,int flag) +{ + struct battle_delay_damage_ *dat = (struct battle_delay_damage_*)aCalloc(1,sizeof(struct battle_delay_damage_)); + + nullpo_retr(0, src); + nullpo_retr(0, target); + + + dat->src=src; + dat->target=target; + dat->damage=damage; + dat->flag=flag; + add_timer(tick,battle_delay_damage_sub,src->id,(int)dat); + return 0; +} + +// 実際にHPを操作 +int battle_damage(struct block_list *bl,struct block_list *target,int damage,int flag) +{ + struct map_session_data *sd=NULL; + struct status_change *sc_data=battle_get_sc_data(target); + short *sc_count; + int i; + + nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック + + if(damage==0 || target->type == BL_PET) + return 0; + + if(target->prev == NULL) + return 0; + + if(bl) { + if(bl->prev==NULL) + return 0; + + if(bl->type==BL_PC) + sd=(struct map_session_data *)bl; + } + + if(damage<0) + return battle_heal(bl,target,-damage,0,flag); + + if(!flag && (sc_count=battle_get_sc_count(target))!=NULL && *sc_count>0){ + // 凍結、石化、睡眠を消去 + if(sc_data[SC_FREEZE].timer!=-1) + skill_status_change_end(target,SC_FREEZE,-1); + if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) + skill_status_change_end(target,SC_STONE,-1); + if(sc_data[SC_SLEEP].timer!=-1) + skill_status_change_end(target,SC_SLEEP,-1); + } + + if(target->type==BL_MOB){ // MOB + struct mob_data *md=(struct mob_data *)target; + if(md && md->skilltimer!=-1 && md->state.skillcastcancel) // 詠唱妨害 + skill_castcancel(target,0); + return mob_damage(bl,md,damage,0); + } + else if(target->type==BL_PC){ // PC + + struct map_session_data *tsd=(struct map_session_data *)target; + + if(tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1){ // ディボーションをかけられている + struct map_session_data *md = map_id2sd(tsd->sc_data[SC_DEVOTION].val1); + if(md && skill_devotion3(&md->bl,target->id)){ + skill_devotion(md,target->id); + } + else if(md && bl) + for(i=0;i<5;i++) + if(md->dev.val1[i] == target->id){ + clif_damage(bl,&md->bl, gettick(), 0, 0, + damage, 0 , 0, 0); + pc_damage(&md->bl,md,damage); + + return 0; + } + } + + if(tsd && tsd->skilltimer!=-1){ // 詠唱妨害 + // フェンカードや妨害されないスキルかの検査 + if( (!tsd->special_state.no_castcancel || map[bl->m].flag.gvg) && tsd->state.skillcastcancel && + !tsd->special_state.no_castcancel2) + skill_castcancel(target,0); + } + + return pc_damage(bl,tsd,damage); + + } + else if(target->type==BL_SKILL) + return skill_unit_ondamaged((struct skill_unit *)target,bl,damage,gettick()); + return 0; +} +int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag) +{ + nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック + + if(target->type == BL_PET) + return 0; + if( target->type ==BL_PC && pc_isdead((struct map_session_data *)target) ) + return 0; + if(hp==0 && sp==0) + return 0; + + if(hp<0) + return battle_damage(bl,target,-hp,flag); + + if(target->type==BL_MOB) + return mob_heal((struct mob_data *)target,hp); + else if(target->type==BL_PC) + return pc_heal((struct map_session_data *)target,hp,sp); + return 0; +} + +// 攻撃停止 +int battle_stopattack(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB) + return mob_stopattack((struct mob_data*)bl); + else if(bl->type==BL_PC) + return pc_stopattack((struct map_session_data*)bl); + else if(bl->type==BL_PET) + return pet_stopattack((struct pet_data*)bl); + return 0; +} +// 移動停止 +int battle_stopwalking(struct block_list *bl,int type) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB) + return mob_stop_walking((struct mob_data*)bl,type); + else if(bl->type==BL_PC) + return pc_stop_walking((struct map_session_data*)bl,type); + else if(bl->type==BL_PET) + return pet_stop_walking((struct pet_data*)bl,type); + return 0; +} + + +/*========================================== + * ダメージの属性修正 + *------------------------------------------ + */ +int battle_attr_fix(int damage,int atk_elem,int def_elem) +{ + int def_type= def_elem%10, def_lv=def_elem/10/2; + + if( atk_elem<0 || atk_elem>9 || def_type<0 || def_type>9 || + def_lv<1 || def_lv>4){ // 属 性値がおかしいのでとりあえずそのまま返す + if(battle_config.error_log) + printf("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); + return damage; + } + + return damage*attr_fix_table[def_lv-1][atk_elem][def_type]/100; +} + + +/*========================================== + * ダメージ最終計算 + *------------------------------------------ + */ +int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) +{ + struct map_session_data *sd=NULL; + struct mob_data *md=NULL; + struct status_change *sc_data,*sc; + short *sc_count; + int class; + + nullpo_retr(0, bl); + + class = battle_get_class(bl); + if(bl->type==BL_MOB) md=(struct mob_data *)bl; + else sd=(struct map_session_data *)bl; + + sc_data=battle_get_sc_data(bl); + sc_count=battle_get_sc_count(bl); + + if(sc_count!=NULL && *sc_count>0){ + + if(sc_data[SC_SAFETYWALL].timer!=-1 && damage>0 && flag&BF_WEAPON && flag&BF_SHORT && skill_num != NPC_GUIDEDATTACK){ + // セーフティウォール + struct skill_unit *unit=(struct skill_unit*)sc_data[SC_SAFETYWALL].val2; + if( unit && unit->alive && (--unit->group->val2)<=0 ) + skill_delunit(unit); + skill_unit_move(bl,gettick(),1); // 重ね掛けチェック + damage=0; + } + if(sc_data[SC_PNEUMA].timer!=-1 && damage>0 && flag&BF_WEAPON && flag&BF_LONG && skill_num != NPC_GUIDEDATTACK){ + // ニューマ + damage=0; + } + + if(sc_data[SC_ROKISWEIL].timer!=-1 && damage>0 && + flag&BF_MAGIC ){ + // ニューマ + damage=0; + } + + if(sc_data[SC_AETERNA].timer!=-1 && damage>0){ // レックスエーテルナ + damage<<=1; + skill_status_change_end( bl,SC_AETERNA,-1 ); + } + + //属性場のダメージ増加 + if(sc_data[SC_VOLCANO].timer!=-1){ // ボルケーノ + if(flag&BF_SKILL && skill_get_pl(skill_num)==3) + damage += damage*sc_data[SC_VOLCANO].val4/100; + else if(!flag&BF_SKILL && battle_get_attack_element(bl)==3) + damage += damage*sc_data[SC_VOLCANO].val4/100; + } + + if(sc_data[SC_VIOLENTGALE].timer!=-1){ // バイオレントゲイル + if(flag&BF_SKILL && skill_get_pl(skill_num)==4) + damage += damage*sc_data[SC_VIOLENTGALE].val4/100; + else if(!flag&BF_SKILL && battle_get_attack_element(bl)==4) + damage += damage*sc_data[SC_VIOLENTGALE].val4/100; + } + + if(sc_data[SC_DELUGE].timer!=-1){ // デリュージ + if(flag&BF_SKILL && skill_get_pl(skill_num)==1) + damage += damage*sc_data[SC_DELUGE].val4/100; + else if(!flag&BF_SKILL && battle_get_attack_element(bl)==1) + damage += damage*sc_data[SC_DELUGE].val4/100; + } + + if(sc_data[SC_ENERGYCOAT].timer!=-1 && damage>0 && flag&BF_WEAPON){ // エナジーコート + if(sd){ + if(sd->status.sp>0){ + int per = sd->status.sp * 5 / (sd->status.max_sp + 1); + sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000; + if( sd->status.sp < 0 ) sd->status.sp = 0; + damage -= damage * ((per+1) * 6) / 100; + clif_updatestatus(sd,SP_SP); + } + if(sd->status.sp<=0) + skill_status_change_end( bl,SC_ENERGYCOAT,-1 ); + } + else + damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100; + } + + if(sc_data[SC_KYRIE].timer!=-1 && damage > 0){ // キリエエレイソン + sc=&sc_data[SC_KYRIE]; + sc->val2-=damage; + if(flag&BF_WEAPON){ + if(sc->val2>=0) damage=0; + else damage=-sc->val2; + } + if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT) + skill_status_change_end(bl, SC_KYRIE, -1); + } + + if(sc_data[SC_BASILICA].timer!=-1 && damage > 0){ + // ニューマ + damage=0; + } + if(sc_data[SC_LANDPROTECTOR].timer!=-1 && damage>0 && flag&BF_MAGIC){ + // ニューマ + damage=0; + } + + if(sc_data[SC_AUTOGUARD].timer != -1 && damage > 0 && flag&BF_WEAPON) { + if(rand()%100 < sc_data[SC_AUTOGUARD].val2) { + damage = 0; + clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1); + if(sd) + sd->canmove_tick = gettick() + 300; + else if(md) + md->canmove_tick = gettick() + 300; + } + } +// -- moonsoul (chance to block attacks with new Lord Knight skill parrying) +// + if(sc_data[SC_PARRYING].timer != -1 && damage > 0 && flag&BF_WEAPON) { + if(rand()%100 < sc_data[SC_PARRYING].val2) { + damage = 0; + clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1); + } + } + // リジェクトソード + if(sc_data[SC_REJECTSWORD].timer!=-1 && damage > 0 && flag&BF_WEAPON && + ((src->type==BL_PC && ((struct map_session_data *)src)->status.weapon == (1 || 2 || 3)) || src->type==BL_MOB )){ + if(rand()%100 < (10+5*sc_data[SC_REJECTSWORD].val1)){ //反射確率は10+5*Lv + damage = damage*50/100; + battle_damage(bl,src,damage,0); + //ダメージを与えたのは良いんだが、ここからどうして表示するんだかわかんねぇ + //エフェクトもこれでいいのかわかんねぇ + clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1); + if((--sc_data[SC_REJECTSWORD].val2)<=0) + skill_status_change_end(bl, SC_REJECTSWORD, -1); + } + } + } + + if(class == 1288 || class == 1287 || class == 1286 || class == 1285) { +// if(class == 1288) { + if(class == 1288 && flag&BF_SKILL) + damage=0; + if(src->type == BL_PC) { + struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id); + struct guild_castle *gc=guild_mapname2gc(map[bl->m].name); + if(!((struct map_session_data *)src)->status.guild_id) + damage=0; + if(gc && agit_flag==0 && class != 1288) // guardians cannot be damaged during non-woe [Valaris] + damage=0; // end woe check [Valaris] + if(g == NULL) + damage=0;//ギルド未加入ならダメージ無し + else if((gc != NULL) && guild_isallied(g, gc)) + damage=0;//自占領ギルドのエンペならダメージ無し + else if(g && guild_checkskill(g,GD_APPROVAL) <= 0) + damage=0;//正規ギルド承認がないとダメージ無し + else if (battle_config.guild_max_castles != 0 && guild_checkcastles(g)>=battle_config.guild_max_castles) + damage = 0; // [MouseJstr] + } + else damage = 0; + } + + if(map[bl->m].flag.gvg && damage > 0) { //GvG + if(flag&BF_WEAPON) { + if(flag&BF_SHORT) + damage=damage*battle_config.gvg_short_damage_rate/100; + if(flag&BF_LONG) + damage=damage*battle_config.gvg_long_damage_rate/100; + } + if(flag&BF_MAGIC) + damage = damage*battle_config.gvg_magic_damage_rate/100; + if(flag&BF_MISC) + damage=damage*battle_config.gvg_misc_damage_rate/100; + if(damage < 1) damage = 1; + } + + if(battle_config.skill_min_damage || flag&BF_MISC) { + if(div_ < 255) { + if(damage > 0 && damage < div_) + damage = div_; + } + else if(damage > 0 && damage < 3) + damage = 3; + } + + if( md!=NULL && md->hp>0 && damage > 0 ) // 反撃などのMOBスキル判定 + mobskill_event(md,flag); + + return damage; +} + +/*========================================== + * 修練ダメージ + *------------------------------------------ + */ +int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) +{ + int damage,skill; + int race=battle_get_race(target); + int weapon; + damage = 0; + + nullpo_retr(0, sd); + + // デーモンベイン(+3 〜 +30) vs 不死 or 悪魔 (死人は含めない?) + if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,battle_get_elem_type(target)) || race==6) ) + damage += (skill * 3); + + // ビーストベイン(+4 〜 +40) vs 動物 or 昆虫 + if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) + damage += (skill * 4); + + if(type == 0) + weapon = sd->weapontype1; + else + weapon = sd->weapontype2; + switch(weapon) + { + case 0x01: // 短剣 (Updated By AppleGirl) + case 0x02: // 1HS + { + // 剣修練(+4 〜 +40) 片手剣 短剣含む + if((skill = pc_checkskill(sd,SM_SWORD)) > 0) { + damage += (skill * 4); + } + break; + } + case 0x03: // 2HS + { + // 両手剣修練(+4 〜 +40) 両手剣 + if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) { + damage += (skill * 4); + } + break; + } + case 0x04: // 1HL + { + // 槍修練(+4 〜 +40,+5 〜 +50) 槍 + if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { + if(!pc_isriding(sd)) + damage += (skill * 4); // ペコに乗ってない + else + damage += (skill * 5); // ペコに乗ってる + } + break; + } + case 0x05: // 2HL + { + // 槍修練(+4 〜 +40,+5 〜 +50) 槍 + if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { + if(!pc_isriding(sd)) + damage += (skill * 4); // ペコに乗ってない + else + damage += (skill * 5); // ペコに乗ってる + } + break; + } + case 0x06: // 片手斧 + { + if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x07: // Axe by Tato + { + if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x08: // メイス + { + // メイス修練(+3 〜 +30) メイス + if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x09: // なし? + break; + case 0x0a: // 杖 + break; + case 0x0b: // 弓 + break; + case 0x00: // 素手 + case 0x0c: // Knuckles + { + // 鉄拳(+3 〜 +30) 素手,ナックル + if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x0d: // Musical Instrument + { + // 楽器の練習(+3 〜 +30) 楽器 + if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x0e: // Dance Mastery + { + // Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭 + if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x0f: // Book + { + // Advance Book Skill Effect(+3 damage for every lvl = +30) { + if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x10: // Katars + { + // カタール修練(+3 〜 +30) カタール + if((skill = pc_checkskill(sd,AS_KATAR)) > 0) { + //ソニックブロー時は別処理(1撃に付き1/8適応) + damage += (skill * 3); + } + break; + } + } + damage = dmg + damage; + return (damage); +} + +static struct Damage battle_calc_pet_weapon_attack( + struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +{ + struct pet_data *pd = (struct pet_data *)src; + struct mob_data *tmd=NULL; + int hitrate,flee,cri = 0,atkmin,atkmax; + int luk,target_count = 1; + int def1 = battle_get_def(target); + int def2 = battle_get_def2(target); + int t_vit = battle_get_vit(target); + struct Damage wd; + int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv); + int flag,dmg_lv=0; + int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0; + struct status_change *t_sc_data; + + //return前の処理があるので情報出力部のみ変更 + if( target == NULL || pd == NULL ){ //srcは内容に直接触れていないのでスルーしてみる + nullpo_info(NLP_MARK); + memset(&wd,0,sizeof(wd)); + return wd; + } + + s_race=battle_get_race(src); + s_ele=battle_get_attack_element(src); + + // ターゲット + if(target->type == BL_MOB) + tmd=(struct mob_data *)target; + else { + memset(&wd,0,sizeof(wd)); + return wd; + } + t_race=battle_get_race( target ); + t_size=battle_get_size( target ); + t_mode=battle_get_mode( target ); + t_sc_data=battle_get_sc_data( target ); + + flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定 + + // 回避率計算、回避判定は後で + flee = battle_get_flee(target); + if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) + target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv); + if(battle_config.agi_penaly_type > 0) { + if(target_count >= battle_config.agi_penaly_count) { + if(battle_config.agi_penaly_type == 1) + flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100; + else if(battle_config.agi_penaly_type == 2) + flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num; + if(flee < 1) flee = 1; + } + } + hitrate=battle_get_hit(src) - flee + 80; + + type=0; // normal + div_ = 1; // single attack + + luk=battle_get_luk(src); + + if(battle_config.pet_str) + damage = battle_get_baseatk(src); + else + damage = 0; + + if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */ + atkmin = battle_get_matk1(src); + atkmax = battle_get_matk2(src); + }else{ + atkmin = battle_get_atk(src); + atkmax = battle_get_atk2(src); + } + if(mob_db[pd->class].range>3 ) + flag=(flag&~BF_RANGEMASK)|BF_LONG; + + if(atkmin > atkmax) atkmin = atkmax; + + cri = battle_get_critical(src); + cri -= battle_get_luk(target) * 2; // luk/5*10 => target_luk*2 not target_luk*3 + if(battle_config.enemy_critical_rate != 100) { + cri = cri*battle_config.enemy_critical_rate/100; + if(cri < 1) + cri = 1; + } + if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) + cri <<=1; + + if(skill_num == 0 && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri) + { + damage += atkmax; + type = 0x0a; + } + else { + int vitbonusmax; + + if(atkmax > atkmin) + damage += atkmin + rand() % (atkmax-atkmin + 1); + else + damage += atkmin ; + // スキル修正1(攻撃力倍化系) + // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 + // バッシュ,マグナムブレイク, + // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, + // メマーナイト,カートレボリューション + // ダブルストレイフィング,アローシャワー,チャージアロー, + // ソニックブロー + if(skill_num>0){ + int i; + if( (i=skill_get_pl(skill_num))>0 ) + s_ele=i; + + flag=(flag&~BF_SKILLMASK)|BF_SKILL; + switch( skill_num ){ + case SM_BASH: // バッシュ + damage = damage*(100+ 30*skill_lv)/100; + hitrate = (hitrate*(100+5*skill_lv))/100; + break; + case SM_MAGNUM: // マグナムブレイク + damage = damage*(5*skill_lv +(wflag)?65:115 )/100; + break; + case MC_MAMMONITE: // メマーナイト + damage = damage*(100+ 50*skill_lv)/100; + break; + case AC_DOUBLE: // ダブルストレイフィング + damage = damage*(180+ 20*skill_lv)/100; + div_=2; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case AC_SHOWER: // アローシャワー + damage = damage*(75 + 5*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case AC_CHARGEARROW: // チャージアロー + damage = damage*150/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case KN_PIERCE: // ピアース + damage = damage*(100+ 10*skill_lv)/100; + hitrate = hitrate*(100+5*skill_lv)/100; + div_=t_size+1; + damage*=div_; + break; + case KN_SPEARSTAB: // スピアスタブ + damage = damage*(100+ 15*skill_lv)/100; + break; + case KN_SPEARBOOMERANG: // スピアブーメラン + damage = damage*(100+ 50*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case KN_BRANDISHSPEAR: // ブランディッシュスピア + damage = damage*(100+ 20*skill_lv)/100; + if(skill_lv>3 && wflag==1) damage2+=damage/2; + if(skill_lv>6 && wflag==1) damage2+=damage/4; + if(skill_lv>9 && wflag==1) damage2+=damage/8; + if(skill_lv>6 && wflag==2) damage2+=damage/2; + if(skill_lv>9 && wflag==2) damage2+=damage/4; + if(skill_lv>9 && wflag==3) damage2+=damage/2; + damage +=damage2; + blewcount=0; + break; + case KN_BOWLINGBASH: // ボウリングバッシュ + damage = damage*(100+ 50*skill_lv)/100; + blewcount=0; + break; + case AS_SONICBLOW: // ソニックブロウ + damage = damage*(300+ 50*skill_lv)/100; + div_=8; + break; + case TF_SPRINKLESAND: // 砂まき + damage = damage*125/100; + break; + case MC_CARTREVOLUTION: // カートレボリューション + damage = (damage*150)/100; + break; + // 以下MOB + case NPC_COMBOATTACK: // 多段攻撃 + div_=skill_get_num(skill_num,skill_lv); + damage *= div_; + break; + case NPC_RANDOMATTACK: // ランダムATK攻撃 + damage = damage*(50+rand()%150)/100; + break; + // 属性攻撃(適当) + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + div_= pd->skillduration; // [Valaris] + break; + case NPC_GUIDEDATTACK: + hitrate = 1000000; + break; + case NPC_RANGEATTACK: + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case NPC_PIERCINGATT: + flag=(flag&~BF_RANGEMASK)|BF_SHORT; + break; + case RG_BACKSTAP: // バックスタブ + damage = damage*(300+ 40*skill_lv)/100; + hitrate = 1000000; + break; + case RG_RAID: // サプライズアタック + damage = damage*(100+ 40*skill_lv)/100; + break; + case RG_INTIMIDATE: // インティミデイト + damage = damage*(100+ 30*skill_lv)/100; + break; + case CR_SHIELDCHARGE: // シールドチャージ + damage = damage*(100+ 20*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_SHORT; + s_ele = 0; + break; + case CR_SHIELDBOOMERANG: // シールドブーメラン + damage = damage*(100+ 30*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + s_ele = 0; + break; + case CR_HOLYCROSS: // ホーリークロス + damage = damage*(100+ 35*skill_lv)/100; + div_=2; + break; + case CR_GRANDCROSS: + hitrate= 1000000; + break; + case AM_DEMONSTRATION: // デモンストレーション + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + break; + case AM_ACIDTERROR: // アシッドテラー + damage = damage*(100+ 40*skill_lv)/100; + damage2 = damage2*(100+ 40*skill_lv)/100; + break; + case MO_FINGEROFFENSIVE: //指弾 + damage = damage * (100 + 50 * skill_lv) / 100; + div_ = 1; + break; + case MO_INVESTIGATE: // 発 勁 + if(def1 < 1000000) + damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100; + hitrate = 1000000; + s_ele = 0; + break; + case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 + damage = damage * 8 + 250 + (skill_lv * 150); + hitrate = 1000000; + s_ele = 0; + break; + case MO_CHAINCOMBO: // 連打掌 + damage = damage*(150+ 50*skill_lv)/100; + div_=4; + break; + case MO_COMBOFINISH: // 猛龍拳 + damage = damage*(240+ 60*skill_lv)/100; + break; + case DC_THROWARROW: // 矢撃ち + damage = damage*(100+ 50 * skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case BA_MUSICALSTRIKE: // ミュージカルストライク + damage = damage*(100+ 50 * skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case CH_TIGERFIST: // 伏虎拳 + damage = damage*(100+ 20*skill_lv)/100; + break; + case CH_CHAINCRUSH: // 連柱崩撃 + damage = damage*(100+ 20*skill_lv)/100; + div_=skill_get_num(skill_num,skill_lv); + break; + case CH_PALMSTRIKE: // 猛虎硬派山 + damage = damage*(50+ 100*skill_lv)/100; + break; + case LK_SPIRALPIERCE: /* スパイラルピアース */ + damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に + div_=5; + if(target->type == BL_PC) + ((struct map_session_data *)target)->canmove_tick = gettick() + 1000; + else if(target->type == BL_MOB) + ((struct mob_data *)target)->canmove_tick = gettick() + 1000; + break; + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + damage = damage*(100+ 20*skill_lv)/100; + break; + case LK_JOINTBEAT: /* ジョイントビート */ + damage = damage*(50+ 10*skill_lv)/100; + break; + case ASC_METEORASSAULT: /* メテオアサルト */ + damage = damage*(40+ 40*skill_lv)/100; + break; + case SN_SHARPSHOOTING: /* シャープシューティング */ + damage += damage*(30*skill_lv)/100; + break; + case CG_ARROWVULCAN: /* アローバルカン */ + damage = damage*(160+40*skill_lv)/100; + div_=9; + break; + case AS_SPLASHER: /* ベナムスプラッシャー */ + damage = damage*(200+20*skill_lv)/100; + break; + } + } + + if( skill_num!=NPC_CRITICALSLASH ){ + // 対 象の防御力によるダメージの減少 + // ディバインプロテクション(ここでいいのかな?) + if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000 ) { //DEF, VIT無視 + int t_def; + target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv); + if(battle_config.vit_penaly_type > 0) { + if(target_count >= battle_config.vit_penaly_count) { + if(battle_config.vit_penaly_type == 1) { + def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + } + else if(battle_config.vit_penaly_type == 2) { + def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + } + if(def1 < 0) def1 = 0; + if(def2 < 1) def2 = 1; + if(t_vit < 1) t_vit = 1; + } + } + t_def = def2*8/10; + vitbonusmax = (t_vit/20)*(t_vit/20)-1; + if(battle_config.pet_defense_type) { + damage = damage - (def1 * battle_config.pet_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + else{ + damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + } + } + } + + // 0未満だった場合1に補正 + if(damage<1) damage=1; + + // 回避修正 + if(hitrate < 1000000) + hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); + if( hitrate < 1000000 && // 必中攻撃 + (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中 + t_sc_data[SC_STAN].timer!=-1 || // スタンは必中 + t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) ) // 凍結は必中 + hitrate = 1000000; + if(type == 0 && rand()%100 >= hitrate) { + damage = damage2 = 0; + dmg_lv = ATK_FLEE; + } else { + dmg_lv = ATK_DEF; + } + + + if(t_sc_data) { + int cardfix=100; + if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) + cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; + if(cardfix != 100) + damage=damage*cardfix/100; + } + if(damage < 0) damage = 0; + + // 属 性の適用 + if(skill_num != 0 || s_ele != 0 || !battle_config.pet_attack_attr_none) + damage=battle_attr_fix(damage, s_ele, battle_get_element(target) ); + + if(skill_num==PA_PRESSURE) /* プレッシャー 必中? */ + damage = 700+100*skill_lv; + + // インベナム修正 + if(skill_num==TF_POISON){ + damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) ); + } + if(skill_num==MC_CARTREVOLUTION){ + damage = battle_attr_fix(damage, 0, battle_get_element(target) ); + } + + // 完全回避の判定 + if(battle_config.enemy_perfect_flee) { + if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){ + damage=0; + type=0x0b; + dmg_lv = ATK_LUCKY; + } + } + +// if(def1 >= 1000000 && damage > 0) + if(t_mode&0x40 && damage > 0) + damage = 1; + + if(skill_num != CR_GRANDCROSS) + damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag); + + wd.damage=damage; + wd.damage2=0; + wd.type=type; + wd.div_=div_; + wd.amotion=battle_get_amotion(src); + if(skill_num == KN_AUTOCOUNTER) + wd.amotion >>= 1; + wd.dmotion=battle_get_dmotion(target); + wd.blewcount=blewcount; + wd.flag=flag; + wd.dmg_lv=dmg_lv; + + return wd; +} + +static struct Damage battle_calc_mob_weapon_attack( + struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +{ + struct map_session_data *tsd=NULL; + struct mob_data* md=(struct mob_data *)src,*tmd=NULL; + int hitrate,flee,cri = 0,atkmin,atkmax; + int luk,target_count = 1; + int def1 = battle_get_def(target); + int def2 = battle_get_def2(target); + int t_vit = battle_get_vit(target); + struct Damage wd; + int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv); + int flag,skill,ac_flag = 0,dmg_lv = 0; + int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0; + struct status_change *sc_data,*t_sc_data; + short *sc_count; + short *option, *opt1, *opt2; + + //return前の処理があるので情報出力部のみ変更 + if( src == NULL || target == NULL || md == NULL ){ + nullpo_info(NLP_MARK); + memset(&wd,0,sizeof(wd)); + return wd; + } + + s_race=battle_get_race(src); + s_ele=battle_get_attack_element(src); + sc_data=battle_get_sc_data(src); + sc_count=battle_get_sc_count(src); + option=battle_get_option(src); + opt1=battle_get_opt1(src); + opt2=battle_get_opt2(src); + + // ターゲット + if(target->type==BL_PC) + tsd=(struct map_session_data *)target; + else if(target->type==BL_MOB) + tmd=(struct mob_data *)target; + t_race=battle_get_race( target ); + t_size=battle_get_size( target ); + t_mode=battle_get_mode( target ); + t_sc_data=battle_get_sc_data( target ); + + if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) || + (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) { + if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) { + int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target); + int dist = distance(src->x,src->y,target->x,target->y); + if(dist <= 0 || map_check_dir(dir,t_dir) ) { + memset(&wd,0,sizeof(wd)); + t_sc_data[SC_AUTOCOUNTER].val3 = 0; + t_sc_data[SC_AUTOCOUNTER].val4 = 1; + if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) { + int range = battle_get_range(target); + if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) || + (target->type == BL_MOB && range <= 3 && dist <= range+1) ) + t_sc_data[SC_AUTOCOUNTER].val3 = src->id; + } + return wd; + } + else ac_flag = 1; + } + } + flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定 + + // 回避率計算、回避判定は後で + flee = battle_get_flee(target); + if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) + target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv); + if(battle_config.agi_penaly_type > 0) { + if(target_count >= battle_config.agi_penaly_count) { + if(battle_config.agi_penaly_type == 1) + flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100; + else if(battle_config.agi_penaly_type == 2) + flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num; + if(flee < 1) flee = 1; + } + } + hitrate=battle_get_hit(src) - flee + 80; + + type=0; // normal + div_ = 1; // single attack + + luk=battle_get_luk(src); + + if(battle_config.enemy_str) + damage = battle_get_baseatk(src); + else + damage = 0; + if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */ + atkmin = battle_get_matk1(src); + atkmax = battle_get_matk2(src); + }else{ + atkmin = battle_get_atk(src); + atkmax = battle_get_atk2(src); + } + if(mob_db[md->class].range>3 ) + flag=(flag&~BF_RANGEMASK)|BF_LONG; + + if(atkmin > atkmax) atkmin = atkmax; + + if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){ // マキシマイズパワー + atkmin=atkmax; + } + + cri = battle_get_critical(src); + cri -= battle_get_luk(target) * 3; + if(battle_config.enemy_critical_rate != 100) { + cri = cri*battle_config.enemy_critical_rate/100; + if(cri < 1) + cri = 1; + } + if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) // 睡眠中はクリティカルが倍に + cri <<=1; + + if(ac_flag) cri = 1000; + + if(skill_num == KN_AUTOCOUNTER) { + if(!(battle_config.monster_auto_counter_type&1)) + cri = 1000; + else + cri <<= 1; + } + + if(tsd && tsd->critical_def) + cri = cri * (100 - tsd->critical_def) / 100; + + if((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri) // 判定(スキルの場合は無視) + // 敵の判定 + { + damage += atkmax; + type = 0x0a; + } + else { + int vitbonusmax; + + if(atkmax > atkmin) + damage += atkmin + rand() % (atkmax-atkmin + 1); + else + damage += atkmin ; + // スキル修正1(攻撃力倍化系) + // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 + // バッシュ,マグナムブレイク, + // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, + // メマーナイト,カートレボリューション + // ダブルストレイフィング,アローシャワー,チャージアロー, + // ソニックブロー + if(sc_data){ //状態異常中のダメージ追加 + if(sc_data[SC_OVERTHRUST].timer!=-1) // オーバートラスト + damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100; + if(sc_data[SC_BERSERK].timer!=-1) // バーサーク + damage += damage*50/100; + } + + if(skill_num>0){ + int i; + if( (i=skill_get_pl(skill_num))>0 ) + s_ele=i; + + flag=(flag&~BF_SKILLMASK)|BF_SKILL; + switch( skill_num ){ + case SM_BASH: // バッシュ + damage = damage*(100+ 30*skill_lv)/100; + hitrate = (hitrate*(100+5*skill_lv))/100; + break; + case SM_MAGNUM: // マグナムブレイク + damage = damage*(5*skill_lv +(wflag)?65:115 )/100; + break; + case MC_MAMMONITE: // メマーナイト + damage = damage*(100+ 50*skill_lv)/100; + break; + case AC_DOUBLE: // ダブルストレイフィング + damage = damage*(180+ 20*skill_lv)/100; + div_=2; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case AC_SHOWER: // アローシャワー + damage = damage*(75 + 5*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case AC_CHARGEARROW: // チャージアロー + damage = damage*150/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case KN_PIERCE: // ピアース + damage = damage*(100+ 10*skill_lv)/100; + hitrate=hitrate*(100+5*skill_lv)/100; + div_=t_size+1; + damage*=div_; + break; + case KN_SPEARSTAB: // スピアスタブ + damage = damage*(100+ 15*skill_lv)/100; + break; + case KN_SPEARBOOMERANG: // スピアブーメラン + damage = damage*(100+ 50*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case KN_BRANDISHSPEAR: // ブランディッシュスピア + damage = damage*(100+ 20*skill_lv)/100; + if(skill_lv>3 && wflag==1) damage2+=damage/2; + if(skill_lv>6 && wflag==1) damage2+=damage/4; + if(skill_lv>9 && wflag==1) damage2+=damage/8; + if(skill_lv>6 && wflag==2) damage2+=damage/2; + if(skill_lv>9 && wflag==2) damage2+=damage/4; + if(skill_lv>9 && wflag==3) damage2+=damage/2; + damage +=damage2; + blewcount=0; + break; + case KN_BOWLINGBASH: // ボウリングバッシュ + damage = damage*(100+ 50*skill_lv)/100; + blewcount=0; + break; + case KN_AUTOCOUNTER: + if(battle_config.monster_auto_counter_type&1) + hitrate += 20; + else + hitrate = 1000000; + flag=(flag&~BF_SKILLMASK)|BF_NORMAL; + break; + case AS_SONICBLOW: // ソニックブロウ + damage = damage*(300+ 50*skill_lv)/100; + div_=8; + break; + case TF_SPRINKLESAND: // 砂まき + damage = damage*125/100; + break; + case MC_CARTREVOLUTION: // カートレボリューション + damage = (damage*150)/100; + break; + // 以下MOB + case NPC_COMBOATTACK: // 多段攻撃 + div_=skill_get_num(skill_num,skill_lv); + damage *= div_; + break; + case NPC_RANDOMATTACK: // ランダムATK攻撃 + damage = damage*(50+rand()%150)/100; + break; + // 属性攻撃(適当) + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + damage = damage*(100+25*(skill_lv-1))/100; + break; + case NPC_GUIDEDATTACK: + hitrate = 1000000; + break; + case NPC_RANGEATTACK: + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case NPC_PIERCINGATT: + flag=(flag&~BF_RANGEMASK)|BF_SHORT; + break; + case RG_BACKSTAP: // バックスタブ + damage = damage*(300+ 40*skill_lv)/100; + hitrate = 1000000; + break; + case RG_RAID: // サプライズアタック + damage = damage*(100+ 40*skill_lv)/100; + break; + case RG_INTIMIDATE: // インティミデイト + damage = damage*(100+ 30*skill_lv)/100; + break; + case CR_SHIELDCHARGE: // シールドチャージ + damage = damage*(100+ 20*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_SHORT; + s_ele = 0; + break; + case CR_SHIELDBOOMERANG: // シールドブーメラン + damage = damage*(100+ 30*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + s_ele = 0; + break; + case CR_HOLYCROSS: // ホーリークロス + damage = damage*(100+ 35*skill_lv)/100; + div_=2; + break; + case CR_GRANDCROSS: + hitrate= 1000000; + break; + case AM_DEMONSTRATION: // デモンストレーション + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + break; + case AM_ACIDTERROR: // アシッドテラー + damage = damage*(100+ 40*skill_lv)/100; + damage2 = damage2*(100+ 40*skill_lv)/100; + break; + case MO_FINGEROFFENSIVE: //指弾 + damage = damage * (100 + 50 * skill_lv) / 100; + div_ = 1; + break; + case MO_INVESTIGATE: // 発 勁 + if(def1 < 1000000) + damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100; + hitrate = 1000000; + s_ele = 0; + break; + case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 + damage = damage * 8 + 250 + (skill_lv * 150); + hitrate = 1000000; + s_ele = 0; + break; + case MO_CHAINCOMBO: // 連打掌 + damage = damage*(150+ 50*skill_lv)/100; + div_=4; + break; + case BA_MUSICALSTRIKE: // ミュージカルストライク + damage = damage*(100+ 50 * skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case DC_THROWARROW: // 矢撃ち + damage = damage*(100+ 50 * skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case MO_COMBOFINISH: // 猛龍拳 + damage = damage*(240+ 60*skill_lv)/100; + break; + case CH_TIGERFIST: // 伏虎拳 + damage = damage*(100+ 20*skill_lv)/100; + break; + case CH_CHAINCRUSH: // 連柱崩撃 + damage = damage*(100+ 20*skill_lv)/100; + div_=skill_get_num(skill_num,skill_lv); + break; + case CH_PALMSTRIKE: // 猛虎硬派山 + damage = damage*(50+ 100*skill_lv)/100; + break; + case LK_SPIRALPIERCE: /* スパイラルピアース */ + damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に + div_=5; + if(tsd) + tsd->canmove_tick = gettick() + 1000; + else if(tmd) + tmd->canmove_tick = gettick() + 1000; + break; + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + damage = damage*(100+ 20*skill_lv)/100; + break; + case LK_JOINTBEAT: /* ジョイントビート */ + damage = damage*(50+ 10*skill_lv)/100; + break; + case ASC_METEORASSAULT: /* メテオアサルト */ + damage = damage*(40+ 40*skill_lv)/100; + break; + case SN_SHARPSHOOTING: /* シャープシューティング */ + damage += damage*(30*skill_lv)/100; + break; + case CG_ARROWVULCAN: /* アローバルカン */ + damage = damage*(160+40*skill_lv)/100; + div_=9; + break; + case AS_SPLASHER: /* ベナムスプラッシャー */ + damage = damage*(200+20*skill_lv)/100; + break; + } + } + + if( skill_num!=NPC_CRITICALSLASH ){ + // 対 象の防御力によるダメージの減少 + // ディバインプロテクション(ここでいいのかな?) + if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視 + int t_def; + target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv); + if(battle_config.vit_penaly_type > 0) { + if(target_count >= battle_config.vit_penaly_count) { + if(battle_config.vit_penaly_type == 1) { + def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + } + else if(battle_config.vit_penaly_type == 2) { + def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + } + if(def1 < 0) def1 = 0; + if(def2 < 1) def2 = 1; + if(t_vit < 1) t_vit = 1; + } + } + t_def = def2*8/10; + if(battle_check_undead(s_race,battle_get_elem_type(src)) || s_race==6) + if(tsd && (skill=pc_checkskill(tsd,AL_DP)) > 0 ) + t_def += skill*3; + + vitbonusmax = (t_vit/20)*(t_vit/20)-1; + if(battle_config.monster_defense_type) { + damage = damage - (def1 * battle_config.monster_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + else{ + damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + } + } + } + + // 0未満だった場合1に補正 + if(damage<1) damage=1; + + // 回避修正 + if(hitrate < 1000000) + hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); + if( hitrate < 1000000 && // 必中攻撃 + (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中 + t_sc_data[SC_STAN].timer!=-1 || // スタンは必中 + t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) ) // 凍結は必中 + hitrate = 1000000; + if(type == 0 && rand()%100 >= hitrate) { + damage = damage2 = 0; + dmg_lv = ATK_FLEE; + } else { + dmg_lv = ATK_DEF; + } + + if(tsd){ + int cardfix=100,i; + cardfix=cardfix*(100-tsd->subele[s_ele])/100; // 属 性によるダメージ耐性 + cardfix=cardfix*(100-tsd->subrace[s_race])/100; // 種族によるダメージ耐性 + if(mob_db[md->class].mode & 0x20) + cardfix=cardfix*(100-tsd->subrace[10])/100; + else + cardfix=cardfix*(100-tsd->subrace[11])/100; + for(i=0;iadd_def_class_count;i++) { + if(tsd->add_def_classid[i] == md->class) { + cardfix=cardfix*(100-tsd->add_def_classrate[i])/100; + break; + } + } + if(flag&BF_LONG) + cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + if(flag&BF_SHORT) + cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + damage=damage*cardfix/100; + } + if(t_sc_data) { + int cardfix=100; + if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) + cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; + if(cardfix != 100) + damage=damage*cardfix/100; + } + if(t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1){ //アシャンプティオ + if(!map[target->m].flag.pvp) + damage=damage/3; + else + damage=damage/2; + } + + if(damage < 0) damage = 0; + + // 属 性の適用 + if (!((battle_config.mob_ghostring_fix == 1) && + (battle_get_element(target) == 8) && + (target->type==BL_PC))) // [MouseJstr] + if(skill_num != 0 || s_ele != 0 || !battle_config.mob_attack_attr_none) + damage=battle_attr_fix(damage, s_ele, battle_get_element(target) ); + + if(sc_data && sc_data[SC_AURABLADE].timer!=-1) /* オーラブレード 必中 */ + damage += sc_data[SC_AURABLADE].val1 * 10; + if(skill_num==PA_PRESSURE) /* プレッシャー 必中? */ + damage = 700+100*skill_lv; + + // インベナム修正 + if(skill_num==TF_POISON){ + damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) ); + } + if(skill_num==MC_CARTREVOLUTION){ + damage = battle_attr_fix(damage, 0, battle_get_element(target) ); + } + + // 完全回避の判定 + if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && rand()%1000 < battle_get_flee2(target) ){ + damage=0; + type=0x0b; + dmg_lv = ATK_LUCKY; + } + + if(battle_config.enemy_perfect_flee) { + if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){ + damage=0; + type=0x0b; + dmg_lv = ATK_LUCKY; + } + } + +// if(def1 >= 1000000 && damage > 0) + if(t_mode&0x40 && damage > 0) + damage = 1; + + if( tsd && tsd->special_state.no_weapon_damage) + damage = 0; + + if(skill_num != CR_GRANDCROSS) + damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag); + + wd.damage=damage; + wd.damage2=0; + wd.type=type; + wd.div_=div_; + wd.amotion=battle_get_amotion(src); + if(skill_num == KN_AUTOCOUNTER) + wd.amotion >>= 1; + wd.dmotion=battle_get_dmotion(target); + wd.blewcount=blewcount; + wd.flag=flag; + wd.dmg_lv=dmg_lv; + return wd; +} +/* + * ========================================================================= + * PCの武器による攻撃 + *------------------------------------------------------------------------- + */ +static struct Damage battle_calc_pc_weapon_attack( + struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +{ + struct map_session_data *sd=(struct map_session_data *)src,*tsd=NULL; + struct mob_data *tmd=NULL; + int hitrate,flee,cri = 0,atkmin,atkmax; + int dex,luk,target_count = 1; + int def1 = battle_get_def(target); + int def2 = battle_get_def2(target); + int t_vit = battle_get_vit(target); + struct Damage wd; + int damage,damage2,damage3=0,damage4=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv); + int flag,skill,dmg_lv = 0; + int t_mode=0,t_race=0,t_size=1,s_race=7,s_ele=0; + struct status_change *sc_data,*t_sc_data; + short *sc_count; + short *option, *opt1, *opt2; + int atkmax_=0, atkmin_=0, s_ele_; //二刀流用 + int watk,watk_,cardfix,t_ele; + int da=0,i,t_class,ac_flag = 0; + int idef_flag=0,idef_flag_=0; + + //return前の処理があるので情報出力部のみ変更 + if( src == NULL || target == NULL || sd == NULL ){ + nullpo_info(NLP_MARK); + memset(&wd,0,sizeof(wd)); + return wd; + } + + + // アタッカー + s_race=battle_get_race(src); //種族 + s_ele=battle_get_attack_element(src); //属性 + s_ele_=battle_get_attack_element2(src); //左手属性 + sc_data=battle_get_sc_data(src); //ステータス異常 + sc_count=battle_get_sc_count(src); //ステータス異常の数 + option=battle_get_option(src); //鷹とかペコとかカートとか + opt1=battle_get_opt1(src); //石化、凍結、スタン、睡眠、暗闇 + opt2=battle_get_opt2(src); //毒、呪い、沈黙、暗闇? + + if(skill_num != CR_GRANDCROSS) //グランドクロスでないなら + sd->state.attack_type = BF_WEAPON; //攻撃タイプは武器攻撃 + + // ターゲット + if(target->type==BL_PC) //対象がPCなら + tsd=(struct map_session_data *)target; //tsdに代入(tmdはNULL) + else if(target->type==BL_MOB) //対象がMobなら + tmd=(struct mob_data *)target; //tmdに代入(tsdはNULL) + t_race=battle_get_race( target ); //対象の種族 + t_ele=battle_get_elem_type(target); //対象の属性 + t_size=battle_get_size( target ); //対象のサイズ + t_mode=battle_get_mode( target ); //対象のMode + t_sc_data=battle_get_sc_data( target ); //対象のステータス異常 + +//オートカウンター処理ここから + if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) || + (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) { + if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) { //グランドクロスでなく、対象がオートカウンター状態の場合 + int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target); + int dist = distance(src->x,src->y,target->x,target->y); + if(dist <= 0 || map_check_dir(dir,t_dir) ) { //対象との距離が0以下、または対象の正面? + memset(&wd,0,sizeof(wd)); + t_sc_data[SC_AUTOCOUNTER].val3 = 0; + t_sc_data[SC_AUTOCOUNTER].val4 = 1; + if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) { //自分がオートカウンター状態 + int range = battle_get_range(target); + if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) || //対象がPCで武器が弓矢でなく射程内 + (target->type == BL_MOB && range <= 3 && dist <= range+1) ) //または対象がMobで射程が3以下で射程内 + t_sc_data[SC_AUTOCOUNTER].val3 = src->id; + } + return wd; //ダメージ構造体を返して終了 + } + else ac_flag = 1; + } + } +//オートカウンター処理ここまで + + flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定 + + // 回避率計算、回避判定は後で + flee = battle_get_flee(target); + if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGI、VITペナルティ設定が有効 + target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv); //対象の数を算出 + if(battle_config.agi_penaly_type > 0) { + if(target_count >= battle_config.agi_penaly_count) { //ペナルティ設定より対象が多い + if(battle_config.agi_penaly_type == 1) //回避率がagi_penaly_num%ずつ減少 + flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100; + else if(battle_config.agi_penaly_type == 2) //回避率がagi_penaly_num分減少 + flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num; + if(flee < 1) flee = 1; //回避率は最低でも1 + } + } + hitrate=battle_get_hit(src) - flee + 80; //命中率計算 + + type=0; // normal + div_ = 1; // single attack + + dex=battle_get_dex(src); //DEX + luk=battle_get_luk(src); //LUK + watk = battle_get_atk(src); //ATK + watk_ = battle_get_atk_(src); //ATK左手 + + if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */ + damage = damage2 = battle_get_matk1(src); //damega,damega2初登場、base_atkの取得 + }else{ + damage = damage2 = battle_get_baseatk(&sd->bl); //damega,damega2初登場、base_atkの取得 + } + atkmin = atkmin_ = dex; //最低ATKはDEXで初期化? + sd->state.arrow_atk = 0; //arrow_atk初期化 + if(sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]]) + atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100; + if(sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]]) + atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100; + if(sd->status.weapon == 11) { //武器が弓矢の場合 + atkmin = watk * ((atkminarrow_ele > 0) //属性矢なら属性を矢の属性に変更 + s_ele = sd->arrow_ele; + sd->state.arrow_atk = 1; //arrow_atk有効化 + } + + // サイズ修正 + // ペコ騎乗していて、槍で攻撃した場合は中型のサイズ修正を100にする + // ウェポンパーフェクション,ドレイクC + if(((sd->special_state.no_sizefix) || (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) || skill_num == MO_EXTREMITYFIST)){ //ペコ騎乗していて、槍で中型を攻撃 + atkmax = watk; + atkmax_ = watk_; + } else { + atkmax = (watk * sd->atkmods[ t_size ]) / 100; + atkmin = (atkmin * sd->atkmods[ t_size ]) / 100; + atkmax_ = (watk_ * sd->atkmods_[ t_size ]) / 100; + atkmin_ = (atkmin_ * sd->atkmods[ t_size ]) / 100; + } + if( (sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer!=-1) || (sd->special_state.no_sizefix)) { // ウェポンパーフェクション || ドレイクカード + atkmax = watk; + atkmax_ = watk_; + } + + if(atkmin > atkmax && !(sd->state.arrow_atk)) atkmin = atkmax; //弓は最低が上回る場合あり + if(atkmin_ > atkmax_) atkmin_ = atkmax_; + + if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){ // マキシマイズパワー + atkmin=atkmax; + atkmin_=atkmax_; + } + + //ダブルアタック判定 + if(sd->weapontype1 == 0x01) { + if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,TF_DOUBLE)) > 0) + da = (rand()%100 < (skill*5)) ? 1:0; + } + + //三段掌 + if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16 && !sd->state.arrow_atk) { + da = (rand()%100 < (30 - skill)) ? 2:0; + } + + if(sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0) + da = (rand()%100 < sd->double_rate) ? 1:0; + + // 過剰精錬ボーナス + if(sd->overrefine>0 ) + damage+=(rand()%sd->overrefine)+1; + if(sd->overrefine_>0 ) + damage2+=(rand()%sd->overrefine_)+1; + + if(da == 0){ //ダブルアタックが発動していない + // クリティカル計算 + cri = battle_get_critical(src); + + if(sd->state.arrow_atk) + cri += sd->arrow_cri; + if(sd->status.weapon == 16) + // カタールの場合、クリティカルを倍に + cri <<=1; + cri -= battle_get_luk(target) * 3; + if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) // 睡眠中はクリティカルが倍に + cri <<=1; + if(ac_flag) cri = 1000; + + if(skill_num == KN_AUTOCOUNTER) { + if(!(battle_config.pc_auto_counter_type&1)) + cri = 1000; + else + cri <<= 1; + } + + if(skill_num == SN_SHARPSHOOTING && rand()%100 < 50) + cri = 1000; + } + + if(tsd && tsd->critical_def) + cri = cri * (100-tsd->critical_def) / 100; + + if(da == 0 && (skill_num==0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない + (rand() % 1000) < cri) // 判定(スキルの場合は無視) + { + damage += atkmax; + damage2 += atkmax_; + if(sd->atk_rate != 100) { + damage = (damage * sd->atk_rate)/100; + damage2 = (damage2 * sd->atk_rate)/100; + } + if(sd->state.arrow_atk) + damage += sd->arrow_atk; + type = 0x0a; + +/* if(def1 < 1000000) { + if(sd->def_ratio_atk_ele & (1<def_ratio_atk_race & (1<def_ratio_atk_ele_ & (1<def_ratio_atk_race_ & (1<def_ratio_atk_race & (1<<10)) { + damage = (damage * (def1 + def2))/100; + idef_flag = 1; + } + if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) { + damage2 = (damage2 * (def1 + def2))/100; + idef_flag_ = 1; + } + } + else { + if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) { + damage = (damage * (def1 + def2))/100; + idef_flag = 1; + } + if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) { + damage2 = (damage2 * (def1 + def2))/100; + idef_flag_ = 1; + } + } + }*/ + } + else { + int vitbonusmax; + + if(atkmax > atkmin) + damage += atkmin + rand() % (atkmax-atkmin + 1); + else + damage += atkmin ; + if(atkmax_ > atkmin_) + damage2 += atkmin_ + rand() % (atkmax_-atkmin_ + 1); + else + damage2 += atkmin_ ; + if(sd->atk_rate != 100) { + damage = (damage * sd->atk_rate)/100; + damage2 = (damage2 * sd->atk_rate)/100; + } + + if(sd->state.arrow_atk) { + if(sd->arrow_atk > 0) + damage += rand()%(sd->arrow_atk+1); + hitrate += sd->arrow_hit; + } + + if(skill_num != MO_INVESTIGATE && def1 < 1000000) { + if(sd->def_ratio_atk_ele & (1<def_ratio_atk_race & (1<def_ratio_atk_ele_ & (1<def_ratio_atk_race_ & (1<def_ratio_atk_race & (1<<10)) { + damage = (damage * (def1 + def2))/100; + idef_flag = 1; + } + if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) { + damage2 = (damage2 * (def1 + def2))/100; + idef_flag_ = 1; + } + } + else { + if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) { + damage = (damage * (def1 + def2))/100; + idef_flag = 1; + } + if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) { + damage2 = (damage2 * (def1 + def2))/100; + idef_flag_ = 1; + } + } + } + + // スキル修正1(攻撃力倍化系) + // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 + // バッシュ,マグナムブレイク, + // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, + // メマーナイト,カートレボリューション + // ダブルストレイフィング,アローシャワー,チャージアロー, + // ソニックブロー + if(sc_data){ //状態異常中のダメージ追加 + if(sc_data[SC_OVERTHRUST].timer!=-1){ // オーバートラスト + damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100; + damage2 += damage2*(5*sc_data[SC_OVERTHRUST].val1)/100; + } + if(sc_data[SC_TRUESIGHT].timer!=-1){ // トゥルーサイト + damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100; + damage2 += damage2*(2*sc_data[SC_TRUESIGHT].val1)/100; + } + if(sc_data[SC_BERSERK].timer!=-1){ // バーサーク + damage += damage*50/100; + damage2 += damage2*50/100; + } + } + + if(skill_num>0){ + int i; + if( (i=skill_get_pl(skill_num))>0 ) + s_ele=s_ele_=i; + + flag=(flag&~BF_SKILLMASK)|BF_SKILL; + switch( skill_num ){ + case SM_BASH: // バッシュ + damage = damage*(100+ 30*skill_lv)/100; + damage2 = damage2*(100+ 30*skill_lv)/100; + hitrate = (hitrate*(100+5*skill_lv))/100; + break; + case SM_MAGNUM: // マグナムブレイク + damage = damage*(5*skill_lv +(wflag)?65:115 )/100; + damage2 = damage2*(5*skill_lv +(wflag)?65:115 )/100; + break; + case MC_MAMMONITE: // メマーナイト + damage = damage*(100+ 50*skill_lv)/100; + damage2 = damage2*(100+ 50*skill_lv)/100; + break; + case AC_DOUBLE: // ダブルストレイフィング + if(!sd->state.arrow_atk && sd->arrow_atk > 0) { + int arr = rand()%(sd->arrow_atk+1); + damage += arr; + damage2 += arr; + } + damage = damage*(180+ 20*skill_lv)/100; + damage2 = damage2*(180+ 20*skill_lv)/100; + div_=2; + if(sd->arrow_ele > 0) { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag=(flag&~BF_RANGEMASK)|BF_LONG; + sd->state.arrow_atk = 1; + break; + case AC_SHOWER: // アローシャワー + if(!sd->state.arrow_atk && sd->arrow_atk > 0) { + int arr = rand()%(sd->arrow_atk+1); + damage += arr; + damage2 += arr; + } + damage = damage*(75 + 5*skill_lv)/100; + damage2 = damage2*(75 + 5*skill_lv)/100; + if(sd->arrow_ele > 0) { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag=(flag&~BF_RANGEMASK)|BF_LONG; + sd->state.arrow_atk = 1; + break; + case AC_CHARGEARROW: // チャージアロー + if(!sd->state.arrow_atk && sd->arrow_atk > 0) { + int arr = rand()%(sd->arrow_atk+1); + damage += arr; + damage2 += arr; + } + damage = damage*150/100; + damage2 = damage2*150/100; + if(sd->arrow_ele > 0) { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag=(flag&~BF_RANGEMASK)|BF_LONG; + sd->state.arrow_atk = 1; + break; + case KN_PIERCE: // ピアース + damage = damage*(100+ 10*skill_lv)/100; + damage2 = damage2*(100+ 10*skill_lv)/100; + hitrate=hitrate*(100+5*skill_lv)/100; + div_=t_size+1; + damage*=div_; + damage2*=div_; + break; + case KN_SPEARSTAB: // スピアスタブ + damage = damage*(100+ 15*skill_lv)/100; + damage2 = damage2*(100+ 15*skill_lv)/100; + break; + case KN_SPEARBOOMERANG: // スピアブーメラン + damage = damage*(100+ 50*skill_lv)/100; + damage2 = damage2*(100+ 50*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case KN_BRANDISHSPEAR: // ブランディッシュスピア + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + if(skill_lv>3 && wflag==1) damage3+=damage/2; + if(skill_lv>6 && wflag==1) damage3+=damage/4; + if(skill_lv>9 && wflag==1) damage3+=damage/8; + if(skill_lv>6 && wflag==2) damage3+=damage/2; + if(skill_lv>9 && wflag==2) damage3+=damage/4; + if(skill_lv>9 && wflag==3) damage3+=damage/2; + damage +=damage3; + if(skill_lv>3 && wflag==1) damage4+=damage2/2; + if(skill_lv>6 && wflag==1) damage4+=damage2/4; + if(skill_lv>9 && wflag==1) damage4+=damage2/8; + if(skill_lv>6 && wflag==2) damage4+=damage2/2; + if(skill_lv>9 && wflag==2) damage4+=damage2/4; + if(skill_lv>9 && wflag==3) damage4+=damage2/2; + damage2 +=damage4; + blewcount=0; + break; + case KN_BOWLINGBASH: // ボウリングバッシュ + damage = damage*(100+ 50*skill_lv)/100; + damage2 = damage2*(100+ 50*skill_lv)/100; + blewcount=0; + break; + case KN_AUTOCOUNTER: + if(battle_config.pc_auto_counter_type&1) + hitrate += 20; + else + hitrate = 1000000; + flag=(flag&~BF_SKILLMASK)|BF_NORMAL; + break; + case AS_SONICBLOW: // ソニックブロウ + hitrate+=30; // hitrate +30, thanks to midas + damage = damage*(300+ 50*skill_lv)/100; + damage2 = damage2*(300+ 50*skill_lv)/100; + div_=8; + break; + case TF_SPRINKLESAND: // 砂まき + damage = damage*125/100; + damage2 = damage2*125/100; + break; + case MC_CARTREVOLUTION: // カートレボリューション + if(sd->cart_max_weight > 0 && sd->cart_weight > 0) { + damage = (damage*(150 + pc_checkskill(sd,BS_WEAPONRESEARCH) + (sd->cart_weight*100/sd->cart_max_weight) ) )/100; + damage2 = (damage2*(150 + pc_checkskill(sd,BS_WEAPONRESEARCH) + (sd->cart_weight*100/sd->cart_max_weight) ) )/100; + } + else { + damage = (damage*150)/100; + damage2 = (damage2*150)/100; + } + break; + // 以下MOB + case NPC_COMBOATTACK: // 多段攻撃 + div_=skill_get_num(skill_num,skill_lv); + damage *= div_; + damage2 *= div_; + break; + case NPC_RANDOMATTACK: // ランダムATK攻撃 + damage = damage*(50+rand()%150)/100; + damage2 = damage2*(50+rand()%150)/100; + break; + // 属性攻撃(適当) + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + damage = damage*(100+25*skill_lv)/100; + damage2 = damage2*(100+25*skill_lv)/100; + break; + case NPC_GUIDEDATTACK: + hitrate = 1000000; + break; + case NPC_RANGEATTACK: + flag=(flag&~BF_RANGEMASK)|BF_LONG; + break; + case NPC_PIERCINGATT: + flag=(flag&~BF_RANGEMASK)|BF_SHORT; + break; + case RG_BACKSTAP: // バックスタブ + if(battle_config.backstab_bow_penalty == 1 && sd->status.weapon == 11){ + damage = (damage*(300+ 40*skill_lv)/100)/2; + damage2 = (damage2*(300+ 40*skill_lv)/100)/2; + }else{ + damage = damage*(300+ 40*skill_lv)/100; + damage2 = damage2*(300+ 40*skill_lv)/100; + } + hitrate = 1000000; + break; + case RG_RAID: // サプライズアタック + damage = damage*(100+ 40*skill_lv)/100; + damage2 = damage2*(100+ 40*skill_lv)/100; + break; + case RG_INTIMIDATE: // インティミデイト + damage = damage*(100+ 30*skill_lv)/100; + damage2 = damage2*(100+ 30*skill_lv)/100; + break; + case CR_SHIELDCHARGE: // シールドチャージ + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_SHORT; + s_ele = 0; + break; + case CR_SHIELDBOOMERANG: // シールドブーメラン + damage = damage*(100+ 30*skill_lv)/100; + damage2 = damage2*(100+ 30*skill_lv)/100; + flag=(flag&~BF_RANGEMASK)|BF_LONG; + s_ele = 0; + break; + case CR_HOLYCROSS: // ホーリークロス + damage = damage*(100+ 35*skill_lv)/100; + damage2 = damage2*(100+ 35*skill_lv)/100; + div_=2; + break; + case CR_GRANDCROSS: + hitrate= 1000000; + break; + case AM_DEMONSTRATION: // デモンストレーション + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + break; + case AM_ACIDTERROR: // アシッドテラー + damage = damage*(100+ 40*skill_lv)/100; + damage2 = damage2*(100+ 40*skill_lv)/100; + break; + case MO_FINGEROFFENSIVE: //指弾 + if(battle_config.finger_offensive_type == 0) { + damage = damage * (100 + 50 * skill_lv) / 100 * sd->spiritball_old; + damage2 = damage2 * (100 + 50 * skill_lv) / 100 * sd->spiritball_old; + div_ = sd->spiritball_old; + } + else { + damage = damage * (100 + 50 * skill_lv) / 100; + damage2 = damage2 * (100 + 50 * skill_lv) / 100; + div_ = 1; + } + break; + case MO_INVESTIGATE: // 発 勁 + if(def1 < 1000000) { + damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100; + damage2 = damage2*(100+ 75*skill_lv)/100 * (def1 + def2)/100; + } + hitrate = 1000000; + s_ele = 0; + s_ele_ = 0; + break; + case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 + damage = damage * (8 + ((sd->status.sp)/10)) + 250 + (skill_lv * 150); + damage2 = damage2 * (8 + ((sd->status.sp)/10)) + 250 + (skill_lv * 150); + sd->status.sp = 0; + clif_updatestatus(sd,SP_SP); + hitrate = 1000000; + s_ele = 0; + s_ele_ = 0; + break; + case MO_CHAINCOMBO: // 連打掌 + damage = damage*(150+ 50*skill_lv)/100; + damage2 = damage2*(150+ 50*skill_lv)/100; + div_=4; + break; + case MO_COMBOFINISH: // 猛龍拳 + damage = damage*(240+ 60*skill_lv)/100; + damage2 = damage2*(240+ 60*skill_lv)/100; + break; + case BA_MUSICALSTRIKE: // ミュージカルストライク + if(!sd->state.arrow_atk && sd->arrow_atk > 0) { + int arr = rand()%(sd->arrow_atk+1); + damage += arr; + damage2 += arr; + } + damage = damage*(100+ 50 * skill_lv)/100; + damage2 = damage2*(100+ 50 * skill_lv)/100; + if(sd->arrow_ele > 0) { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag=(flag&~BF_RANGEMASK)|BF_LONG; + sd->state.arrow_atk = 1; + break; + case DC_THROWARROW: // 矢撃ち + if(!sd->state.arrow_atk && sd->arrow_atk > 0) { + int arr = rand()%(sd->arrow_atk+1); + damage += arr; + damage2 += arr; + } + damage = damage*(100+ 50 * skill_lv)/100; + damage2 = damage2*(100+ 50 * skill_lv)/100; + if(sd->arrow_ele > 0) { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag=(flag&~BF_RANGEMASK)|BF_LONG; + sd->state.arrow_atk = 1; + break; + case CH_TIGERFIST: // 伏虎拳 + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + break; + case CH_CHAINCRUSH: // 連柱崩撃 + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + div_=skill_get_num(skill_num,skill_lv); + break; + case CH_PALMSTRIKE: // 猛虎硬派山 + damage = damage*(50+ 100*skill_lv)/100; + damage2 = damage2*(50+ 100*skill_lv)/100; + break; + case LK_SPIRALPIERCE: /* スパイラルピアース */ + damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に + damage2 = damage2*(100+ 50*skill_lv)/100; //増加量が分からないので適当に + div_=5; + if(tsd) + tsd->canmove_tick = gettick() + 1000; + else if(tmd) + tmd->canmove_tick = gettick() + 1000; + break; + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + damage = damage*(100+ 20*skill_lv)/100; + damage2 = damage2*(100+ 20*skill_lv)/100; + break; + case LK_JOINTBEAT: /* ジョイントビート */ + damage = damage*(50+ 10*skill_lv)/100; + damage2 = damage2*(50+ 10*skill_lv)/100; + break; + case ASC_METEORASSAULT: /* メテオアサルト */ + damage = damage*(40+ 40*skill_lv)/100; + damage2 = damage2*(40+ 40*skill_lv)/100; + break; + case SN_SHARPSHOOTING: /* シャープシューティング */ + damage += damage*(30*skill_lv)/100; + damage2 += damage2*(30*skill_lv)/100; + break; + case CG_ARROWVULCAN: /* アローバルカン */ + damage = damage*(160+40*skill_lv)/100; + damage2 = damage2*(160+40*skill_lv)/100; + div_=9; + break; + case AS_SPLASHER: /* ベナムスプラッシャー */ + damage = damage*(200+20*skill_lv+20*pc_checkskill(sd,AS_POISONREACT))/100; + damage2 = damage2*(200+20*skill_lv+20*pc_checkskill(sd,AS_POISONREACT))/100; + break; + case PA_SACRIFICE: + if(sd){ + int hp, mhp, damage3; + hp = battle_get_hp(src); + mhp = battle_get_max_hp(src); + damage3 = mhp*((skill_lv/2)+(50/100))/100; + damage = (((skill_lv*15)+90)/100)*damage3/100; + damage2 = (((skill_lv*15)+90)/100)*damage3/100; + } + break; + case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill) + if(sd){ + int damage3; + int mdef1=battle_get_mdef(target); + int mdef2=battle_get_mdef2(target); + int imdef_flag=0; + + damage = ((damage * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2; + damage2 = ((damage2 * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2; + damage3 = damage; + hitrate = 1000000; + + if(sd->ignore_mdef_ele & (1<ignore_mdef_race & (1<ignore_mdef_race & (1<<10)) + imdef_flag = 1; + } + else { + if(sd->ignore_mdef_race & (1<<11)) + imdef_flag = 1; + } + if(!imdef_flag){ + if(battle_config.magic_defense_type) { + damage3 = damage3 - (mdef1 * battle_config.magic_defense_type) - mdef2; + } + else{ + damage3 = (damage3*(100-mdef1))/100 - mdef2; + } + } + + if(damage3<1) + damage3=1; + + damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) ); + } + break; + } + } + if(da == 2) { //三段掌が発動しているか + type = 0x08; + div_ = 255; //三段掌用に… + damage = damage * (100 + 20 * pc_checkskill(sd, MO_TRIPLEATTACK)) / 100; + } + + if( skill_num!=NPC_CRITICALSLASH ){ + // 対 象の防御力によるダメージの減少 + // ディバインプロテクション(ここでいいのかな?) + if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視 + int t_def; + target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv); + if(battle_config.vit_penaly_type > 0) { + if(target_count >= battle_config.vit_penaly_count) { + if(battle_config.vit_penaly_type == 1) { + def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100; + } + else if(battle_config.vit_penaly_type == 2) { + def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num; + } + if(def1 < 0) def1 = 0; + if(def2 < 1) def2 = 1; + if(t_vit < 1) t_vit = 1; + } + } + t_def = def2*8/10; + vitbonusmax = (t_vit/20)*(t_vit/20)-1; + if(sd->ignore_def_ele & (1<ignore_def_race & (1<ignore_def_ele_ & (1<ignore_def_race_ & (1<ignore_def_race & (1<<10)) + idef_flag = 1; + if(sd->ignore_def_race_ & (1<<10)) + idef_flag_ = 1; + } + else { + if(sd->ignore_def_race & (1<<11)) + idef_flag = 1; + if(sd->ignore_def_race_ & (1<<11)) + idef_flag_ = 1; + } + + if(!idef_flag){ + if(battle_config.player_defense_type) { + damage = damage - (def1 * battle_config.player_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + else{ + damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + } + if(!idef_flag_){ + if(battle_config.player_defense_type) { + damage2 = damage2 - (def1 * battle_config.player_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + else{ + damage2 = damage2 * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); + } + } + } + } + } + // 精錬ダメージの追加 + if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { //DEF, VIT無視 + damage += battle_get_atk2(src); + damage2 += battle_get_atk_2(src); + } + if(skill_num == CR_SHIELDBOOMERANG) { + if(sd->equip_index[8] >= 0) { + int index = sd->equip_index[8]; + if(sd->inventory_data[index] && sd->inventory_data[index]->type == 5) { + damage += sd->inventory_data[index]->weight/10; + damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1); + } + } + } + if(skill_num == LK_SPIRALPIERCE) { /* スパイラルピアース */ + if(sd->equip_index[9] >= 0) { //重量で追加ダメージらしいのでシールドブーメランを参考に追加 + int index = sd->equip_index[9]; + if(sd->inventory_data[index] && sd->inventory_data[index]->type == 4) { + damage += (int)(double)(sd->inventory_data[index]->weight*(0.8*skill_lv*4/10)); + damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1); + } + } + } + + // 0未満だった場合1に補正 + if(damage<1) damage=1; + if(damage2<1) damage2=1; + + // スキル修正2(修練系) + // 修練ダメージ(右手のみ) ソニックブロー時は別処理(1撃に付き1/8適応) + if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != CR_GRANDCROSS) { //修練ダメージ無視 + damage = battle_addmastery(sd,target,damage,0); + damage2 = battle_addmastery(sd,target,damage2,1); + } + + if(sd->perfect_hit > 0) { + if(rand()%100 < sd->perfect_hit) + hitrate = 1000000; + } + + // 回避修正 + hitrate = (hitrate<5)?5:hitrate; + if( hitrate < 1000000 && // 必中攻撃 + (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中 + t_sc_data[SC_STAN].timer!=-1 || // スタンは必中 + t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) ) // 凍結は必中 + hitrate = 1000000; + if(type == 0 && rand()%100 >= hitrate) { + damage = damage2 = 0; + dmg_lv = ATK_FLEE; + } else { + dmg_lv = ATK_DEF; + } + // スキル修正3(武器研究) + if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) { + damage+= skill*2; + damage2+= skill*2; + } + //Advanced Katar Research by zanetheinsane + if(sd->weapontype1 == 0x10 || sd->weapontype2 == 0x10){ + if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) { + damage += (damage*((skill*2)+10)) / 100 ; + } + } + +//スキルによるダメージ補正ここまで + +//カードによるダメージ追加処理ここから + cardfix=100; + if(!sd->state.arrow_atk) { //弓矢以外 + if(!battle_config.left_cardfix_to_right) { //左手カード補正設定無し + cardfix=cardfix*(100+sd->addrace[t_race])/100; // 種族によるダメージ修正 + cardfix=cardfix*(100+sd->addele[t_ele])/100; // 属性によるダメージ修正 + cardfix=cardfix*(100+sd->addsize[t_size])/100; // サイズによるダメージ修正 + } + else { + cardfix=cardfix*(100+sd->addrace[t_race]+sd->addrace_[t_race])/100; // 種族によるダメージ修正(左手による追加あり) + cardfix=cardfix*(100+sd->addele[t_ele]+sd->addele_[t_ele])/100; // 属性によるダメージ修正(左手による追加あり) + cardfix=cardfix*(100+sd->addsize[t_size]+sd->addsize_[t_size])/100; // サイズによるダメージ修正(左手による追加あり) + } + } + else { //弓矢 + cardfix=cardfix*(100+sd->addrace[t_race]+sd->arrow_addrace[t_race])/100; // 種族によるダメージ修正(弓矢による追加あり) + cardfix=cardfix*(100+sd->addele[t_ele]+sd->arrow_addele[t_ele])/100; // 属性によるダメージ修正(弓矢による追加あり) + cardfix=cardfix*(100+sd->addsize[t_size]+sd->arrow_addsize[t_size])/100; // サイズによるダメージ修正(弓矢による追加あり) + } + if(t_mode & 0x20) { //ボス + if(!sd->state.arrow_atk) { //弓矢攻撃以外なら + if(!battle_config.left_cardfix_to_right) //左手カード補正設定無し + cardfix=cardfix*(100+sd->addrace[10])/100; //ボスモンスターに追加ダメージ + else //左手カード補正設定あり + cardfix=cardfix*(100+sd->addrace[10]+sd->addrace_[10])/100; //ボスモンスターに追加ダメージ(左手による追加あり) + } + else //弓矢攻撃 + cardfix=cardfix*(100+sd->addrace[10]+sd->arrow_addrace[10])/100; //ボスモンスターに追加ダメージ(弓矢による追加あり) + } + else { //ボスじゃない + if(!sd->state.arrow_atk) { //弓矢攻撃以外 + if(!battle_config.left_cardfix_to_right) //左手カード補正設定無し + cardfix=cardfix*(100+sd->addrace[11])/100; //ボス以外モンスターに追加ダメージ + else //左手カード補正設定あり + cardfix=cardfix*(100+sd->addrace[11]+sd->addrace_[11])/100; //ボス以外モンスターに追加ダメージ(左手による追加あり) + } + else + cardfix=cardfix*(100+sd->addrace[11]+sd->arrow_addrace[11])/100; //ボス以外モンスターに追加ダメージ(弓矢による追加あり) + } + //特定Class用補正処理(少女の日記→ボンゴン用?) + t_class = battle_get_class(target); + for(i=0;iadd_damage_class_count;i++) { + if(sd->add_damage_classid[i] == t_class) { + cardfix=cardfix*(100+sd->add_damage_classrate[i])/100; + break; + } + } + if(skill_num != CR_GRANDCROSS || !battle_config.gx_cardfix) + damage=damage*cardfix/100; //カード補正によるダメージ増加 +//カードによるダメージ増加処理ここまで + +//カードによるダメージ追加処理(左手)ここから + cardfix=100; + if(!battle_config.left_cardfix_to_right) { //左手カード補正設定無し + cardfix=cardfix*(100+sd->addrace_[t_race])/100; // 種族によるダメージ修正左手 + cardfix=cardfix*(100+sd->addele_[t_ele])/100; // 属 性によるダメージ修正左手 + cardfix=cardfix*(100+sd->addsize_[t_size])/100; // サイズによるダメージ修正左手 + if(t_mode & 0x20) //ボス + cardfix=cardfix*(100+sd->addrace_[10])/100; //ボスモンスターに追加ダメージ左手 + else + cardfix=cardfix*(100+sd->addrace_[11])/100; //ボス以外モンスターに追加ダメージ左手 + } + //特定Class用補正処理左手(少女の日記→ボンゴン用?) + for(i=0;iadd_damage_class_count_;i++) { + if(sd->add_damage_classid_[i] == t_class) { + cardfix=cardfix*(100+sd->add_damage_classrate_[i])/100; + break; + } + } + if(skill_num != CR_GRANDCROSS) damage2=damage2*cardfix/100; //カード補正による左手ダメージ増加 +//カードによるダメージ増加処理(左手)ここまで + +// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER) + if(skill_num == ASC_BREAKER) + damage3 = damage3 * cardfix / 100; + +//カードによるダメージ減衰処理ここから + if(tsd){ //対象がPCの場合 + cardfix=100; + cardfix=cardfix*(100-tsd->subrace[s_race])/100; // 種族によるダメージ耐性 + cardfix=cardfix*(100-tsd->subele[s_ele])/100; // 属性によるダメージ耐性 + if(battle_get_mode(src) & 0x20) + cardfix=cardfix*(100-tsd->subrace[10])/100; //ボスからの攻撃はダメージ減少 + else + cardfix=cardfix*(100-tsd->subrace[11])/100; //ボス以外からの攻撃はダメージ減少 + //特定Class用補正処理左手(少女の日記→ボンゴン用?) + for(i=0;iadd_def_class_count;i++) { + if(tsd->add_def_classid[i] == sd->status.class) { + cardfix=cardfix*(100-tsd->add_def_classrate[i])/100; + break; + } + } + if(flag&BF_LONG) + cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; //遠距離攻撃はダメージ減少(ホルンCとか) + if(flag&BF_SHORT) + cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; //近距離攻撃はダメージ減少(該当無し?) + damage=damage*cardfix/100; //カード補正によるダメージ減少 + damage2=damage2*cardfix/100; //カード補正による左手ダメージ減少 + } +//カードによるダメージ減衰処理ここまで + +//対象にステータス異常がある場合のダメージ減算処理ここから + if(t_sc_data) { + cardfix=100; + if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) //ディフェンダー状態で遠距離攻撃 + cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; //ディフェンダーによる減衰 + if(cardfix != 100) { + damage=damage*cardfix/100; //ディフェンダー補正によるダメージ減少 + damage2=damage2*cardfix/100; //ディフェンダー補正による左手ダメージ減少 + } + if(t_sc_data[SC_ASSUMPTIO].timer != -1){ //アスムプティオ + if(!map[target->m].flag.pvp){ + damage=damage/3; + damage2=damage2/3; + }else{ + damage=damage/2; + damage2=damage2/2; + } + } + } +//対象にステータス異常がある場合のダメージ減算処理ここまで + + if(damage < 0) damage = 0; + if(damage2 < 0) damage2 = 0; + + // 属 性の適用 + damage=battle_attr_fix(damage,s_ele, battle_get_element(target) ); + damage2=battle_attr_fix(damage2,s_ele_, battle_get_element(target) ); + + // 星のかけら、気球の適用 + damage += sd->star; + damage2 += sd->star_; + damage += sd->spiritball*3; + damage2 += sd->spiritball*3; + + if(sc_data && sc_data[SC_AURABLADE].timer!=-1){ /* オーラブレード 必中 */ + damage += sc_data[SC_AURABLADE].val1 * 10; + damage2 += sc_data[SC_AURABLADE].val1 * 10; + } + if(skill_num==PA_PRESSURE){ /* プレッシャー 必中? */ + damage = 700+100*skill_lv; + damage2 = 700+100*skill_lv; + } + + // >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ! + // >map_session_data に左手ダメージ(atk,atk2)追加して + // >pc_calcstatus()でやるべきかな? + // map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して + // pc_calcstatus()でデータを入力しています + + //左手のみ武器装備 + if(sd->weapontype1 == 0 && sd->weapontype2 > 0) { + damage = damage2; + damage2 = 0; + } + // 右手、左手修練の適用 + if(sd->status.weapon > 16) {// 二刀流か? + int dmg = damage, dmg2 = damage2; + // 右手修練(60% 〜 100%) 右手全般 + skill = pc_checkskill(sd,AS_RIGHT); + damage = damage * (50 + (skill * 10))/100; + if(dmg > 0 && damage < 1) damage = 1; + // 左手修練(40% 〜 80%) 左手全般 + skill = pc_checkskill(sd,AS_LEFT); + damage2 = damage2 * (30 + (skill * 10))/100; + if(dmg2 > 0 && damage2 < 1) damage2 = 1; + } + else //二刀流でなければ左手ダメージは0 + damage2 = 0; + + // 右手,短剣のみ + if(da == 1) { //ダブルアタックが発動しているか + div_ = 2; + damage += damage; + type = 0x08; + } + + if(sd->status.weapon == 16) { + // カタール追撃ダメージ + skill = pc_checkskill(sd,TF_DOUBLE); + damage2 = damage * (1 + (skill * 2))/100; + if(damage > 0 && damage2 < 1) damage2 = 1; + } + + // インベナム修正 + if(skill_num==TF_POISON){ + damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) ); + } + if(skill_num==MC_CARTREVOLUTION){ + damage = battle_attr_fix(damage, 0, battle_get_element(target) ); + } + + // 完全回避の判定 + if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ){ + damage=damage2=0; + type=0x0b; + dmg_lv = ATK_LUCKY; + } + + // 対象が完全回避をする設定がONなら + if(battle_config.enemy_perfect_flee) { + if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ) { + damage=damage2=0; + type=0x0b; + dmg_lv = ATK_LUCKY; + } + } + + //MobのModeに頑強フラグが立っているときの処理 + if(t_mode&0x40){ + if(damage > 0) + damage = 1; + if(damage2 > 0) + damage2 = 1; + } + + //bNoWeaponDamage(設定アイテム無し?)でグランドクロスじゃない場合はダメージが0 + if( tsd && tsd->special_state.no_weapon_damage && skill_num != CR_GRANDCROSS) + damage = damage2 = 0; + + if(skill_num != CR_GRANDCROSS && (damage > 0 || damage2 > 0) ) { + if(damage2<1) // ダメージ最終修正 + damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag); + else if(damage<1) // 右手がミス? + damage2=battle_calc_damage(src,target,damage2,div_,skill_num,skill_lv,flag); + else { // 両 手/カタールの場合はちょっと計算ややこしい + int d1=damage+damage2,d2=damage2; + damage=battle_calc_damage(src,target,damage+damage2,div_,skill_num,skill_lv,flag); + damage2=(d2*100/d1)*damage/100; + if(damage > 1 && damage2 < 1) damage2=1; + damage-=damage2; + } + } + + /* For executioner card [Valaris] */ + if(src->type == BL_PC && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per > 0 && skill_num == 0 ){ + if(rand()%100 < sd->random_attack_increase_per){ + if(damage >0) damage*=sd->random_attack_increase_add/100; + if(damage2 >0) damage2*=sd->random_attack_increase_add/100; + } + } + /* End addition */ + +// -- moonsoul (final combination of phys, mag damage for ASC_BREAKER) + if(skill_num == ASC_BREAKER) { + damage += damage3; + damage2 += damage3; + } + + wd.damage=damage; + wd.damage2=damage2; + wd.type=type; + wd.div_=div_; + wd.amotion=battle_get_amotion(src); + if(skill_num == KN_AUTOCOUNTER) + wd.amotion >>= 1; + wd.dmotion=battle_get_dmotion(target); + wd.blewcount=blewcount; + wd.flag=flag; + wd.dmg_lv=dmg_lv; + + return wd; +} + +/*========================================== + * 武器ダメージ計算 + *------------------------------------------ + */ +struct Damage battle_calc_weapon_attack( + struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +{ + struct Damage wd; + + //return前の処理があるので情報出力部のみ変更 + if (src == NULL || target == NULL) { + nullpo_info(NLP_MARK); + memset(&wd,0,sizeof(wd)); + return wd; + } + + if(target->type == BL_PET) + memset(&wd,0,sizeof(wd)); + + else if(src->type == BL_PC) + wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag); + else if(src->type == BL_MOB) + wd = battle_calc_mob_weapon_attack(src,target,skill_num,skill_lv,wflag); + else if(src->type == BL_PET) + wd = battle_calc_pet_weapon_attack(src,target,skill_num,skill_lv,wflag); + else + memset(&wd,0,sizeof(wd)); + + if(battle_config.equipment_breaking && src->type==BL_PC && (wd.damage > 0 || wd.damage2 > 0)) { + struct map_session_data *sd=(struct map_session_data *)src; + int breakrate=1; + if(sd->status.weapon && sd->status.weapon!=11) { + if(target->type == BL_PC && sd->sc_data[SC_MELTDOWN].timer!=-1){ + breakrate+=100*sd->sc_data[SC_MELTDOWN].val1; + if(rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) + pc_breakweapon((struct map_session_data *)target); + } + if(sd->sc_data[SC_OVERTHRUST].timer!=-1) + breakrate+=20*sd->sc_data[SC_OVERTHRUST].val1; + if(wd.type==0x0a) + breakrate*=2; + if(rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) { + if(pc_breakweapon(sd)==1) + wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag); + } + } + } + + if (battle_config.equipment_breaking && target->type == BL_PC && (wd.damage > 0 || wd.damage2 > 0)) { + int breakrate=1; + if(src->type==BL_PC && ((struct map_session_data *)src)->sc_data[SC_MELTDOWN].timer!=-1) breakrate+=70*((struct map_session_data *)src)->sc_data[SC_MELTDOWN].val1; + if (wd.type==0x0a) + breakrate*=2; + if (rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) { + pc_breakarmor((struct map_session_data *)target); + } + } + + return wd; +} + +/*========================================== + * 魔法ダメージ計算 + *------------------------------------------ + */ +struct Damage battle_calc_magic_attack( + struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) + { + int mdef1=battle_get_mdef(target); + int mdef2=battle_get_mdef2(target); + int matk1,matk2,damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv),rdamage = 0; + struct Damage md; + int aflag; + int normalmagic_flag=1; + int ele=0,race=7,t_ele=0,t_race=7,t_mode = 0,cardfix,t_class,i; + struct map_session_data *sd=NULL,*tsd=NULL; + struct mob_data *tmd = NULL; + + + //return前の処理があるので情報出力部のみ変更 + if( bl == NULL || target == NULL ){ + nullpo_info(NLP_MARK); + memset(&md,0,sizeof(md)); + return md; + } + + if(target->type == BL_PET) { + memset(&md,0,sizeof(md)); + return md; + } + + matk1=battle_get_matk1(bl); + matk2=battle_get_matk2(bl); + ele = skill_get_pl(skill_num); + race = battle_get_race(bl); + t_ele = battle_get_elem_type(target); + t_race = battle_get_race(target); + t_mode = battle_get_mode(target); + +#define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); } + + if( bl->type==BL_PC && (sd=(struct map_session_data *)bl) ){ + sd->state.attack_type = BF_MAGIC; + if(sd->matk_rate != 100) + MATK_FIX(sd->matk_rate,100); + sd->state.arrow_atk = 0; + } + if( target->type==BL_PC ) + tsd=(struct map_session_data *)target; + else if( target->type==BL_MOB ) + tmd=(struct mob_data *)target; + + aflag=BF_MAGIC|BF_LONG|BF_SKILL; + + if(skill_num > 0){ + switch(skill_num){ // 基本ダメージ計算(スキルごとに処理) + // ヒールor聖体 + case AL_HEAL: + case PR_BENEDICTIO: + damage = skill_calc_heal(bl,skill_lv)/2; + normalmagic_flag=0; + break; + case PR_ASPERSIO: /* アスペルシオ */ + damage = 40; //固定ダメージ + normalmagic_flag=0; + break; + case PR_SANCTUARY: // サンクチュアリ + damage = (skill_lv>6)?388:skill_lv*50; + normalmagic_flag=0; + blewcount|=0x10000; + break; + case ALL_RESURRECTION: + case PR_TURNUNDEAD: // 攻撃リザレクションとターンアンデッド + if(target->type != BL_PC && battle_check_undead(t_race,t_ele)){ + int hp, mhp, thres; + hp = battle_get_hp(target); + mhp = battle_get_max_hp(target); + thres = (skill_lv * 20) + battle_get_luk(bl)+ + battle_get_int(bl) + battle_get_lv(bl)+ + ((200 - hp * 200 / mhp)); + if(thres > 700) thres = 700; +// if(battle_config.battle_log) +// printf("ターンアンデッド! 確率%d ‰(千分率)\n", thres); + if(rand()%1000 < thres && !(t_mode&0x20)) // 成功 + damage = hp; + else // 失敗 + damage = battle_get_lv(bl) + battle_get_int(bl) + skill_lv * 10; + } + normalmagic_flag=0; + break; + + case MG_NAPALMBEAT: // ナパームビート(分散計算込み) + MATK_FIX(70+ skill_lv*10,100); + if(flag>0){ + MATK_FIX(1,flag); + }else { + if(battle_config.error_log) + printf("battle_calc_magic_attack(): napam enemy count=0 !\n"); + } + break; + case MG_FIREBALL: // ファイヤーボール + { + const int drate[]={100,90,70}; + if(flag>2) + matk1=matk2=0; + else + MATK_FIX( (95+skill_lv*5)*drate[flag] ,10000 ); + } + break; + case MG_FIREWALL: // ファイヤーウォール +/* + if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PCは火属性でも飛ぶ?そもそもダメージ受ける? + blewcount |= 0x10000; + else + blewcount = 0; +*/ + if((t_ele==3 || battle_check_undead(t_race,t_ele)) && target->type!=BL_PC) + blewcount = 0; + else + blewcount |= 0x10000; + MATK_FIX( 1,2 ); + break; + case MG_THUNDERSTORM: // サンダーストーム + MATK_FIX( 80,100 ); + break; + case MG_FROSTDIVER: // フロストダイバ + MATK_FIX( 100+skill_lv*10, 100); + break; + case WZ_FROSTNOVA: // フロストダイバ + MATK_FIX( ((100+skill_lv*10)*(2/3)), 100); + break; + case WZ_FIREPILLAR: // ファイヤーピラー + if(mdef1 < 1000000) + mdef1=mdef2=0; // MDEF無視 + MATK_FIX( 1,5 ); + matk1+=50; + matk2+=50; + break; + case WZ_SIGHTRASHER: + MATK_FIX( 100+skill_lv*20, 100); + break; + case WZ_METEOR: + case WZ_JUPITEL: // ユピテルサンダー + break; + case WZ_VERMILION: // ロードオブバーミリオン + MATK_FIX( skill_lv*20+80, 100 ); + break; + case WZ_WATERBALL: // ウォーターボール + //matk1+= skill_lv*30; + //matk2+= skill_lv*30; + MATK_FIX( 100+skill_lv*30, 100 ); + break; + case WZ_STORMGUST: // ストームガスト + MATK_FIX( skill_lv*40+100 ,100 ); + blewcount|=0x10000; + break; + case AL_HOLYLIGHT: // ホーリーライト + MATK_FIX( 125,100 ); + break; + case AL_RUWACH: + MATK_FIX( 145,100 ); + break; + case HW_NAPALMVULCAN: // ナパームビート(分散計算込み) + MATK_FIX(70+ skill_lv*10,100); + if(flag>0){ + MATK_FIX(1,flag); + }else { + if(battle_config.error_log) + printf("battle_calc_magic_attack(): napalmvulcan enemy count=0 !\n"); + } + break; + } + } + + if(normalmagic_flag){ // 一般魔法ダメージ計算 + int imdef_flag=0; + if(matk1>matk2) + damage= matk2+rand()%(matk1-matk2+1); + else + damage= matk2; + if(sd) { + if(sd->ignore_mdef_ele & (1<ignore_mdef_race & (1<ignore_mdef_race & (1<<10)) + imdef_flag = 1; + } + else { + if(sd->ignore_mdef_race & (1<<11)) + imdef_flag = 1; + } + } + if(!imdef_flag){ + if(battle_config.magic_defense_type) { + damage = damage - (mdef1 * battle_config.magic_defense_type) - mdef2; + } + else{ + damage = (damage*(100-mdef1))/100 - mdef2; + } + } + + if(damage<1) + damage=1; + } + + if(sd) { + cardfix=100; + cardfix=cardfix*(100+sd->magic_addrace[t_race])/100; + cardfix=cardfix*(100+sd->magic_addele[t_ele])/100; + if(t_mode & 0x20) + cardfix=cardfix*(100+sd->magic_addrace[10])/100; + else + cardfix=cardfix*(100+sd->magic_addrace[11])/100; + t_class = battle_get_class(target); + for(i=0;iadd_magic_damage_class_count;i++) { + if(sd->add_magic_damage_classid[i] == t_class) { + cardfix=cardfix*(100+sd->add_magic_damage_classrate[i])/100; + break; + } + } + damage=damage*cardfix/100; + } + + if( tsd ){ + int s_class = battle_get_class(bl); + cardfix=100; + cardfix=cardfix*(100-tsd->subele[ele])/100; // 属 性によるダメージ耐性 + cardfix=cardfix*(100-tsd->subrace[race])/100; // 種族によるダメージ耐性 + cardfix=cardfix*(100-tsd->magic_subrace[race])/100; + if(battle_get_mode(bl) & 0x20) + cardfix=cardfix*(100-tsd->magic_subrace[10])/100; + else + cardfix=cardfix*(100-tsd->magic_subrace[11])/100; + for(i=0;iadd_mdef_class_count;i++) { + if(tsd->add_mdef_classid[i] == s_class) { + cardfix=cardfix*(100-tsd->add_mdef_classrate[i])/100; + break; + } + } + cardfix=cardfix*(100-tsd->magic_def_rate)/100; + damage=damage*cardfix/100; + } + if(damage < 0) damage = 0; + + damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属 性修正 + + if(skill_num == CR_GRANDCROSS) { // グランドクロス + struct Damage wd; + wd=battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); + damage = (damage + wd.damage) * (100 + 40*skill_lv)/100; + if(battle_config.gx_dupele) damage=battle_attr_fix(damage, ele, battle_get_element(target) ); //属性2回かかる + if(bl==target) damage=damage/2; //反動は半分 + } + + div_=skill_get_num( skill_num,skill_lv ); + + if(div_>1 && skill_num != WZ_VERMILION) + damage*=div_; + +// if(mdef1 >= 1000000 && damage > 0) + if(t_mode&0x40 && damage > 0) + damage = 1; + + if( tsd && tsd->special_state.no_magic_damage) { + if (battle_config.gtb_pvp_only != 0) { // [MouseJstr] + if ((map[target->m].flag.pvp || map[target->m].flag.gvg) && target->type==BL_PC) + damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100; + } else + damage=0; // 黄 金蟲カード(魔法ダメージ0) + } + + damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正 + + /* magic_damage_return by [AppleGirl] and [Valaris] */ + if( target->type==BL_PC && tsd && tsd->magic_damage_return > 0 ){ + rdamage += damage * tsd->magic_damage_return / 100; + if(rdamage < 1) rdamage = 1; + clif_damage(target,bl,gettick(),0,0,rdamage,0,0,0); + battle_damage(target,bl,rdamage,0); + } + /* end magic_damage_return */ + + md.damage=damage; + md.div_=div_; + md.amotion=battle_get_amotion(bl); + md.dmotion=battle_get_dmotion(target); + md.damage2=0; + md.type=0; + md.blewcount=blewcount; + md.flag=aflag; + + return md; +} + +/*========================================== + * その他ダメージ計算 + *------------------------------------------ + */ +struct Damage battle_calc_misc_attack( + struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) +{ + int int_=battle_get_int(bl); +// int luk=battle_get_luk(bl); + int dex=battle_get_dex(bl); + int skill,ele,race,cardfix; + struct map_session_data *sd=NULL,*tsd=NULL; + int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv); + struct Damage md; + int damagefix=1; + + int aflag=BF_MISC|BF_LONG|BF_SKILL; + + //return前の処理があるので情報出力部のみ変更 + if( bl == NULL || target == NULL ){ + nullpo_info(NLP_MARK); + memset(&md,0,sizeof(md)); + return md; + } + + if(target->type == BL_PET) { + memset(&md,0,sizeof(md)); + return md; + } + + if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) { + sd->state.attack_type = BF_MISC; + sd->state.arrow_atk = 0; + } + + if( target->type==BL_PC ) + tsd=(struct map_session_data *)target; + + switch(skill_num){ + + case HT_LANDMINE: // ランドマイン + damage=skill_lv*(dex+75)*(100+int_)/100; + break; + + case HT_BLASTMINE: // ブラストマイン + damage=skill_lv*(dex/2+50)*(100+int_)/100; + break; + + case HT_CLAYMORETRAP: // クレイモアートラップ + damage=skill_lv*(dex/2+75)*(100+int_)/100; + break; + + case HT_BLITZBEAT: // ブリッツビート + if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) + skill=0; + damage=(dex/10+int_/2+skill*3+40)*2; + if(flag > 1) + damage /= flag; + break; + + case TF_THROWSTONE: // 石投げ + damage=50; + damagefix=0; + break; + + case BA_DISSONANCE: // 不協和音 + damage=(skill_lv)*20+pc_checkskill(sd,BA_MUSICALLESSON)*3; + break; + + case NPC_SELFDESTRUCTION: // 自爆 + damage=battle_get_hp(bl)-(bl==target?1:0); + damagefix=0; + break; + + case NPC_SMOKING: // タバコを吸う + damage=3; + damagefix=0; + break; + + case NPC_DARKBREATH: + { + struct status_change *sc_data = battle_get_sc_data(target); + int hitrate=battle_get_hit(bl) - battle_get_flee(target) + 80; + hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); + if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 || + sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) ) + hitrate = 1000000; + if(rand()%100 < hitrate) { + damage = 500 + (skill_lv-1)*1000 + rand()%1000; + if(damage > 9999) damage = 9999; + } + } + break; + case SN_FALCONASSAULT: /* ファルコンアサルト */ + skill = pc_checkskill(sd,HT_BLITZBEAT); + damage=(100+50*skill_lv+(dex/10+int_/2+skill*3+40)*2); + break; + } + + ele = skill_get_pl(skill_num); + race = battle_get_race(bl); + + if(damagefix){ + if(damage<1 && skill_num != NPC_DARKBREATH) + damage=1; + + if( tsd ){ + cardfix=100; + cardfix=cardfix*(100-tsd->subele[ele])/100; // 属性によるダメージ耐性 + cardfix=cardfix*(100-tsd->subrace[race])/100; // 種族によるダメージ耐性 + cardfix=cardfix*(100-tsd->misc_def_rate)/100; + damage=damage*cardfix/100; + } + if(damage < 0) damage = 0; + damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属性修正 + } + + div_=skill_get_num( skill_num,skill_lv ); + if(div_>1) + damage*=div_; + + if(damage > 0 && (damage < div_ || (battle_get_def(target) >= 1000000 && battle_get_mdef(target) >= 1000000) ) ) { + damage = div_; + } + + damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正 + + md.damage=damage; + md.div_=div_; + md.amotion=battle_get_amotion(bl); + md.dmotion=battle_get_dmotion(target); + md.damage2=0; + md.type=0; + md.blewcount=blewcount; + md.flag=aflag; + return md; + +} +/*========================================== + * ダメージ計算一括処理用 + *------------------------------------------ + */ +struct Damage battle_calc_attack( int attack_type, + struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) +{ + struct Damage d; + switch(attack_type){ + case BF_WEAPON: + return battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); + case BF_MAGIC: + return battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag); + case BF_MISC: + return battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag); + default: + if(battle_config.error_log) + printf("battle_calc_attack: unknwon attack type ! %d\n",attack_type); + break; + } + return d; +} +/*========================================== + * 通常攻撃処理まとめ + *------------------------------------------ + */ +int battle_weapon_attack( struct block_list *src,struct block_list *target, + unsigned int tick,int flag) +{ + struct map_session_data *sd=NULL; + struct status_change *sc_data = battle_get_sc_data(src),*t_sc_data=battle_get_sc_data(target); + short *opt1; + int race = 7, ele = 0; + int damage,rdamage = 0; + struct Damage wd; + + nullpo_retr(0, src); + nullpo_retr(0, target); + + if(src->type == BL_PC) + sd = (struct map_session_data *)src; + + if(src->prev == NULL || target->prev == NULL) + return 0; + if(src->type == BL_PC && pc_isdead(sd)) + return 0; + if(target->type == BL_PC && pc_isdead((struct map_session_data *)target)) + return 0; + + opt1=battle_get_opt1(src); + if(opt1 && *opt1 > 0) { + battle_stopattack(src); + return 0; + } + if(sc_data && sc_data[SC_BLADESTOP].timer!=-1){ + battle_stopattack(src); + return 0; + } + + race = battle_get_race(target); + ele = battle_get_elem_type(target); + if(battle_check_target(src,target,BCT_ENEMY) > 0 && + battle_check_range(src,target,0)){ + // 攻撃対象となりうるので攻撃 + if(sd && sd->status.weapon == 11) { + if(sd->equip_index[10] >= 0) { + if(battle_config.arrow_decrement) + pc_delitem(sd,sd->equip_index[10],1,0); + } + else { + clif_arrow_fail(sd,0); + return 0; + } + } + if(flag&0x8000) { + if(sd && battle_config.pc_attack_direction_change) + sd->dir = sd->head_dir = map_calc_dir(src, target->x,target->y ); + else if(src->type == BL_MOB && battle_config.monster_attack_direction_change) + ((struct mob_data *)src)->dir = map_calc_dir(src, target->x,target->y ); + wd=battle_calc_weapon_attack(src,target,KN_AUTOCOUNTER,flag&0xff,0); + } + else + wd=battle_calc_weapon_attack(src,target,0,0,0); + if((damage = wd.damage + wd.damage2) > 0 && src != target) { + if(wd.flag&BF_SHORT) { + if(target->type == BL_PC) { + struct map_session_data *tsd = (struct map_session_data *)target; + if(tsd && tsd->short_weapon_damage_return > 0) { + rdamage += damage * tsd->short_weapon_damage_return / 100; + if(rdamage < 1) rdamage = 1; + } + } + if(t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1) { + rdamage += damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100; + if(rdamage < 1) rdamage = 1; + } + } + else if(wd.flag&BF_LONG) { + if(target->type == BL_PC) { + struct map_session_data *tsd = (struct map_session_data *)target; + if(tsd && tsd->long_weapon_damage_return > 0) { + rdamage += damage * tsd->long_weapon_damage_return / 100; + if(rdamage < 1) rdamage = 1; + } + } + } + if(rdamage > 0) + clif_damage(src,src,tick, wd.amotion,0,rdamage,1,4,0); + } + + if (wd.div_ == 255 && sd) { //三段掌 + int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); + int skilllv; + if(wd.damage+wd.damage2 < battle_get_hp(target)) { + if((skilllv = pc_checkskill(sd, MO_CHAINCOMBO)) > 0) + delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 + + skill_status_change_start(src,SC_COMBO,MO_TRIPLEATTACK,skilllv,0,0,delay,0); + } + sd->attackabletime = sd->canmove_tick = tick + delay; + clif_combo_delay(src,delay); + clif_skill_damage(src , target , tick , wd.amotion , wd.dmotion , + wd.damage , 3 , MO_TRIPLEATTACK, pc_checkskill(sd,MO_TRIPLEATTACK) , -1 ); + } + else { + clif_damage(src,target,tick, wd.amotion, wd.dmotion, + wd.damage, wd.div_ , wd.type, wd.damage2); + //二刀流左手とカタール追撃のミス表示(無理やり〜) + if(sd && sd->status.weapon >= 16 && wd.damage2 == 0) + clif_damage(src,target,tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0); + } + if(sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0) ) + skill_castend_damage_id(src,target,0,-1,tick,0); + map_freeblock_lock(); + battle_damage(src,target,(wd.damage+wd.damage2),0); + if(target->prev != NULL && + (target->type != BL_PC || (target->type == BL_PC && !pc_isdead((struct map_session_data *)target) ) ) ) { + if(wd.damage > 0 || wd.damage2 > 0) { + skill_additional_effect(src,target,0,0,BF_WEAPON,tick); + if(sd) { + if(sd->weapon_coma_ele[ele] > 0 && rand()%10000 < sd->weapon_coma_ele[ele]) + battle_damage(src,target,battle_get_max_hp(target),1); + if(sd->weapon_coma_race[race] > 0 && rand()%10000 < sd->weapon_coma_race[race]) + battle_damage(src,target,battle_get_max_hp(target),1); + if(battle_get_mode(target) & 0x20) { + if(sd->weapon_coma_race[10] > 0 && rand()%10000 < sd->weapon_coma_race[10]) + battle_damage(src,target,battle_get_max_hp(target),1); + } + else { + if(sd->weapon_coma_race[11] > 0 && rand()%10000 < sd->weapon_coma_race[11]) + battle_damage(src,target,battle_get_max_hp(target),1); + } + } + } + } + if(sc_data && sc_data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc_data[SC_AUTOSPELL].val4) { + int skilllv=sc_data[SC_AUTOSPELL].val3,i,f=0; + i = rand()%100; + if(i >= 50) skilllv -= 2; + else if(i >= 15) skilllv--; + if(skilllv < 1) skilllv = 1; + if(sd) { + int sp = skill_get_sp(sc_data[SC_AUTOSPELL].val2,skilllv)*2/3; + if(sd->status.sp >= sp) { + if((i=skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) || i == 32) + f = skill_castend_pos2(src,target->x,target->y,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + else { + switch( skill_get_nk(sc_data[SC_AUTOSPELL].val2) ) { + case 0: case 2: + f = skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + break; + case 1:/* 支援系 */ + if((sc_data[SC_AUTOSPELL].val2==AL_HEAL || (sc_data[SC_AUTOSPELL].val2==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele)) + f = skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + else + f = skill_castend_nodamage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + break; + } + } + if(!f) pc_heal(sd,0,-sp); + } + } + else { + if((i=skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) || i == 32) + skill_castend_pos2(src,target->x,target->y,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + else { + switch( skill_get_nk(sc_data[SC_AUTOSPELL].val2) ) { + case 0: case 2: + skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + break; + case 1:/* 支援系 */ + if((sc_data[SC_AUTOSPELL].val2==AL_HEAL || (sc_data[SC_AUTOSPELL].val2==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele)) + skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + else + skill_castend_nodamage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); + break; + } + } + } + } + if(sd) { + if(sd->autospell_id > 0 && sd->autospell_lv > 0 && rand()%100 < sd->autospell_rate) { + int skilllv=sd->autospell_lv,i,f=0,sp; + i = rand()%100; + if(i >= 50) skilllv -= 2; + else if(i >= 15) skilllv--; + if(skilllv < 1) skilllv = 1; + sp = skill_get_sp(sd->autospell_id,skilllv)*2/3; + if(sd->status.sp >= sp) { + if((i=skill_get_inf(sd->autospell_id) == 2) || i == 32) + f = skill_castend_pos2(src,target->x,target->y,sd->autospell_id,skilllv,tick,flag); + else { + switch( skill_get_nk(sd->autospell_id) ) { + case 0: case 2: + f = skill_castend_damage_id(src,target,sd->autospell_id,skilllv,tick,flag); + break; + case 1:/* 支援系 */ + if((sd->autospell_id==AL_HEAL || (sd->autospell_id==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele)) + f = skill_castend_damage_id(src,target,sd->autospell_id,skilllv,tick,flag); + else + f = skill_castend_nodamage_id(src,target,sd->autospell_id,skilllv,tick,flag); + break; + } + } + if(!f) pc_heal(sd,0,-sp); + } + } + if(wd.flag&BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) { + int hp = 0,sp = 0; + if(sd->hp_drain_rate && sd->hp_drain_per > 0 && wd.damage > 0 && rand()%100 < sd->hp_drain_rate) { + hp += (wd.damage * sd->hp_drain_per)/100; + if(sd->hp_drain_rate > 0 && hp < 1) hp = 1; + else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1; + } + if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && wd.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) { + hp += (wd.damage2 * sd->hp_drain_per_)/100; + if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1; + else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1; + } + if(sd->sp_drain_rate && sd->sp_drain_per > 0 && wd.damage > 0 && rand()%100 < sd->sp_drain_rate) { + sp += (wd.damage * sd->sp_drain_per)/100; + if(sd->sp_drain_rate > 0 && sp < 1) sp = 1; + else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1; + } + if(sd->sp_drain_rate_ && sd->sp_drain_per_ > 0 && wd.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) { + sp += (wd.damage2 * sd->sp_drain_per_)/100; + if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1; + else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1; + } + if(hp || sp) pc_heal(sd,hp,sp); + } + } + + if(rdamage > 0) + battle_damage(target,src,rdamage,0); + if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1 && t_sc_data[SC_AUTOCOUNTER].val4 > 0) { + if(t_sc_data[SC_AUTOCOUNTER].val3 == src->id) + battle_weapon_attack(target,src,tick,0x8000|t_sc_data[SC_AUTOCOUNTER].val1); + skill_status_change_end(target,SC_AUTOCOUNTER,-1); + } + if(t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1){ + int lv = t_sc_data[SC_BLADESTOP_WAIT].val1; + skill_status_change_end(target,SC_BLADESTOP_WAIT,-1); + skill_status_change_start(src,SC_BLADESTOP,lv,1,(int)src,(int)target,skill_get_time2(MO_BLADESTOP,lv),0); + skill_status_change_start(target,SC_BLADESTOP,lv,2,(int)target,(int)src,skill_get_time2(MO_BLADESTOP,lv),0); + } + if(t_sc_data && t_sc_data[SC_SPLASHER].timer!=-1) //殴ったので対象のベナムスプラッシャー状態を解除 + skill_status_change_end(target,SC_SPLASHER,-1); + + map_freeblock_unlock(); + } + return wd.dmg_lv; +} + +int battle_check_undead(int race,int element) +{ + if(battle_config.undead_detect_type == 0) { + if(element == 9) + return 1; + } + else if(battle_config.undead_detect_type == 1) { + if(race == 1) + return 1; + } + else { + if(element == 9 || race == 1) + return 1; + } + return 0; +} + +/*========================================== + * 敵味方判定(1=肯定,0=否定,-1=エラー) + * flag&0xf0000 = 0x00000:敵じゃないか判定(ret:1=敵ではない) + * = 0x10000:パーティー判定(ret:1=パーティーメンバ) + * = 0x20000:全て(ret:1=敵味方両方) + * = 0x40000:敵か判定(ret:1=敵) + * = 0x50000:パーティーじゃないか判定(ret:1=パーティでない) + *------------------------------------------ + */ +int battle_check_target( struct block_list *src, struct block_list *target,int flag) +{ + int s_p,s_g,t_p,t_g; + struct block_list *ss=src; + + nullpo_retr(0, src); + nullpo_retr(0, target); + + if( flag&0x40000 ){ // 反転フラグ + int ret=battle_check_target(src,target,flag&0x30000); + if(ret!=-1) + return !ret; + return -1; + } + + if( flag&0x20000 ){ + if( target->type==BL_MOB || target->type==BL_PC ) + return 1; + else + return -1; + } + + if(src->type == BL_SKILL && target->type == BL_SKILL) // 対象がスキルユニットなら無条件肯定 + return -1; + + if(target->type == BL_PC && ((struct map_session_data *)target)->invincible_timer != -1) + return -1; + + if(target->type == BL_SKILL) { + switch(((struct skill_unit *)target)->group->unit_id){ + case 0x8d: + case 0x8f: + case 0x98: + return 0; + break; + } + } + + if(target->type == BL_PET) + return -1; + + // スキルユニットの場合、親を求める + if( src->type==BL_SKILL) { + int inf2 = skill_get_inf2(((struct skill_unit *)src)->group->skill_id); + if( (ss=map_id2bl( ((struct skill_unit *)src)->group->src_id))==NULL ) + return -1; + if(ss->prev == NULL) + return -1; + if(inf2&0x80 && + (map[src->m].flag.pvp || pc_iskiller((struct map_session_data *)src, (struct map_session_data *)target)) && // [MouseJstr] + !(target->type == BL_PC && pc_isinvisible((struct map_session_data *)target))) + return 0; + if(ss == target) { + if(inf2&0x100) + return 0; + if(inf2&0x200) + return -1; + } + } + // Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める + if( src->type==BL_MOB ){ + struct mob_data *md=(struct mob_data *)src; + if(md && md->master_id>0){ + if(md->master_id==target->id) // 主なら肯定 + return 1; + if(md->state.special_mob_ai){ + if(target->type==BL_MOB){ //special_mob_aiで対象がMob + struct mob_data *tmd=(struct mob_data *)target; + if(tmd){ + if(tmd->master_id != md->master_id) //召喚主が一緒でなければ否定 + return 0; + else{ //召喚主が一緒なので肯定したいけど自爆は否定 + if(md->state.special_mob_ai>2) + return 0; + else + return 1; + } + } + } + } + if((ss=map_id2bl(md->master_id))==NULL) + return -1; + } + } + + if( src==target || ss==target ) // 同じなら肯定 + return 1; + + if(target->type == BL_PC && pc_isinvisible((struct map_session_data *)target)) + return -1; + + if( src->prev==NULL || // 死んでるならエラー + (src->type==BL_PC && pc_isdead((struct map_session_data *)src) ) ) + return -1; + + if( (ss->type == BL_PC && target->type==BL_MOB) || + (ss->type == BL_MOB && target->type==BL_PC) ) + return 0; // PCvsMOBなら否定 + + if(ss->type == BL_PET && target->type==BL_MOB) + return 0; + + s_p=battle_get_party_id(ss); + s_g=battle_get_guild_id(ss); + + t_p=battle_get_party_id(target); + t_g=battle_get_guild_id(target); + + if(flag&0x10000) { + if(s_p && t_p && s_p == t_p) // 同じパーティなら肯定(味方) + return 1; + else // パーティ検索なら同じパーティじゃない時点で否定 + return 0; + } + + if(ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g ) // 同じギルド/mobクラスなら肯定(味方) + return 1; + +//printf("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type); +//printf("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g); + + if( ss->type==BL_PC && target->type==BL_PC) { // 両方PVPモードなら否定(敵) + struct skill_unit *su=NULL; + if(src->type==BL_SKILL) + su=(struct skill_unit *)src; + if(map[ss->m].flag.pvp || pc_iskiller((struct map_session_data *)ss, (struct map_session_data*)target)) { // [MouseJstr] + if(su && su->group->target_flag==BCT_NOENEMY) + return 1; + else if(battle_config.pk_mode && (((struct map_session_data*)ss)->status.class==0 || ((struct map_session_data*)target)->status.class==0)) + return 1; // prevent novice engagement in pk_mode [Valaris] + else if(map[ss->m].flag.pvp_noparty && s_p > 0 && t_p > 0 && s_p == t_p) + return 1; + else if(map[ss->m].flag.pvp_noguild && s_g > 0 && t_g > 0 && s_g == t_g) + return 1; + return 0; + } + if(map[src->m].flag.gvg) { + struct guild *g=NULL; + if(su && su->group->target_flag==BCT_NOENEMY) + return 1; + if( s_g > 0 && s_g == t_g) + return 1; + if(map[src->m].flag.gvg_noparty && s_p > 0 && t_p > 0 && s_p == t_p) + return 1; + if((g = guild_search(s_g))) { + int i; + for(i=0;ialliance[i].guild_id > 0 && g->alliance[i].guild_id == t_g) { + if(g->alliance[i].opposition) + return 0;//敵対ギルドなら無条件に敵 + else + return 1;//同盟ギルドなら無条件に味方 + } + } + } + return 0; + } + } + + return 1; // 該当しないので無関係人物(まあ敵じゃないので味方) +} +/*========================================== + * 射程判定 + *------------------------------------------ + */ +int battle_check_range(struct block_list *src,struct block_list *bl,int range) +{ + + int dx,dy; + struct walkpath_data wpd; + int arange; + + nullpo_retr(0, src); + nullpo_retr(0, bl); + + dx=abs(bl->x-src->x); + dy=abs(bl->y-src->y); + arange=((dx>dy)?dx:dy); + + if(src->m != bl->m) // 違うマップ + return 0; + + if( range>0 && range < arange ) // 遠すぎる + return 0; + + if( arange<2 ) // 同じマスか隣接 + return 1; + +// if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d) +// return 1; + + // 障害物判定 + wpd.path_len=0; + wpd.path_pos=0; + wpd.path_half=0; + if(path_search(&wpd,src->m,src->x,src->y,bl->x,bl->y,0x10001)!=-1) + return 1; + + dx=(dx>0)?1:((dx<0)?-1:0); + dy=(dy>0)?1:((dy<0)?-1:0); + return (path_search(&wpd,src->m,src->x+dx,src->y+dy, + bl->x-dx,bl->y-dy,0x10001)!=-1)?1:0; +} + +/*========================================== + * Return numerical value of a switch configuration (modified by [Yor]) + * on/off, english, fran軋is, deutsch, espaol + *------------------------------------------ + */ +int battle_config_switch(const char *str) { + if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0) + return 1; + if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0) + return 0; + return atoi(str); +} + +static const struct { + char str[128]; + int *val; +} battle_data[] = { + { "warp_point_debug", &battle_config.warp_point_debug }, + { "enemy_critical", &battle_config.enemy_critical }, + { "enemy_critical_rate", &battle_config.enemy_critical_rate }, + { "enemy_str", &battle_config.enemy_str }, + { "enemy_perfect_flee", &battle_config.enemy_perfect_flee }, + { "casting_rate", &battle_config.cast_rate }, + { "delay_rate", &battle_config.delay_rate }, + { "delay_dependon_dex", &battle_config.delay_dependon_dex }, + { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable }, + { "left_cardfix_to_right", &battle_config.left_cardfix_to_right }, + { "player_skill_add_range", &battle_config.pc_skill_add_range }, + { "skill_out_range_consume", &battle_config.skill_out_range_consume }, + { "monster_skill_add_range", &battle_config.mob_skill_add_range }, + { "player_damage_delay", &battle_config.pc_damage_delay }, + { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate }, + { "defunit_not_enemy", &battle_config.defnotenemy }, + { "random_monster_checklv", &battle_config.random_monster_checklv }, + { "attribute_recover", &battle_config.attr_recover }, + { "flooritem_lifetime", &battle_config.flooritem_lifetime }, + { "item_auto_get", &battle_config.item_auto_get }, + { "item_first_get_time", &battle_config.item_first_get_time }, + { "item_second_get_time", &battle_config.item_second_get_time }, + { "item_third_get_time", &battle_config.item_third_get_time }, + { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time }, + { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time }, + { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time }, + { "item_rate", &battle_config.item_rate }, + { "drop_rate0item", &battle_config.drop_rate0item }, + { "base_exp_rate", &battle_config.base_exp_rate }, + { "job_exp_rate", &battle_config.job_exp_rate }, + { "pvp_exp", &battle_config.pvp_exp }, + { "gtb_pvp_only", &battle_config.gtb_pvp_only }, + { "guild_max_castles", &battle_config.guild_max_castles }, + { "death_penalty_type", &battle_config.death_penalty_type }, + { "death_penalty_base", &battle_config.death_penalty_base }, + { "death_penalty_job", &battle_config.death_penalty_job }, + { "zeny_penalty", &battle_config.zeny_penalty }, + { "restart_hp_rate", &battle_config.restart_hp_rate }, + { "restart_sp_rate", &battle_config.restart_sp_rate }, + { "mvp_hp_rate", &battle_config.mvp_hp_rate }, + { "mvp_item_rate", &battle_config.mvp_item_rate }, + { "mvp_exp_rate", &battle_config.mvp_exp_rate }, + { "monster_hp_rate", &battle_config.monster_hp_rate }, + { "monster_max_aspd", &battle_config.monster_max_aspd }, + { "atcommand_gm_only", &battle_config.atc_gmonly }, + { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit }, + { "gm_all_skill", &battle_config.gm_allskill }, + { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra }, + { "gm_all_equipment", &battle_config.gm_allequip }, + { "gm_skill_unconditional", &battle_config.gm_skilluncond }, + { "player_skillfree", &battle_config.skillfree }, + { "player_skillup_limit", &battle_config.skillup_limit }, + { "weapon_produce_rate", &battle_config.wp_rate }, + { "potion_produce_rate", &battle_config.pp_rate }, + { "monster_active_enable", &battle_config.monster_active_enable }, + { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate}, + { "monster_loot_type", &battle_config.monster_loot_type }, + { "mob_skill_use", &battle_config.mob_skill_use }, + { "mob_count_rate", &battle_config.mob_count_rate }, + { "quest_skill_learn", &battle_config.quest_skill_learn }, + { "quest_skill_reset", &battle_config.quest_skill_reset }, + { "basic_skill_check", &battle_config.basic_skill_check }, + { "guild_emperium_check", &battle_config.guild_emperium_check }, + { "guild_exp_limit", &battle_config.guild_exp_limit }, + { "player_invincible_time", &battle_config.pc_invincible_time }, + { "pet_catch_rate", &battle_config.pet_catch_rate }, + { "pet_rename", &battle_config.pet_rename }, + { "pet_friendly_rate", &battle_config.pet_friendly_rate }, + { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate }, + { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease}, + { "pet_str", &battle_config.pet_str }, + { "pet_status_support", &battle_config.pet_status_support }, + { "pet_attack_support", &battle_config.pet_attack_support }, + { "pet_damage_support", &battle_config.pet_damage_support }, + { "pet_support_rate", &battle_config.pet_support_rate }, + { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master }, + { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate }, + { "skill_min_damage", &battle_config.skill_min_damage }, + { "finger_offensive_type", &battle_config.finger_offensive_type }, + { "heal_exp", &battle_config.heal_exp }, + { "resurrection_exp", &battle_config.resurrection_exp }, + { "shop_exp", &battle_config.shop_exp }, + { "combo_delay_rate", &battle_config.combo_delay_rate }, + { "item_check", &battle_config.item_check }, + { "wedding_modifydisplay", &battle_config.wedding_modifydisplay }, + { "natural_healhp_interval", &battle_config.natural_healhp_interval }, + { "natural_healsp_interval", &battle_config.natural_healsp_interval }, + { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval}, + { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate }, + { "item_name_override_grffile", &battle_config.item_name_override_grffile}, + { "arrow_decrement", &battle_config.arrow_decrement }, + { "max_aspd", &battle_config.max_aspd }, + { "max_hp", &battle_config.max_hp }, + { "max_sp", &battle_config.max_sp }, + { "max_lv", &battle_config.max_lv }, + { "max_parameter", &battle_config.max_parameter }, + { "max_cart_weight", &battle_config.max_cart_weight }, + { "player_skill_log", &battle_config.pc_skill_log }, + { "monster_skill_log", &battle_config.mob_skill_log }, + { "battle_log", &battle_config.battle_log }, + { "save_log", &battle_config.save_log }, + { "error_log", &battle_config.error_log }, + { "etc_log", &battle_config.etc_log }, + { "save_clothcolor", &battle_config.save_clothcolor }, + { "undead_detect_type", &battle_config.undead_detect_type }, + { "player_auto_counter_type", &battle_config.pc_auto_counter_type }, + { "monster_auto_counter_type", &battle_config.monster_auto_counter_type}, + { "agi_penaly_type", &battle_config.agi_penaly_type }, + { "agi_penaly_count", &battle_config.agi_penaly_count }, + { "agi_penaly_num", &battle_config.agi_penaly_num }, + { "agi_penaly_count_lv", &battle_config.agi_penaly_count_lv }, + { "vit_penaly_type", &battle_config.vit_penaly_type }, + { "vit_penaly_count", &battle_config.vit_penaly_count }, + { "vit_penaly_num", &battle_config.vit_penaly_num }, + { "vit_penaly_count_lv", &battle_config.vit_penaly_count_lv }, + { "player_defense_type", &battle_config.player_defense_type }, + { "monster_defense_type", &battle_config.monster_defense_type }, + { "pet_defense_type", &battle_config.pet_defense_type }, + { "magic_defense_type", &battle_config.magic_defense_type }, + { "player_skill_reiteration", &battle_config.pc_skill_reiteration }, + { "monster_skill_reiteration", &battle_config.monster_skill_reiteration}, + { "player_skill_nofootset", &battle_config.pc_skill_nofootset }, + { "monster_skill_nofootset", &battle_config.monster_skill_nofootset }, + { "player_cloak_check_type", &battle_config.pc_cloak_check_type }, + { "monster_cloak_check_type", &battle_config.monster_cloak_check_type }, + { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate }, + { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate }, + { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate }, + { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate }, + { "gvg_eliminate_time", &battle_config.gvg_eliminate_time }, + { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill}, + { "player_attack_direction_change", &battle_config.pc_attack_direction_change }, + { "monster_attack_direction_change", &battle_config.monster_attack_direction_change }, + { "player_land_skill_limit", &battle_config.pc_land_skill_limit }, + { "monster_land_skill_limit", &battle_config.monster_land_skill_limit}, + { "party_skill_penaly", &battle_config.party_skill_penaly }, + { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover }, + { "produce_item_name_input", &battle_config.produce_item_name_input }, + { "produce_potion_name_input", &battle_config.produce_potion_name_input}, + { "making_arrow_name_input", &battle_config.making_arrow_name_input }, + { "holywater_name_input", &battle_config.holywater_name_input }, + { "display_delay_skill_fail", &battle_config.display_delay_skill_fail }, + { "chat_warpportal", &battle_config.chat_warpportal }, + { "mob_warpportal", &battle_config.mob_warpportal }, + { "dead_branch_active", &battle_config.dead_branch_active }, + { "vending_max_value", &battle_config.vending_max_value }, + { "show_steal_in_same_party", &battle_config.show_steal_in_same_party }, + { "enable_upper_class", &battle_config.enable_upper_class }, + { "pet_attack_attr_none", &battle_config.pet_attack_attr_none }, + { "mob_attack_attr_none", &battle_config.mob_attack_attr_none }, + { "mob_ghostring_fix", &battle_config.mob_ghostring_fix }, + { "pc_attack_attr_none", &battle_config.pc_attack_attr_none }, + { "gx_allhit", &battle_config.gx_allhit }, + { "gx_cardfix", &battle_config.gx_cardfix }, + { "gx_dupele", &battle_config.gx_dupele }, + { "gx_disptype", &battle_config.gx_disptype }, + { "player_skill_partner_check", &battle_config.player_skill_partner_check}, + { "hide_GM_session", &battle_config.hide_GM_session }, + { "unit_movement_type", &battle_config.unit_movement_type }, + { "invite_request_check", &battle_config.invite_request_check }, + { "skill_removetrap_type", &battle_config.skill_removetrap_type }, + { "disp_experience", &battle_config.disp_experience }, + { "castle_defense_rate", &battle_config.castle_defense_rate }, + { "riding_weight", &battle_config.riding_weight }, + { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT + { "item_rate_equip", &battle_config.item_rate_equip }, + { "item_rate_card", &battle_config.item_rate_card }, // End Addition + { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris + { "item_rate_use", &battle_config.item_rate_use }, // End + { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^ + { "item_drop_common_max", &battle_config.item_drop_common_max }, + { "item_drop_equip_min", &battle_config.item_drop_equip_min }, + { "item_drop_equip_max", &battle_config.item_drop_equip_max }, + { "item_drop_card_min", &battle_config.item_drop_card_min }, + { "item_drop_card_max", &battle_config.item_drop_card_max }, + { "item_drop_mvp_min", &battle_config.item_drop_mvp_min }, + { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition + { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT + { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris] + { "maximum_level", &battle_config.maximum_level }, // [Valaris] + { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris] + { "monsters_ignore_gm", &battle_config.monsters_ignore_gm }, // [Valaris] + { "equipment_breaking", &battle_config.equipment_breaking }, // [Valaris] + { "equipment_break_rate", &battle_config.equipment_break_rate }, // [Valaris] + { "pk_mode", &battle_config.pk_mode }, // [Valaris] + { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris] + { "multi_level_up", &battle_config.multi_level_up }, // [Valaris] + { "backstab_bow_penalty", &battle_config.backstab_bow_penalty }, + { "night_at_start", &battle_config.night_at_start }, // added by [Yor] + { "day_duration", &battle_config.day_duration }, // added by [Yor] + { "night_duration", &battle_config.night_duration }, // added by [Yor] + { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris] + { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor] + { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor] + { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor] + { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor] + { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr] + { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr] + { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr] + { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr] + { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr] + { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr] + { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr] + { "area_size", &battle_config.area_size }, // added by [MouseJstr] + { "muting_players", &battle_config.muting_players}, // added by [Apple] +//SQL-only options start +#ifndef TXT_ONLY + { "mail_system", &battle_config.mail_system }, // added by [Valaris] +//SQL-only options end +#endif +}; + +int battle_set_value(char *w1, char *w2) { + int i; + for(i = 0; i < sizeof(battle_data) / (sizeof(battle_data[0])); i++) + if (strcmpi(w1, battle_data[i].str) == 0) { + *battle_data[i].val = battle_config_switch(w2); + return 1; + } + return 0; +} + +void battle_set_defaults() { + battle_config.warp_point_debug=0; + battle_config.enemy_critical=0; + battle_config.enemy_critical_rate=100; + battle_config.enemy_str=1; + battle_config.enemy_perfect_flee=0; + battle_config.cast_rate=100; + battle_config.delay_rate=100; + battle_config.delay_dependon_dex=0; + battle_config.sdelay_attack_enable=0; + battle_config.left_cardfix_to_right=0; + battle_config.pc_skill_add_range=0; + battle_config.skill_out_range_consume=1; + battle_config.mob_skill_add_range=0; + battle_config.pc_damage_delay=1; + battle_config.pc_damage_delay_rate=100; + battle_config.defnotenemy=1; + battle_config.random_monster_checklv=1; + battle_config.attr_recover=1; + battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000; + battle_config.item_auto_get=0; + battle_config.item_first_get_time=3000; + battle_config.item_second_get_time=1000; + battle_config.item_third_get_time=1000; + battle_config.mvp_item_first_get_time=10000; + battle_config.mvp_item_second_get_time=10000; + battle_config.mvp_item_third_get_time=2000; + + battle_config.drop_rate0item=0; + battle_config.base_exp_rate=100; + battle_config.job_exp_rate=100; + battle_config.pvp_exp=1; + battle_config.gtb_pvp_only=0; + battle_config.death_penalty_type=0; + battle_config.death_penalty_base=0; + battle_config.death_penalty_job=0; + battle_config.zeny_penalty=0; + battle_config.restart_hp_rate=0; + battle_config.restart_sp_rate=0; + battle_config.mvp_item_rate=100; + battle_config.mvp_exp_rate=100; + battle_config.mvp_hp_rate=100; + battle_config.monster_hp_rate=100; + battle_config.monster_max_aspd=199; + battle_config.atc_gmonly=0; + battle_config.gm_allskill=0; + battle_config.gm_allequip=0; + battle_config.gm_skilluncond=0; + battle_config.guild_max_castles=0; + battle_config.skillfree = 0; + battle_config.skillup_limit = 0; + battle_config.wp_rate=100; + battle_config.pp_rate=100; + battle_config.monster_active_enable=1; + battle_config.monster_damage_delay_rate=100; + battle_config.monster_loot_type=0; + battle_config.mob_skill_use=1; + battle_config.mob_count_rate=100; + battle_config.quest_skill_learn=0; + battle_config.quest_skill_reset=1; + battle_config.basic_skill_check=1; + battle_config.guild_emperium_check=1; + battle_config.guild_exp_limit=50; + battle_config.pc_invincible_time = 5000; + battle_config.pet_catch_rate=100; + battle_config.pet_rename=0; + battle_config.pet_friendly_rate=100; + battle_config.pet_hungry_delay_rate=100; + battle_config.pet_hungry_friendly_decrease=5; + battle_config.pet_str=1; + battle_config.pet_status_support=0; + battle_config.pet_attack_support=0; + battle_config.pet_damage_support=0; + battle_config.pet_support_rate=100; + battle_config.pet_attack_exp_to_master=0; + battle_config.pet_attack_exp_rate=100; + battle_config.skill_min_damage=0; + battle_config.finger_offensive_type=0; + battle_config.heal_exp=0; + battle_config.resurrection_exp=0; + battle_config.shop_exp=0; + battle_config.combo_delay_rate=100; + battle_config.item_check=1; + battle_config.wedding_modifydisplay=0; + battle_config.natural_healhp_interval=6000; + battle_config.natural_healsp_interval=8000; + battle_config.natural_heal_skill_interval=10000; + battle_config.natural_heal_weight_rate=50; + battle_config.item_name_override_grffile=1; + battle_config.arrow_decrement=1; + battle_config.max_aspd = 199; + battle_config.max_hp = 32500; + battle_config.max_sp = 32500; + battle_config.max_lv = 99; // [MouseJstr] + battle_config.max_parameter = 99; + battle_config.max_cart_weight = 8000; + battle_config.pc_skill_log = 0; + battle_config.mob_skill_log = 0; + battle_config.battle_log = 0; + battle_config.save_log = 0; + battle_config.error_log = 1; + battle_config.etc_log = 1; + battle_config.save_clothcolor = 0; + battle_config.undead_detect_type = 0; + battle_config.pc_auto_counter_type = 1; + battle_config.monster_auto_counter_type = 1; + battle_config.agi_penaly_type = 0; + battle_config.agi_penaly_count = 3; + battle_config.agi_penaly_num = 0; + battle_config.agi_penaly_count_lv = ATK_FLEE; + battle_config.vit_penaly_type = 0; + battle_config.vit_penaly_count = 3; + battle_config.vit_penaly_num = 0; + battle_config.vit_penaly_count_lv = ATK_DEF; + battle_config.player_defense_type = 0; + battle_config.monster_defense_type = 0; + battle_config.pet_defense_type = 0; + battle_config.magic_defense_type = 0; + battle_config.pc_skill_reiteration = 0; + battle_config.monster_skill_reiteration = 0; + battle_config.pc_skill_nofootset = 0; + battle_config.monster_skill_nofootset = 0; + battle_config.pc_cloak_check_type = 0; + battle_config.monster_cloak_check_type = 0; + battle_config.gvg_short_damage_rate = 100; + battle_config.gvg_long_damage_rate = 100; + battle_config.gvg_magic_damage_rate = 100; + battle_config.gvg_misc_damage_rate = 100; + battle_config.gvg_eliminate_time = 7000; + battle_config.mob_changetarget_byskill = 0; + battle_config.pc_attack_direction_change = 1; + battle_config.monster_attack_direction_change = 1; + battle_config.pc_undead_nofreeze = 0; + battle_config.pc_land_skill_limit = 1; + battle_config.monster_land_skill_limit = 1; + battle_config.party_skill_penaly = 1; + battle_config.monster_class_change_full_recover = 0; + battle_config.produce_item_name_input = 1; + battle_config.produce_potion_name_input = 1; + battle_config.making_arrow_name_input = 1; + battle_config.holywater_name_input = 1; + battle_config.display_delay_skill_fail = 1; + battle_config.chat_warpportal = 0; + battle_config.mob_warpportal = 0; + battle_config.dead_branch_active = 0; + battle_config.vending_max_value = 10000000; + battle_config.show_steal_in_same_party = 0; + battle_config.enable_upper_class = 0; + battle_config.pet_attack_attr_none = 0; + battle_config.pc_attack_attr_none = 0; + battle_config.mob_attack_attr_none = 1; + battle_config.mob_ghostring_fix = 0; + battle_config.gx_allhit = 0; + battle_config.gx_cardfix = 0; + battle_config.gx_dupele = 1; + battle_config.gx_disptype = 1; + battle_config.player_skill_partner_check = 1; + battle_config.hide_GM_session = 0; + battle_config.unit_movement_type = 0; + battle_config.invite_request_check = 1; + battle_config.skill_removetrap_type = 0; + battle_config.disp_experience = 0; + battle_config.item_rate_common = 100; + battle_config.item_rate_equip = 100; + battle_config.item_rate_card = 100; + battle_config.item_rate_heal = 100; // Added by Valaris + battle_config.item_rate_use = 100; // End + battle_config.item_drop_common_min=1; // Added by TyrNemesis^ + battle_config.item_drop_common_max=10000; + battle_config.item_drop_equip_min=1; + battle_config.item_drop_equip_max=10000; + battle_config.item_drop_card_min=1; + battle_config.item_drop_card_max=10000; + battle_config.item_drop_mvp_min=1; + battle_config.item_drop_mvp_max=10000; // End Addition + battle_config.item_drop_heal_min=1; // Added by Valaris + battle_config.item_drop_heal_max=10000; + battle_config.item_drop_use_min=1; + battle_config.item_drop_use_max=10000; // End + battle_config.prevent_logout = 1; // Added by RoVeRT + battle_config.maximum_level = 255; // Added by Valaris + battle_config.drops_by_luk = 0; // [Valaris] + battle_config.equipment_breaking = 0; // [Valaris] + battle_config.equipment_break_rate = 100; // [Valaris] + battle_config.pk_mode = 0; // [Valaris] + battle_config.pet_equip_required = 0; // [Valaris] + battle_config.multi_level_up = 0; // [Valaris] + battle_config.backstab_bow_penalty = 0; // Akaru + battle_config.night_at_start = 0; // added by [Yor] + battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours) + battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes) + battle_config.show_mob_hp = 0; // [Valaris] + battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes) + battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level) + battle_config.any_warp_GM_min_level = 20; // added by [Yor] + battle_config.packet_ver_flag = 63; // added by [Yor] + battle_config.min_hair_style = 0; + battle_config.max_hair_style = 20; + battle_config.min_hair_color = 0; + battle_config.max_hair_color = 9; + battle_config.min_cloth_color = 0; + battle_config.max_cloth_color = 4; + + battle_config.castrate_dex_scale = 150; + + battle_config.area_size = 14; + +//SQL-only options start +#ifndef TXT_ONLY + battle_config.mail_system = 0; +//SQL-only options end +#endif +} + +void battle_validate_conf() { + if(battle_config.flooritem_lifetime < 1000) + battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000; + if(battle_config.restart_hp_rate < 0) + battle_config.restart_hp_rate = 0; + else if(battle_config.restart_hp_rate > 100) + battle_config.restart_hp_rate = 100; + if(battle_config.restart_sp_rate < 0) + battle_config.restart_sp_rate = 0; + else if(battle_config.restart_sp_rate > 100) + battle_config.restart_sp_rate = 100; + if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_heal_weight_rate < 50) + battle_config.natural_heal_weight_rate = 50; + if(battle_config.natural_heal_weight_rate > 101) + battle_config.natural_heal_weight_rate = 101; + battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; + if(battle_config.monster_max_aspd < 10) + battle_config.monster_max_aspd = 10; + if(battle_config.monster_max_aspd > 1000) + battle_config.monster_max_aspd = 1000; + battle_config.max_aspd = 2000 - battle_config.max_aspd*10; + if(battle_config.max_aspd < 10) + battle_config.max_aspd = 10; + if(battle_config.max_aspd > 1000) + battle_config.max_aspd = 1000; + if(battle_config.max_hp > 1000000) + battle_config.max_hp = 1000000; + if(battle_config.max_hp < 100) + battle_config.max_hp = 100; + if(battle_config.max_sp > 1000000) + battle_config.max_sp = 1000000; + if(battle_config.max_sp < 100) + battle_config.max_sp = 100; + if(battle_config.max_parameter < 10) + battle_config.max_parameter = 10; + if(battle_config.max_parameter > 10000) + battle_config.max_parameter = 10000; + if(battle_config.max_cart_weight > 1000000) + battle_config.max_cart_weight = 1000000; + if(battle_config.max_cart_weight < 100) + battle_config.max_cart_weight = 100; + battle_config.max_cart_weight *= 10; + + if(battle_config.agi_penaly_count < 2) + battle_config.agi_penaly_count = 2; + if(battle_config.vit_penaly_count < 2) + battle_config.vit_penaly_count = 2; + + if(battle_config.guild_exp_limit > 99) + battle_config.guild_exp_limit = 99; + if(battle_config.guild_exp_limit < 0) + battle_config.guild_exp_limit = 0; + + if(battle_config.castle_defense_rate < 0) + battle_config.castle_defense_rate = 0; + if(battle_config.castle_defense_rate > 100) + battle_config.castle_defense_rate = 100; + if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^ + battle_config.item_drop_common_min = 1; + if(battle_config.item_drop_common_max > 10000) + battle_config.item_drop_common_max = 10000; + if(battle_config.item_drop_equip_min < 1) + battle_config.item_drop_equip_min = 1; + if(battle_config.item_drop_equip_max > 10000) + battle_config.item_drop_equip_max = 10000; + if(battle_config.item_drop_card_min < 1) + battle_config.item_drop_card_min = 1; + if(battle_config.item_drop_card_max > 10000) + battle_config.item_drop_card_max = 10000; + if(battle_config.item_drop_mvp_min < 1) + battle_config.item_drop_mvp_min = 1; + if(battle_config.item_drop_mvp_max > 10000) + battle_config.item_drop_mvp_max = 10000; // End Addition + + if (battle_config.night_at_start < 0) // added by [Yor] + battle_config.night_at_start = 0; + else if (battle_config.night_at_start > 1) // added by [Yor] + battle_config.night_at_start = 1; + if (battle_config.day_duration < 0) // added by [Yor] + battle_config.day_duration = 0; + if (battle_config.night_duration < 0) // added by [Yor] + battle_config.night_duration = 0; + + if (battle_config.ban_spoof_namer < 0) // added by [Yor] + battle_config.ban_spoof_namer = 0; + else if (battle_config.ban_spoof_namer > 32767) + battle_config.ban_spoof_namer = 32767; + + if (battle_config.hack_info_GM_level < 0) // added by [Yor] + battle_config.hack_info_GM_level = 0; + else if (battle_config.hack_info_GM_level > 100) + battle_config.hack_info_GM_level = 100; + + if (battle_config.any_warp_GM_min_level < 0) // added by [Yor] + battle_config.any_warp_GM_min_level = 0; + else if (battle_config.any_warp_GM_min_level > 100) + battle_config.any_warp_GM_min_level = 100; + + // at least 1 client must be accepted + if ((battle_config.packet_ver_flag & 63) == 0) // added by [Yor] + battle_config.packet_ver_flag = 63; // accept all clients +} + +/*========================================== + * 設定ファイルを読み込む + *------------------------------------------ + */ +int battle_config_read(const char *cfgName) +{ + char line[1024], w1[1024], w2[1024]; + FILE *fp; + static int count = 0; + + if ((count++) == 0) + battle_set_defaults(); + + fp = fopen(cfgName,"r"); + if (fp == NULL) { + printf("file not found: %s\n", cfgName); + return 1; + } + while(fgets(line,1020,fp)){ + if (line[0] == '/' && line[1] == '/') + continue; + if (sscanf(line, "%[^:]:%s", w1, w2) != 2) + continue; + battle_set_value(w1, w2); + if (strcmpi(w1, "import") == 0) + battle_config_read(w2); + } + fclose(fp); + + if (--count == 0) { + battle_validate_conf(); + add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); + } + + return 0; +} -- cgit v1.2.3-70-g09d2