From 60a426c0742b3e7d8c5b557c7578df6eeeea377b Mon Sep 17 00:00:00 2001 From: brianluau Date: Wed, 5 Dec 2012 02:53:33 +0000 Subject: - Undid r16968: SVN Replaced with source:/trunk/src/@16966 (tid:74924). [16969:16991/trunk/src/] will be re-committed in the next 24 hours. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16992 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/battle.c | 10900 +++++++++++++++++++++++++++-------------------------- 1 file changed, 5472 insertions(+), 5428 deletions(-) (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c index 3bbdcc210..36d8051ef 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -40,274 +40,263 @@ int attr_fix_table[4][ELE_MAX][ELE_MAX]; struct Battle_Config battle_config; static struct eri *delay_damage_ers; //For battle delay damage structures. -int battle_getcurrentskill(struct block_list *bl) //Returns the current/last skill in use by this bl. -{ - struct unit_data *ud; +int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl. + struct unit_data *ud; - if (bl->type == BL_SKILL) { - struct skill_unit *su = (struct skill_unit *)bl; - return su->group?su->group->skill_id:0; - } + if( bl->type == BL_SKILL ) { + struct skill_unit * su = (struct skill_unit*)bl; + return su->group?su->group->skill_id:0; + } - ud = unit_bl2ud(bl); + ud = unit_bl2ud(bl); - return ud?ud->skillid:0; + return ud?ud->skillid:0; } /*========================================== * Get random targetting enemy *------------------------------------------*/ -static int battle_gettargeted_sub(struct block_list *bl, va_list ap) -{ - struct block_list **bl_list; - struct unit_data *ud; - int target_id; - int *c; +static int battle_gettargeted_sub(struct block_list *bl, va_list ap) { + struct block_list **bl_list; + struct unit_data *ud; + int target_id; + int *c; - bl_list = va_arg(ap, struct block_list **); - c = va_arg(ap, int *); - target_id = va_arg(ap, int); + bl_list = va_arg(ap, struct block_list **); + c = va_arg(ap, int *); + target_id = va_arg(ap, int); - if (bl->id == target_id) - return 0; + if (bl->id == target_id) + return 0; - if (*c >= 24) - return 0; + if (*c >= 24) + return 0; - if (!(ud = unit_bl2ud(bl))) - return 0; + if ( !(ud = unit_bl2ud(bl)) ) + return 0; - if (ud->target == target_id || ud->skilltarget == target_id) { - bl_list[(*c)++] = bl; - return 1; - } + if (ud->target == target_id || ud->skilltarget == target_id) { + bl_list[(*c)++] = bl; + return 1; + } - return 0; + return 0; } -struct block_list *battle_gettargeted(struct block_list *target) { - struct block_list *bl_list[24]; - int c = 0; - nullpo_retr(NULL, target); - - memset(bl_list, 0, sizeof(bl_list)); - map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); - if (c == 0) - return NULL; - if (c > 24) - c = 24; - return bl_list[rnd()%c]; +struct block_list* battle_gettargeted(struct block_list *target) { + struct block_list *bl_list[24]; + int c = 0; + nullpo_retr(NULL, target); + + memset(bl_list, 0, sizeof(bl_list)); + map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); + if ( c == 0 ) + return NULL; + if( c > 24 ) + c = 24; + return bl_list[rnd()%c]; } //Returns the id of the current targetted character of the passed bl. [Skotlex] -int battle_gettarget(struct block_list *bl) -{ - - switch (bl->type) { - case BL_PC: - return ((struct map_session_data *)bl)->ud.target; - case BL_MOB: - return ((struct mob_data *)bl)->target_id; - case BL_PET: - return ((struct pet_data *)bl)->target_id; - case BL_HOM: - return ((struct homun_data *)bl)->ud.target; - case BL_MER: - return ((struct mercenary_data *)bl)->ud.target; - case BL_ELEM: - return ((struct elemental_data *)bl)->ud.target; - } +int battle_gettarget(struct block_list* bl) { + + switch (bl->type) { + case BL_PC: return ((struct map_session_data*)bl)->ud.target; + case BL_MOB: return ((struct mob_data*)bl)->target_id; + case BL_PET: return ((struct pet_data*)bl)->target_id; + case BL_HOM: return ((struct homun_data*)bl)->ud.target; + case BL_MER: return ((struct mercenary_data*)bl)->ud.target; + case BL_ELEM: return ((struct elemental_data*)bl)->ud.target; + } - return 0; + return 0; } -static int battle_getenemy_sub(struct block_list *bl, va_list ap) -{ - struct block_list **bl_list; - struct block_list *target; - int *c; +static int battle_getenemy_sub(struct block_list *bl, va_list ap) { + struct block_list **bl_list; + struct block_list *target; + int *c; - bl_list = va_arg(ap, struct block_list **); - c = va_arg(ap, int *); - target = va_arg(ap, struct block_list *); + bl_list = va_arg(ap, struct block_list **); + c = va_arg(ap, int *); + target = va_arg(ap, struct block_list *); - if (bl->id == target->id) - return 0; + if (bl->id == target->id) + return 0; - if (*c >= 24) - return 0; + if (*c >= 24) + return 0; - if (status_isdead(bl)) - return 0; + if (status_isdead(bl)) + return 0; - if (battle_check_target(target, bl, BCT_ENEMY) > 0) { - bl_list[(*c)++] = bl; - return 1; - } + if (battle_check_target(target, bl, BCT_ENEMY) > 0) { + bl_list[(*c)++] = bl; + return 1; + } - return 0; + return 0; } // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex] -struct block_list *battle_getenemy(struct block_list *target, int type, int range) { - struct block_list *bl_list[24]; - int c = 0; +struct block_list* battle_getenemy(struct block_list *target, int type, int range) { + struct block_list *bl_list[24]; + int c = 0; - memset(bl_list, 0, sizeof(bl_list)); - map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target); + memset(bl_list, 0, sizeof(bl_list)); + map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target); - if (c == 0) - return NULL; + if ( c == 0 ) + return NULL; - if (c > 24) - c = 24; + if( c > 24 ) + c = 24; - return bl_list[rnd()%c]; + return bl_list[rnd()%c]; } -static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) -{ - struct block_list **bl_list, *src; - int *c, ignore_id; +static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) { + struct block_list **bl_list, *src; + int *c, ignore_id; - bl_list = va_arg(ap, struct block_list **); - c = va_arg(ap, int *); - src = va_arg(ap, struct block_list *); - ignore_id = va_arg(ap, int); + bl_list = va_arg(ap, struct block_list **); + c = va_arg(ap, int *); + src = va_arg(ap, struct block_list *); + ignore_id = va_arg(ap, int); - if (bl->id == src->id || bl->id == ignore_id) - return 0; // Ignores Caster and a possible pre-target + if( bl->id == src->id || bl->id == ignore_id ) + return 0; // Ignores Caster and a possible pre-target - if (*c >= 23) - return 0; + if( *c >= 23 ) + return 0; - if (status_isdead(bl)) - return 0; + if( status_isdead(bl) ) + return 0; - if (battle_check_target(src, bl, BCT_ENEMY) > 0) { // Is Enemy!... - bl_list[(*c)++] = bl; - return 1; - } + if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!... + bl_list[(*c)++] = bl; + return 1; + } - return 0; + return 0; } // Pick a random enemy -struct block_list *battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) { - struct block_list *bl_list[24]; - int c = 0; +struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) { + struct block_list *bl_list[24]; + int c = 0; - memset(bl_list, 0, sizeof(bl_list)); - map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id); + memset(bl_list, 0, sizeof(bl_list)); + map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id); - if (c == 0) - return NULL; - if (c >= 24) - c = 23; + if( c == 0 ) + return NULL; + if( c >= 24 ) + c = 23; - return bl_list[rnd()%c]; + return bl_list[rnd()%c]; } // Dammage delayed info struct delay_damage { - int src_id; - int target_id; - int damage; - int delay; - unsigned short distance; - unsigned short skill_lv; - unsigned short skill_id; - enum damage_lv dmg_lv; - unsigned short attack_type; + int src_id; + int target_id; + int damage; + int delay; + unsigned short distance; + unsigned short skill_lv; + unsigned short skill_id; + enum damage_lv dmg_lv; + unsigned short attack_type; }; -int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) -{ - struct delay_damage *dat = (struct delay_damage *)data; +int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { + struct delay_damage *dat = (struct delay_damage *)data; - if (dat) { - struct block_list *src; - struct block_list *target = map_id2bl(dat->target_id); + if ( dat ) { + struct block_list* src; + struct block_list* target = map_id2bl(dat->target_id); - if (!target || status_isdead(target)) { /* nothing we can do */ - ers_free(delay_damage_ers, dat); - return 0; - } + if( !target || status_isdead(target) ) {/* nothing we can do */ + ers_free(delay_damage_ers, dat); + return 0; + } - src = map_id2bl(dat->src_id); - - if (src && target->m == src->m && - (target->type != BL_PC || ((TBL_PC *)target)->invincible_timer == INVALID_TIMER) && - check_distance_bl(src, target, dat->distance)) { //Check to see if you haven't teleported. [Skotlex] - map_freeblock_lock(); - status_fix_damage(src, target, dat->damage, dat->delay); - if (dat->attack_type && !status_isdead(target)) - skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); - if (dat->dmg_lv > ATK_BLOCK && dat->attack_type) - skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); - map_freeblock_unlock(); - } else if (!src && dat->skill_id == CR_REFLECTSHIELD) { - /** - * it was monster reflected damage, and the monster died, we pass the damage to the character as expected - **/ - map_freeblock_lock(); - status_fix_damage(target, target, dat->damage, dat->delay); - map_freeblock_unlock(); - } - } - ers_free(delay_damage_ers, dat); - return 0; + src = map_id2bl(dat->src_id); + + if( src && target->m == src->m && + (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) && + check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex] + { + map_freeblock_lock(); + status_fix_damage(src, target, dat->damage, dat->delay); + if( dat->attack_type && !status_isdead(target) ) + skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); + if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) + skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); + map_freeblock_unlock(); + } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { + /** + * it was monster reflected damage, and the monster died, we pass the damage to the character as expected + **/ + map_freeblock_lock(); + status_fix_damage(target, target, dat->damage, dat->delay); + map_freeblock_unlock(); + } + } + ers_free(delay_damage_ers, dat); + return 0; } -int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay) +int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay) { - struct delay_damage *dat; - struct status_change *sc; - nullpo_ret(src); - nullpo_ret(target); - - sc = status_get_sc(target); - - if (sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD) - damage = 0; - - if (!battle_config.delay_battle_damage || amotion <= 1) { - map_freeblock_lock(); - status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] - if (attack_type && !status_isdead(target)) - skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick()); - if (dmg_lv > ATK_BLOCK && attack_type) - skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); - map_freeblock_unlock(); - return 0; - } - dat = ers_alloc(delay_damage_ers, struct delay_damage); - dat->src_id = src->id; - dat->target_id = target->id; - dat->skill_id = skill_id; - dat->skill_lv = skill_lv; - dat->attack_type = attack_type; - dat->damage = damage; - dat->dmg_lv = dmg_lv; - dat->delay = ddelay; - dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. - if (src->type != BL_PC && amotion > 1000) - amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex] - - add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat); - - return 0; + struct delay_damage *dat; + struct status_change *sc; + nullpo_ret(src); + nullpo_ret(target); + + sc = status_get_sc(target); + + if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) + damage = 0; + + if ( !battle_config.delay_battle_damage || amotion <= 1 ) { + map_freeblock_lock(); + status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] + if( attack_type && !status_isdead(target) ) + skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick()); + if( dmg_lv > ATK_BLOCK && attack_type ) + skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); + map_freeblock_unlock(); + return 0; + } + dat = ers_alloc(delay_damage_ers, struct delay_damage); + dat->src_id = src->id; + dat->target_id = target->id; + dat->skill_id = skill_id; + dat->skill_lv = skill_lv; + dat->attack_type = attack_type; + dat->damage = damage; + dat->dmg_lv = dmg_lv; + dat->delay = ddelay; + dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. + if (src->type != BL_PC && amotion > 1000) + amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex] + + add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat); + + return 0; } int battle_attr_ratio(int atk_elem,int def_type, int def_lv) { - if (atk_elem < 0 || atk_elem >= ELE_MAX) - return 100; + if (atk_elem < 0 || atk_elem >= ELE_MAX) + return 100; - if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4) - return 100; + if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4) + return 100; - return attr_fix_table[def_lv-1][atk_elem][def_type]; + return attr_fix_table[def_lv-1][atk_elem][def_type]; } /*========================================== @@ -317,925 +306,628 @@ int battle_attr_ratio(int atk_elem,int def_type, int def_lv) *------------------------------------------*/ int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv) { - struct status_change *sc=NULL, *tsc=NULL; - int ratio; + struct status_change *sc=NULL, *tsc=NULL; + int ratio; - if (src) sc = status_get_sc(src); - if (target) tsc = status_get_sc(target); + if (src) sc = status_get_sc(src); + if (target) tsc = status_get_sc(target); - if (atk_elem < 0 || atk_elem >= ELE_MAX) - atk_elem = rnd()%ELE_MAX; + if (atk_elem < 0 || atk_elem >= ELE_MAX) + atk_elem = rnd()%ELE_MAX; - if (def_type < 0 || def_type > ELE_MAX || - def_lv < 1 || def_lv > 4) { - ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); - return damage; - } + if (def_type < 0 || def_type > ELE_MAX || + def_lv < 1 || def_lv > 4) { + ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); + return damage; + } - ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; - if (sc && sc->count) { - if (sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE) - ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1]; - if (sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND) - ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1]; - if (sc->data[SC_DELUGE] && atk_elem == ELE_WATER) - ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1]; - } - if (target && target->type == BL_SKILL) { - if (atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN) { - struct skill_unit *su = (struct skill_unit *)target; - struct skill_unit_group *sg; - struct block_list *src; - int x,y; - - if (!su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 || - (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src)) - return 0; - - if (sg->unit_id != UNT_FIREWALL) { - x = sg->val3 >> 16; - y = sg->val3 & 0xffff; - skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1); - sg->val3 = -1; - sg->limit = DIFF_TICK(gettick(),sg->tick)+300; - } - } - } - if (tsc && tsc->count) { //since an atk can only have one type let's optimise this a bit - switch (atk_elem) { - case ELE_FIRE: - if (tsc->data[SC_SPIDERWEB]) { - tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now - if (tsc->data[SC_SPIDERWEB]->val2-- > 0) - damage <<= 1; // double damage - if (tsc->data[SC_SPIDERWEB]->val2 == 0) - status_change_end(target, SC_SPIDERWEB, INVALID_TIMER); - } - if (tsc->data[SC_THORNSTRAP]) - status_change_end(target, SC_THORNSTRAP, INVALID_TIMER); - if (tsc->data[SC_FIRE_CLOAK_OPTION]) - damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100; - if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) - status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER); - if (tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2; - if (tsc->data[SC_ASH]) damage += damage/2; //150% - break; - case ELE_HOLY: - if (tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2; - break; - case ELE_POISON: - if (tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2; - break; - case ELE_WIND: - if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) damage += damage/2; - if (tsc->data[SC_WATER_INSIGNIA]) damage += damage/2; - break; - case ELE_WATER: - if (tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2; - break; - case ELE_EARTH: - if (tsc->data[SC_WIND_INSIGNIA]) damage += damage/2; - break; - } - } //end tsc check - if (src && src->type == BL_PC) { - struct map_session_data *sd = BL_CAST(BL_PC, src); - int s; + ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; + if (sc && sc->count) { + if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE) + ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1]; + if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND) + ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1]; + if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER) + ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1]; + } + if( target && target->type == BL_SKILL ) { + if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) { + struct skill_unit *su = (struct skill_unit*)target; + struct skill_unit_group *sg; + struct block_list *src; + int x,y; + + if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 || + (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) ) + return 0; + + if( sg->unit_id != UNT_FIREWALL ) { + x = sg->val3 >> 16; + y = sg->val3 & 0xffff; + skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1); + sg->val3 = -1; + sg->limit = DIFF_TICK(gettick(),sg->tick)+300; + } + } + } + if( tsc && tsc->count ) { //since an atk can only have one type let's optimise this a bit + switch(atk_elem){ + case ELE_FIRE: + if( tsc->data[SC_SPIDERWEB]) { + tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now + if( tsc->data[SC_SPIDERWEB]->val2-- > 0 ) + damage <<= 1; // double damage + if( tsc->data[SC_SPIDERWEB]->val2 == 0 ) + status_change_end(target, SC_SPIDERWEB, INVALID_TIMER); + } + if( tsc->data[SC_THORNSTRAP]) + status_change_end(target, SC_THORNSTRAP, INVALID_TIMER); + if( tsc->data[SC_FIRE_CLOAK_OPTION]) + damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100; + if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) + status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER); + if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2; + if( tsc->data[SC_ASH]) damage += damage/2; //150% + break; + case ELE_HOLY: + if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2; + break; + case ELE_POISON: + if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2; + break; + case ELE_WIND: + if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) damage += damage/2; + if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2; + break; + case ELE_WATER: + if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2; + break; + case ELE_EARTH: + if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2; + break; + } + } //end tsc check + if( src && src->type == BL_PC ){ + struct map_session_data *sd = BL_CAST(BL_PC, src); + int s; - ARR_FIND(1, 6, s, sd->talisman[s] > 0); + ARR_FIND(1, 6, s, sd->talisman[s] > 0); - if (s < 5 && atk_elem == s) - ratio += sd->talisman[s] * 2; // +2% custom value - } - if (target && target->type == BL_PC) { - struct map_session_data *tsd = BL_CAST(BL_PC, target); - int t; + if( s < 5 && atk_elem == s ) + ratio += sd->talisman[s] * 2; // +2% custom value + } + if( target && target->type == BL_PC ) { + struct map_session_data *tsd = BL_CAST(BL_PC, target); + int t; - ARR_FIND(1, 6, t, tsd->talisman[t] > 0); + ARR_FIND(1, 6, t, tsd->talisman[t] > 0); - if (t < 5 && atk_elem == t) - damage -= damage * tsd->talisman[t] * 3 / 100; // -3% custom value - } - return damage*ratio/100; + if( t < 5 && atk_elem == t ) + damage -= damage * tsd->talisman[t] * 3 / 100; // -3% custom value + } + return damage*ratio/100; } + /*========================================== - * Calculates card bonuses damage adjustments. + * Check dammage trough status. + * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status... + * After this we apply bg/gvg reduction *------------------------------------------*/ -int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){ - struct map_session_data *sd, *tsd; - short cardfix = 1000, t_class, s_class, s_race2, t_race2; - struct status_data *sstatus, *tstatus; - int i; +int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv) +{ + struct map_session_data *sd = NULL; + struct status_change *sc; + struct status_change_entry *sce; + int div_ = d->div_, flag = d->flag; - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, target); - t_class = status_get_class(target); - s_class = status_get_class(src); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(target); - s_race2 = status_get_race2(src); - t_race2 = status_get_race2(target); + nullpo_ret(bl); if( !damage ) return 0; + if( battle_config.ksprotection && mob_ksprotected(src, bl) ) + return 0; - switch(attack_type){ - case BF_MAGIC: - if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) { - cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100; - if (!(nk&NK_NO_ELEFIX)) - cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100; - cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100; - cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; - for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) { - if(sd->add_mdmg[i].class_ == t_class) { - cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; - continue; - } - } - if (cardfix != 1000) - damage = damage * cardfix / 1000; - } + if (bl->type == BL_PC) { + sd=(struct map_session_data *)bl; + //Special no damage states + if(flag&BF_WEAPON && sd->special_state.no_weapon_damage) + damage -= damage*sd->special_state.no_weapon_damage/100; - if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) - { // Target cards. - if (!(nk&NK_NO_ELEFIX)) - { - int ele_fix = tsd->subele[s_ele]; - for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) - { - if(tsd->subele2[i].ele != s_ele) continue; - if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && - tsd->subele2[i].flag&flag&BF_RANGEMASK && - tsd->subele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix += tsd->subele2[i].rate; - } - cardfix=cardfix*(100-ele_fix)/100; - } - cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; - cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; - cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; - cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; - if( sstatus->race != RC_DEMIHUMAN ) - cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; - - for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) { - if(tsd->add_mdef[i].class_ == s_class) { - cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; - break; - } - } - //It was discovered that ranged defense also counts vs magic! [Skotlex] - if ( flag&BF_SHORT ) - cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; - else - cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; + if(flag&BF_MAGIC && sd->special_state.no_magic_damage) + damage -= damage*sd->special_state.no_magic_damage/100; - cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100; + if(flag&BF_MISC && sd->special_state.no_misc_damage) + damage -= damage*sd->special_state.no_misc_damage/100; - if( tsd->sc.data[SC_MDEF_RATE] ) - cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100; + if(!damage) return 0; + } - if (cardfix != 1000) - damage = damage * cardfix / 1000; - } - break; - case BF_WEAPON: - if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) - { - short cardfix_ = 1000; - if(sd->state.arrow_atk) - { - cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100; - if (!(nk&NK_NO_ELEFIX)) - { - int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele]; - for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { - if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; - if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK && - sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK && - sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix += sd->right_weapon.addele2[i].rate; - } - cardfix=cardfix*(100+ele_fix)/100; - } - cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; - if( tstatus->race != RC_DEMIHUMAN ) - cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100; - } - else - { // Melee attack - if( !battle_config.left_cardfix_to_right ) - { - cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100; - if (!(nk&NK_NO_ELEFIX)) { - int ele_fix = sd->right_weapon.addele[tstatus->def_ele]; - for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { - if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; - if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK && - sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK && - sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix += sd->right_weapon.addele2[i].rate; - } - cardfix=cardfix*(100+ele_fix)/100; - } - cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; - if( tstatus->race != RC_DEMIHUMAN ) - cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100; + sc = status_get_sc(bl); - if( left&1 ) - { - cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100; - if (!(nk&NK_NO_ELEFIX)) { - int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele]; - for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { - if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; - if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK && - sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK && - sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix_lh += sd->left_weapon.addele2[i].rate; - } - cardfix=cardfix*(100+ele_fix_lh)/100; - } - cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100; - cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100; - cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; - if( tstatus->race != RC_DEMIHUMAN ) - cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; - } - } - else - { - int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]; - for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { - if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; - if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK && - sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK && - sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix += sd->right_weapon.addele2[i].rate; - } - for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { - if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; - if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK && - sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK && - sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix += sd->left_weapon.addele2[i].rate; - } + if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) + return 1; - cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100; - cardfix=cardfix*(100+ele_fix)/100; - cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; - if( tstatus->race != RC_DEMIHUMAN ) - cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; - } - } - for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) - { - if( sd->right_weapon.add_dmg[i].class_ == t_class ) - { - cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100; - break; - } - } + if (skill_num == PA_PRESSURE) + return damage; //This skill bypass everything else. - if( left&1 ) - { - for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) - { - if( sd->left_weapon.add_dmg[i].class_ == t_class ) - { - cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100; - break; - } - } - } + if( sc && sc->count ) + { + //First, sc_*'s that reduce damage to 0. + if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) + { + d->dmg_lv = ATK_BLOCK; + return 0; + } + if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect + if( skill_num == MG_NAPALMBEAT || + skill_num == MG_SOULSTRIKE || + skill_num == WL_SOULEXPANSION || + (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) || + (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST) + ){ + if( skill_num == WL_SOULEXPANSION ) + damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. + status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect + }else{ + d->dmg_lv = ATK_BLOCK; + return 0; + } + } - if( flag&BF_LONG ) - cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100; -#ifdef RENEWAL_EDP - if( sd->sc.data[SC_EDP] ){ - cardfix = cardfix * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100; - cardfix_ = cardfix_ * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100; - } -#endif - if( (left&1) && cardfix_ != 1000 ) - damage = damage * cardfix_ / 1000; - else if( cardfix != 1000 ) - damage = damage * cardfix / 1000; + if(sc->data[SC_ZEPHYR] && + flag&(BF_LONG|BF_SHORT)){ + d->dmg_lv = ATK_BLOCK; + return 0; + } - }else if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){ - if( !(nk&NK_NO_ELEFIX) ) - { - int ele_fix = tsd->subele[s_ele]; - for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) - { - if(tsd->subele2[i].ele != s_ele) continue; - if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && - tsd->subele2[i].flag&flag&BF_RANGEMASK && - tsd->subele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix += tsd->subele2[i].rate; - } - cardfix=cardfix*(100-ele_fix)/100; - if( left&1 && s_ele_ != s_ele ) - { - int ele_fix_lh = tsd->subele[s_ele_]; - for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) - { - if(tsd->subele2[i].ele != s_ele_) continue; - if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && - tsd->subele2[i].flag&flag&BF_RANGEMASK && - tsd->subele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix_lh += tsd->subele2[i].rate; - } - cardfix=cardfix*(100-ele_fix_lh)/100; + if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) + { + struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3); + int skill_id = sc->data[SC_SAFETYWALL]->val2; + if (group) { + if(skill_id == MH_STEINWAND){ + if (--group->val2<=0) + skill_delunitgroup(group); + d->dmg_lv = ATK_BLOCK; + return 0; } + /** + * in RE, SW possesses a lifetime equal to 3 times the caster's health + **/ + #ifdef RENEWAL + if ( ( group->val2 - damage) > 0 ) { + group->val2 -= damage; + d->dmg_lv = ATK_BLOCK; + return 0; + } else + damage -= group->val2; + skill_delunitgroup(group); + #else + if (--group->val2<=0) + skill_delunitgroup(group); + d->dmg_lv = ATK_BLOCK; + return 0; + #endif } - cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; - cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; - cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; - cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; - if( sstatus->race != RC_DEMIHUMAN ) - cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; + status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER); + } - for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) { - if( tsd->add_def[i].class_ == s_class ) { - cardfix=cardfix*(100-tsd->add_def[i].rate)/100; - break; - } + if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) { + d->dmg_lv = ATK_BLOCK; + return 0; + } + if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) + { + clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1); + d->dmg_lv = ATK_BLOCK; + sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000); + return 0; + } + if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) + { + int delay; + clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1); + // different delay depending on skill level [celest] + if (sce->val1 <= 5) + delay = 300; + else if (sce->val1 > 5 && sce->val1 <= 9) + delay = 200; + else + delay = 100; + unit_set_walkdelay(bl, gettick(), delay, 1); + + if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1) + skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0); + return 0; + } + + if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) { + clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1); + sce->val3 -= damage; // absorb damage + d->dmg_lv = ATK_BLOCK; + sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken. + if( sce->val3 <= 0 ) { // Shield Down + sce->val2--; + if( sce->val2 > 0 ) { + if( sd ) + clif_millenniumshield(sd,sce->val2); + sce->val3 = 1000; // Next Shield + } else + status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down } + return 0; + } - if( flag&BF_SHORT ) - cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; - else // BF_LONG (there's no other choice) - cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; - if( tsd->sc.data[SC_DEF_RATE] ) - cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100; + if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) + { // attack blocked by Parrying + clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1); + return 0; + } - if( cardfix != 1000 ) - damage = damage * cardfix / 1000; + if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) && + (flag&BF_LONG || sc->data[SC_SPURT]) + && rnd()%100 < 20) { + if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge. + clif_skill_nodamage(bl,bl,TK_DODGE,1,1); + if (!sc->data[SC_COMBO]) + sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000); + return 0; } - break; - case BF_MISC: - if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){ - // misc damage reduction from equipment - if (!(nk&NK_NO_ELEFIX)) - { - int ele_fix = tsd->subele[s_ele]; - for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) - { - if(tsd->subele2[i].ele != s_ele) continue; - if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && - tsd->subele2[i].flag&flag&BF_RANGEMASK && - tsd->subele2[i].flag&flag&BF_SKILLMASK)) - continue; - ele_fix += tsd->subele2[i].rate; - } - cardfix=cardfix*(100-ele_fix)/100; - } - cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; - cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; - cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; - cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; - if( sstatus->race != RC_DEMIHUMAN ) - cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; - - cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100; - if( flag&BF_SHORT ) - cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; - else // BF_LONG (there's no other choice) - cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; - if (cardfix != 10000) - damage = (int)( (int64)damage * cardfix / 1000); + if(sc->data[SC_HERMODE] && flag&BF_MAGIC) + return 0; + + if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) + return 0; + + if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) { + d->dmg_lv = ATK_MISS; + return 0; + } + + if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) + { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. + clif_specialeffect(bl, 462, AREA); + //Shouldn't end until Breaker's non-weapon part connects. + if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON)) + if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. + status_change_end(bl, SC_KAUPE, INVALID_TIMER); + return 0; + } + + if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) { + clif_specialeffect(bl, 462, AREA); // Still need confirm it. + return 0; + } + + if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) + && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) { + + skill_additional_effect (src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick() ); + if( !status_isdead(src) ) + skill_counter_additional_effect( src, bl, skill_num, skill_lv, flag, gettick() ); + if (sce) { + clif_specialeffect(bl, 462, AREA); + skill_blown(src,bl,sce->val3,-1,0); } - break; - } + //Both need to be consumed if they are active. + if (sce && --(sce->val2) <= 0) + status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER); + if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0) + status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); - return damage; -} + return 0; + } -/*========================================== - * Check dammage trough status. - * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status... - * After this we apply bg/gvg reduction - *------------------------------------------*/ -int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv) -{ - struct map_session_data *sd = NULL; - struct status_change *sc; - struct status_change_entry *sce; - int div_ = d->div_, flag = d->flag; + //Now damage increasing effects + if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN ) + { + if( src->type != BL_MER || skill_num == 0 ) + damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries - nullpo_ret(bl); + if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) ) + status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects. + } - if (!damage) - return 0; - if (battle_config.ksprotection && mob_ksprotected(src, bl)) - return 0; +#ifdef RENEWAL + if( sc->data[SC_RAID] ) + { + damage += 20*damage/100; - if (bl->type == BL_PC) { - sd=(struct map_session_data *)bl; - //Special no damage states - if (flag&BF_WEAPON && sd->special_state.no_weapon_damage) - damage -= damage*sd->special_state.no_weapon_damage/100; + if (--sc->data[SC_RAID]->val1 == 0) + status_change_end(bl, SC_RAID, INVALID_TIMER); + } +#endif - if (flag&BF_MAGIC && sd->special_state.no_magic_damage) - damage -= damage*sd->special_state.no_magic_damage/100; + if( damage ) { + struct map_session_data *tsd = BL_CAST(BL_PC, src); + if( sc->data[SC_DEEPSLEEP] ) { + damage += damage / 2; // 1.5 times more damage while in Deep Sleep. + status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER); + } + if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){ + switch(tsd->status.weapon){ + case W_MACE: + case W_2HMACE: + case W_1HAXE: + case W_2HAXE: + damage = damage * 150 / 100; + break; + case W_MUSICAL: + case W_WHIP: + if(!sd->state.arrow_atk) + break; + case W_BOW: + case W_REVOLVER: + case W_RIFLE: + case W_GATLING: + case W_SHOTGUN: + case W_GRENADE: + case W_DAGGER: + case W_1HSWORD: + case W_2HSWORD: + damage = damage * 50 / 100; + break; + } + } + if( sc->data[SC_VOICEOFSIREN] ) + status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER); + } - if (flag&BF_MISC && sd->special_state.no_misc_damage) - damage -= damage*sd->special_state.no_misc_damage/100; - if (!damage) return 0; - } + //Finally damage reductions.... + // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz] +#ifndef RENEWAL + if( sc->data[SC_ASSUMPTIO] ) { + if( map_flag_vs(bl->m) ) + damage = damage*2/3; //Receive 66% damage + else + damage >>= 1; //Receive 50% damage + } +#endif - sc = status_get_sc(bl); + if(sc->data[SC_DEFENDER] && + (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) + damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100; - if (sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF]) - return 1; + if(sc->data[SC_ADJUSTMENT] && + (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) + damage -= 20*damage/100; - if (skill_num == PA_PRESSURE) - return damage; //This skill bypass everything else. + if(sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) { + if(flag&BF_SKILL) //25% reduction + damage -= 25*damage/100; + else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) + damage >>= 2; //75% reduction + } - if (sc && sc->count) { - //First, sc_*'s that reduce damage to 0. - if (sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS)) { - d->dmg_lv = ATK_BLOCK; - return 0; - } - if (sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION) { // Gravitation and Pressure do damage without removing the effect - if (skill_num == MG_NAPALMBEAT || - skill_num == MG_SOULSTRIKE || - skill_num == WL_SOULEXPANSION || - (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) || - (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST) - ) { - if (skill_num == WL_SOULEXPANSION) - damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. - status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect - } else { - d->dmg_lv = ATK_BLOCK; - return 0; - } - } + // Compressed code, fixed by map.h [Epoque] + if (src->type == BL_MOB) { + int i; + if (sc->data[SC_MANU_DEF]) + for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) + if (mob_manuk[i]==((TBL_MOB*)src)->class_) { + damage -= sc->data[SC_MANU_DEF]->val1*damage/100; + break; + } + if (sc->data[SC_SPL_DEF]) + for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) + if (mob_splendide[i]==((TBL_MOB*)src)->class_) { + damage -= sc->data[SC_SPL_DEF]->val1*damage/100; + break; + } + } - if (sc->data[SC_ZEPHYR] && - flag&(BF_LONG|BF_SHORT)) { - d->dmg_lv = ATK_BLOCK; - return 0; - } + if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER + sce->val3&flag && sce->val4&flag) + damage -= damage*sc->data[SC_ARMOR]->val2/100; - if (sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT) { - struct skill_unit_group *group = skill_id2group(sc->data[SC_SAFETYWALL]->val3); - int skill_id = sc->data[SC_SAFETYWALL]->val2; - if (group) { - if (skill_id == MH_STEINWAND) { - if (--group->val2<=0) - skill_delunitgroup(group); - d->dmg_lv = ATK_BLOCK; - return 0; - } - /** - * in RE, SW possesses a lifetime equal to 3 times the caster's health - **/ #ifdef RENEWAL - if ((group->val2 - damage) > 0) { - group->val2 -= damage; - d->dmg_lv = ATK_BLOCK; - return 0; - } else - damage -= group->val2; - skill_delunitgroup(group); + if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION) #else - if (--group->val2<=0) - skill_delunitgroup(group); - d->dmg_lv = ATK_BLOCK; - return 0; + if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION) #endif - } - status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER); - } + { + struct status_data *status = status_get_status_data(bl); + int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval + per /=20; //Uses 20% SP intervals. + //SP Cost: 1% + 0.5% per every 20% SP + if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) + status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); + //Reduction: 6% + 6% every 20% + damage -= damage * 6 * (1+per) / 100; + } + if(sc->data[SC_GRANITIC_ARMOR]){ + damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2/100; + } + if(sc->data[SC_PAIN_KILLER]){ + damage -= damage * sc->data[SC_PAIN_KILLER]->val3/100; + } + if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){ + skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0); + } - if ((sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) || sc->data[SC__MANHOLE]) { - d->dmg_lv = ATK_BLOCK; - return 0; - } - if (sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2) { - clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1); - d->dmg_lv = ATK_BLOCK; - sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000); - return 0; - } - if ((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2) { - int delay; - clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1); - // different delay depending on skill level [celest] - if (sce->val1 <= 5) - delay = 300; - else if (sce->val1 > 5 && sce->val1 <= 9) - delay = 200; - else - delay = 100; - unit_set_walkdelay(bl, gettick(), delay, 1); - - if (sc->data[SC_SHRINK] && rnd()%100<5*sce->val1) - skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0); - return 0; - } +/** + * In renewal steel body reduces all incoming damage by 1/10 + **/ +#ifdef RENEWAL + if( sc->data[SC_STEELBODY] ) { + damage = damage > 10 ? damage / 10 : 1; + } +#endif - if ((sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0) { - clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1); - sce->val3 -= damage; // absorb damage - d->dmg_lv = ATK_BLOCK; - sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken. - if (sce->val3 <= 0) { // Shield Down - sce->val2--; - if (sce->val2 > 0) { - if (sd) - clif_millenniumshield(sd,sce->val2); - sce->val3 = 1000; // Next Shield - } else - status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down - } - return 0; - } + //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie] + if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) + { + status_change_end(bl, SC_BITE, INVALID_TIMER); + status_change_end(bl, SC_ANKLE, INVALID_TIMER); + status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER); + } + //Finally Kyrie because it may, or not, reduce damage to 0. + if((sce = sc->data[SC_KYRIE]) && damage > 0){ + sce->val2-=damage; + if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){ + if(sce->val2>=0) + damage=0; + else + damage=-sce->val2; + } + if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT) + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + } - if ((sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2) { - // attack blocked by Parrying - clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1); - return 0; - } + if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value + damage = 0; - if (sc->data[SC_DODGE] && (!sc->opt1 || sc->opt1 == OPT1_BURNING) && - (flag&BF_LONG || sc->data[SC_SPURT]) - && rnd()%100 < 20) { - if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge. - clif_skill_nodamage(bl,bl,TK_DODGE,1,1); - if (!sc->data[SC_COMBO]) - sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000); - return 0; - } - if (sc->data[SC_HERMODE] && flag&BF_MAGIC) - return 0; + if (!damage) return 0; - if (sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) - return 0; + if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) { + int dx[8]={0,-1,-1,-1,0,1,1,1}; + int dy[8]={1,1,0,-1,-1,-1,0,1}; + int dir = map_calc_dir(bl, src->x, src->y); + if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) { + clif_slide(bl,src->x-dx[dir],src->y-dy[dir]); + unit_setdir(bl, dir); + } + d->dmg_lv = ATK_DEF; + status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER); + return 0; + } - if (sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG)) { - d->dmg_lv = ATK_MISS; - return 0; - } + //Probably not the most correct place, but it'll do here + //(since battle_drain is strictly for players currently) + if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && + rnd()%100 < sce->val3) + status_heal(src, damage*sce->val4/100, 0, 3); - if ((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) { - //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. - clif_specialeffect(bl, 462, AREA); - //Shouldn't end until Breaker's non-weapon part connects. - if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON)) - if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. - status_change_end(bl, SC_KAUPE, INVALID_TIMER); - return 0; + if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) + pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3); + if (sc->data[SC_STYLE_CHANGE] && rnd() % 100 < 50) { + TBL_HOM *hd = BL_CAST(BL_HOM,bl); + if (hd) hom_addspiritball(hd, 10); //add a sphere } - if (flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) { - clif_specialeffect(bl, 462, AREA); // Still need confirm it. - return 0; - } - - if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) - && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) { - - skill_additional_effect(src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick()); - if (!status_isdead(src)) - skill_counter_additional_effect(src, bl, skill_num, skill_lv, flag, gettick()); - if (sce) { - clif_specialeffect(bl, 462, AREA); - skill_blown(src,bl,sce->val3,-1,0); - } - //Both need to be consumed if they are active. - if (sce && --(sce->val2) <= 0) - status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER); - if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0) - status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); - - return 0; - } - - //Now damage increasing effects - if (sc->data[SC_AETERNA] && skill_num != PF_SOULBURN) { - if (src->type != BL_MER || skill_num == 0) - damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries - - if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON)) - status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects. - } - -#ifdef RENEWAL - if (sc->data[SC_RAID]) { - damage += 20*damage/100; - - if (--sc->data[SC_RAID]->val1 == 0) - status_change_end(bl, SC_RAID, INVALID_TIMER); - } -#endif - - if (damage) { - struct map_session_data *tsd = BL_CAST(BL_PC, src); - if (sc->data[SC_DEEPSLEEP]) { - damage += damage / 2; // 1.5 times more damage while in Deep Sleep. - status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER); - } - if (tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON) { - switch (tsd->status.weapon) { - case W_MACE: - case W_2HMACE: - case W_1HAXE: - case W_2HAXE: - damage = damage * 150 / 100; - break; - case W_MUSICAL: - case W_WHIP: - if (!sd->state.arrow_atk) - break; - case W_BOW: - case W_REVOLVER: - case W_RIFLE: - case W_GATLING: - case W_SHOTGUN: - case W_GRENADE: - case W_DAGGER: - case W_1HSWORD: - case W_2HSWORD: - damage = damage * 50 / 100; - break; - } - } - if (sc->data[SC_VOICEOFSIREN]) - status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER); - } - - - //Finally damage reductions.... - // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz] -#ifndef RENEWAL - if (sc->data[SC_ASSUMPTIO]) { - if (map_flag_vs(bl->m)) - damage = damage*2/3; //Receive 66% damage - else - damage >>= 1; //Receive 50% damage - } -#endif - - if (sc->data[SC_DEFENDER] && - (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) - damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100; - - if (sc->data[SC_ADJUSTMENT] && - (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) - damage -= 20*damage/100; - - if (sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) { - if (flag&BF_SKILL) //25% reduction - damage -= 25*damage/100; - else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) - damage >>= 2; //75% reduction - } - - // Compressed code, fixed by map.h [Epoque] - if (src->type == BL_MOB) { - int i; - if (sc->data[SC_MANU_DEF]) - for (i=0; ARRAYLENGTH(mob_manuk)>i; i++) - if (mob_manuk[i]==((TBL_MOB *)src)->class_) { - damage -= sc->data[SC_MANU_DEF]->val1*damage/100; - break; - } - if (sc->data[SC_SPL_DEF]) - for (i=0; ARRAYLENGTH(mob_splendide)>i; i++) - if (mob_splendide[i]==((TBL_MOB *)src)->class_) { - damage -= sc->data[SC_SPL_DEF]->val1*damage/100; - break; - } - } - - if ((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER - sce->val3&flag && sce->val4&flag) - damage -= damage*sc->data[SC_ARMOR]->val2/100; - -#ifdef RENEWAL - if (sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION) -#else - if (sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION) -#endif - { - struct status_data *status = status_get_status_data(bl); - int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval - per /=20; //Uses 20% SP intervals. - //SP Cost: 1% + 0.5% per every 20% SP - if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) - status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); - //Reduction: 6% + 6% every 20% - damage -= damage * 6 * (1+per) / 100; - } - if (sc->data[SC_GRANITIC_ARMOR]) { - damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2/100; - } - if (sc->data[SC_PAIN_KILLER]) { - damage -= damage * sc->data[SC_PAIN_KILLER]->val3/100; - } - if ((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2)) { - skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0); - } - - /** - * In renewal steel body reduces all incoming damage by 1/10 - **/ -#ifdef RENEWAL - if (sc->data[SC_STEELBODY]) { - damage = damage > 10 ? damage / 10 : 1; - } -#endif - - //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie] - if (skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER])) { - status_change_end(bl, SC_BITE, INVALID_TIMER); - status_change_end(bl, SC_ANKLE, INVALID_TIMER); - status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER); - } - - //Finally Kyrie because it may, or not, reduce damage to 0. - if ((sce = sc->data[SC_KYRIE]) && damage > 0) { - sce->val2-=damage; - if (flag&BF_WEAPON || skill_num == TF_THROWSTONE) { - if (sce->val2>=0) - damage=0; - else - damage=-sce->val2; - } - if ((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT) - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - } - - if (sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40) // custom value - damage = 0; - - - if (!damage) return 0; - - if ((sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1) { - int dx[8]= {0,-1,-1,-1,0,1,1,1}; - int dy[8]= {1,1,0,-1,-1,-1,0,1}; - int dir = map_calc_dir(bl, src->x, src->y); - if (unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1)) { - clif_slide(bl,src->x-dx[dir],src->y-dy[dir]); - unit_setdir(bl, dir); - } - d->dmg_lv = ATK_DEF; - status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER); - return 0; - } - - //Probably not the most correct place, but it'll do here - //(since battle_drain is strictly for players currently) - if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && - rnd()%100 < sce->val3) - status_heal(src, damage*sce->val4/100, 0, 3); - - if (sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2) - pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3); - if (sc->data[SC_STYLE_CHANGE] && rnd() % 100 < 50) { - TBL_HOM *hd = BL_CAST(BL_HOM,bl); - if (hd) hom_addspiritball(hd, 10); //add a sphere - } - - if (sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1) - status_change_spread(bl, src); // Deadly infect attacked side - - if (sc && sc->data[SC__SHADOWFORM]) { - struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2); - if (!s_bl) { // If the shadow form target is not present remove the sc. - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - } else if (status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both. - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - if (s_bl->type == BL_PC) - ((TBL_PC *)s_bl)->shadowform_id = 0; - } else { - if ((--sc->data[SC__SHADOWFORM]->val3) < 0) { // If you have exceded max hits supported, remove the sc in both. - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - if (s_bl->type == BL_PC) - ((TBL_PC *)s_bl)->shadowform_id = 0; - } else { - status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0); - return ATK_NONE; - } - } - } - - } + if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) + status_change_spread(bl, src); // Deadly infect attacked side + + if( sc && sc->data[SC__SHADOWFORM] ) { + struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2); + if( !s_bl ) { // If the shadow form target is not present remove the sc. + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both. + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + if( s_bl->type == BL_PC ) + ((TBL_PC*)s_bl)->shadowform_id = 0; + } else { + if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both. + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + if( s_bl->type == BL_PC ) + ((TBL_PC*)s_bl)->shadowform_id = 0; + } else { + status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0); + return ATK_NONE; + } + } + } - //SC effects from caster side. - sc = status_get_sc(src); + } - if (sc && sc->count) { - if (sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF]) - damage += damage * 75 / 100; - // [Epoque] - if (bl->type == BL_MOB) { - int i; - - if (((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) || - ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC)) - ) - for (i=0; ARRAYLENGTH(mob_manuk)>i; i++) - if (((TBL_MOB *)bl)->class_==mob_manuk[i]) { - damage += damage*sce->val1/100; - break; - } - if (((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) || - ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC)) - ) - for (i=0; ARRAYLENGTH(mob_splendide)>i; i++) - if (((TBL_MOB *)bl)->class_==mob_splendide[i]) { - damage += damage*sce->val1/100; - break; - } - } - if (sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3) - sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); - if (sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1) - status_change_spread(src, bl); + //SC effects from caster side. + sc = status_get_sc(src); + + if (sc && sc->count) + { + if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) + damage += damage * 75 / 100; + // [Epoque] + if (bl->type == BL_MOB) + { + int i; + + if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) || + ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC)) + ) + for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) + if (((TBL_MOB*)bl)->class_==mob_manuk[i]) { + damage += damage*sce->val1/100; + break; + } + if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) || + ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC)) + ) + for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) + if (((TBL_MOB*)bl)->class_==mob_splendide[i]) { + damage += damage*sce->val1/100; + break; + } + } + if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 ) + sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); + if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) + status_change_spread(src, bl); if (sc->data[SC_STYLE_CHANGE] && rnd() % 100 < 50) { TBL_HOM *hd = BL_CAST(BL_HOM,bl); if (hd) hom_addspiritball(hd, 10); } - } + } - if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) { - if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] - if (flag&BF_WEAPON) - damage = damage * battle_config.pk_weapon_damage_rate/100; - if (flag&BF_MAGIC) - damage = damage * battle_config.pk_magic_damage_rate/100; - if (flag&BF_MISC) - damage = damage * battle_config.pk_misc_damage_rate/100; - } else { //Normal attacks get reductions based on range. - if (flag & BF_SHORT) - damage = damage * battle_config.pk_short_damage_rate/100; - if (flag & BF_LONG) - damage = damage * battle_config.pk_long_damage_rate/100; - } - if (!damage) damage = 1; - } + if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) + { + if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] + if (flag&BF_WEAPON) + damage = damage * battle_config.pk_weapon_damage_rate/100; + if (flag&BF_MAGIC) + damage = damage * battle_config.pk_magic_damage_rate/100; + if (flag&BF_MISC) + damage = damage * battle_config.pk_misc_damage_rate/100; + } else { //Normal attacks get reductions based on range. + if (flag & BF_SHORT) + damage = damage * battle_config.pk_short_damage_rate/100; + if (flag & BF_LONG) + damage = damage * battle_config.pk_long_damage_rate/100; + } + if(!damage) damage = 1; + } - if (battle_config.skill_min_damage && damage > 0 && damage < div_) { - if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) - || (flag&BF_MAGIC && battle_config.skill_min_damage&2) - || (flag&BF_MISC && battle_config.skill_min_damage&4) - ) - damage = div_; - } + if(battle_config.skill_min_damage && damage > 0 && damage < div_) + { + if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) + || (flag&BF_MAGIC && battle_config.skill_min_damage&2) + || (flag&BF_MISC && battle_config.skill_min_damage&4) + ) + damage = div_; + } - if (bl->type == BL_MOB && !status_isdead(bl) && src != bl) { - if (damage > 0) - mobskill_event((TBL_MOB *)bl,src,gettick(),flag); - if (skill_num) - mobskill_event((TBL_MOB *)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16)); - } - if (sd) { - if (pc_ismadogear(sd) && rnd()%100 < 50) { - short element = skill_get_ele(skill_num, skill_lv); - if (!skill_num || element == -1) { //Take weapon's element - struct status_data *sstatus = NULL; - if (src->type == BL_PC && ((TBL_PC *)src)->bonus.arrow_ele) - element = ((TBL_PC *)src)->bonus.arrow_ele; - else if ((sstatus = status_get_status_data(src))) { - element = sstatus->rhw.ele; - } - } else if (element == -2) //Use enchantment's element - element = status_get_attack_sc_element(src,status_get_sc(src)); - else if (element == -3) //Use random element - element = rnd()%ELE_MAX; - if (element == ELE_FIRE || element == ELE_WATER) - pc_overheat(sd,element == ELE_FIRE ? 1 : -1); - } - } + if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) { + if (damage > 0 ) + mobskill_event((TBL_MOB*)bl,src,gettick(),flag); + if (skill_num) + mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16)); + } + if( sd ) { + if( pc_ismadogear(sd) && rnd()%100 < 50 ) { + short element = skill_get_ele(skill_num, skill_lv); + if( !skill_num || element == -1 ) { //Take weapon's element + struct status_data *sstatus = NULL; + if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) + element = ((TBL_PC*)src)->bonus.arrow_ele; + else if( (sstatus = status_get_status_data(src)) ) { + element = sstatus->rhw.ele; + } + } + else if( element == -2 ) //Use enchantment's element + element = status_get_attack_sc_element(src,status_get_sc(src)); + else if( element == -3 ) //Use random element + element = rnd()%ELE_MAX; + if( element == ELE_FIRE || element == ELE_WATER ) + pc_overheat(sd,element == ELE_FIRE ? 1 : -1); + } + } - return damage; + return damage; } /*========================================== @@ -1243,42 +935,45 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag *------------------------------------------*/ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag) { - if (!damage) - return 0; + if( !damage ) + return 0; - if (bl->type == BL_MOB) { - struct mob_data *md = BL_CAST(BL_MOB, bl); - if (map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL) - return 0; // Crystal cannot receive skill damage on battlegrounds - } + if( bl->type == BL_MOB ) + { + struct mob_data* md = BL_CAST(BL_MOB, bl); + if( map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL ) + return 0; // Crystal cannot receive skill damage on battlegrounds + } - switch (skill_num) { - case PA_PRESSURE: - case HW_GRAVITATION: - case NJ_ZENYNAGE: - case KO_MUCHANAGE: - break; - default: - if (flag&BF_SKILL) { - //Skills get a different reduction than non-skills. [Skotlex] - if (flag&BF_WEAPON) - damage = damage * battle_config.bg_weapon_damage_rate/100; - if (flag&BF_MAGIC) - damage = damage * battle_config.bg_magic_damage_rate/100; - if (flag&BF_MISC) - damage = damage * battle_config.bg_misc_damage_rate/100; - } else { - //Normal attacks get reductions based on range. - if (flag&BF_SHORT) - damage = damage * battle_config.bg_short_damage_rate/100; - if (flag&BF_LONG) - damage = damage * battle_config.bg_long_damage_rate/100; - } + switch( skill_num ) + { + case PA_PRESSURE: + case HW_GRAVITATION: + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + break; + default: + if( flag&BF_SKILL ) + { //Skills get a different reduction than non-skills. [Skotlex] + if( flag&BF_WEAPON ) + damage = damage * battle_config.bg_weapon_damage_rate/100; + if( flag&BF_MAGIC ) + damage = damage * battle_config.bg_magic_damage_rate/100; + if( flag&BF_MISC ) + damage = damage * battle_config.bg_misc_damage_rate/100; + } + else + { //Normal attacks get reductions based on range. + if( flag&BF_SHORT ) + damage = damage * battle_config.bg_short_damage_rate/100; + if( flag&BF_LONG ) + damage = damage * battle_config.bg_long_damage_rate/100; + } - if (!damage) damage = 1; - } + if( !damage ) damage = 1; + } - return damage; + return damage; } /*========================================== @@ -1286,65 +981,65 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam *------------------------------------------*/ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) { - struct mob_data *md = BL_CAST(BL_MOB, bl); - int class_ = status_get_class(bl); + struct mob_data* md = BL_CAST(BL_MOB, bl); + int class_ = status_get_class(bl); - if (!damage) //No reductions to make. - return 0; + if (!damage) //No reductions to make. + return 0; - if (md && md->guardian_data) { - if (class_ == MOBID_EMPERIUM && flag&BF_SKILL) { - //Skill immunity. - switch (skill_num) { + if(md && md->guardian_data) { + if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) { + //Skill immunity. + switch (skill_num) { #ifndef RENEWAL - case MO_TRIPLEATTACK: + case MO_TRIPLEATTACK: #endif - case HW_GRAVITATION: - break; - default: - return 0; - } - } - if (src->type != BL_MOB) { - struct guild *g = guild_search(status_get_guild_id(src)); + case HW_GRAVITATION: + break; + default: + return 0; + } + } + if(src->type != BL_MOB) { + struct guild *g = guild_search(status_get_guild_id(src)); - if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0)) - return 0; + if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 )) + return 0; - if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles) - return 0; // [MouseJstr] - } - } + if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles) + return 0; // [MouseJstr] + } + } - switch (skill_num) { - //Skills with no damage reduction. - case PA_PRESSURE: - case HW_GRAVITATION: - case NJ_ZENYNAGE: - case KO_MUCHANAGE: - break; - default: - /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka] - if (md && md->guardian_data) { - damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100; - } - */ - if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] - if (flag&BF_WEAPON) - damage = damage * battle_config.gvg_weapon_damage_rate/100; - if (flag&BF_MAGIC) - damage = damage * battle_config.gvg_magic_damage_rate/100; - if (flag&BF_MISC) - damage = damage * battle_config.gvg_misc_damage_rate/100; - } else { //Normal attacks get reductions based on range. - if (flag & BF_SHORT) - damage = damage * battle_config.gvg_short_damage_rate/100; - if (flag & BF_LONG) - damage = damage * battle_config.gvg_long_damage_rate/100; - } - if (!damage) damage = 1; - } - return damage; + switch (skill_num) { + //Skills with no damage reduction. + case PA_PRESSURE: + case HW_GRAVITATION: + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + break; + default: + /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka] + if (md && md->guardian_data) { + damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100; + } + */ + if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] + if (flag&BF_WEAPON) + damage = damage * battle_config.gvg_weapon_damage_rate/100; + if (flag&BF_MAGIC) + damage = damage * battle_config.gvg_magic_damage_rate/100; + if (flag&BF_MISC) + damage = damage * battle_config.gvg_misc_damage_rate/100; + } else { //Normal attacks get reductions based on range. + if (flag & BF_SHORT) + damage = damage * battle_config.gvg_short_damage_rate/100; + if (flag & BF_LONG) + damage = damage * battle_config.gvg_long_damage_rate/100; + } + if(!damage) damage = 1; + } + return damage; } /*========================================== @@ -1352,18 +1047,18 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama *------------------------------------------*/ static int battle_calc_drain(int damage, int rate, int per) { - int diff = 0; - - if (per && rnd()%1000 < rate) { - diff = (damage * per) / 100; - if (diff == 0) { - if (per > 0) - diff = 1; - else - diff = -1; - } - } - return diff; + int diff = 0; + + if (per && rnd()%1000 < rate) { + diff = (damage * per) / 100; + if (diff == 0) { + if (per > 0) + diff = 1; + else + diff = -1; + } + } + return diff; } /*========================================== @@ -1371,105 +1066,106 @@ static int battle_calc_drain(int damage, int rate, int per) *------------------------------------------*/ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) { - int damage,skill; - struct status_data *status = status_get_status_data(target); - int weapon; - damage = dmg; - - nullpo_ret(sd); - - if ((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && - target->type == BL_MOB && //This bonus doesnt work against players. - (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON)) - damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn - //damage += (skill * 3); - if ((skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH)) - damage += (skill * 5); - if ((skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH)) - damage += (skill * 10); - if (pc_ismadogear(sd)) - damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE); - - if ((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT)) { - damage += (skill * 4); - if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER) - damage += sd->status.str; - } + int damage,skill; + struct status_data *status = status_get_status_data(target); + int weapon; + damage = dmg; + + nullpo_ret(sd); + + if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && + target->type == BL_MOB && //This bonus doesnt work against players. + (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) ) + damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn + //damage += (skill * 3); + if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) ) + damage += (skill * 5); + if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) ) + damage += (skill * 10); + if( pc_ismadogear(sd) ) + damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE); + + if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) { + damage += (skill * 4); + if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER) + damage += sd->status.str; + } - if (type == 0) - weapon = sd->weapontype1; - else - weapon = sd->weapontype2; - switch (weapon) { - case W_1HSWORD: -#ifdef RENEWAL - if ((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) - damage += (skill * 3); -#endif - case W_DAGGER: - if ((skill = pc_checkskill(sd,SM_SWORD)) > 0) - damage += (skill * 4); - if ((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0) - damage += skill * 10; - break; - case W_2HSWORD: -#ifdef RENEWAL - if ((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) - damage += (skill * 3); -#endif - if ((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) - damage += (skill * 4); - break; - case W_1HSPEAR: - case W_2HSPEAR: - if ((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { - if (!pc_isriding(sd)) - damage += (skill * 4); - else - damage += (skill * 5); - } - break; - case W_1HAXE: - case W_2HAXE: - if ((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) - damage += (skill * 3); - if ((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) - damage += (skill * 5); - break; - case W_MACE: - case W_2HMACE: - if ((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) - damage += (skill * 3); - if ((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) - damage += (skill * 5); - break; - case W_FIST: - if ((skill = pc_checkskill(sd,TK_RUN)) > 0) - damage += (skill * 10); - // No break, fallthrough to Knuckles - case W_KNUCKLE: - if ((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) - damage += (skill * 3); - break; - case W_MUSICAL: - if ((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) - damage += (skill * 3); - break; - case W_WHIP: - if ((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) - damage += (skill * 3); - break; - case W_BOOK: - if ((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) - damage += (skill * 3); - break; - case W_KATAR: - if ((skill = pc_checkskill(sd,AS_KATAR)) > 0) - damage += (skill * 3); - break; - } + if(type == 0) + weapon = sd->weapontype1; + else + weapon = sd->weapontype2; + switch(weapon) + { + case W_1HSWORD: + #ifdef RENEWAL + if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) + damage += (skill * 3); + #endif + case W_DAGGER: + if((skill = pc_checkskill(sd,SM_SWORD)) > 0) + damage += (skill * 4); + if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0) + damage += skill * 10; + break; + case W_2HSWORD: + #ifdef RENEWAL + if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) + damage += (skill * 3); + #endif + if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) + damage += (skill * 4); + break; + case W_1HSPEAR: + case W_2HSPEAR: + if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { + if(!pc_isriding(sd)) + damage += (skill * 4); + else + damage += (skill * 5); + } + break; + case W_1HAXE: + case W_2HAXE: + if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) + damage += (skill * 3); + if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) + damage += (skill * 5); + break; + case W_MACE: + case W_2HMACE: + if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) + damage += (skill * 3); + if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) + damage += (skill * 5); + break; + case W_FIST: + if((skill = pc_checkskill(sd,TK_RUN)) > 0) + damage += (skill * 10); + // No break, fallthrough to Knuckles + case W_KNUCKLE: + if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) + damage += (skill * 3); + break; + case W_MUSICAL: + if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) + damage += (skill * 3); + break; + case W_WHIP: + if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) + damage += (skill * 3); + break; + case W_BOOK: + if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) + damage += (skill * 3); + break; + case W_KATAR: + if((skill = pc_checkskill(sd,AS_KATAR)) > 0) + damage += (skill * 3); + break; + } - return damage; + return damage; } /*========================================== * Calculates the standard damage of a normal attack assuming it hits, @@ -1485,138 +1181,139 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int */ static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) { - unsigned short atkmin=0, atkmax=0; - short type = 0; - int damage = 0; - - if (!sd) { - //Mobs/Pets - if (flag&4) { - atkmin = status->matk_min; - atkmax = status->matk_max; - } else { - atkmin = wa->atk; - atkmax = wa->atk2; - } - if (atkmin > atkmax) - atkmin = atkmax; - } else { //PCs - atkmax = wa->atk; - type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; - - if (!(flag&1) || (flag&2)) { - //Normal attacks - atkmin = status->dex; - - if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) - atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100; - - if (atkmin > atkmax) - atkmin = atkmax; - - if (flag&2 && !(flag&16)) { - //Bows - atkmin = atkmin*atkmax/100; - if (atkmin > atkmax) - atkmax = atkmin; - } - } - } + unsigned short atkmin=0, atkmax=0; + short type = 0; + int damage = 0; + + if (!sd) + { //Mobs/Pets + if(flag&4) + { + atkmin = status->matk_min; + atkmax = status->matk_max; + } else { + atkmin = wa->atk; + atkmax = wa->atk2; + } + if (atkmin > atkmax) + atkmin = atkmax; + } else { //PCs + atkmax = wa->atk; + type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; + + if (!(flag&1) || (flag&2)) + { //Normal attacks + atkmin = status->dex; + + if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) + atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100; + + if (atkmin > atkmax) + atkmin = atkmax; + + if(flag&2 && !(flag&16)) + { //Bows + atkmin = atkmin*atkmax/100; + if (atkmin > atkmax) + atkmax = atkmin; + } + } + } - if (sc && sc->data[SC_MAXIMIZEPOWER]) - atkmin = atkmax; - - //Weapon Damage calculation - if (!(flag&1)) - damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin; - else - damage = atkmax; - - if (sd) { - //rodatazone says the range is 0~arrow_atk-1 for non crit - if (flag&2 && sd->bonus.arrow_atk) - damage += ((flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk); - - //SizeFix only for players - if (!(sd->special_state.no_sizefix || (flag&8))) - damage = damage*(type==EQI_HAND_L? - sd->left_weapon.atkmods[t_size]: - sd->right_weapon.atkmods[t_size])/100; - } + if (sc && sc->data[SC_MAXIMIZEPOWER]) + atkmin = atkmax; + + //Weapon Damage calculation + if (!(flag&1)) + damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin; + else + damage = atkmax; + + if (sd) + { + //rodatazone says the range is 0~arrow_atk-1 for non crit + if (flag&2 && sd->bonus.arrow_atk) + damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk ); + + //SizeFix only for players + if (!(sd->special_state.no_sizefix || (flag&8))) + damage = damage*(type==EQI_HAND_L? + sd->left_weapon.atkmods[t_size]: + sd->right_weapon.atkmods[t_size])/100; + } - //Finally, add baseatk - if (flag&4) - damage += status->matk_min; - else - damage += status->batk; - - //rodatazone says that Overrefine bonuses are part of baseatk - //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands. - if (sd) { - if (type == EQI_HAND_L) { - if (sd->left_weapon.overrefine) - damage += rnd()%sd->left_weapon.overrefine+1; - if (sd->weapon_atk_rate[sd->weapontype2]) - damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;; - } else { //Right hand - if (sd->right_weapon.overrefine) - damage += rnd()%sd->right_weapon.overrefine+1; - if (sd->weapon_atk_rate[sd->weapontype1]) - damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;; - } - } - return damage; + //Finally, add baseatk + if(flag&4) + damage += status->matk_min; + else + damage += status->batk; + + //rodatazone says that Overrefine bonuses are part of baseatk + //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands. + if(sd) { + if (type == EQI_HAND_L) { + if(sd->left_weapon.overrefine) + damage += rnd()%sd->left_weapon.overrefine+1; + if (sd->weapon_atk_rate[sd->weapontype2]) + damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;; + } else { //Right hand + if(sd->right_weapon.overrefine) + damage += rnd()%sd->right_weapon.overrefine+1; + if (sd->weapon_atk_rate[sd->weapontype1]) + damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;; + } + } + return damage; } /*========================================== * Consumes ammo for the given skill. *------------------------------------------*/ -void battle_consume_ammo(TBL_PC *sd, int skill, int lv) +void battle_consume_ammo(TBL_PC*sd, int skill, int lv) { - int qty=1; - if (!battle_config.arrow_decrement) - return; + int qty=1; + if (!battle_config.arrow_decrement) + return; - if (skill) { - qty = skill_get_ammo_qty(skill, lv); - if (!qty) qty = 1; - } + if (skill) { + qty = skill_get_ammo_qty(skill, lv); + if (!qty) qty = 1; + } - if (sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition - pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME); + if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition + pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME); - sd->state.arrow_atk = 0; + sd->state.arrow_atk = 0; } static int battle_range_type( - struct block_list *src, struct block_list *target, - int skill_num, int skill_lv) -{ - //Skill Range Criteria - if (battle_config.skillrange_by_distance && - (src->type&battle_config.skillrange_by_distance) - ) { //based on distance between src/target [Skotlex] - if (check_distance_bl(src, target, 5)) - return BF_SHORT; - return BF_LONG; - } - //based on used skill's range - if (skill_get_range2(src, skill_num, skill_lv) < 5) - return BF_SHORT; - return BF_LONG; + struct block_list *src, struct block_list *target, + int skill_num, int skill_lv) +{ //Skill Range Criteria + if (battle_config.skillrange_by_distance && + (src->type&battle_config.skillrange_by_distance) + ) { //based on distance between src/target [Skotlex] + if (check_distance_bl(src, target, 5)) + return BF_SHORT; + return BF_LONG; + } + //based on used skill's range + if (skill_get_range2(src, skill_num, skill_lv) < 5) + return BF_SHORT; + return BF_LONG; } static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num) { - int i; - if (!sd->skillblown[0].id) - return 0; - //Apply the bonus blewcount. [Skotlex] - for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) { - if (sd->skillblown[i].id == skill_num) - return sd->skillblown[i].val; - } - return 0; + int i; + if (!sd->skillblown[0].id) + return 0; + //Apply the bonus blewcount. [Skotlex] + for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) { + if (sd->skillblown[i].id == skill_num) + return sd->skillblown[i].val; + } + return 0; } struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag); @@ -1627,3411 +1324,3741 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * /*========================================== * battle_calc_weapon_attack (by Skotlex) *------------------------------------------*/ -static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) { - unsigned int skillratio = 100; //Skill dmg modifiers. - short skill=0; - short s_ele, s_ele_, t_class; - int i, nk; - bool n_ele = false; // non-elemental - - struct map_session_data *sd, *tsd; - struct Damage wd; - struct status_change *sc = status_get_sc(src); - struct status_change *tsc = status_get_sc(target); - struct status_data *sstatus = status_get_status_data(src); - struct status_data *tstatus = status_get_status_data(target); - struct { - unsigned hit : 1; //the attack Hit? (not a miss) - unsigned cri : 1; //Critical hit - unsigned idef : 1; //Ignore defense - unsigned idef2 : 1; //Ignore defense (left weapon) - unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick) - unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50 - unsigned infdef : 1; //Infinite defense (plants) - unsigned arrow : 1; //Attack is arrow-based - unsigned rh : 1; //Attack considers right hand (wd.damage) - unsigned lh : 1; //Attack considers left hand (wd.damage2) - unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that) - } flag; - - memset(&wd,0,sizeof(wd)); - memset(&flag,0,sizeof(flag)); - - if (src==NULL || target==NULL) { - nullpo_info(NLP_MARK); - return wd; - } - //Initial flag - flag.rh=1; - flag.weapon=1; - flag.infdef=(tstatus->mode&MD_PLANT && skill_num != RA_CLUSTERBOMB +static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +{ + unsigned int skillratio = 100; //Skill dmg modifiers. + short skill=0; + short s_ele, s_ele_, t_class; + int i, nk; + bool n_ele = false; // non-elemental + + struct map_session_data *sd, *tsd; + struct Damage wd; + struct status_change *sc = status_get_sc(src); + struct status_change *tsc = status_get_sc(target); + struct status_data *sstatus = status_get_status_data(src); + struct status_data *tstatus = status_get_status_data(target); + struct { + unsigned hit : 1; //the attack Hit? (not a miss) + unsigned cri : 1; //Critical hit + unsigned idef : 1; //Ignore defense + unsigned idef2 : 1; //Ignore defense (left weapon) + unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick) + unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50 + unsigned infdef : 1; //Infinite defense (plants) + unsigned arrow : 1; //Attack is arrow-based + unsigned rh : 1; //Attack considers right hand (wd.damage) + unsigned lh : 1; //Attack considers left hand (wd.damage2) + unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that) + } flag; + + memset(&wd,0,sizeof(wd)); + memset(&flag,0,sizeof(flag)); + + if(src==NULL || target==NULL) + { + nullpo_info(NLP_MARK); + return wd; + } + //Initial flag + flag.rh=1; + flag.weapon=1; + flag.infdef=(tstatus->mode&MD_PLANT && skill_num != RA_CLUSTERBOMB #ifdef RENEWAL - && skill_num != HT_FREEZINGTRAP + && skill_num != HT_FREEZINGTRAP #endif - ?1:0); - if (target->type == BL_SKILL) { - TBL_SKILL *su = (TBL_SKILL *)target; - if (su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD)) - flag.infdef = 1; - } + ?1:0); + if( target->type == BL_SKILL){ + TBL_SKILL *su = (TBL_SKILL*)target; + if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) + flag.infdef = 1; + } - //Initial Values - wd.type=0; //Normal attack - wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1; - wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. - if (skill_num == KN_AUTOCOUNTER) - wd.amotion >>= 1; - wd.dmotion=tstatus->dmotion; - wd.blewcount=skill_get_blewcount(skill_num,skill_lv); - wd.flag = BF_WEAPON; //Initial Flag - wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] - wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later - nk = skill_get_nk(skill_num); - if (!skill_num && wflag) //If flag, this is splash damage from Baphomet Card and it always hits. - nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE; - flag.hit = nk &NK_IGNORE_FLEE?1:0; - flag.idef = flag.idef2 = nk &NK_IGNORE_DEF?1:0; - - if (sc && !sc->count) - sc = NULL; //Skip checking as there are no status changes active. - if (tsc && !tsc->count) - tsc = NULL; //Skip checking as there are no status changes active. - - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, target); - - if (sd) - wd.blewcount += battle_blewcount_bonus(sd, skill_num); - - //Set miscellaneous data that needs be filled regardless of hit/miss - if ( - (sd && sd->state.arrow_atk) || - (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3)) - ) - flag.arrow = 1; - - if (skill_num) { - wd.flag |= battle_range_type(src, target, skill_num, skill_lv); - switch (skill_num) { - case MO_FINGEROFFENSIVE: - if (sd) { - if (battle_config.finger_offensive_type) - wd.div_ = 1; - else - wd.div_ = sd->spiritball_old; - } - break; - case HT_PHANTASMIC: - //Since these do not consume ammo, they need to be explicitly set as arrow attacks. - flag.arrow = 1; - break; + //Initial Values + wd.type=0; //Normal attack + wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1; + wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. + if(skill_num == KN_AUTOCOUNTER) + wd.amotion >>= 1; + wd.dmotion=tstatus->dmotion; + wd.blewcount=skill_get_blewcount(skill_num,skill_lv); + wd.flag = BF_WEAPON; //Initial Flag + wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] + wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later + nk = skill_get_nk(skill_num); + if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits. + nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE; + flag.hit = nk&NK_IGNORE_FLEE?1:0; + flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0; + + if (sc && !sc->count) + sc = NULL; //Skip checking as there are no status changes active. + if (tsc && !tsc->count) + tsc = NULL; //Skip checking as there are no status changes active. + + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, target); + + if(sd) + wd.blewcount += battle_blewcount_bonus(sd, skill_num); + + //Set miscellaneous data that needs be filled regardless of hit/miss + if( + (sd && sd->state.arrow_atk) || + (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3)) + ) + flag.arrow = 1; + + if(skill_num){ + wd.flag |= battle_range_type(src, target, skill_num, skill_lv); + switch(skill_num) + { + case MO_FINGEROFFENSIVE: + if(sd) { + if (battle_config.finger_offensive_type) + wd.div_ = 1; + else + wd.div_ = sd->spiritball_old; + } + break; + case HT_PHANTASMIC: + //Since these do not consume ammo, they need to be explicitly set as arrow attacks. + flag.arrow = 1; + break; #ifndef RENEWAL - case PA_SHIELDCHAIN: - case CR_SHIELDBOOMERANG: + case PA_SHIELDCHAIN: + case CR_SHIELDBOOMERANG: #endif - case LG_SHIELDPRESS: - case LG_EARTHDRIVE: - flag.weapon = 0; - break; - - case KN_PIERCE: - case ML_PIERCE: - wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); - break; - - case TF_DOUBLE: //For NPC used skill. - case GS_CHAINACTION: - wd.type = 0x08; - break; - - case GS_GROUNDDRIFT: - case KN_SPEARSTAB: - case KN_BOWLINGBASH: - case MS_BOWLINGBASH: - case MO_BALKYOUNG: - case TK_TURNKICK: - wd.blewcount=0; - break; - - case KN_AUTOCOUNTER: - wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; - break; - - case NPC_CRITICALSLASH: - case LG_PINPOINTATTACK: - flag.cri = 1; //Always critical skill. - break; - - case LK_SPIRALPIERCE: - if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC; - break; - } - } else //Range for normal attacks. - wd.flag |= flag.arrow?BF_LONG:BF_SHORT; - - if ((!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) { - //Check for Lucky Dodge - wd.type=0x0b; - wd.dmg_lv=ATK_LUCKY; - if (wd.div_ < 0) wd.div_*=-1; - return wd; - } + case LG_SHIELDPRESS: + case LG_EARTHDRIVE: + flag.weapon = 0; + break; + + case KN_PIERCE: + case ML_PIERCE: + wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); + break; + + case TF_DOUBLE: //For NPC used skill. + case GS_CHAINACTION: + wd.type = 0x08; + break; + + case GS_GROUNDDRIFT: + case KN_SPEARSTAB: + case KN_BOWLINGBASH: + case MS_BOWLINGBASH: + case MO_BALKYOUNG: + case TK_TURNKICK: + wd.blewcount=0; + break; + + case KN_AUTOCOUNTER: + wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; + break; + + case NPC_CRITICALSLASH: + case LG_PINPOINTATTACK: + flag.cri = 1; //Always critical skill. + break; + + case LK_SPIRALPIERCE: + if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC; + break; + } + } else //Range for normal attacks. + wd.flag |= flag.arrow?BF_LONG:BF_SHORT; + + if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 ) + { //Check for Lucky Dodge + wd.type=0x0b; + wd.dmg_lv=ATK_LUCKY; + if (wd.div_ < 0) wd.div_*=-1; + return wd; + } - t_class = status_get_class(target); - s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv); - if (!skill_num || s_ele == -1) { - //Take weapon's element - s_ele = sstatus->rhw.ele; - s_ele_ = sstatus->lhw.ele; - if (sd) { //Summoning 10 talisman will endow your weapon. - ARR_FIND(1, 6, i, sd->talisman[i] >= 10); - if (i < 5) s_ele = s_ele_ = i; - } - if (flag.arrow && sd && sd->bonus.arrow_ele) - s_ele = sd->bonus.arrow_ele; - if (battle_config.attack_attr_none&src->type) - n_ele = true; //Weapon's element is "not elemental" - } else if (s_ele == -2) //Use enchantment's element - s_ele = s_ele_ = status_get_attack_sc_element(src,sc); - else if (s_ele == -3) //Use random element - s_ele = s_ele_ = rnd()%ELE_MAX; - switch (skill_num) { - case GS_GROUNDDRIFT: - s_ele = s_ele_ = wflag; //element comes in flag. - break; - case LK_SPIRALPIERCE: - if (!sd) n_ele = false; //forced neutral for monsters - break; - } + t_class = status_get_class(target); + s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv); + if( !skill_num || s_ele == -1 ) + { //Take weapon's element + s_ele = sstatus->rhw.ele; + s_ele_ = sstatus->lhw.ele; + if( sd ){ //Summoning 10 talisman will endow your weapon. + ARR_FIND(1, 6, i, sd->talisman[i] >= 10); + if( i < 5 ) s_ele = s_ele_ = i; + } + if( flag.arrow && sd && sd->bonus.arrow_ele ) + s_ele = sd->bonus.arrow_ele; + if( battle_config.attack_attr_none&src->type ) + n_ele = true; //Weapon's element is "not elemental" + } + else if( s_ele == -2 ) //Use enchantment's element + s_ele = s_ele_ = status_get_attack_sc_element(src,sc); + else if( s_ele == -3 ) //Use random element + s_ele = s_ele_ = rnd()%ELE_MAX; + switch( skill_num ) + { + case GS_GROUNDDRIFT: + s_ele = s_ele_ = wflag; //element comes in flag. + break; + case LK_SPIRALPIERCE: + if (!sd) n_ele = false; //forced neutral for monsters + break; + } - if (!(nk &NK_NO_ELEFIX) && !n_ele) - if (src->type == BL_HOM) - n_ele = true; //skill is "not elemental" - if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_num && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_num == MH_STAHL_HORN)) { - s_ele = s_ele_ = ELE_HOLY; - n_ele = false; - } + if (!(nk & NK_NO_ELEFIX) && !n_ele) + if (src->type == BL_HOM) + n_ele = true; //skill is "not elemental" + if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_num && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_num == MH_STAHL_HORN)) { + s_ele = s_ele_ = ELE_HOLY; + n_ele = false; + } - if (!skill_num) { - //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) - if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) { - flag.rh=0; - flag.lh=1; - } - if (sstatus->lhw.atk) - flag.lh=1; - } + if(!skill_num) + { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) + if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) + { + flag.rh=0; + flag.lh=1; + } + if (sstatus->lhw.atk) + flag.lh=1; + } - if (sd && !skill_num) { //Check for double attack. - if (((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) - || (sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST) //Will fail bare-handed - || (sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST)) { // Need confirmation - //Success chance is not added, the higher one is used [Skotlex] - if (rnd()%100 < (5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate)) { - wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); - wd.type = 0x08; - } - } else if (sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv) { - wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv); - wd.type = 0x08; - } else if (sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1) { - short rate[] = { 4, 4, 7, 9, 10 }; - if (sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) { - wd.type = 0x08; - wd.div_ = 2; - if (sc->data[SC_FEARBREEZE]->val1 > 2) { - int chance = rand()%100; - wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90); - wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1); - } - wd.div_ = min(wd.div_,sd->status.inventory[i].amount); - sc->data[SC_FEARBREEZE]->val4 = wd.div_-1; - } - } - } + if( sd && !skill_num ) { //Check for double attack. + if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) + || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed + || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation + { //Success chance is not added, the higher one is used [Skotlex] + if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) + { + wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); + wd.type = 0x08; + } + } + else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv ) + { + wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv); + wd.type = 0x08; + } + else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){ + short rate[] = { 4, 4, 7, 9, 10 }; + if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) { + wd.type = 0x08; + wd.div_ = 2; + if(sc->data[SC_FEARBREEZE]->val1 > 2){ + int chance = rand()%100; + wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90); + wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1); + } + wd.div_ = min(wd.div_,sd->status.inventory[i].amount); + sc->data[SC_FEARBREEZE]->val4 = wd.div_-1; + } + } + } - //Check for critical - if (!flag.cri && !(wd.type&0x08) && sstatus->cri && - (!skill_num || - skill_num == KN_AUTOCOUNTER || - skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING || - skill_num == NJ_KIRIKAGE)) { - short cri = sstatus->cri; - if (sd) { - cri+= sd->critaddrace[tstatus->race]; - if (flag.arrow) - cri += sd->bonus.arrow_cri; - } - if (sc && sc->data[SC_CAMOUFLAGE]) - cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4); - //The official equation is *2, but that only applies when sd's do critical. - //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob - cri -= tstatus->luk*(!sd&&tsd?3:2); - - if (tsc && tsc->data[SC_SLEEP]) { - cri <<= 1; - } - switch (skill_num) { - case KN_AUTOCOUNTER: - if (battle_config.auto_counter_type && - (battle_config.auto_counter_type&src->type)) - flag.cri = 1; - else - cri <<= 1; - break; - case SN_SHARPSHOOTING: - case MA_SHARPSHOOTING: - cri += 200; - break; - case NJ_KIRIKAGE: - cri += 250 + 50*skill_lv; - break; - } - if (tsd && tsd->bonus.critical_def) - cri = cri * (100 - tsd->bonus.critical_def) / 100; - if (rnd()%1000 < cri) - flag.cri = 1; - } - if (flag.cri) { - wd.type = 0x0a; - flag.idef = flag.idef2 = flag.hit = 1; - } else { //Check for Perfect Hit - if (sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) - flag.hit = 1; - if (sc && sc->data[SC_FUSION]) { - flag.hit = 1; //SG_FUSION always hit [Komurka] - flag.idef = flag.idef2 = 1; //def ignore [Komurka] - } - if (!flag.hit) - switch (skill_num) { - case AS_SPLASHER: - if (!wflag) // Always hits the one exploding. - flag.hit = 1; - break; - case CR_SHIELDBOOMERANG: - if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) - flag.hit = 1; - break; - } - if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING) - flag.hit = 1; - } + //Check for critical + if( !flag.cri && !(wd.type&0x08) && sstatus->cri && + (!skill_num || + skill_num == KN_AUTOCOUNTER || + skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING || + skill_num == NJ_KIRIKAGE)) + { + short cri = sstatus->cri; + if (sd) + { + cri+= sd->critaddrace[tstatus->race]; + if(flag.arrow) + cri += sd->bonus.arrow_cri; + } + if( sc && sc->data[SC_CAMOUFLAGE] ) + cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4); + //The official equation is *2, but that only applies when sd's do critical. + //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob + cri -= tstatus->luk*(!sd&&tsd?3:2); + + if( tsc && tsc->data[SC_SLEEP] ) { + cri <<= 1; + } + switch (skill_num) { + case KN_AUTOCOUNTER: + if(battle_config.auto_counter_type && + (battle_config.auto_counter_type&src->type)) + flag.cri = 1; + else + cri <<= 1; + break; + case SN_SHARPSHOOTING: + case MA_SHARPSHOOTING: + cri += 200; + break; + case NJ_KIRIKAGE: + cri += 250 + 50*skill_lv; + break; + } + if(tsd && tsd->bonus.critical_def) + cri = cri * ( 100 - tsd->bonus.critical_def ) / 100; + if (rnd()%1000 < cri) + flag.cri = 1; + } + if (flag.cri) + { + wd.type = 0x0a; + flag.idef = flag.idef2 = flag.hit = 1; + } else { //Check for Perfect Hit + if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) + flag.hit = 1; + if (sc && sc->data[SC_FUSION]) { + flag.hit = 1; //SG_FUSION always hit [Komurka] + flag.idef = flag.idef2 = 1; //def ignore [Komurka] + } + if( !flag.hit ) + switch(skill_num) + { + case AS_SPLASHER: + if( !wflag ) // Always hits the one exploding. + flag.hit = 1; + break; + case CR_SHIELDBOOMERANG: + if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER ) + flag.hit = 1; + break; + } + if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING) + flag.hit = 1; + } - if (!flag.hit) { - //Hit/Flee calculation - short - flee = tstatus->flee, + if (!flag.hit) + { //Hit/Flee calculation + short + flee = tstatus->flee, #ifdef RENEWAL - hitrate = 0; //Default hitrate + hitrate = 0; //Default hitrate #else - hitrate = 80; //Default hitrate + hitrate = 80; //Default hitrate #endif - if (battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { - unsigned char attacker_count; //256 max targets should be a sane max - attacker_count = unit_counttargeted(target); - if (attacker_count >= battle_config.agi_penalty_count) { - if (battle_config.agi_penalty_type == 1) - flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; - else //asume type 2: absolute reduction - flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; - if (flee < 1) flee = 1; - } - } + if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { + unsigned char attacker_count; //256 max targets should be a sane max + attacker_count = unit_counttargeted(target); + if(attacker_count >= battle_config.agi_penalty_count) { + if (battle_config.agi_penalty_type == 1) + flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; + else //asume type 2: absolute reduction + flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; + if(flee < 1) flee = 1; + } + } - hitrate+= sstatus->hit - flee; + hitrate+= sstatus->hit - flee; - if (wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks. - tsc && tsc->data[SC_FOGWALL]) - hitrate -= 50; + if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks. + tsc && tsc->data[SC_FOGWALL]) + hitrate -= 50; - if (sd && flag.arrow) - hitrate += sd->bonus.arrow_hit; + if(sd && flag.arrow) + hitrate += sd->bonus.arrow_hit; #ifdef RENEWAL - if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window - hitrate += pc_checkskill(sd,AC_VULTURE); + if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window + hitrate += pc_checkskill(sd,AC_VULTURE); #endif - if (skill_num) - switch (skill_num) { - //Hit skill modifiers - //It is proven that bonus is applied on final hitrate, not hit. - case SM_BASH: - case MS_BASH: - hitrate += hitrate * 5 * skill_lv / 100; - break; - case MS_MAGNUM: - case SM_MAGNUM: - hitrate += hitrate * 10 * skill_lv / 100; - break; - case KN_AUTOCOUNTER: - case PA_SHIELDCHAIN: - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - case NPC_POISONATTACK: - case NPC_HOLYATTACK: - case NPC_DARKNESSATTACK: - case NPC_UNDEADATTACK: - case NPC_TELEKINESISATTACK: - case NPC_BLEEDING: - hitrate += hitrate * 20 / 100; - break; - case KN_PIERCE: - case ML_PIERCE: - hitrate += hitrate * 5 * skill_lv / 100; - break; - case AS_SONICBLOW: - if (sd && pc_checkskill(sd,AS_SONICACCEL)>0) - hitrate += hitrate * 50 / 100; - break; - case MC_CARTREVOLUTION: - case GN_CART_TORNADO: - case GN_CARTCANNON: - if (sd && pc_checkskill(sd, GN_REMODELING_CART)) - hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4; - break; - case GC_VENOMPRESSURE: - hitrate += 10 + 4 * skill_lv; - break; - } + if(skill_num) + switch(skill_num) + { //Hit skill modifiers + //It is proven that bonus is applied on final hitrate, not hit. + case SM_BASH: + case MS_BASH: + hitrate += hitrate * 5 * skill_lv / 100; + break; + case MS_MAGNUM: + case SM_MAGNUM: + hitrate += hitrate * 10 * skill_lv / 100; + break; + case KN_AUTOCOUNTER: + case PA_SHIELDCHAIN: + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_UNDEADATTACK: + case NPC_TELEKINESISATTACK: + case NPC_BLEEDING: + hitrate += hitrate * 20 / 100; + break; + case KN_PIERCE: + case ML_PIERCE: + hitrate += hitrate * 5 * skill_lv / 100; + break; + case AS_SONICBLOW: + if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) + hitrate += hitrate * 50 / 100; + break; + case MC_CARTREVOLUTION: + case GN_CART_TORNADO: + case GN_CARTCANNON: + if( sd && pc_checkskill(sd, GN_REMODELING_CART) ) + hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4; + break; + case GC_VENOMPRESSURE: + hitrate += 10 + 4 * skill_lv; + break; + } - if (sd) { - // Weaponry Research hidden bonus - if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) - hitrate += hitrate * (2 * skill) / 100; + if( sd ) { + // Weaponry Research hidden bonus + if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) + hitrate += hitrate * ( 2 * skill ) / 100; - if ((sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) && - (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0) - hitrate += 3 * skill; - } + if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) && + (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 ) + hitrate += 3 * skill; + } - hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); + hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); - if (rnd()%100 >= hitrate) - wd.dmg_lv = ATK_FLEE; - else - flag.hit = 1; - } //End hit/miss calculation + if(rnd()%100 >= hitrate) + wd.dmg_lv = ATK_FLEE; + else + flag.hit = 1; + } //End hit/miss calculation - if (flag.hit && !flag.infdef) { //No need to do the math for plants - //Hitting attack + if (flag.hit && !flag.infdef) //No need to do the math for plants + { //Hitting attack - //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. - //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc +//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. +//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; } #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } - //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage +//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; } #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } - //Adds an absolute value to damage. 100 = +100 damage +//Adds an absolute value to damage. 100 = +100 damage #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; } #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; } - switch (skill_num) { - //Calc base damage according to skill - case NJ_ISSEN: - wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35); - wd.damage2 = 0; - status_set_hp(src, 1, 0); - break; - case PA_SACRIFICE: - wd.damage = sstatus->max_hp* 9/100; - wd.damage2 = 0; - break; + switch (skill_num) + { //Calc base damage according to skill + case NJ_ISSEN: + wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35); + wd.damage2 = 0; + status_set_hp(src, 1, 0); + break; + case PA_SACRIFICE: + wd.damage = sstatus->max_hp* 9/100; + wd.damage2 = 0; + break; #ifndef RENEWAL - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - if (sd) { - short index = sd->equip_index[EQI_HAND_R]; - - if (index >= 0 && - sd->inventory_data[index] && - sd->inventory_data[index]->type == IT_WEAPON) - wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight - } else - wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2 - - ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only. - i = sstatus->str/10; - i*=i; - ATK_ADD(i); //Add str bonus. - switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? - case SZ_SMALL: //Small: 125% - ATK_RATE(125); - break; - //case SZ_MEDIUM: //Medium: 100% - case SZ_BIG: //Large: 75% - ATK_RATE(75); - break; - } - break; + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + if (sd) { + short index = sd->equip_index[EQI_HAND_R]; + + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == IT_WEAPON) + wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight + } else + wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2 + + ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only. + i = sstatus->str/10; + i*=i; + ATK_ADD(i); //Add str bonus. + switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? + case SZ_SMALL: //Small: 125% + ATK_RATE(125); + break; + //case SZ_MEDIUM: //Medium: 100% + case SZ_BIG: //Large: 75% + ATK_RATE(75); + break; + } + break; #endif - case CR_SHIELDBOOMERANG: - case PA_SHIELDCHAIN: - case LG_SHIELDPRESS: - case LG_EARTHDRIVE: - wd.damage = sstatus->batk; - if (sd) { - short index = sd->equip_index[EQI_HAND_L]; - - if (index >= 0 && - sd->inventory_data[index] && - sd->inventory_data[index]->type == IT_ARMOR) - ATK_ADD(sd->inventory_data[index]->weight/10); - } else - ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 - break; - case HFLI_SBR44: //[orn] - if (src->type == BL_HOM) { - wd.damage = ((TBL_HOM *)src)->homunculus.intimacy ; - break; - } - default: { - i = (flag.cri?1:0)| - (flag.arrow?2:0)| - (skill_num == HW_MAGICCRASHER?4:0)| - (!skill_num && sc && sc->data[SC_CHANGE]?4:0)| - (skill_num == MO_EXTREMITYFIST?8:0)| - (sc && sc->data[SC_WEAPONPERFECTION]?8:0); - if (flag.arrow && sd) - switch (sd->status.weapon) { - case W_BOW: - case W_REVOLVER: - case W_GATLING: - case W_SHOTGUN: - case W_GRENADE: - break; - default: - i |= 16; // for ex. shuriken must not be influenced by DEX - } - wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); - if (flag.lh) - wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i); - - if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets - if (wflag>0) - wd.damage/= wflag; - else - ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); - } - - //Add any bonuses that modify the base baseatk+watk (pre-skills) - if (sd) { - if (sd->bonus.atk_rate) - ATK_ADDRATE(sd->bonus.atk_rate); - - if (flag.cri && sd->bonus.crit_atk_rate) - ATK_ADDRATE(sd->bonus.crit_atk_rate); - - if (sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) { - if ((i = party_foreachsamemap(party_sub_count, sd, 0)) > 1) // exclude the player himself [Inkfish] - ATK_ADDRATE(2*skill*i); - } - } - break; - } //End default case - } //End switch(skill_num) - - //Skill damage modifiers that stack linearly - if (sc && skill_num != PA_SACRIFICE) { - if (sc->data[SC_OVERTHRUST]) - skillratio += sc->data[SC_OVERTHRUST]->val3; - if (sc->data[SC_MAXOVERTHRUST]) - skillratio += sc->data[SC_MAXOVERTHRUST]->val2; - if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]) - skillratio += 100; - if (sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) - skillratio += sc->data[SC_ZENKAI]->val1 * 2; - } - if (!skill_num) { - ATK_RATE(skillratio); - } else { - switch (skill_num) { - case SM_BASH: - case MS_BASH: - skillratio += 30*skill_lv; - break; - case SM_MAGNUM: - case MS_MAGNUM: - skillratio += 20*skill_lv; - break; - case MC_MAMMONITE: - skillratio += 50*skill_lv; - break; - case HT_POWER: - skillratio += -50+8*sstatus->str; - break; - case AC_DOUBLE: - case MA_DOUBLE: - skillratio += 10*(skill_lv-1); - break; - case AC_SHOWER: - case MA_SHOWER: -#ifdef RENEWAL - skillratio += 50+10*skill_lv; -#else - skillratio += -25+5*skill_lv; -#endif - break; - case AC_CHARGEARROW: - case MA_CHARGEARROW: - skillratio += 50; - break; + case CR_SHIELDBOOMERANG: + case PA_SHIELDCHAIN: + case LG_SHIELDPRESS: + case LG_EARTHDRIVE: + wd.damage = sstatus->batk; + if (sd) { + short index = sd->equip_index[EQI_HAND_L]; + + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == IT_ARMOR) + ATK_ADD(sd->inventory_data[index]->weight/10); + } else + ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 + break; + case HFLI_SBR44: //[orn] + if(src->type == BL_HOM) { + wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ; + break; + } + default: + { + i = (flag.cri?1:0)| + (flag.arrow?2:0)| + (skill_num == HW_MAGICCRASHER?4:0)| + (!skill_num && sc && sc->data[SC_CHANGE]?4:0)| + (skill_num == MO_EXTREMITYFIST?8:0)| + (sc && sc->data[SC_WEAPONPERFECTION]?8:0); + if (flag.arrow && sd) + switch(sd->status.weapon) { + case W_BOW: + case W_REVOLVER: + case W_GATLING: + case W_SHOTGUN: + case W_GRENADE: + break; + default: + i |= 16; // for ex. shuriken must not be influenced by DEX + } + wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); + if (flag.lh) + wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i); + + if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets + if(wflag>0) + wd.damage/= wflag; + else + ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); + } + + //Add any bonuses that modify the base baseatk+watk (pre-skills) + if(sd) { + if (sd->bonus.atk_rate) + ATK_ADDRATE(sd->bonus.atk_rate); + + if(flag.cri && sd->bonus.crit_atk_rate) + ATK_ADDRATE(sd->bonus.crit_atk_rate); + + if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){ + if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish] + ATK_ADDRATE(2*skill*i); + } + } + break; + } //End default case + } //End switch(skill_num) + + //Skill damage modifiers that stack linearly + if(sc && skill_num != PA_SACRIFICE) + { + if(sc->data[SC_OVERTHRUST]) + skillratio += sc->data[SC_OVERTHRUST]->val3; + if(sc->data[SC_MAXOVERTHRUST]) + skillratio += sc->data[SC_MAXOVERTHRUST]->val2; + if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]) + skillratio += 100; + if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 ) + skillratio += sc->data[SC_ZENKAI]->val1 * 2; + } + if( !skill_num ) + { + ATK_RATE(skillratio); + } + else + { + switch( skill_num ) + { + case SM_BASH: + case MS_BASH: + skillratio += 30*skill_lv; + break; + case SM_MAGNUM: + case MS_MAGNUM: + skillratio += 20*skill_lv; + break; + case MC_MAMMONITE: + skillratio += 50*skill_lv; + break; + case HT_POWER: + skillratio += -50+8*sstatus->str; + break; + case AC_DOUBLE: + case MA_DOUBLE: + skillratio += 10*(skill_lv-1); + break; + case AC_SHOWER: + case MA_SHOWER: + #ifdef RENEWAL + skillratio += 50+10*skill_lv; + #else + skillratio += -25+5*skill_lv; + #endif + break; + case AC_CHARGEARROW: + case MA_CHARGEARROW: + skillratio += 50; + break; #ifndef RENEWAL - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - skillratio += -50+10*skill_lv; - break; -#endif - case KN_PIERCE: - case ML_PIERCE: - skillratio += 10*skill_lv; - break; - case MER_CRASH: - skillratio += 10*skill_lv; - break; - case KN_SPEARSTAB: - skillratio += 15*skill_lv; - break; - case KN_SPEARBOOMERANG: - skillratio += 50*skill_lv; - break; - case KN_BRANDISHSPEAR: - case ML_BRANDISH: { - int ratio = 100+20*skill_lv; - skillratio += ratio-100; - if (skill_lv>3 && wflag==1) skillratio += ratio/2; - if (skill_lv>6 && wflag==1) skillratio += ratio/4; - if (skill_lv>9 && wflag==1) skillratio += ratio/8; - if (skill_lv>6 && wflag==2) skillratio += ratio/2; - if (skill_lv>9 && wflag==2) skillratio += ratio/4; - if (skill_lv>9 && wflag==3) skillratio += ratio/2; - break; - } - case KN_BOWLINGBASH: - case MS_BOWLINGBASH: - skillratio+= 40*skill_lv; - break; - case AS_GRIMTOOTH: - skillratio += 20*skill_lv; - break; - case AS_POISONREACT: - skillratio += 30*skill_lv; - break; - case AS_SONICBLOW: - skillratio += -50+5*skill_lv; - break; - case TF_SPRINKLESAND: - skillratio += 30; - break; - case MC_CARTREVOLUTION: - skillratio += 50; - if (sd && sd->cart_weight) - skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight - else if (!sd) - skillratio += 100; //Max damage for non players. - break; - case NPC_RANDOMATTACK: - skillratio += 100*skill_lv; - break; - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - case NPC_POISONATTACK: - case NPC_HOLYATTACK: - case NPC_DARKNESSATTACK: - case NPC_UNDEADATTACK: - case NPC_TELEKINESISATTACK: - case NPC_BLOODDRAIN: - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - case NPC_HELLJUDGEMENT: - case NPC_PULSESTRIKE: - skillratio += 100*(skill_lv-1); - break; - case RG_BACKSTAP: - if (sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty) - skillratio += (200+40*skill_lv)/2; - else - skillratio += 200+40*skill_lv; - break; - case RG_RAID: - skillratio += 40*skill_lv; - break; - case RG_INTIMIDATE: - skillratio += 30*skill_lv; - break; - case CR_SHIELDCHARGE: - skillratio += 20*skill_lv; - break; - case CR_SHIELDBOOMERANG: - skillratio += 30*skill_lv; - break; - case NPC_DARKCROSS: - case CR_HOLYCROSS: { - int ratio = 35*skill_lv; -#ifdef RENEWAL - if (sd && sd->status.weapon == W_2HSPEAR) - ratio *= 2; -#endif - skillratio += ratio; - break; - } - case AM_DEMONSTRATION: - skillratio += 20*skill_lv; - break; - case AM_ACIDTERROR: - skillratio += 40*skill_lv; - break; - case MO_FINGEROFFENSIVE: - skillratio+= 50 * skill_lv; - break; - case MO_INVESTIGATE: - skillratio += 75*skill_lv; - flag.pdef = flag.pdef2 = 2; - break; - case MO_EXTREMITYFIST: { - //Overflow check. [Skotlex] - unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10); - //You'd need something like 6K SP to reach this max, so should be fine for most purposes. - if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. - skillratio = (unsigned short)ratio; - status_set_sp(src, 0, 0); - } - break; - case MO_TRIPLEATTACK: - skillratio += 20*skill_lv; - break; - case MO_CHAINCOMBO: - skillratio += 50+50*skill_lv; - break; - case MO_COMBOFINISH: - skillratio += 140+60*skill_lv; - break; - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - skillratio += 25+25*skill_lv; - break; - case CH_TIGERFIST: - skillratio += 100*skill_lv-60; - break; - case CH_CHAINCRUSH: - skillratio += 300+100*skill_lv; - break; - case CH_PALMSTRIKE: - skillratio += 100+100*skill_lv; - break; - case LK_HEADCRUSH: - skillratio += 40*skill_lv; - break; - case LK_JOINTBEAT: - i = 10*skill_lv-50; - // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment. - if (wflag&BREAK_NECK) i*=2; - skillratio += i; - break; -#ifdef RENEWAL - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: { - // Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits - short index = sd?sd->equip_index[EQI_HAND_R]:0; - int weight = 0; - - if (sd && index >= 0 && - sd->inventory_data[index] && - sd->inventory_data[index]->type == IT_WEAPON) - weight = sd->inventory_data[index]->weight/20; - ATK_ADD(weight * skill_lv) - skillratio += 50*skill_lv; - } - break; + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + skillratio += -50+10*skill_lv; + break; #endif - case ASC_METEORASSAULT: - skillratio += 40*skill_lv-60; - break; - case SN_SHARPSHOOTING: - case MA_SHARPSHOOTING: - skillratio += 100+50*skill_lv; - break; - case CG_ARROWVULCAN: - skillratio += 100+100*skill_lv; - break; - case AS_SPLASHER: - skillratio += 400+50*skill_lv; - if (sd) - skillratio += 20 * pc_checkskill(sd,AS_POISONREACT); - break; - case ASC_BREAKER: - skillratio += 100*skill_lv-100; - break; - case PA_SACRIFICE: - skillratio += 10*skill_lv-10; - break; - case PA_SHIELDCHAIN: - skillratio += 30*skill_lv; - break; - case WS_CARTTERMINATION: - i = 10 * (16 - skill_lv); - if (i < 1) i = 1; - //Preserve damage ratio when max cart weight is changed. - if (sd && sd->cart_weight) - skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100; - else if (!sd) - skillratio += 80000 / i - 100; - break; - case TK_DOWNKICK: - skillratio += 60 + 20*skill_lv; - break; - case TK_STORMKICK: - skillratio += 60 + 20*skill_lv; - break; - case TK_TURNKICK: - skillratio += 90 + 30*skill_lv; - break; - case TK_COUNTER: - skillratio += 90 + 30*skill_lv; - break; - case TK_JUMPKICK: - skillratio += -70 + 10*skill_lv; - if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num) - skillratio += 10*status_get_lv(src)/3; //Tumble bonus - if (wflag) { - skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?) - if (sc && sc->data[SC_SPURT]) // Spurt bonus - skillratio *= 2; - } - break; - case GS_TRIPLEACTION: - skillratio += 50*skill_lv; - break; - case GS_BULLSEYE: - //Only works well against brute/demihumans non bosses. - if ((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - && !(tstatus->mode&MD_BOSS)) - skillratio += 400; - break; - case GS_TRACKING: - skillratio += 100 *(skill_lv+1); - break; - case GS_PIERCINGSHOT: - skillratio += 20*skill_lv; - break; - case GS_RAPIDSHOWER: - skillratio += 10*skill_lv; - break; - case GS_DESPERADO: - skillratio += 50*(skill_lv-1); - break; - case GS_DUST: - skillratio += 50*skill_lv; - break; - case GS_FULLBUSTER: - skillratio += 100*(skill_lv+2); - break; - case GS_SPREADATTACK: + case KN_PIERCE: + case ML_PIERCE: + skillratio += 10*skill_lv; + break; + case MER_CRASH: + skillratio += 10*skill_lv; + break; + case KN_SPEARSTAB: + skillratio += 15*skill_lv; + break; + case KN_SPEARBOOMERANG: + skillratio += 50*skill_lv; + break; + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + { + int ratio = 100+20*skill_lv; + skillratio += ratio-100; + if(skill_lv>3 && wflag==1) skillratio += ratio/2; + if(skill_lv>6 && wflag==1) skillratio += ratio/4; + if(skill_lv>9 && wflag==1) skillratio += ratio/8; + if(skill_lv>6 && wflag==2) skillratio += ratio/2; + if(skill_lv>9 && wflag==2) skillratio += ratio/4; + if(skill_lv>9 && wflag==3) skillratio += ratio/2; + break; + } + case KN_BOWLINGBASH: + case MS_BOWLINGBASH: + skillratio+= 40*skill_lv; + break; + case AS_GRIMTOOTH: + skillratio += 20*skill_lv; + break; + case AS_POISONREACT: + skillratio += 30*skill_lv; + break; + case AS_SONICBLOW: + skillratio += -50+5*skill_lv; + break; + case TF_SPRINKLESAND: + skillratio += 30; + break; + case MC_CARTREVOLUTION: + skillratio += 50; + if(sd && sd->cart_weight) + skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight + else if (!sd) + skillratio += 100; //Max damage for non players. + break; + case NPC_RANDOMATTACK: + skillratio += 100*skill_lv; + break; + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_UNDEADATTACK: + case NPC_TELEKINESISATTACK: + case NPC_BLOODDRAIN: + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + case NPC_HELLJUDGEMENT: + case NPC_PULSESTRIKE: + skillratio += 100*(skill_lv-1); + break; + case RG_BACKSTAP: + if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty) + skillratio += (200+40*skill_lv)/2; + else + skillratio += 200+40*skill_lv; + break; + case RG_RAID: + skillratio += 40*skill_lv; + break; + case RG_INTIMIDATE: + skillratio += 30*skill_lv; + break; + case CR_SHIELDCHARGE: + skillratio += 20*skill_lv; + break; + case CR_SHIELDBOOMERANG: + skillratio += 30*skill_lv; + break; + case NPC_DARKCROSS: + case CR_HOLYCROSS: + { + int ratio = 35*skill_lv; + #ifdef RENEWAL + if(sd && sd->status.weapon == W_2HSPEAR) + ratio *= 2; + #endif + skillratio += ratio; + break; + } + case AM_DEMONSTRATION: + skillratio += 20*skill_lv; + break; + case AM_ACIDTERROR: + skillratio += 40*skill_lv; + break; + case MO_FINGEROFFENSIVE: + skillratio+= 50 * skill_lv; + break; + case MO_INVESTIGATE: + skillratio += 75*skill_lv; + flag.pdef = flag.pdef2 = 2; + break; + case MO_EXTREMITYFIST: + { //Overflow check. [Skotlex] + unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10); + //You'd need something like 6K SP to reach this max, so should be fine for most purposes. + if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. + skillratio = (unsigned short)ratio; + status_set_sp(src, 0, 0); + } + break; + case MO_TRIPLEATTACK: + skillratio += 20*skill_lv; + break; + case MO_CHAINCOMBO: + skillratio += 50+50*skill_lv; + break; + case MO_COMBOFINISH: + skillratio += 140+60*skill_lv; + break; + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + skillratio += 25+25*skill_lv; + break; + case CH_TIGERFIST: + skillratio += 100*skill_lv-60; + break; + case CH_CHAINCRUSH: + skillratio += 300+100*skill_lv; + break; + case CH_PALMSTRIKE: + skillratio += 100+100*skill_lv; + break; + case LK_HEADCRUSH: + skillratio += 40*skill_lv; + break; + case LK_JOINTBEAT: + i = 10*skill_lv-50; + // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment. + if (wflag&BREAK_NECK) i*=2; + skillratio += i; + break; #ifdef RENEWAL - skillratio += 20*(skill_lv); -#else - skillratio += 20*(skill_lv-1); + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + {// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits + short index = sd?sd->equip_index[EQI_HAND_R]:0; + int weight = 0; + + if (sd && index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == IT_WEAPON) + weight = sd->inventory_data[index]->weight/20; + ATK_ADD(weight * skill_lv) + skillratio += 50*skill_lv; + } + break; #endif - break; - case NJ_HUUMA: - skillratio += 50 + 150*skill_lv; - break; - case NJ_TATAMIGAESHI: - skillratio += 10*skill_lv; - break; - case NJ_KASUMIKIRI: - skillratio += 10*skill_lv; - break; - case NJ_KIRIKAGE: - skillratio += 100*(skill_lv-1); - break; - case KN_CHARGEATK: { - int k = (wflag-1)/3; //+100% every 3 cells of distance - if (k > 2) k = 2; // ...but hard-limited to 300%. - skillratio += 100 * k; - } - break; - case HT_PHANTASMIC: - skillratio += 50; - break; - case MO_BALKYOUNG: - skillratio += 200; - break; - case HFLI_MOON: //[orn] - skillratio += 10+110*skill_lv; - break; - case HFLI_SBR44: //[orn] - skillratio += 100 *(skill_lv-1); - break; - case NPC_VAMPIRE_GIFT: - skillratio += ((skill_lv-1)%5+1)*100; - break; - case RK_SONICWAVE: - skillratio += 400 + 100 * skill_lv; - RE_LVL_DMOD(100); - break; - case RK_HUNDREDSPEAR: - skillratio += 500 + (80 * skill_lv); - if (sd) { - short index = sd->equip_index[EQI_HAND_R]; - if (index >= 0 && sd->inventory_data[index] - && sd->inventory_data[index]->type == IT_WEAPON) - skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10; - skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE); - } // (1 + [(Casters Base Level - 100) / 200]) - skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100; - break; - case RK_WINDCUTTER: - skillratio += 50 * skill_lv; - RE_LVL_DMOD(100); - break; - case RK_IGNITIONBREAK: - i = distance_bl(src,target); - if (i < 2) - skillratio = 200 + 200 * skill_lv; - else if (i < 4) - skillratio = 100 + 200 * skill_lv; - else - skillratio = 100 + 100 * skill_lv; - RE_LVL_DMOD(100); - if (sstatus->rhw.ele == ELE_FIRE) - skillratio += skillratio / 2; - break; - case RK_CRUSHSTRIKE: - if (sd) { - //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% - short index = sd->equip_index[EQI_HAND_R]; - if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) - skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk + - 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6); - } - break; - case RK_STORMBLAST: - skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4); - break; - case RK_PHANTOMTHRUST: - skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10); - //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech] - //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus. - break; - /** - * GC Guilotine Cross - **/ - case GC_CROSSIMPACT: - skillratio += 900 + 100 * skill_lv; - RE_LVL_DMOD(120); - break; - case GC_PHANTOMMENACE: - skillratio += 200; - break; - case GC_COUNTERSLASH: - //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]% - skillratio += 200 + (100 * skill_lv); - RE_LVL_DMOD(120); - skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4; - break; - case GC_ROLLINGCUTTER: - skillratio += -50 + 50 * skill_lv; - RE_LVL_DMOD(100); - break; - case GC_CROSSRIPPERSLASHER: - skillratio += 300 + 80 * skill_lv; - RE_LVL_DMOD(100); - if (sc && sc->data[SC_ROLLINGCUTTER]) - skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi; - break; - /** - * Arch Bishop - **/ - case AB_DUPLELIGHT_MELEE: - skillratio += 10 * skill_lv; - break; - /** - * Ranger - **/ - case RA_ARROWSTORM: - skillratio += 900 + 80 * skill_lv; - RE_LVL_DMOD(100); - break; - case RA_AIMEDBOLT: - skillratio += 400 + 50 * skill_lv; - RE_LVL_DMOD(100); - if (tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER])) - wd.div_ = tstatus->size + 2 + ((rnd()%100 < 50-tstatus->size*10) ? 1 : 0); - break; - case RA_CLUSTERBOMB: - skillratio += 100 + 100 * skill_lv; - break; - case RA_WUGDASH:// ATK 300% - skillratio += 200; - break; - case RA_WUGSTRIKE: - skillratio = 200 * skill_lv; - break; - case RA_WUGBITE: - skillratio += 300 + 200 * skill_lv; - if (skill_lv == 5) skillratio += 100; - break; - case RA_SENSITIVEKEEN: - skillratio += 50 * skill_lv; - break; - /** - * Mechanic - **/ - case NC_BOOSTKNUCKLE: - skillratio += 100 + 100 * skill_lv + sstatus->dex; - RE_LVL_DMOD(100); - break; - case NC_PILEBUNKER: - skillratio += 200 + 100 * skill_lv + sstatus->str; - RE_LVL_DMOD(100); - break; - case NC_VULCANARM: - skillratio = 70 * skill_lv + sstatus->dex; - RE_LVL_DMOD(100); - break; - case NC_FLAMELAUNCHER: - case NC_COLDSLOWER: - skillratio += 200 + 300 * skill_lv; - RE_LVL_DMOD(100); - break; - case NC_ARMSCANNON: - switch (tstatus->size) { - case SZ_SMALL: - skillratio += 100 + 500 * skill_lv; - break;// Small - case SZ_MEDIUM: - skillratio += 100 + 400 * skill_lv; - break;// Medium - case SZ_BIG: - skillratio += 100 + 300 * skill_lv; - break;// Large - } - RE_LVL_DMOD(100); - //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech] - break; - case NC_AXEBOOMERANG: - skillratio += 60 + 40 * skill_lv; - if (sd) { - short index = sd->equip_index[EQI_HAND_R]; - if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) - skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech] - } - RE_LVL_DMOD(100); - break; - case NC_POWERSWING: - skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex; - RE_LVL_DMOD(100); - break; - case NC_AXETORNADO: - skillratio += 100 + 100 * skill_lv + sstatus->vit; - RE_LVL_DMOD(100); - break; - case SC_FATALMENACE: - skillratio += 100 * skill_lv; - break; - case SC_TRIANGLESHOT: - skillratio += 270 + 30 * skill_lv; - break; - case SC_FEINTBOMB: - skillratio += 100 + 100 * skill_lv; - break; - case LG_CANNONSPEAR:// Stimated formula. Still need confirm it. - skillratio += -100 + (50 + sstatus->str) * skill_lv; - RE_LVL_DMOD(100); - break; - case LG_BANISHINGPOINT: - skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1))); - RE_LVL_DMOD(100); - break; - case LG_SHIELDPRESS: - skillratio += 60 + 43 * skill_lv; - RE_LVL_DMOD(100); - break; - case LG_PINPOINTATTACK: - skillratio = ((100 * skill_lv) + (10 * status_get_agi(src))); - RE_LVL_DMOD(100); - break; - case LG_RAGEBURST: - if (sd && sd->spiritball_old) - skillratio += -100 + (sd->spiritball_old * 200); - else - skillratio += -100 + 15 * 200; - RE_LVL_DMOD(100); - break; - case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] % - if (sd) { - struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; - skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2; - if (shield_data) - skillratio += shield_data->def * 10; - } else - skillratio += 2400; //2500% - break; - case LG_MOONSLASHER: - skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80); - RE_LVL_DMOD(100); - break; - case LG_OVERBRAND: - skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30); - RE_LVL_DMOD(100); - break; - case LG_OVERBRAND_BRANDISH: - skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3); - RE_LVL_DMOD(100); - break; - case LG_OVERBRAND_PLUSATK: - skillratio = 150 * skill_lv; - RE_LVL_DMOD(100); - break; - case LG_RAYOFGENESIS: - skillratio = skillratio + 200 + 300 * skill_lv; - RE_LVL_DMOD(100); - break; - case LG_EARTHDRIVE: - skillratio = (skillratio + 100) * skill_lv; - RE_LVL_DMOD(100); - break; - case LG_HESPERUSLIT: - skillratio += 120 * skill_lv - 100; - break; - case SR_DRAGONCOMBO: - skillratio += 40 * skill_lv; - RE_LVL_DMOD(100); - break; - case SR_SKYNETBLOW: - //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] % - skillratio = 80 * skill_lv + sstatus->agi; - if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) //ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] % - skillratio = 100 * skill_lv + sstatus->agi + 150; - RE_LVL_DMOD(100); - break; - case SR_EARTHSHAKER: - if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] % - tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY])) { - skillratio = 150 * skill_lv; - RE_LVL_DMOD(100); - skillratio += sstatus->int_ * 3; - } else { //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] % - skillratio += 50 * (skill_lv-2); - RE_LVL_DMOD(100); - skillratio += sstatus->int_ * 2; - } - break; - case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] % - skillratio += 150 *skill_lv; - RE_LVL_DMOD(150); - break; - case SR_TIGERCANNON: { // ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] % - int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100, - sp = sstatus->max_sp * (6 + skill_lv) / 100; - skillratio = (hp+sp) / 4; - if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] % - skillratio = (hp+sp) / 2; - RE_LVL_DMOD(100); - } - break; - case SR_RAMPAGEBLASTER: - skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100; - if (sc && sc->data[SC_EXPLOSIONSPIRITS]) { - skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20; - RE_LVL_DMOD(120); - } else - RE_LVL_DMOD(150); - break; - case SR_KNUCKLEARROW: - if (wflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] % - skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ; - if (tsd && tsd->weight) - skillratio += 100 * (tsd->weight / tsd->max_weight); - } else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] % - skillratio += 400 + (100 * skill_lv); - RE_LVL_DMOD(100); - break; - case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % - skillratio = status_get_lv(src) + sstatus->dex; - RE_LVL_DMOD(100); - break; - case SR_GATEOFHELL: - if (sc && sc->data[SC_COMBO] - && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) - skillratio += 800 * skill_lv -100; - else - skillratio += 500 * skill_lv -100; - RE_LVL_DMOD(100); - break; - case SR_GENTLETOUCH_QUIET: - skillratio += 100 * skill_lv - 100 + sstatus->dex; - RE_LVL_DMOD(100); - break; - case SR_HOWLINGOFLION: - skillratio += 300 * skill_lv - 100; - RE_LVL_DMOD(150); - break; - case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] % - if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND) - skillratio += skill_lv * 50; - skillratio += -100 + 200 * skill_lv; - RE_LVL_DMOD(100); - break; - case WM_REVERBERATION_MELEE: - // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100] - skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION); - RE_LVL_DMOD(100); - break; - case WM_SEVERE_RAINSTORM_MELEE: - skillratio = 50 + 50 * skill_lv; - break; - case WM_GREAT_ECHO: - skillratio += 800 + 100 * skill_lv; - if (sd) { // Still need official value [pakpil] - short lv = (short)skill_lv; - skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0); - } - break; - case WM_SOUND_OF_DESTRUCTION: - skillratio += 400; - break; - case GN_CART_TORNADO: - // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] % - skillratio = 50 * skill_lv; - if (sd && sd->cart_weight) - skillratio += sd->cart_weight/10 / max(150-sstatus->str,1) + pc_checkskill(sd, GN_REMODELING_CART) * 50; - break; - case GN_CARTCANNON: - // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] % - skillratio = 60 * skill_lv; - if (sd) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40); - break; - case GN_SPORE_EXPLOSION: - skillratio += 200 + 100 * skill_lv; - break; - case GN_CRAZYWEED_ATK: - skillratio += 400 + 100 * skill_lv; - break; - case GN_SLINGITEM_RANGEMELEEATK: - if (sd) { - switch (sd->itemid) { - case 13260: // Apple Bomob - case 13261: // Coconut Bomb - case 13262: // Melon Bomb - case 13263: // Pinapple Bomb - skillratio += 400; // Unconfirded - break; - case 13264: // Banana Bomb 2000% - skillratio += 1900; - break; - case 13265: - skillratio -= 75; - break; // Black Lump 25% - case 13266: - skillratio -= 25; - break; // Hard Black Lump 75% - case 13267: - skillratio += 100; - break; // Extremely Hard Black Lump 200% - } - } else - skillratio += 300; // Bombs - break; - case SO_VARETYR_SPEAR: //Assumed Formula. - skillratio += -100 + 200 * (sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1); - if (sc && sc->data[SC_BLAST_OPTION]) - skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; - break; - // Physical Elemantal Spirits Attack Skills - case EL_CIRCLE_OF_FIRE: - case EL_FIRE_BOMB_ATK: - case EL_STONE_RAIN: - skillratio += 200; - break; - case EL_FIRE_WAVE_ATK: - skillratio += 500; - break; - case EL_TIDAL_WEAPON: - skillratio += 1400; - break; - case EL_WIND_SLASH: - skillratio += 100; - break; - case EL_HURRICANE: - skillratio += 600; - break; - case EL_TYPOON_MIS: - case EL_WATER_SCREW_ATK: - skillratio += 900; - break; - case EL_STONE_HAMMER: - skillratio += 400; - break; - case EL_ROCK_CRUSHER: - skillratio += 700; - break; - case KO_JYUMONJIKIRI: - if (tsc && tsc->data[SC_JYUMONJIKIRI]) - wd.div_ = wd.div_ * -1;// needs more info - skillratio += -100 + 150 * skill_lv; - case KO_HUUMARANKA: - skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info - break; - case KO_SETSUDAN: - skillratio += 100 * (skill_lv-1); - break; - case KO_BAKURETSU: - skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10); - break; - case MH_NEEDLE_OF_PARALYZE: - skillratio += 600 + 100 * skill_lv; - break; - case MH_STAHL_HORN: - skillratio += 400 + 100 * skill_lv; - break; - case MH_LAVA_SLIDE: - skillratio = 70 * skill_lv; - break; - case MH_MAGMA_FLOW: - skillratio += -100 + 100 * skill_lv; - break; - } + case ASC_METEORASSAULT: + skillratio += 40*skill_lv-60; + break; + case SN_SHARPSHOOTING: + case MA_SHARPSHOOTING: + skillratio += 100+50*skill_lv; + break; + case CG_ARROWVULCAN: + skillratio += 100+100*skill_lv; + break; + case AS_SPLASHER: + skillratio += 400+50*skill_lv; + if(sd) + skillratio += 20 * pc_checkskill(sd,AS_POISONREACT); + break; + case ASC_BREAKER: + skillratio += 100*skill_lv-100; + break; + case PA_SACRIFICE: + skillratio += 10*skill_lv-10; + break; + case PA_SHIELDCHAIN: + skillratio += 30*skill_lv; + break; + case WS_CARTTERMINATION: + i = 10 * (16 - skill_lv); + if (i < 1) i = 1; + //Preserve damage ratio when max cart weight is changed. + if(sd && sd->cart_weight) + skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100; + else if (!sd) + skillratio += 80000 / i - 100; + break; + case TK_DOWNKICK: + skillratio += 60 + 20*skill_lv; + break; + case TK_STORMKICK: + skillratio += 60 + 20*skill_lv; + break; + case TK_TURNKICK: + skillratio += 90 + 30*skill_lv; + break; + case TK_COUNTER: + skillratio += 90 + 30*skill_lv; + break; + case TK_JUMPKICK: + skillratio += -70 + 10*skill_lv; + if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num) + skillratio += 10*status_get_lv(src)/3; //Tumble bonus + if (wflag) + { + skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?) + if( sc && sc->data[SC_SPURT] ) // Spurt bonus + skillratio *= 2; + } + break; + case GS_TRIPLEACTION: + skillratio += 50*skill_lv; + break; + case GS_BULLSEYE: + //Only works well against brute/demihumans non bosses. + if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + && !(tstatus->mode&MD_BOSS)) + skillratio += 400; + break; + case GS_TRACKING: + skillratio += 100 *(skill_lv+1); + break; + case GS_PIERCINGSHOT: + skillratio += 20*skill_lv; + break; + case GS_RAPIDSHOWER: + skillratio += 10*skill_lv; + break; + case GS_DESPERADO: + skillratio += 50*(skill_lv-1); + break; + case GS_DUST: + skillratio += 50*skill_lv; + break; + case GS_FULLBUSTER: + skillratio += 100*(skill_lv+2); + break; + case GS_SPREADATTACK: + #ifdef RENEWAL + skillratio += 20*(skill_lv); + #else + skillratio += 20*(skill_lv-1); + #endif + break; + case NJ_HUUMA: + skillratio += 50 + 150*skill_lv; + break; + case NJ_TATAMIGAESHI: + skillratio += 10*skill_lv; + break; + case NJ_KASUMIKIRI: + skillratio += 10*skill_lv; + break; + case NJ_KIRIKAGE: + skillratio += 100*(skill_lv-1); + break; + case KN_CHARGEATK: + { + int k = (wflag-1)/3; //+100% every 3 cells of distance + if( k > 2 ) k = 2; // ...but hard-limited to 300%. + skillratio += 100 * k; + } + break; + case HT_PHANTASMIC: + skillratio += 50; + break; + case MO_BALKYOUNG: + skillratio += 200; + break; + case HFLI_MOON: //[orn] + skillratio += 10+110*skill_lv; + break; + case HFLI_SBR44: //[orn] + skillratio += 100 *(skill_lv-1); + break; + case NPC_VAMPIRE_GIFT: + skillratio += ((skill_lv-1)%5+1)*100; + break; + case RK_SONICWAVE: + skillratio += 400 + 100 * skill_lv; + RE_LVL_DMOD(100); + break; + case RK_HUNDREDSPEAR: + skillratio += 500 + (80 * skill_lv); + if( sd ) + { + short index = sd->equip_index[EQI_HAND_R]; + if( index >= 0 && sd->inventory_data[index] + && sd->inventory_data[index]->type == IT_WEAPON ) + skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10; + skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE); + } // (1 + [(Casters Base Level - 100) / 200]) + skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100; + break; + case RK_WINDCUTTER: + skillratio += 50 * skill_lv; + RE_LVL_DMOD(100); + break; + case RK_IGNITIONBREAK: + i = distance_bl(src,target); + if( i < 2 ) + skillratio = 200 + 200 * skill_lv; + else if( i < 4 ) + skillratio = 100 + 200 * skill_lv; + else + skillratio = 100 + 100 * skill_lv; + RE_LVL_DMOD(100); + if( sstatus->rhw.ele == ELE_FIRE ) + skillratio += skillratio / 2; + break; + case RK_CRUSHSTRIKE: + if( sd ) + {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% + short index = sd->equip_index[EQI_HAND_R]; + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) + skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk + + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6); + } + break; + case RK_STORMBLAST: + skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4); + break; + case RK_PHANTOMTHRUST: + skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10); + //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech] + //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus. + break; + /** + * GC Guilotine Cross + **/ + case GC_CROSSIMPACT: + skillratio += 900 + 100 * skill_lv; + RE_LVL_DMOD(120); + break; + case GC_PHANTOMMENACE: + skillratio += 200; + break; + case GC_COUNTERSLASH: + //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]% + skillratio += 200 + (100 * skill_lv); + RE_LVL_DMOD(120); + skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4; + break; + case GC_ROLLINGCUTTER: + skillratio += -50 + 50 * skill_lv; + RE_LVL_DMOD(100); + break; + case GC_CROSSRIPPERSLASHER: + skillratio += 300 + 80 * skill_lv; + RE_LVL_DMOD(100); + if( sc && sc->data[SC_ROLLINGCUTTER] ) + skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi; + break; + /** + * Arch Bishop + **/ + case AB_DUPLELIGHT_MELEE: + skillratio += 10 * skill_lv; + break; + /** + * Ranger + **/ + case RA_ARROWSTORM: + skillratio += 900 + 80 * skill_lv; + RE_LVL_DMOD(100); + break; + case RA_AIMEDBOLT: + skillratio += 400 + 50 * skill_lv; + RE_LVL_DMOD(100); + if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) ) + wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 ); + break; + case RA_CLUSTERBOMB: + skillratio += 100 + 100 * skill_lv; + break; + case RA_WUGDASH:// ATK 300% + skillratio += 200; + break; + case RA_WUGSTRIKE: + skillratio = 200 * skill_lv; + break; + case RA_WUGBITE: + skillratio += 300 + 200 * skill_lv; + if ( skill_lv == 5 ) skillratio += 100; + break; + case RA_SENSITIVEKEEN: + skillratio += 50 * skill_lv; + break; + /** + * Mechanic + **/ + case NC_BOOSTKNUCKLE: + skillratio += 100 + 100 * skill_lv + sstatus->dex; + RE_LVL_DMOD(100); + break; + case NC_PILEBUNKER: + skillratio += 200 + 100 * skill_lv + sstatus->str; + RE_LVL_DMOD(100); + break; + case NC_VULCANARM: + skillratio = 70 * skill_lv + sstatus->dex; + RE_LVL_DMOD(100); + break; + case NC_FLAMELAUNCHER: + case NC_COLDSLOWER: + skillratio += 200 + 300 * skill_lv; + RE_LVL_DMOD(100); + break; + case NC_ARMSCANNON: + switch( tstatus->size ) { + case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small + case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium + case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large + } + RE_LVL_DMOD(100); + //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech] + break; + case NC_AXEBOOMERANG: + skillratio += 60 + 40 * skill_lv; + if( sd ) { + short index = sd->equip_index[EQI_HAND_R]; + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) + skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech] + } + RE_LVL_DMOD(100); + break; + case NC_POWERSWING: + skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex; + RE_LVL_DMOD(100); + break; + case NC_AXETORNADO: + skillratio += 100 + 100 * skill_lv + sstatus->vit; + RE_LVL_DMOD(100); + break; + case SC_FATALMENACE: + skillratio += 100 * skill_lv; + break; + case SC_TRIANGLESHOT: + skillratio += 270 + 30 * skill_lv; + break; + case SC_FEINTBOMB: + skillratio += 100 + 100 * skill_lv; + break; + case LG_CANNONSPEAR:// Stimated formula. Still need confirm it. + skillratio += -100 + (50 + sstatus->str) * skill_lv; + RE_LVL_DMOD(100); + break; + case LG_BANISHINGPOINT: + skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1))); + RE_LVL_DMOD(100); + break; + case LG_SHIELDPRESS: + skillratio += 60 + 43 * skill_lv; + RE_LVL_DMOD(100); + break; + case LG_PINPOINTATTACK: + skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) ); + RE_LVL_DMOD(100); + break; + case LG_RAGEBURST: + if( sd && sd->spiritball_old ) + skillratio += -100 + (sd->spiritball_old * 200); + else + skillratio += -100 + 15 * 200; + RE_LVL_DMOD(100); + break; + case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] % + if( sd ) { + struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; + skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2; + if( shield_data ) + skillratio += shield_data->def * 10; + } else + skillratio += 2400; //2500% + break; + case LG_MOONSLASHER: + skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80); + RE_LVL_DMOD(100); + break; + case LG_OVERBRAND: + skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30); + RE_LVL_DMOD(100); + break; + case LG_OVERBRAND_BRANDISH: + skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3); + RE_LVL_DMOD(100); + break; + case LG_OVERBRAND_PLUSATK: + skillratio = 150 * skill_lv; + RE_LVL_DMOD(100); + break; + case LG_RAYOFGENESIS: + skillratio = skillratio + 200 + 300 * skill_lv; + RE_LVL_DMOD(100); + break; + case LG_EARTHDRIVE: + skillratio = (skillratio + 100) * skill_lv; + RE_LVL_DMOD(100); + break; + case LG_HESPERUSLIT: + skillratio += 120 * skill_lv - 100; + break; + case SR_DRAGONCOMBO: + skillratio += 40 * skill_lv; + RE_LVL_DMOD(100); + break; + case SR_SKYNETBLOW: + //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] % + skillratio = 80 * skill_lv + sstatus->agi; + if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] % + skillratio = 100 * skill_lv + sstatus->agi + 150; + RE_LVL_DMOD(100); + break; + case SR_EARTHSHAKER: + if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] % + tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){ + skillratio = 150 * skill_lv; + RE_LVL_DMOD(100); + skillratio += sstatus->int_ * 3; + }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] % + skillratio += 50 * (skill_lv-2); + RE_LVL_DMOD(100); + skillratio += sstatus->int_ * 2; + } + break; + case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] % + skillratio += 150 *skill_lv; + RE_LVL_DMOD(150); + break; + case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] % + { + int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100, + sp = sstatus->max_sp * (6 + skill_lv) / 100; + skillratio = (hp+sp) / 4; + if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] % + skillratio = (hp+sp) / 2; + RE_LVL_DMOD(100); + } + break; + case SR_RAMPAGEBLASTER: + skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100; + if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){ + skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20; + RE_LVL_DMOD(120); + }else + RE_LVL_DMOD(150); + break; + case SR_KNUCKLEARROW: + if( wflag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] % + skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ; + if( tsd && tsd->weight ) + skillratio += 100 * (tsd->weight / tsd->max_weight); + }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] % + skillratio += 400 + (100 * skill_lv); + RE_LVL_DMOD(100); + break; + case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % + skillratio = status_get_lv(src) + sstatus->dex; + RE_LVL_DMOD(100); + break; + case SR_GATEOFHELL: + if( sc && sc->data[SC_COMBO] + && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) + skillratio += 800 * skill_lv -100; + else + skillratio += 500 * skill_lv -100; + RE_LVL_DMOD(100); + break; + case SR_GENTLETOUCH_QUIET: + skillratio += 100 * skill_lv - 100 + sstatus->dex; + RE_LVL_DMOD(100); + break; + case SR_HOWLINGOFLION: + skillratio += 300 * skill_lv - 100; + RE_LVL_DMOD(150); + break; + case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] % + if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) + skillratio += skill_lv * 50; + skillratio += -100 + 200 * skill_lv; + RE_LVL_DMOD(100); + break; + case WM_REVERBERATION_MELEE: + // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100] + skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION); + RE_LVL_DMOD(100); + break; + case WM_SEVERE_RAINSTORM_MELEE: + skillratio = 50 + 50 * skill_lv; + break; + case WM_GREAT_ECHO: + skillratio += 800 + 100 * skill_lv; + if( sd ) { // Still need official value [pakpil] + short lv = (short)skill_lv; + skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0); + } + break; + case WM_SOUND_OF_DESTRUCTION: + skillratio += 400; + break; + case GN_CART_TORNADO: + // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] % + skillratio = 50 * skill_lv; + if( sd && sd->cart_weight) + skillratio += sd->cart_weight/10 / max(150-sstatus->str,1) + pc_checkskill(sd, GN_REMODELING_CART) * 50; + break; + case GN_CARTCANNON: + // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] % + skillratio = 60 * skill_lv; + if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40); + break; + case GN_SPORE_EXPLOSION: + skillratio += 200 + 100 * skill_lv; + break; + case GN_CRAZYWEED_ATK: + skillratio += 400 + 100 * skill_lv; + break; + case GN_SLINGITEM_RANGEMELEEATK: + if( sd ) { + switch( sd->itemid ) { + case 13260: // Apple Bomob + case 13261: // Coconut Bomb + case 13262: // Melon Bomb + case 13263: // Pinapple Bomb + skillratio += 400; // Unconfirded + break; + case 13264: // Banana Bomb 2000% + skillratio += 1900; + break; + case 13265: skillratio -= 75; break; // Black Lump 25% + case 13266: skillratio -= 25; break; // Hard Black Lump 75% + case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200% + } + } else + skillratio += 300; // Bombs + break; + case SO_VARETYR_SPEAR: //Assumed Formula. + skillratio += -100 + 200 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1 ); + if( sc && sc->data[SC_BLAST_OPTION] ) + skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; + break; + // Physical Elemantal Spirits Attack Skills + case EL_CIRCLE_OF_FIRE: + case EL_FIRE_BOMB_ATK: + case EL_STONE_RAIN: + skillratio += 200; + break; + case EL_FIRE_WAVE_ATK: + skillratio += 500; + break; + case EL_TIDAL_WEAPON: + skillratio += 1400; + break; + case EL_WIND_SLASH: + skillratio += 100; + break; + case EL_HURRICANE: + skillratio += 600; + break; + case EL_TYPOON_MIS: + case EL_WATER_SCREW_ATK: + skillratio += 900; + break; + case EL_STONE_HAMMER: + skillratio += 400; + break; + case EL_ROCK_CRUSHER: + skillratio += 700; + break; + case KO_JYUMONJIKIRI: + if( tsc && tsc->data[SC_JYUMONJIKIRI] ) + wd.div_ = wd.div_ * -1;// needs more info + skillratio += -100 + 150 * skill_lv; + case KO_HUUMARANKA: + skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info + break; + case KO_SETSUDAN: + skillratio += 100 * (skill_lv-1); + break; + case KO_BAKURETSU: + skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10); + break; + case MH_NEEDLE_OF_PARALYZE: + skillratio += 600 + 100 * skill_lv; + break; + case MH_STAHL_HORN: + skillratio += 400 + 100 * skill_lv; + break; + case MH_LAVA_SLIDE: + skillratio = 70 * skill_lv; + break; + case MH_MAGMA_FLOW: + skillratio += -100 + 100 * skill_lv; + break; + } - ATK_RATE(skillratio); - - //Constant/misc additions from skills - switch (skill_num) { - case MO_EXTREMITYFIST: - ATK_ADD(250 + 150*skill_lv); - break; - case TK_DOWNKICK: - case TK_STORMKICK: - case TK_TURNKICK: - case TK_COUNTER: - case TK_JUMPKICK: - //TK_RUN kick damage bonus. - if (sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) - ATK_ADD(10*pc_checkskill(sd, TK_RUN)); - break; - case GS_MAGICALBULLET: - if (sstatus->matk_max>sstatus->matk_min) { - ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); - } else { - ATK_ADD(sstatus->matk_min); - } - break; - case NJ_SYURIKEN: - ATK_ADD(4*skill_lv); - break; - case HT_FREEZINGTRAP: - if (sd) - ATK_ADD(40 * pc_checkskill(sd, RA_RESEARCHTRAP)); - break; - case RA_WUGDASH ://(Caster Current Weight x 10 / 8) - if (sd && sd->weight) - ATK_ADD(sd->weight / 8); - case RA_WUGSTRIKE: - case RA_WUGBITE: - if (sd) - ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG)); - break; - case LG_RAYOFGENESIS: - if (sc && sc->data[SC_BANDING]) { // Increase only if the RG is under Banding. - short lv = (short)skill_lv; - ATK_ADDRATE(190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1)); - } - break; - case SR_GATEOFHELL: - ATK_ADD(sstatus->max_hp - status_get_hp(src)); - if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) { - ATK_ADD((sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src)); - } else { - ATK_ADD((sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src)); - } - break; - case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40) - ATK_ADD(skill_lv * 240 + status_get_lv(target) * 40); - if (sc && sc->data[SC_COMBO] - && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) // (Tiger Cannon skill level x 500) + (Target Base Level x 40) - ATK_ADD(skill_lv * 500 + status_get_lv(target) * 40); - break; - case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)] - ATK_ADD(((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str); - if (tsd && tsd->weight) { - ATK_ADD((tsd->weight/10) * sstatus->dex / 120); - } else { - ATK_ADD(status_get_lv(target) * 50); //mobs - } - break; - case KO_SETSUDAN: - if (tsc && tsc->data[SC_SPIRIT]) { - ATK_ADDRATE(10*tsc->data[SC_SPIRIT]->val1);// +10% custom value. - status_change_end(target,SC_SPIRIT,INVALID_TIMER); - } - break; - case KO_KAIHOU: - if (sd) { - ARR_FIND(1, 6, i, sd->talisman[i] > 0); - if (i < 5) { - s_ele = i; - ATK_ADDRATE(100 * sd->talisman[i]);// +100% custom value. - pc_del_talisman(sd, sd->talisman[i], i); - } - } - break; - } - } - //Div fix. - damage_div_fix(wd.damage, wd.div_); - - //The following are applied on top of current damage and are stackable. - if (sc) { - if (sc->data[SC_TRUESIGHT]) - ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1); - if (sc->data[SC_GLOOMYDAY_SK] && - (skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR || - skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN || - skill_num == LG_SHIELDPRESS)) - ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2); - if (sc->data[SC_EDP]) { - switch (skill_num) { - case AS_SPLASHER: - case AS_VENOMKNIFE: - case AS_GRIMTOOTH: - break; + ATK_RATE(skillratio); + + //Constant/misc additions from skills + switch (skill_num) { + case MO_EXTREMITYFIST: + ATK_ADD(250 + 150*skill_lv); + break; + case TK_DOWNKICK: + case TK_STORMKICK: + case TK_TURNKICK: + case TK_COUNTER: + case TK_JUMPKICK: + //TK_RUN kick damage bonus. + if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) + ATK_ADD(10*pc_checkskill(sd, TK_RUN)); + break; + case GS_MAGICALBULLET: + if(sstatus->matk_max>sstatus->matk_min) { + ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); + } else { + ATK_ADD(sstatus->matk_min); + } + break; + case NJ_SYURIKEN: + ATK_ADD(4*skill_lv); + break; + case HT_FREEZINGTRAP: + if(sd) + ATK_ADD( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) ); + break; + case RA_WUGDASH ://(Caster Current Weight x 10 / 8) + if( sd && sd->weight ) + ATK_ADD( sd->weight / 8 ); + case RA_WUGSTRIKE: + case RA_WUGBITE: + if(sd) + ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG)); + break; + case LG_RAYOFGENESIS: + if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding. + short lv = (short)skill_lv; + ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1)); + } + break; + case SR_GATEOFHELL: + ATK_ADD (sstatus->max_hp - status_get_hp(src)); + if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){ + ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) ); + }else{ + ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) ); + } + break; + case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40) + ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 ); + if( sc && sc->data[SC_COMBO] + && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40) + ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 ); + break; + case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)] + ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str); + if( tsd && tsd->weight ){ + ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 ); + }else{ + ATK_ADD( status_get_lv(target) * 50 ); //mobs + } + break; + case KO_SETSUDAN: + if( tsc && tsc->data[SC_SPIRIT] ){ + ATK_ADDRATE(10*tsc->data[SC_SPIRIT]->val1);// +10% custom value. + status_change_end(target,SC_SPIRIT,INVALID_TIMER); + } + break; + case KO_KAIHOU: + if( sd ){ + ARR_FIND(1, 6, i, sd->talisman[i] > 0); + if( i < 5 ){ + s_ele = i; + ATK_ADDRATE(100 * sd->talisman[i]);// +100% custom value. + pc_del_talisman(sd, sd->talisman[i], i); + } + } + break; + } + } + //Div fix. + damage_div_fix(wd.damage, wd.div_); + + //The following are applied on top of current damage and are stackable. + if ( sc ) { + if( sc->data[SC_TRUESIGHT] ) + ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1); + if( sc->data[SC_GLOOMYDAY_SK] && + ( skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR || + skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN || + skill_num == LG_SHIELDPRESS ) ) + ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2); + if( sc->data[SC_EDP] ){ + switch(skill_num){ + case AS_SPLASHER: case AS_VENOMKNIFE: + case AS_GRIMTOOTH: + break; #ifndef RENEWAL_EDP - case ASC_BREAKER: - case ASC_METEORASSAULT: - break; + case ASC_BREAKER: case ASC_METEORASSAULT: break; #else - case AS_SONICBLOW: - case ASC_BREAKER: - case GC_COUNTERSLASH: - case GC_CROSSIMPACT: - ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus + case AS_SONICBLOW: + case ASC_BREAKER: + case GC_COUNTERSLASH: + case GC_CROSSIMPACT: + ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus #endif - default: - ATK_ADDRATE(sc->data[SC_EDP]->val3); - } - } - if (sc->data[SC_STYLE_CHANGE]) { + default: + ATK_ADDRATE(sc->data[SC_EDP]->val3); + } + } + if(sc->data[SC_STYLE_CHANGE]){ TBL_HOM *hd = BL_CAST(BL_HOM,src); if (hd) ATK_ADD(hd->spiritball * 3); } - } + } - switch (skill_num) { - case AS_SONICBLOW: - if (sc && sc->data[SC_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) - ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe - - if (sd && pc_checkskill(sd,AS_SONICACCEL)>0) - ATK_ADDRATE(10); - break; - case CR_SHIELDBOOMERANG: - if (sc && sc->data[SC_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) - ATK_ADDRATE(100); - break; - case NC_AXETORNADO: - if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND) - ATK_ADDRATE(50); - break; - } + switch (skill_num) { + case AS_SONICBLOW: + if (sc && sc->data[SC_SPIRIT] && + sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) + ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe - if (sd) { - if (skill_num && (i = pc_skillatk_bonus(sd, skill_num))) - ATK_ADDRATE(i); - - if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri) { - //Elemental/Racial adjustments - if (sd->right_weapon.def_ratio_atk_ele & (1<def_ele) || - sd->right_weapon.def_ratio_atk_race & (1<race) || - sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) - ) - flag.pdef = 1; - - if (sd->left_weapon.def_ratio_atk_ele & (1<def_ele) || - sd->left_weapon.def_ratio_atk_race & (1<race) || - sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) - ) { - //Pass effect onto right hand if configured so. [Skotlex] - if (battle_config.left_cardfix_to_right && flag.rh) - flag.pdef = 1; - else - flag.pdef2 = 1; - } - } + if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) + ATK_ADDRATE(10); + break; + case CR_SHIELDBOOMERANG: + if(sc && sc->data[SC_SPIRIT] && + sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) + ATK_ADDRATE(100); + break; + case NC_AXETORNADO: + if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) + ATK_ADDRATE(50); + break; + } - if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) { - //Ignore Defense? - if (!flag.idef && ( - sd->right_weapon.ignore_def_ele & (1<def_ele) || - sd->right_weapon.ignore_def_race & (1<race) || - sd->right_weapon.ignore_def_race & (is_boss(target)?1<left_weapon.ignore_def_ele & (1<def_ele) || - sd->left_weapon.ignore_def_race & (1<race) || - sd->left_weapon.ignore_def_race & (is_boss(target)?1<right_weapon.def_ratio_atk_ele & (1<def_ele) || + sd->right_weapon.def_ratio_atk_race & (1<race) || + sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) + ) + flag.pdef = 1; + + if( sd->left_weapon.def_ratio_atk_ele & (1<def_ele) || + sd->left_weapon.def_ratio_atk_race & (1<race) || + sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) + ) + { //Pass effect onto right hand if configured so. [Skotlex] + if (battle_config.left_cardfix_to_right && flag.rh) + flag.pdef = 1; + else + flag.pdef2 = 1; + } + } - if (!flag.idef || !flag.idef2) { - //Defense reduction - short vit_def; - defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. - short def2 = (short)tstatus->def2; - - if (sd) { - i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS]; - i += sd->ignore_def[tstatus->race]; - if (i) { - if (i > 100) i = 100; - def1 -= def1 * i / 100; - def2 -= def2 * i / 100; - } - } + if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) + { //Ignore Defense? + if (!flag.idef && ( + sd->right_weapon.ignore_def_ele & (1<def_ele) || + sd->right_weapon.ignore_def_race & (1<race) || + sd->right_weapon.ignore_def_race & (is_boss(target)?1<left_weapon.ignore_def_ele & (1<def_ele) || + sd->left_weapon.ignore_def_race & (1<race) || + sd->left_weapon.ignore_def_race & (is_boss(target)?1<data[SC_EXPIATIO]) { - i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level - def1 -= def1 * i / 100; - def2 -= def2 * i / 100; - } + if (!flag.idef || !flag.idef2) + { //Defense reduction + short vit_def; + defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. + short def2 = (short)tstatus->def2; - if (tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4) - def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4; + if( sd ) + { + i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS]; + i += sd->ignore_def[tstatus->race]; + if( i ) + { + if( i > 100 ) i = 100; + def1 -= def1 * i / 100; + def2 -= def2 * i / 100; + } + } - if (tsc && tsc->data[SC_CAMOUFLAGE]) { - i = 5 * (10-tsc->data[SC_CAMOUFLAGE]->val4); - def1 -= def1 * i / 100; - def2 -= def2 * i / 100; - } + if( sc && sc->data[SC_EXPIATIO] ){ + i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level + def1 -= def1 * i / 100; + def2 -= def2 * i / 100; + } - if (battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type) { - unsigned char target_count; //256 max targets should be a sane max - target_count = unit_counttargeted(target); - if (target_count >= battle_config.vit_penalty_count) { - if (battle_config.vit_penalty_type == 1) { - if (!tsc || !tsc->data[SC_STEELBODY]) - def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; - def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; - } else { //Assume type 2 - if (!tsc || !tsc->data[SC_STEELBODY]) - def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; - def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; - } - } - if (skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] - if (def2 < 1) def2 = 1; - } - //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def - if (tsd) { //Sd vit-eq - //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) - vit_def = def2*(def2-15)/150; - vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0); - - if ((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players - src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0) - vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn - if (src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 && - (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT)) - vit_def += skill*5; - } else { //Mob-Pet vit-eq - //VIT + rnd(0,[VIT/20]^2-1) - vit_def = (def2/20)*(def2/20); - vit_def = def2 + (vit_def>0?rnd()%vit_def:0); - } + if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 ) + def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4; - if (battle_config.weapon_defense_type) { - vit_def += def1*battle_config.weapon_defense_type; - def1 = 0; - } -#ifdef RENEWAL - /** - * In Renewal 100% damage reduction is 900 DEF - * Formula: (1+(900-def1)/9)% - **/ - if (def1 > 900) def1 = 900; - ATK_RATE2( - flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)), - flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9)) - ); -#else - if (def1 > 100) def1 = 100; - ATK_RATE2( - flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)), - flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1)) - ); -#endif - ATK_ADD2( - flag.idef ||flag.pdef ?0:-vit_def, - flag.idef2||flag.pdef2?0:-vit_def - ); - } + if( tsc && tsc->data[SC_CAMOUFLAGE] ){ + i = 5 * (10-tsc->data[SC_CAMOUFLAGE]->val4); + def1 -= def1 * i / 100; + def2 -= def2 * i / 100; + } + + if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) { + unsigned char target_count; //256 max targets should be a sane max + target_count = unit_counttargeted(target); + if(target_count >= battle_config.vit_penalty_count) { + if(battle_config.vit_penalty_type == 1) { + if( !tsc || !tsc->data[SC_STEELBODY] ) + def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; + def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; + } else { //Assume type 2 + if( !tsc || !tsc->data[SC_STEELBODY] ) + def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; + def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; + } + } + if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] + if(def2 < 1) def2 = 1; + } + //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def + if (tsd) //Sd vit-eq + { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) + vit_def = def2*(def2-15)/150; + vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0); + + if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players + src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0) + vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn + if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 && + (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) ) + vit_def += skill*5; + } else { //Mob-Pet vit-eq + //VIT + rnd(0,[VIT/20]^2-1) + vit_def = (def2/20)*(def2/20); + vit_def = def2 + (vit_def>0?rnd()%vit_def:0); + } - //Post skill/vit reduction damage increases - if (sc) { - //SC skill damages - if (sc->data[SC_AURABLADE] + if (battle_config.weapon_defense_type) { + vit_def += def1*battle_config.weapon_defense_type; + def1 = 0; + } + #ifdef RENEWAL + /** + * In Renewal 100% damage reduction is 900 DEF + * Formula: (1+(900-def1)/9)% + **/ + if (def1 > 900) def1 = 900; + ATK_RATE2( + flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)), + flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9)) + ); + #else + if (def1 > 100) def1 = 100; + ATK_RATE2( + flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)), + flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1)) + ); + #endif + ATK_ADD2( + flag.idef ||flag.pdef ?0:-vit_def, + flag.idef2||flag.pdef2?0:-vit_def + ); + } + + //Post skill/vit reduction damage increases + if( sc ) + { //SC skill damages + if(sc->data[SC_AURABLADE] #ifndef RENEWAL - && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE + && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE #endif - ) { - int lv = sc->data[SC_AURABLADE]->val1; + ){ + int lv = sc->data[SC_AURABLADE]->val1; #ifdef RENEWAL - lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5 + lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5 #endif - ATK_ADD(20*lv); - } + ATK_ADD(20*lv); + } - if (sc->data[SC_GN_CARTBOOST]) - ATK_ADD(10*sc->data[SC_GN_CARTBOOST]->val1); + if(sc->data[SC_GN_CARTBOOST]) + ATK_ADD(10*sc->data[SC_GN_CARTBOOST]->val1); - if (sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2) { - struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] - if ((bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2))) - ATK_ADD((status_get_dex(bl)/4 + status_get_str(bl)/2) * sc->data[SC_GT_CHANGE]->val1 / 5); - } + if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){ + struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] + if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) ) + ATK_ADD( ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 ); + } - if (sc->data[SC_CAMOUFLAGE]) - ATK_ADD(30 * (10-sc->data[SC_CAMOUFLAGE]->val4)); - } + if(sc->data[SC_CAMOUFLAGE]) + ATK_ADD(30 * (10-sc->data[SC_CAMOUFLAGE]->val4) ); + } + + //Refine bonus + if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST ) + { // Counts refine bonus multiple times + if( skill_num == MO_FINGEROFFENSIVE ) + { + ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2); + } else { + ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2); + } + } + + //Set to min of 1 + if (flag.rh && wd.damage < 1) wd.damage = 1; + if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; + + if (sd && flag.weapon && + skill_num != MO_INVESTIGATE && + skill_num != MO_EXTREMITYFIST && + skill_num != CR_GRANDCROSS) + { //Add mastery damage + if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR && + (skill=pc_checkskill(sd,ASC_KATAR)) > 0) + { //Adv Katar Mastery is does not applies to ASC_BREAKER, + // but other masteries DO apply >_> + ATK_ADDRATE(10+ 2*skill); + } + + wd.damage = battle_addmastery(sd,target,wd.damage,0); + if (flag.lh) + wd.damage2 = battle_addmastery(sd,target,wd.damage2,1); + + if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger + else + ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]); + if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) + { + skillratio = sd->status.base_level + sstatus->dex + sstatus->luk; + if (i == 2) skillratio += sstatus->str; //Star Anger + if (skill<4) + skillratio /= 12-3*skill; + ATK_ADDRATE(skillratio); + } + if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) + ATK_ADD(3*skill); + if (skill_num == NJ_KUNAI) + ATK_ADD(60); + } + } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks + else if(wd.div_ < 0) //Since the attack missed... + wd.div_ *= -1; + + if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) + ATK_ADD(skill*2); + + if(skill_num==TF_POISON) + ATK_ADD(15*skill_lv); + + if( !(nk&NK_NO_ELEFIX) && !n_ele ) + { //Elemental attribute fix + if( wd.damage > 0 ) + { + wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv); + if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element + wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); + if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage. + wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); + } + if( flag.lh && wd.damage2 > 0 ) + wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); + if( sc && sc->data[SC_WATK_ELEMENT] ) + { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] + int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; + wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); + + if( flag.lh ) + { + damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; + wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); + } + } + #ifdef RENEWAL + /** + * In RE Shield Bommerang takes weapon element only for damage calculation, + * - resist calculation is always against neutral + **/ + if ( skill_num == CR_SHIELDBOOMERANG ) + s_ele = s_ele_ = ELE_NEUTRAL; + #endif + } + + if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) + return wd; //Enough, rest is not needed. + + if (sd) + { + if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. + ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); + if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] + ATK_ADD(wd.div_*sd->spiritball_old*3); + } else { + ATK_ADD(wd.div_*sd->spiritball*3); + } + + //Card Fix, sd side + if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) ) + { + int cardfix = 1000, cardfix_ = 1000; + int t_race2 = status_get_race2(target); + if(sd->state.arrow_atk) + { + cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100; + if (!(nk&NK_NO_ELEFIX)) + { + int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele]; + for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { + if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; + if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && + sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && + sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) + continue; + ele_fix += sd->right_weapon.addele2[i].rate; + } + cardfix=cardfix*(100+ele_fix)/100; + } + cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; + if( tstatus->race != RC_DEMIHUMAN ) + cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100; + } + else + { // Melee attack + if( !battle_config.left_cardfix_to_right ) + { + cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100; + if (!(nk&NK_NO_ELEFIX)) { + int ele_fix = sd->right_weapon.addele[tstatus->def_ele]; + for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { + if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; + if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && + sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && + sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) + continue; + ele_fix += sd->right_weapon.addele2[i].rate; + } + cardfix=cardfix*(100+ele_fix)/100; + } + cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; + if( tstatus->race != RC_DEMIHUMAN ) + cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100; + + if( flag.lh ) + { + cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100; + if (!(nk&NK_NO_ELEFIX)) { + int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele]; + for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { + if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; + if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && + sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && + sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) + continue; + ele_fix_lh += sd->left_weapon.addele2[i].rate; + } + cardfix=cardfix*(100+ele_fix_lh)/100; + } + cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100; + cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100; + cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; + if( tstatus->race != RC_DEMIHUMAN ) + cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; + } + } + else + { + int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]; + for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { + if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; + if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && + sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && + sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) + continue; + ele_fix += sd->right_weapon.addele2[i].rate; + } + for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { + if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; + if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && + sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && + sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) + continue; + ele_fix += sd->left_weapon.addele2[i].rate; + } + + cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100; + cardfix=cardfix*(100+ele_fix)/100; + cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; + if( tstatus->race != RC_DEMIHUMAN ) + cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; + } + } + + for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) + { + if( sd->right_weapon.add_dmg[i].class_ == t_class ) + { + cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100; + break; + } + } + + if( flag.lh ) + { + for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) + { + if( sd->left_weapon.add_dmg[i].class_ == t_class ) + { + cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100; + break; + } + } + } + + if( wd.flag&BF_LONG ) + cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100; +#ifdef RENEWAL_EDP + if( sc && sc->data[SC_EDP] ){ + cardfix = cardfix * (100 + sc->data[SC_EDP]->val1 * 60 ) / 100; + cardfix_ = cardfix_ * (100 + sc->data[SC_EDP]->val1 * 60 ) / 100; + } +#endif + if( cardfix != 1000 || cardfix_ != 1000 ) + ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left? + } + + if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ) + { //Refine bonus applies after cards and elements. + short index= sd->equip_index[EQI_HAND_L]; + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) + ATK_ADD(10*sd->status.inventory[index].refine); + } + } //if (sd) + + //Card Fix, tsd sid + if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) + { + short s_race2,s_class; + short cardfix=1000; + + s_race2 = status_get_race2(src); + s_class = status_get_class(src); + + if( !(nk&NK_NO_ELEFIX) ) + { + int ele_fix = tsd->subele[s_ele]; + for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) + { + if(tsd->subele2[i].ele != s_ele) continue; + if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK && + tsd->subele2[i].flag&wd.flag&BF_RANGEMASK && + tsd->subele2[i].flag&wd.flag&BF_SKILLMASK)) + continue; + ele_fix += tsd->subele2[i].rate; + } + cardfix=cardfix*(100-ele_fix)/100; + if( flag.lh && s_ele_ != s_ele ) + { + int ele_fix_lh = tsd->subele[s_ele_]; + for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) + { + if(tsd->subele2[i].ele != s_ele_) continue; + if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK && + tsd->subele2[i].flag&wd.flag&BF_RANGEMASK && + tsd->subele2[i].flag&wd.flag&BF_SKILLMASK)) + continue; + ele_fix_lh += tsd->subele2[i].rate; + } + cardfix=cardfix*(100-ele_fix_lh)/100; + } + } + cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; + cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; + cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; + cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; + if( sstatus->race != RC_DEMIHUMAN ) + cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; + + for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) { + if( tsd->add_def[i].class_ == s_class ) { + cardfix=cardfix*(100-tsd->add_def[i].rate)/100; + break; + } + } + + if( wd.flag&BF_SHORT ) + cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; + else // BF_LONG (there's no other choice) + cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; + + if( tsd->sc.data[SC_DEF_RATE] ) + cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100; + + if( cardfix != 1000 ) + ATK_RATE( cardfix / 10 ); + } + + if( flag.infdef ) + { //Plants receive 1 damage when hit + short class_ = status_get_class(target); + if( flag.hit || wd.damage > 0 ) + wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage + if( flag.lh && (flag.hit || wd.damage2 > 0) ) + wd.damage2 = wd.div_; + if( flag.hit && class_ == MOBID_EMPERIUM ) { + if(wd.damage2 > 0) { + wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); + wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + } + else if(wd.damage > 0) { + wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv); + wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + } + return wd; + } + if( !(battle_config.skill_min_damage&1) ) + //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] + return wd; + } + + if (sd) { + if (!flag.rh && flag.lh) { //Move lh damage to the rh + wd.damage = wd.damage2; + wd.damage2 = 0; + flag.rh=1; + flag.lh=0; + } else if(flag.rh && flag.lh) { //Dual-wield + if (wd.damage) { + if( (skill = pc_checkskill(sd,AS_RIGHT)) ) + wd.damage = wd.damage * (50 + (skill * 10))/100; + else if( (skill = pc_checkskill(sd,KO_RIGHT)) ) + wd.damage = wd.damage * (70 + (skill * 10))/100; + if(wd.damage < 1) wd.damage = 1; + } + if (wd.damage2) { + if( (skill = pc_checkskill(sd,AS_LEFT)) ) + wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; + else if( (skill = pc_checkskill(sd,KO_LEFT)) ) + wd.damage2 = wd.damage2 * (50 + (skill * 10))/100; + if(wd.damage2 < 1) wd.damage2 = 1; + } + } else if(sd->status.weapon == W_KATAR && !skill_num) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) + skill = pc_checkskill(sd,TF_DOUBLE); + wd.damage2 = wd.damage * (1 + (skill * 2))/100; + + if(wd.damage && !wd.damage2) wd.damage2 = 1; + flag.lh = 1; + } + } + + if(!flag.rh && wd.damage) + wd.damage=0; + + if(!flag.lh && wd.damage2) + wd.damage2=0; + + if( wd.damage + wd.damage2 ) + { //There is a total damage value + if(!wd.damage2) + { + wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv); + if( map_flag_gvg2(target->m) ) + wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + else if( map[target->m].flag.battleground ) + wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + } + else if(!wd.damage) + { + wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv); + if( map_flag_gvg2(target->m) ) + wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + else if( map[target->m].flag.battleground ) + wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + } + else + { + int d1 = wd.damage + wd.damage2,d2 = wd.damage2; + wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv); + if( map_flag_gvg2(target->m) ) + wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + else if( map[target->m].flag.battleground ) + wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage2 = (d2*100/d1)*wd.damage/100; + if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1; + wd.damage-=wd.damage2; + } + } + //Reject Sword bugreport:4493 by Daegaladh + if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] && + (src->type!=BL_PC || ( + ((TBL_PC *)src)->weapontype1 == W_DAGGER || + ((TBL_PC *)src)->weapontype1 == W_1HSWORD || + ((TBL_PC *)src)->status.weapon == W_2HSWORD + )) && + rnd()%100 < tsc->data[SC_REJECTSWORD]->val2 + ) { + wd.damage = wd.damage * 50 / 100; + status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0)); + clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1); + if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 ) + status_change_end(target, SC_REJECTSWORD, INVALID_TIMER); + } + if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) + struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag); + wd.damage += md.damage; + } + if( sc ) { + //SG_FUSION hp penalty [Komurka] + if (sc->data[SC_FUSION]) { + int hp= sstatus->max_hp; + if (sd && tsd) { + hp = 8*hp/100; + if (100*sstatus->hp <= 20*sstatus->max_hp) + hp = sstatus->hp; + } else + hp = 2*hp/100; //2% hp loss per hit + status_zap(src, hp, 0); + } + /** + * affecting non-skills + **/ + if( !skill_num ) { + /** + * RK Enchant Blade + **/ + if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) { + //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt + ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) ); + } + } + status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); + } + if( skill_num == LG_RAYOFGENESIS ) { + struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag); + wd.damage += md.damage; + } + + return wd; +} + +/*========================================== + * battle_calc_magic_attack [DracoRPG] + *------------------------------------------*/ +struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) +{ + int i, nk; + short s_ele = 0; + unsigned int skillratio = 100; //Skill dmg modifiers. + + struct map_session_data *sd, *tsd; + struct Damage ad; + struct status_data *sstatus = status_get_status_data(src); + struct status_data *tstatus = status_get_status_data(target); + struct { + unsigned imdef : 1; + unsigned infdef : 1; + } flag; + + memset(&ad,0,sizeof(ad)); + memset(&flag,0,sizeof(flag)); + + if(src==NULL || target==NULL) + { + nullpo_info(NLP_MARK); + return ad; + } + //Initial Values + ad.damage = 1; + ad.div_=skill_get_num(skill_num,skill_lv); + ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills. + ad.dmotion=tstatus->dmotion; + ad.blewcount = skill_get_blewcount(skill_num,skill_lv); + ad.flag=BF_MAGIC|BF_SKILL; + ad.dmg_lv=ATK_DEF; + nk = skill_get_nk(skill_num); + flag.imdef = nk&NK_IGNORE_DEF?1:0; + + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, target); + + if( skill_num == SO_PSYCHIC_WAVE ) { + struct status_change *sc = status_get_sc(src); + if( sc && sc->count && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || + sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) ) { + if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4; + else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4; + else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3; + else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4; + } else { + //#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case. + //, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas. + //Initialize variables that will be used afterwards + s_ele = skill_get_ele(skill_num, skill_lv); + + if (s_ele == -1) // pl=-1 : the skill takes the weapon's element + s_ele = sstatus->rhw.ele; + else if (s_ele == -2) //Use status element + s_ele = status_get_attack_sc_element(src,status_get_sc(src)); + else if( s_ele == -3 ) //Use random element + s_ele = rnd()%ELE_MAX; + } + } else { + //Initialize variables that will be used afterwards + s_ele = skill_get_ele(skill_num, skill_lv); + + if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element + s_ele = sstatus->rhw.ele; + if( sd ){ //Summoning 10 talisman will endow your weapon + ARR_FIND(1, 6, i, sd->talisman[i] >= 10); + if( i < 5 ) s_ele = i; + } + }else if (s_ele == -2) //Use status element + s_ele = status_get_attack_sc_element(src,status_get_sc(src)); + else if( s_ele == -3 ) //Use random element + s_ele = rnd()%ELE_MAX; + } + //Set miscellaneous data that needs be filled + if(sd) { + sd->state.arrow_atk = 0; + ad.blewcount += battle_blewcount_bonus(sd, skill_num); + } - //Refine bonus - if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { - // Counts refine bonus multiple times - if (skill_num == MO_FINGEROFFENSIVE) { - ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2); - } else { - ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2); - } - } + //Skill Range Criteria + ad.flag |= battle_range_type(src, target, skill_num, skill_lv); + flag.infdef=(tstatus->mode&MD_PLANT?1:0); + if( target->type == BL_SKILL){ + TBL_SKILL *su = (TBL_SKILL*)target; + if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) + flag.infdef = 1; + } - //Set to min of 1 - if (flag.rh && wd.damage < 1) wd.damage = 1; - if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; - - if (sd && flag.weapon && - skill_num != MO_INVESTIGATE && - skill_num != MO_EXTREMITYFIST && - skill_num != CR_GRANDCROSS) { - //Add mastery damage - if (skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR && - (skill=pc_checkskill(sd,ASC_KATAR)) > 0) { - //Adv Katar Mastery is does not applies to ASC_BREAKER, - // but other masteries DO apply >_> - ATK_ADDRATE(10+ 2*skill); - } + switch(skill_num) + { + case MG_FIREWALL: + case NJ_KAENSIN: + ad.dmotion = 0; //No flinch animation. + if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) ) + ad.blewcount = 0; //No knockback + break; + case PR_SANCTUARY: + ad.dmotion = 0; //No flinch animation. + break; + } - wd.damage = battle_addmastery(sd,target,wd.damage,0); - if (flag.lh) - wd.damage2 = battle_addmastery(sd,target,wd.damage2,1); - - if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger - else - ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]); - if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) { - skillratio = sd->status.base_level + sstatus->dex + sstatus->luk; - if (i == 2) skillratio += sstatus->str; //Star Anger - if (skill<4) - skillratio /= 12-3*skill; - ATK_ADDRATE(skillratio); - } - if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) - ATK_ADD(3*skill); - if (skill_num == NJ_KUNAI) - ATK_ADD(60); - } - } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks - else if (wd.div_ < 0) //Since the attack missed... - wd.div_ *= -1; - - if (sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) - ATK_ADD(skill*2); - - if (skill_num==TF_POISON) - ATK_ADD(15*skill_lv); - - if (!(nk &NK_NO_ELEFIX) && !n_ele) { - //Elemental attribute fix - if (wd.damage > 0) { - wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv); - if (skill_num == MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element - wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); - if (skill_num== GS_GROUNDDRIFT) //Additional 50*lv Neutral damage. - wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); - } - if (flag.lh && wd.damage2 > 0) - wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); - if (sc && sc->data[SC_WATK_ELEMENT]) { - // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] - int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; - wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); - - if (flag.lh) { - damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; - wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); - } - } -#ifdef RENEWAL - /** - * In RE Shield Bommerang takes weapon element only for damage calculation, - * - resist calculation is always against neutral - **/ - if (skill_num == CR_SHIELDBOOMERANG) - s_ele = s_ele_ = ELE_NEUTRAL; -#endif - } + if (!flag.infdef) //No need to do the math for plants + { - if (skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) - return wd; //Enough, rest is not needed. +//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc +#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; } +//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage +#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; } +//Adds an absolute value to damage. 100 = +100 damage +#define MATK_ADD( a ) { ad.damage+= a; } - if (sd) { - if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. - ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); - if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] - ATK_ADD(wd.div_*sd->spiritball_old*3); - } else { - ATK_ADD(wd.div_*sd->spiritball*3); - } + switch (skill_num) + { //Calc base damage according to skill + case AL_HEAL: + case PR_BENEDICTIO: + case PR_SANCTUARY: + /** + * Arch Bishop + **/ + case AB_HIGHNESSHEAL: + ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false); + break; + case PR_ASPERSIO: + ad.damage = 40; + break; + case ALL_RESURRECTION: + case PR_TURNUNDEAD: + //Undead check is on skill_castend_damageid code. + #ifdef RENEWAL + i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + + 300 - 300*tstatus->hp/tstatus->max_hp; + #else + i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + + 200 - 200*tstatus->hp/tstatus->max_hp; + #endif + if(i > 700) i = 700; + if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS)) + ad.damage = tstatus->hp; + else { + #ifdef RENEWAL + ad.damage = skill_lv * (sstatus->matk_min + sstatus->matk_max); + #else + ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; + #endif + } + break; + case PF_SOULBURN: + ad.damage = tstatus->sp * 2; + break; + /** + * Arch Bishop + **/ + case AB_RENOVATIO: + //Damage calculation from iRO wiki. [Jobbie] + ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_)); + break; + default: + { + #ifdef RENEWAL //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK) + /** + * min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK + * max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK + * yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and + * -> statusMATK holds the %Matk modifier stuff from earlier and lastly: + * -> the mdef part is not applied at this point, but later. + **/ //1:bugreport:5101 //1:bugreport:5101 + MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) )); + #else //Ancient MATK Appliance + if (sstatus->matk_max > sstatus->matk_min) { + MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min)); + } else { + MATK_ADD(sstatus->matk_min); + } + #endif + if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill + if(mflag>0) + ad.damage/= mflag; + else + ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); + } - //Card Fix, sd side - wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag); - if( flag.lh ) - wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag); + switch(skill_num){ + case MG_NAPALMBEAT: + skillratio += skill_lv*10-30; + break; + case MG_FIREBALL: + #ifdef RENEWAL + skillratio += 20*skill_lv; + #else + skillratio += skill_lv*10-30; + #endif + break; + case MG_SOULSTRIKE: + if (battle_check_undead(tstatus->race,tstatus->def_ele)) + skillratio += 5*skill_lv; + break; + case MG_FIREWALL: { + struct status_change *sc = status_get_sc(src); + skillratio -= 50; + if( sc && sc->data[SC_PYROTECHNIC_OPTION] ) + skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100; + } + break; + case MG_COLDBOLT: { + struct status_change *sc = status_get_sc(src); + if ( sc && sc->count ) { + if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { + skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] + ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] + ad.flag = BF_WEAPON|BF_SHORT; + ad.type = 0; + } + if( sc->data[SC_AQUAPLAY_OPTION] ) + skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100; + } + } + break; + case MG_FIREBOLT: { + struct status_change *sc = status_get_sc(src); + if ( sc && sc->count ) { + if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { + skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100; + ad.div_ = 1; + ad.flag = BF_WEAPON|BF_SHORT; + ad.type = 0; + } + if( sc->data[SC_PYROTECHNIC_OPTION] ) + skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100; + } + } + break; + case MG_LIGHTNINGBOLT: { + struct status_change *sc = status_get_sc(src); + if ( sc && sc->count ) { + if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { + skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100; + ad.div_ = 1; + ad.flag = BF_WEAPON|BF_SHORT; + ad.type = 0; + } + if( sc->data[SC_GUST_OPTION] ) + skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100; + } + } + break; + case MG_THUNDERSTORM: { + struct status_change *sc = status_get_sc(src); + /** + * in Renewal Thunder Storm boost is 100% (in pre-re, 80%) + **/ + #ifndef RENEWAL + skillratio -= 20; + #endif + if( sc && sc->data[SC_GUST_OPTION] ) + skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100; + } + break; + case MG_FROSTDIVER: + skillratio += 10*skill_lv; + break; + case AL_HOLYLIGHT: + skillratio += 25; + if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST) + skillratio *= 5; //Does 5x damage include bonuses from other skills? + break; + case AL_RUWACH: + skillratio += 45; + break; + case WZ_FROSTNOVA: + skillratio += (100+skill_lv*10)*2/3-100; + break; + case WZ_FIREPILLAR: + if (skill_lv > 10) + skillratio += 100; + else + skillratio -= 80; + break; + case WZ_SIGHTRASHER: + skillratio += 20*skill_lv; + break; + case WZ_WATERBALL: + skillratio += 30*skill_lv; + break; + case WZ_STORMGUST: + skillratio += 40*skill_lv; + break; + case HW_NAPALMVULCAN: + skillratio += 10*skill_lv-30; + break; + case SL_STIN: + skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage. + break; + case SL_STUN: + skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets + break; + case SL_SMA: + skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv% + break; + case NJ_KOUENKA: + skillratio -= 10; + break; + case NJ_KAENSIN: + skillratio -= 50; + break; + case NJ_BAKUENRYU: + skillratio += 50*(skill_lv-1); + break; + case NJ_HYOUSYOURAKU: + skillratio += 50*skill_lv; + break; + case NJ_RAIGEKISAI: + skillratio += 60 + 40*skill_lv; + break; + case NJ_KAMAITACHI: + case NPC_ENERGYDRAIN: + skillratio += 100*skill_lv; + break; + case NPC_EARTHQUAKE: + skillratio += 100 +100*skill_lv +100*(skill_lv/2); + break; + #ifdef RENEWAL + case WZ_HEAVENDRIVE: + case WZ_METEOR: + skillratio += 25; + break; + case WZ_VERMILION: + { + int interval = 0, per = interval , ratio = per; + while( (per++) < skill_lv ){ + ratio += interval; + if(per%3==0) interval += 20; + } + if( skill_lv > 9 ) + ratio -= 10; + skillratio += ratio; + } + break; + case NJ_HUUJIN: + skillratio += 50; + break; + #else + case WZ_VERMILION: + skillratio += 20*skill_lv-20; + break; + #endif + /** + * Arch Bishop + **/ + case AB_JUDEX: + skillratio += 180 + 20 * skill_lv; + if (skill_lv > 4) skillratio += 20; + RE_LVL_DMOD(100); + break; + case AB_ADORAMUS: + skillratio += 400 + 100 * skill_lv; + RE_LVL_DMOD(100); + break; + case AB_DUPLELIGHT_MAGIC: + skillratio += 100 + 20 * skill_lv; + break; + /** + * Warlock + **/ + case WL_SOULEXPANSION: + skillratio += 300 + 100 * skill_lv + sstatus->int_; + RE_LVL_DMOD(100); + break; + case WL_FROSTMISTY: + skillratio += 100 + 100 * skill_lv; + RE_LVL_DMOD(100); + break; + case WL_JACKFROST: { + struct status_change *tsc = status_get_sc(target); + if( tsc && tsc->data[SC_FREEZING] ){ + skillratio += 900 + 300 * skill_lv; + RE_LVL_DMOD(100); + }else{ + skillratio += 400 + 100 * skill_lv; + RE_LVL_DMOD(150); + } + } + break; + case WL_DRAINLIFE: + skillratio = 200 * skill_lv + sstatus->int_; + RE_LVL_DMOD(100); + break; + case WL_CRIMSONROCK: + skillratio += 1200 + 300 * skill_lv; + RE_LVL_DMOD(100); + break; + case WL_HELLINFERNO: + skillratio = 300 * skill_lv; + RE_LVL_DMOD(100); + // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] % + // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] % + if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; } + skillratio /= 5; + break; + case WL_COMET: { + struct status_change * sc = status_get_sc(src); + if( sc ) + i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y); + else + i = 8; + if( i < 2 ) skillratio = 2500 + 500 * skill_lv; + else + if( i < 4 ) skillratio = 1600 + 400 * skill_lv; + else + if( i < 6 ) skillratio = 1200 + 300 * skill_lv; + else + skillratio = 800 + 200 * skill_lv; + } + break; + case WL_CHAINLIGHTNING_ATK: + skillratio += 100 + 300 * skill_lv; + RE_LVL_DMOD(100); + break; + case WL_EARTHSTRAIN: + skillratio += 1900 + 100 * skill_lv; + RE_LVL_DMOD(100); + break; + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + skillratio += 400 + 500 * skill_lv; + break; + case WL_SUMMON_ATK_FIRE: + case WL_SUMMON_ATK_WATER: + case WL_SUMMON_ATK_WIND: + case WL_SUMMON_ATK_GROUND: + skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech] + RE_LVL_DMOD(100); + break; + case LG_RAYOFGENESIS: + skillratio = (skillratio + 200) * skill_lv; + RE_LVL_DMOD(100); + break; + case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] % + if( sd ) { + skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; + } else + skillratio += 1900; //2000% + break; + case WM_METALICSOUND: + skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100; + break; + case WM_SEVERE_RAINSTORM: + skillratio += 50 * skill_lv; + break; + case WM_REVERBERATION_MAGIC: + // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] % + skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1); + RE_LVL_DMOD(100); + break; + case SO_FIREWALK: { + struct status_change * sc = status_get_sc(src); + skillratio = 300; + RE_LVL_DMOD(100); + if( sc && sc->data[SC_HEATER_OPTION] ) + skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; + } + break; + case SO_ELECTRICWALK: { + struct status_change * sc = status_get_sc(src); + skillratio = 300; + RE_LVL_DMOD(100); + if( sc && sc->data[SC_BLAST_OPTION] ) + skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; + } + break; + case SO_EARTHGRAVE: { + struct status_change * sc = status_get_sc(src); + skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv ); + RE_LVL_DMOD(100); + if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) + skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; + } + break; + case SO_DIAMONDDUST: { + struct status_change * sc = status_get_sc(src); + skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv ); + RE_LVL_DMOD(100); + if( sc && sc->data[SC_COOLER_OPTION] ) + skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; + } + break; + case SO_POISON_BUSTER: { + struct status_change * sc = status_get_sc(src); + skillratio += 1100 + 300 * skill_lv; + if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) + skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; + } + break; + case SO_PSYCHIC_WAVE: { + struct status_change * sc = status_get_sc(src); + skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3); + RE_LVL_DMOD(100); + if( sc ){ + if( sc->data[SC_HEATER_OPTION] ) + skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; + else if(sc->data[SC_COOLER_OPTION] ) + skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; + else if(sc->data[SC_BLAST_OPTION] ) + skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; + else if(sc->data[SC_CURSED_SOIL_OPTION] ) + skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100; + } + } + break; + case SO_VARETYR_SPEAR: { + struct status_change * sc = status_get_sc(src); + skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv ); + RE_LVL_DMOD(100); + if( sc && sc->data[SC_BLAST_OPTION] ) + skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; + } + break; + case SO_CLOUD_KILL: { + struct status_change * sc = status_get_sc(src); + skillratio += -100 + skill_lv * 40; + RE_LVL_DMOD(100); + if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) + skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; + } + break; + case GN_DEMONIC_FIRE: + if( skill_lv > 20) + { // Fire expansion Lv.2 + skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine] + } + else if( skill_lv > 10 ) + { // Fire expansion Lv.1 + skillratio += 110 + 20 * (skill_lv - 10) / 2; + } + else + skillratio += 110 + 20 * skill_lv; + break; + // Magical Elemental Spirits Attack Skills + case EL_FIRE_MANTLE: + case EL_WATER_SCREW: + skillratio += 900; + break; + case EL_FIRE_ARROW: + case EL_ROCK_CRUSHER_ATK: + skillratio += 200; + break; + case EL_FIRE_BOMB: + case EL_ICE_NEEDLE: + case EL_HURRICANE_ATK: + skillratio += 400; + break; + case EL_FIRE_WAVE: + case EL_TYPOON_MIS_ATK: + skillratio += 1100; + break; + case MH_ERASER_CUTTER: + if(skill_lv%2) skillratio += 400; //600:800:1000 + else skillratio += 700; //1000:1200 + skillratio += 100 * skill_lv; + break; + case MH_XENO_SLASHER: + if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700 + else skillratio += 400 + 100 * skill_lv; //700:900 + break; + case MH_HEILIGE_STANGE: + skillratio += 400 + 250 * skill_lv; + break; + case MH_POISON_MIST: + skillratio += 100 * skill_lv; + break; + } - if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { - //Refine bonus applies after cards and elements. - short index= sd->equip_index[EQI_HAND_L]; - if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) - ATK_ADD(10*sd->status.inventory[index].refine); - } - } //if (sd) - - //Card Fix, tsd side - if(tsd) - wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, flag.lh, wd.flag); - - if (flag.infdef) { - //Plants receive 1 damage when hit - short class_ = status_get_class(target); - if (flag.hit || wd.damage > 0) - wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage - if (flag.lh && (flag.hit || wd.damage2 > 0)) - wd.damage2 = wd.div_; - if (flag.hit && class_ == MOBID_EMPERIUM) { - if (wd.damage2 > 0) { - wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); - wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); - } else if (wd.damage > 0) { - wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv); - wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - } - return wd; - } - if (!(battle_config.skill_min_damage&1)) - //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] - return wd; - } + MATK_RATE(skillratio); - if (sd) { - if (!flag.rh && flag.lh) { //Move lh damage to the rh - wd.damage = wd.damage2; - wd.damage2 = 0; - flag.rh=1; - flag.lh=0; - } else if (flag.rh && flag.lh) { //Dual-wield - if (wd.damage) { - if ((skill = pc_checkskill(sd,AS_RIGHT))) - wd.damage = wd.damage * (50 + (skill * 10))/100; - else if ((skill = pc_checkskill(sd,KO_RIGHT))) - wd.damage = wd.damage * (70 + (skill * 10))/100; - if (wd.damage < 1) wd.damage = 1; - } - if (wd.damage2) { - if ((skill = pc_checkskill(sd,AS_LEFT))) - wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; - else if ((skill = pc_checkskill(sd,KO_LEFT))) - wd.damage2 = wd.damage2 * (50 + (skill * 10))/100; - if (wd.damage2 < 1) wd.damage2 = 1; - } - } else if (sd->status.weapon == W_KATAR && !skill_num) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) - skill = pc_checkskill(sd,TF_DOUBLE); - wd.damage2 = wd.damage * (1 + (skill * 2))/100; + //Constant/misc additions from skills + if (skill_num == WZ_FIREPILLAR) + MATK_ADD(50); + } + } - if (wd.damage && !wd.damage2) wd.damage2 = 1; - flag.lh = 1; - } - } + if(sd) { + //Damage bonuses + if ((i = pc_skillatk_bonus(sd, skill_num))) + ad.damage += ad.damage*i/100; + + //Ignore Defense? + if (!flag.imdef && ( + sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || + sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || + sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS ) + )) + flag.imdef = 1; + } - if (!flag.rh && wd.damage) - wd.damage=0; - - if (!flag.lh && wd.damage2) - wd.damage2=0; - - if (wd.damage + wd.damage2) { - //There is a total damage value - if (!wd.damage2) { - wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv); - if (map_flag_gvg2(target->m)) - wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - else if (map[target->m].flag.battleground) - wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - } else if (!wd.damage) { - wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv); - if (map_flag_gvg2(target->m)) - wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); - else if (map[target->m].flag.battleground) - wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); - } else { - int d1 = wd.damage + wd.damage2,d2 = wd.damage2; - wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv); - if (map_flag_gvg2(target->m)) - wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - else if (map[target->m].flag.battleground) - wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - wd.damage2 = (d2*100/d1)*wd.damage/100; - if (wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1; - wd.damage-=wd.damage2; - } - } - //Reject Sword bugreport:4493 by Daegaladh - if (wd.damage && tsc && tsc->data[SC_REJECTSWORD] && - (src->type!=BL_PC || ( - ((TBL_PC *)src)->weapontype1 == W_DAGGER || - ((TBL_PC *)src)->weapontype1 == W_1HSWORD || - ((TBL_PC *)src)->status.weapon == W_2HSWORD - )) && - rnd()%100 < tsc->data[SC_REJECTSWORD]->val2 - ) { - wd.damage = wd.damage * 50 / 100; - status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0)); - clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1); - if (--(tsc->data[SC_REJECTSWORD]->val3) <= 0) - status_change_end(target, SC_REJECTSWORD, INVALID_TIMER); - } - if (skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) - struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag); - wd.damage += md.damage; - } - if (sc) { - //SG_FUSION hp penalty [Komurka] - if (sc->data[SC_FUSION]) { - int hp= sstatus->max_hp; - if (sd && tsd) { - hp = 8*hp/100; - if (100*sstatus->hp <= 20*sstatus->max_hp) - hp = sstatus->hp; - } else - hp = 2*hp/100; //2% hp loss per hit - status_zap(src, hp, 0); - } - /** - * affecting non-skills - **/ - if (!skill_num) { - /** - * RK Enchant Blade - **/ - if (sc->data[SC_ENCHANTBLADE] && sd && ((flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2))) { - //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt - ATK_ADD((sc->data[SC_ENCHANTBLADE]->val1*20+100) * status_get_lv(src) / 150 + status_get_int(src)); - } - } - status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); - } - if (skill_num == LG_RAYOFGENESIS) { - struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag); - wd.damage += md.damage; - } + if(!flag.imdef){ + defType mdef = tstatus->mdef; + int mdef2= tstatus->mdef2; + if(sd) { + i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS]; + i+= sd->ignore_mdef[tstatus->race]; + if (i) + { + if (i > 100) i = 100; + mdef -= mdef * i/100; + //mdef2-= mdef2* i/100; + } + } + #ifdef RENEWAL + /** + * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF) + * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF) + * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF + **/ + if(mdef < -111) mdef = -111; // value smaller -111 brings back the damage to origin up to -223. + ad.damage = ad.damage * 1115 / (1115 + mdef * 10) - mdef2; + #else + if(battle_config.magic_defense_type) + ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2; + else + ad.damage = ad.damage * (100-mdef)/100 - mdef2; + #endif + } - return wd; -} + if (skill_num == NPC_EARTHQUAKE) + { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] + //Also divide the extra bonuses from atk2 based on the number in range [Kevin] + if(mflag>0) + ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; + else + ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); + } -/*========================================== - * battle_calc_magic_attack [DracoRPG] - *------------------------------------------*/ -struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) { - int i, nk; - short s_ele = 0; - unsigned int skillratio = 100; //Skill dmg modifiers. - - TBL_PC *sd; -// TBL_PC *tsd; - struct Damage ad; - struct status_data *sstatus = status_get_status_data(src); - struct status_data *tstatus = status_get_status_data(target); - struct { - unsigned imdef : 1; - unsigned infdef : 1; - } flag; - - memset(&ad,0,sizeof(ad)); - memset(&flag,0,sizeof(flag)); - - if (src==NULL || target==NULL) { - nullpo_info(NLP_MARK); - return ad; - } - //Initial Values - ad.div_=skill_get_num(skill_num,skill_lv); - ad.amotion=skill_get_inf(skill_num) &INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills. - ad.dmotion=tstatus->dmotion; - ad.blewcount = skill_get_blewcount(skill_num,skill_lv); - ad.flag=BF_MAGIC|BF_SKILL; - ad.dmg_lv=ATK_DEF; - nk = skill_get_nk(skill_num); - flag.imdef = nk &NK_IGNORE_DEF?1:0; - - sd = BL_CAST(BL_PC, src); -// tsd = BL_CAST(BL_PC, target); - - if (skill_num == SO_PSYCHIC_WAVE) { - struct status_change *sc = status_get_sc(src); - if (sc && sc->count && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || - sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION])) { - if (sc->data[SC_HEATER_OPTION]) s_ele = sc->data[SC_HEATER_OPTION]->val4; - else if (sc->data[SC_COOLER_OPTION]) s_ele = sc->data[SC_COOLER_OPTION]->val4; - else if (sc->data[SC_BLAST_OPTION]) s_ele = sc->data[SC_BLAST_OPTION]->val3; - else if (sc->data[SC_CURSED_SOIL_OPTION]) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4; - } else { - //#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case. - //, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas. - //Initialize variables that will be used afterwards - s_ele = skill_get_ele(skill_num, skill_lv); - - if (s_ele == -1) // pl=-1 : the skill takes the weapon's element - s_ele = sstatus->rhw.ele; - else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src,status_get_sc(src)); - else if (s_ele == -3) //Use random element - s_ele = rnd()%ELE_MAX; - } - } else { - //Initialize variables that will be used afterwards - s_ele = skill_get_ele(skill_num, skill_lv); - - if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element - s_ele = sstatus->rhw.ele; - if (sd) { //Summoning 10 talisman will endow your weapon - ARR_FIND(1, 6, i, sd->talisman[i] >= 10); - if (i < 5) s_ele = i; - } - } else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src,status_get_sc(src)); - else if (s_ele == -3) //Use random element - s_ele = rnd()%ELE_MAX; - } - //Set miscellaneous data that needs be filled - if (sd) { - sd->state.arrow_atk = 0; - ad.blewcount += battle_blewcount_bonus(sd, skill_num); - } + if(ad.damage<1) + ad.damage=1; - //Skill Range Criteria - ad.flag |= battle_range_type(src, target, skill_num, skill_lv); - flag.infdef=(tstatus->mode&MD_PLANT?1:0); - if (target->type == BL_SKILL) { - TBL_SKILL *su = (TBL_SKILL *)target; - if (su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD)) - flag.infdef = 1; - } + if (!(nk&NK_NO_ELEFIX)) + ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); - switch (skill_num) { - case MG_FIREWALL: - case NJ_KAENSIN: - ad.dmotion = 0; //No flinch animation. - if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) - ad.blewcount = 0; //No knockback - break; - case PR_SANCTUARY: - ad.dmotion = 0; //No flinch animation. - break; - } + if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS ) + { //Apply the physical part of the skill's damage. [Skotlex] + struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100; + if( src == target ) + { + if( src->type == BL_PC ) + ad.damage = ad.damage/2; + else + ad.damage = 0; + } + } - if (!flag.infdef) { //No need to do the math for plants + if (sd && !(nk&NK_NO_CARDFIX_ATK)) { + short t_class = status_get_class(target); + short cardfix=1000; + + cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100; + if (!(nk&NK_NO_ELEFIX)) + cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100; + cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100; + cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; + for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) { + if(sd->add_mdmg[i].class_ == t_class) { + cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; + continue; + } + } + if (cardfix != 1000) + MATK_RATE(cardfix/10); + } - //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc -#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; } - //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage -#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; } - //Adds an absolute value to damage. 100 = +100 damage -#define MATK_ADD( a ) { ad.damage+= a; } + if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) + { // Target cards. + short s_race2 = status_get_race2(src); + short s_class= status_get_class(src); + int cardfix=1000; - switch (skill_num) { - //Calc base damage according to skill - case AL_HEAL: - case PR_BENEDICTIO: - case PR_SANCTUARY: - /** - * Arch Bishop - **/ - case AB_HIGHNESSHEAL: - ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false); - break; - case PR_ASPERSIO: - ad.damage = 40; - break; - case ALL_RESURRECTION: - case PR_TURNUNDEAD: - //Undead check is on skill_castend_damageid code. -#ifdef RENEWAL - i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) - + 300 - 300*tstatus->hp/tstatus->max_hp; -#else - i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) - + 200 - 200*tstatus->hp/tstatus->max_hp; -#endif - if (i > 700) i = 700; - if (rnd()%1000 < i && !(tstatus->mode&MD_BOSS)) - ad.damage = tstatus->hp; - else { -#ifdef RENEWAL - if (sstatus->matk_max > sstatus->matk_min) { - MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); - } else { - MATK_ADD(sstatus->matk_min); - } - MATK_RATE(skill_lv); -#else - ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; -#endif - } - break; - case PF_SOULBURN: - ad.damage = tstatus->sp * 2; - break; - /** - * Arch Bishop - **/ - case AB_RENOVATIO: - //Damage calculation from iRO wiki. [Jobbie] - ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_)); - break; - default: { - if (sstatus->matk_max > sstatus->matk_min) { - MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); - } else { - MATK_ADD(sstatus->matk_min); - } - - if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill - if (mflag>0) - ad.damage/= mflag; - else - ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); - } - - switch (skill_num) { - case MG_NAPALMBEAT: - skillratio += skill_lv*10-30; - break; - case MG_FIREBALL: -#ifdef RENEWAL - skillratio += 20*skill_lv; -#else - skillratio += skill_lv*10-30; -#endif - break; - case MG_SOULSTRIKE: - if (battle_check_undead(tstatus->race,tstatus->def_ele)) - skillratio += 5*skill_lv; - break; - case MG_FIREWALL: { - struct status_change *sc = status_get_sc(src); - skillratio -= 50; - if (sc && sc->data[SC_PYROTECHNIC_OPTION]) - skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100; - } - break; - case MG_COLDBOLT: { - struct status_change *sc = status_get_sc(src); - if (sc && sc->count) { - if (sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { - skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] - ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] - ad.flag = BF_WEAPON|BF_SHORT; - ad.type = 0; - } - if (sc->data[SC_AQUAPLAY_OPTION]) - skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100; - } - } - break; - case MG_FIREBOLT: { - struct status_change *sc = status_get_sc(src); - if (sc && sc->count) { - if (sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { - skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100; - ad.div_ = 1; - ad.flag = BF_WEAPON|BF_SHORT; - ad.type = 0; - } - if (sc->data[SC_PYROTECHNIC_OPTION]) - skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100; - } - } - break; - case MG_LIGHTNINGBOLT: { - struct status_change *sc = status_get_sc(src); - if (sc && sc->count) { - if (sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { - skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100; - ad.div_ = 1; - ad.flag = BF_WEAPON|BF_SHORT; - ad.type = 0; - } - if (sc->data[SC_GUST_OPTION]) - skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100; - } - } - break; - case MG_THUNDERSTORM: { - struct status_change *sc = status_get_sc(src); - /** - * in Renewal Thunder Storm boost is 100% (in pre-re, 80%) - **/ -#ifndef RENEWAL - skillratio -= 20; -#endif - if (sc && sc->data[SC_GUST_OPTION]) - skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100; - } - break; - case MG_FROSTDIVER: - skillratio += 10*skill_lv; - break; - case AL_HOLYLIGHT: - skillratio += 25; - if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST) - skillratio *= 5; //Does 5x damage include bonuses from other skills? - break; - case AL_RUWACH: - skillratio += 45; - break; - case WZ_FROSTNOVA: - skillratio += (100+skill_lv*10)*2/3-100; - break; - case WZ_FIREPILLAR: - if (skill_lv > 10) - skillratio += 100; - else - skillratio -= 80; - break; - case WZ_SIGHTRASHER: - skillratio += 20*skill_lv; - break; - case WZ_WATERBALL: - skillratio += 30*skill_lv; - break; - case WZ_STORMGUST: - skillratio += 40*skill_lv; - break; - case HW_NAPALMVULCAN: - skillratio += 10*skill_lv-30; - break; - case SL_STIN: - skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage. - break; - case SL_STUN: - skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets - break; - case SL_SMA: - skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv% - break; - case NJ_KOUENKA: - skillratio -= 10; - break; - case NJ_KAENSIN: - skillratio -= 50; - break; - case NJ_BAKUENRYU: - skillratio += 50*(skill_lv-1); - break; - case NJ_HYOUSYOURAKU: - skillratio += 50*skill_lv; - break; - case NJ_RAIGEKISAI: - skillratio += 60 + 40*skill_lv; - break; - case NJ_KAMAITACHI: - case NPC_ENERGYDRAIN: - skillratio += 100*skill_lv; - break; - case NPC_EARTHQUAKE: - skillratio += 100 +100*skill_lv +100*(skill_lv/2); - break; -#ifdef RENEWAL - case WZ_HEAVENDRIVE: - case WZ_METEOR: - skillratio += 25; - break; - case WZ_VERMILION: { - int interval = 0, per = interval , ratio = per; - while ((per++) < skill_lv) { - ratio += interval; - if (per%3==0) interval += 20; - } - if (skill_lv > 9) - ratio -= 10; - skillratio += ratio; - } - break; - case NJ_HUUJIN: - skillratio += 50; - break; -#else - case WZ_VERMILION: - skillratio += 20*skill_lv-20; - break; -#endif - /** - * Arch Bishop - **/ - case AB_JUDEX: - skillratio += 180 + 20 * skill_lv; - if (skill_lv > 4) skillratio += 20; - RE_LVL_DMOD(100); - break; - case AB_ADORAMUS: - skillratio += 400 + 100 * skill_lv; - RE_LVL_DMOD(100); - break; - case AB_DUPLELIGHT_MAGIC: - skillratio += 100 + 20 * skill_lv; - break; - /** - * Warlock - **/ - case WL_SOULEXPANSION: - skillratio += 300 + 100 * skill_lv + sstatus->int_; - RE_LVL_DMOD(100); - break; - case WL_FROSTMISTY: - skillratio += 100 + 100 * skill_lv; - RE_LVL_DMOD(100); - break; - case WL_JACKFROST: { - struct status_change *tsc = status_get_sc(target); - if (tsc && tsc->data[SC_FREEZING]) { - skillratio += 900 + 300 * skill_lv; - RE_LVL_DMOD(100); - } else { - skillratio += 400 + 100 * skill_lv; - RE_LVL_DMOD(150); - } - } - break; - case WL_DRAINLIFE: - skillratio = 200 * skill_lv + sstatus->int_; - RE_LVL_DMOD(100); - break; - case WL_CRIMSONROCK: - skillratio += 1200 + 300 * skill_lv; - RE_LVL_DMOD(100); - break; - case WL_HELLINFERNO: - skillratio = 300 * skill_lv; - RE_LVL_DMOD(100); - // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] % - // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] % - if (mflag&ELE_DARK) { - skillratio *= 4; - s_ele = ELE_DARK; - } - skillratio /= 5; - break; - case WL_COMET: { - struct status_change *sc = status_get_sc(src); - if (sc) - i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y); - else - i = 8; - if (i < 2) skillratio = 2500 + 500 * skill_lv; - else if (i < 4) skillratio = 1600 + 400 * skill_lv; - else if (i < 6) skillratio = 1200 + 300 * skill_lv; - else - skillratio = 800 + 200 * skill_lv; - } - break; - case WL_CHAINLIGHTNING_ATK: - skillratio += 100 + 300 * skill_lv; - RE_LVL_DMOD(100); - break; - case WL_EARTHSTRAIN: - skillratio += 1900 + 100 * skill_lv; - RE_LVL_DMOD(100); - break; - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - skillratio += 400 + 500 * skill_lv; - break; - case WL_SUMMON_ATK_FIRE: - case WL_SUMMON_ATK_WATER: - case WL_SUMMON_ATK_WIND: - case WL_SUMMON_ATK_GROUND: - skillratio = skill_lv * (status_get_lv(src) + (sd ? sd->status.job_level : 50)); // This is close to official, but lacking a little info to finalize. [Rytech] - RE_LVL_DMOD(100); - break; - case LG_RAYOFGENESIS: - skillratio = (skillratio + 200) * skill_lv; - RE_LVL_DMOD(100); - break; - case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] % - if (sd) { - skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; - } else - skillratio += 1900; //2000% - break; - case WM_METALICSOUND: - skillratio += 120 * skill_lv + 60 * (sd? pc_checkskill(sd, WM_LESSON) : 10) - 100; - break; - case WM_SEVERE_RAINSTORM: - skillratio += 50 * skill_lv; - break; - case WM_REVERBERATION_MAGIC: - // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] % - skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1); - RE_LVL_DMOD(100); - break; - case SO_FIREWALK: { - struct status_change *sc = status_get_sc(src); - skillratio = 300; - RE_LVL_DMOD(100); - if (sc && sc->data[SC_HEATER_OPTION]) - skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; - } - break; - case SO_ELECTRICWALK: { - struct status_change *sc = status_get_sc(src); - skillratio = 300; - RE_LVL_DMOD(100); - if (sc && sc->data[SC_BLAST_OPTION]) - skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; - } - break; - case SO_EARTHGRAVE: { - struct status_change *sc = status_get_sc(src); - skillratio = (200 * (sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10) + sstatus->int_ * skill_lv); - RE_LVL_DMOD(100); - if (sc && sc->data[SC_CURSED_SOIL_OPTION]) - skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; - } - break; - case SO_DIAMONDDUST: { - struct status_change *sc = status_get_sc(src); - skillratio = (200 * (sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10) + sstatus->int_ * skill_lv); - RE_LVL_DMOD(100); - if (sc && sc->data[SC_COOLER_OPTION]) - skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; - } - break; - case SO_POISON_BUSTER: { - struct status_change *sc = status_get_sc(src); - skillratio += 1100 + 300 * skill_lv; - if (sc && sc->data[SC_CURSED_SOIL_OPTION]) - skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; - } - break; - case SO_PSYCHIC_WAVE: { - struct status_change *sc = status_get_sc(src); - skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3); - RE_LVL_DMOD(100); - if (sc) { - if (sc->data[SC_HEATER_OPTION]) - skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; - else if (sc->data[SC_COOLER_OPTION]) - skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; - else if (sc->data[SC_BLAST_OPTION]) - skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; - else if (sc->data[SC_CURSED_SOIL_OPTION]) - skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100; - } - } - break; - case SO_VARETYR_SPEAR: { - struct status_change *sc = status_get_sc(src); - skillratio += -100 + (100 * (sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10) + sstatus->int_ * skill_lv); - RE_LVL_DMOD(100); - if (sc && sc->data[SC_BLAST_OPTION]) - skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; - } - break; - case SO_CLOUD_KILL: { - struct status_change *sc = status_get_sc(src); - skillratio += -100 + skill_lv * 40; - RE_LVL_DMOD(100); - if (sc && sc->data[SC_CURSED_SOIL_OPTION]) - skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; - } - break; - case GN_DEMONIC_FIRE: - if (skill_lv > 20) { - // Fire expansion Lv.2 - skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine] - } else if (skill_lv > 10) { - // Fire expansion Lv.1 - skillratio += 110 + 20 * (skill_lv - 10) / 2; - } else - skillratio += 110 + 20 * skill_lv; - break; - // Magical Elemental Spirits Attack Skills - case EL_FIRE_MANTLE: - case EL_WATER_SCREW: - skillratio += 900; - break; - case EL_FIRE_ARROW: - case EL_ROCK_CRUSHER_ATK: - skillratio += 200; - break; - case EL_FIRE_BOMB: - case EL_ICE_NEEDLE: - case EL_HURRICANE_ATK: - skillratio += 400; - break; - case EL_FIRE_WAVE: - case EL_TYPOON_MIS_ATK: - skillratio += 1100; - break; - case MH_ERASER_CUTTER: - if (skill_lv%2) skillratio += 400; //600:800:1000 - else skillratio += 700; //1000:1200 - skillratio += 100 * skill_lv; - break; - case MH_XENO_SLASHER: - if (skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700 - else skillratio += 400 + 100 * skill_lv; //700:900 - break; - case MH_HEILIGE_STANGE: - skillratio += 400 + 250 * skill_lv; - break; - case MH_POISON_MIST: - skillratio += 100 * skill_lv; - break; - } - - MATK_RATE(skillratio); - - //Constant/misc additions from skills - if (skill_num == WZ_FIREPILLAR) - MATK_ADD(50); - } - } -#ifdef RENEWAL - ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); -#endif - if (sd) { - //Damage bonuses - if ((i = pc_skillatk_bonus(sd, skill_num))) - ad.damage += ad.damage*i/100; - - //Ignore Defense? - if (!flag.imdef && ( - sd->bonus.ignore_mdef_ele & (1 << tstatus->def_ele) || - sd->bonus.ignore_mdef_race & (1 << tstatus->race) || - sd->bonus.ignore_mdef_race & (is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS) - )) - flag.imdef = 1; - } + if (!(nk&NK_NO_ELEFIX)) + { + int ele_fix = tsd->subele[s_ele]; + for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) + { + if(tsd->subele2[i].ele != s_ele) continue; + if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK && + tsd->subele2[i].flag&ad.flag&BF_RANGEMASK && + tsd->subele2[i].flag&ad.flag&BF_SKILLMASK)) + continue; + ele_fix += tsd->subele2[i].rate; + } + cardfix=cardfix*(100-ele_fix)/100; + } + cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; + cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; + cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; + cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; + if( sstatus->race != RC_DEMIHUMAN ) + cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; - if (!flag.imdef) { - defType mdef = tstatus->mdef; - int mdef2= tstatus->mdef2; - if (sd) { - i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS]; - i+= sd->ignore_mdef[tstatus->race]; - if (i) { - if (i > 100) i = 100; - mdef -= mdef * i/100; - //mdef2-= mdef2* i/100; - } - } -#ifdef RENEWAL - /** - * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF) - * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF) - * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF - **/ - if (mdef < -111) mdef = -111; // value smaller -111 brings back the damage to origin up to -223. - ad.damage = ad.damage * 1115 / (1115 + mdef * 10) - mdef2; -#else - if (battle_config.magic_defense_type) - ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2; - else - ad.damage = ad.damage * (100-mdef)/100 - mdef2; -#endif - } + for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) { + if(tsd->add_mdef[i].class_ == s_class) { + cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; + break; + } + } + //It was discovered that ranged defense also counts vs magic! [Skotlex] + if ( ad.flag&BF_SHORT ) + cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; + else + cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; - if (skill_num == NPC_EARTHQUAKE) { - //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] - //Also divide the extra bonuses from atk2 based on the number in range [Kevin] - if (mflag>0) - ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; - else - ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); - } + cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100; - if (ad.damage<1) - ad.damage=1; - - if (!(nk&NK_NO_ELEFIX)) - ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); - - if (skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) { - //Apply the physical part of the skill's damage. [Skotlex] - struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); - ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100; - if (src == target) { - if (src->type == BL_PC) - ad.damage = ad.damage/2; - else - ad.damage = 0; - } - } + if( tsd->sc.data[SC_MDEF_RATE] ) + cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100; -#ifndef RENEWAL - ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); -#endif - } + if (cardfix != 1000) + MATK_RATE( cardfix / 10 ); + } + } - damage_div_fix(ad.damage, ad.div_); + damage_div_fix(ad.damage, ad.div_); - if (flag.infdef && ad.damage) - ad.damage = ad.damage>0?1:-1; + if (flag.infdef && ad.damage) + ad.damage = ad.damage>0?1:-1; - ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv); - if (map_flag_gvg2(target->m)) - ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); - else if (map[target->m].flag.battleground) - ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); + ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv); + if( map_flag_gvg2(target->m) ) + ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); + else if( map[target->m].flag.battleground ) + ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); - switch (skill_num) { /* post-calc modifiers */ - case SO_VARETYR_SPEAR: { // Physical damage. - struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); - ad.damage += wd.damage; - break; - } - //case HM_ERASER_CUTTER: - } + switch( skill_num ) { /* post-calc modifiers */ + case SO_VARETYR_SPEAR: { // Physical damage. + struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + ad.damage += wd.damage; + break; + } + //case HM_ERASER_CUTTER: + } - return ad; + return ad; } /*========================================== * Calculate Misc dammage for skillid *------------------------------------------*/ -struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) { - int skill; - short i, nk; - short s_ele; +struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) +{ + int skill; + short i, nk; + short s_ele; - struct map_session_data *sd, *tsd; - struct Damage md; //DO NOT CONFUSE with md of mob_data! - struct status_data *sstatus = status_get_status_data(src); - struct status_data *tstatus = status_get_status_data(target); + struct map_session_data *sd, *tsd; + struct Damage md; //DO NOT CONFUSE with md of mob_data! + struct status_data *sstatus = status_get_status_data(src); + struct status_data *tstatus = status_get_status_data(target); - memset(&md,0,sizeof(md)); + memset(&md,0,sizeof(md)); - if (src == NULL || target == NULL) { - nullpo_info(NLP_MARK); - return md; - } + if( src == NULL || target == NULL ){ + nullpo_info(NLP_MARK); + return md; + } - //Some initial values - md.amotion=skill_get_inf(skill_num) &INF_GROUND_SKILL?0:sstatus->amotion; - md.dmotion=tstatus->dmotion; - md.div_=skill_get_num(skill_num,skill_lv); - md.blewcount=skill_get_blewcount(skill_num,skill_lv); - md.dmg_lv=ATK_DEF; - md.flag=BF_MISC|BF_SKILL; + //Some initial values + md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; + md.dmotion=tstatus->dmotion; + md.div_=skill_get_num( skill_num,skill_lv ); + md.blewcount=skill_get_blewcount(skill_num,skill_lv); + md.dmg_lv=ATK_DEF; + md.flag=BF_MISC|BF_SKILL; - nk = skill_get_nk(skill_num); + nk = skill_get_nk(skill_num); - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, target); + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, target); - if (sd) { - sd->state.arrow_atk = 0; - md.blewcount += battle_blewcount_bonus(sd, skill_num); - } + if(sd) { + sd->state.arrow_atk = 0; + md.blewcount += battle_blewcount_bonus(sd, skill_num); + } - s_ele = skill_get_ele(skill_num, skill_lv); - if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] - s_ele = ELE_NEUTRAL; - else if (s_ele == -3) //Use random element - s_ele = rnd()%ELE_MAX; + s_ele = skill_get_ele(skill_num, skill_lv); + if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] + s_ele = ELE_NEUTRAL; + else if (s_ele == -3) //Use random element + s_ele = rnd()%ELE_MAX; - //Skill Range Criteria - md.flag |= battle_range_type(src, target, skill_num, skill_lv); + //Skill Range Criteria + md.flag |= battle_range_type(src, target, skill_num, skill_lv); - switch (skill_num) { + switch( skill_num ) + { #ifdef RENEWAL - case HT_LANDMINE: - case MA_LANDMINE: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35); - md.damage += md.damage * (rnd()%20-10) / 100; - md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0); - break; + case HT_LANDMINE: + case MA_LANDMINE: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35); + md.damage += md.damage * (rnd()%20-10) / 100; + md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0); + break; #else - case HT_LANDMINE: - case MA_LANDMINE: - md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100; - break; - case HT_BLASTMINE: - md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100; - break; - case HT_CLAYMORETRAP: - md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100; - break; + case HT_LANDMINE: + case MA_LANDMINE: + md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100; + break; + case HT_BLASTMINE: + md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100; + break; + case HT_CLAYMORETRAP: + md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100; + break; #endif - case HT_BLITZBEAT: - case SN_FALCONASSAULT: - //Blitz-beat Damage. - if (!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) - skill=0; - md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2; - if (mflag > 1) //Autocasted Blitz. - nk|=NK_SPLASHSPLIT; - - if (skill_num == SN_FALCONASSAULT) { - //Div fix of Blitzbeat - skill = skill_get_num(HT_BLITZBEAT, 5); - damage_div_fix(md.damage, skill); - - //Falcon Assault Modifier - md.damage=md.damage*(150+70*skill_lv)/100; - } - break; - case TF_THROWSTONE: - md.damage=50; - break; - case BA_DISSONANCE: - md.damage=30+skill_lv*10; - if (sd) - md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON); - break; - case NPC_SELFDESTRUCTION: - md.damage = sstatus->hp; - break; - case NPC_SMOKING: - md.damage=3; - break; - case NPC_DARKBREATH: - md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000; - if (md.damage > 9999) md.damage = 9999; - break; - case PA_PRESSURE: - md.damage=500+300*skill_lv; - break; - case PA_GOSPEL: - md.damage = 1+rnd()%9999; - break; - case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] - if (tstatus->vit+sstatus->int_) //crash fix - md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); - else - md.damage = 0; - if (tsd) md.damage>>=1; - if (md.damage < 0 || md.damage > INT_MAX>>1) - //Overflow prevention, will anyone whine if I cap it to a few billion? - //Not capped to INT_MAX to give some room for further damage increase. - md.damage = INT_MAX>>1; - break; - case NJ_ZENYNAGE: - case KO_MUCHANAGE: - md.damage = skill_get_zeny(skill_num ,skill_lv); - if (!md.damage) md.damage = 2; - md.damage = rand()%md.damage + md.damage / (skill_num==NJ_ZENYNAGE?1:2) ; - if (is_boss(target)) - md.damage=md.damage / (skill_num==NJ_ZENYNAGE?3:2); - else if (tsd) // need confirmation for KO_MUCHANAGE - md.damage=md.damage/2; - break; - case GS_FLING: - md.damage = sd?sd->status.job_level:status_get_lv(src); - break; - case HVAN_EXPLOSION: //[orn] - md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ; - break ; - case ASC_BREAKER: - md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_; - nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part. - break; - case HW_GRAVITATION: - md.damage = 200+200*skill_lv; - md.dmotion = 0; //No flinch animation. - break; - case NPC_EVILLAND: - md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false); - break; - case RK_DRAGONBREATH: - md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; - RE_LVL_MDMOD(150); - if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; - md.flag |= BF_LONG|BF_WEAPON; - break; - /** - * Ranger - **/ - case RA_CLUSTERBOMB: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ; - RE_LVL_TMDMOD(); - md.damage = md.damage * (20 * (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10)); - md.damage = (md.damage?md.damage:1) / (skill_num == RA_CLUSTERBOMB?50:100); - break; - /** - * Mechanic - **/ - case NC_SELFDESTRUCTION: { - short totaldef = tstatus->def2 + (short)status_get_def(target); - md.damage = ((sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8) * (skill_lv + 1) * (status_get_sp(src) + sstatus->vit); - RE_LVL_MDMOD(100); - md.damage += status_get_hp(src) - totaldef; - } - break; - case GN_THORNS_TRAP: - md.damage = 100 + 200 * skill_lv + sstatus->int_; - break; - case GN_HELLS_PLANT_ATK: - //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) - md.damage = (skill_lv * status_get_lv(src) * 10) + (sstatus->int_ * 7 / 2) * (18 + (sd?sd->status.job_level:0) / 4) * (5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0))); - break; - case KO_HAPPOKUNAI: { - struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); - short totaldef = tstatus->def2 + (short)status_get_def(target); - md.damage = wd.damage * 60 * (5 + skill_lv) / 100; - md.damage -= totaldef; - } - break; - case KO_MAKIBISHI: - md.damage = 20 * skill_lv; - break; - } - - if (nk &NK_SPLASHSPLIT) { // Divide ATK among targets - if (mflag>0) - md.damage/= mflag; - else - ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); - } + case HT_BLITZBEAT: + case SN_FALCONASSAULT: + //Blitz-beat Damage. + if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) + skill=0; + md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2; + if(mflag > 1) //Autocasted Blitz. + nk|=NK_SPLASHSPLIT; + + if (skill_num == SN_FALCONASSAULT) + { + //Div fix of Blitzbeat + skill = skill_get_num(HT_BLITZBEAT, 5); + damage_div_fix(md.damage, skill); + + //Falcon Assault Modifier + md.damage=md.damage*(150+70*skill_lv)/100; + } + break; + case TF_THROWSTONE: + md.damage=50; + break; + case BA_DISSONANCE: + md.damage=30+skill_lv*10; + if (sd) + md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON); + break; + case NPC_SELFDESTRUCTION: + md.damage = sstatus->hp; + break; + case NPC_SMOKING: + md.damage=3; + break; + case NPC_DARKBREATH: + md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000; + if(md.damage > 9999) md.damage = 9999; + break; + case PA_PRESSURE: + md.damage=500+300*skill_lv; + break; + case PA_GOSPEL: + md.damage = 1+rnd()%9999; + break; + case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] + if(tstatus->vit+sstatus->int_) //crash fix + md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); + else + md.damage = 0; + if (tsd) md.damage>>=1; + if (md.damage < 0 || md.damage > INT_MAX>>1) + //Overflow prevention, will anyone whine if I cap it to a few billion? + //Not capped to INT_MAX to give some room for further damage increase. + md.damage = INT_MAX>>1; + break; + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + md.damage = skill_get_zeny(skill_num ,skill_lv); + if (!md.damage) md.damage = 2; + md.damage = rand()%md.damage + md.damage / (skill_num==NJ_ZENYNAGE?1:2) ; + if (is_boss(target)) + md.damage=md.damage / (skill_num==NJ_ZENYNAGE?3:2); + else if (tsd) // need confirmation for KO_MUCHANAGE + md.damage=md.damage/2; + break; + case GS_FLING: + md.damage = sd?sd->status.job_level:status_get_lv(src); + break; + case HVAN_EXPLOSION: //[orn] + md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ; + break ; + case ASC_BREAKER: + md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_; + nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part. + break; + case HW_GRAVITATION: + md.damage = 200+200*skill_lv; + md.dmotion = 0; //No flinch animation. + break; + case NPC_EVILLAND: + md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false); + break; + case RK_DRAGONBREATH: + md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; + RE_LVL_MDMOD(150); + if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; + md.flag |= BF_LONG|BF_WEAPON; + break; + /** + * Ranger + **/ + case RA_CLUSTERBOMB: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ; + RE_LVL_TMDMOD(); + md.damage = md.damage * (20 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) ); + md.damage = (md.damage?md.damage:1) / (skill_num == RA_CLUSTERBOMB?50:100); + break; + /** + * Mechanic + **/ + case NC_SELFDESTRUCTION: + { + short totaldef = tstatus->def2 + (short)status_get_def(target); + md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit ); + RE_LVL_MDMOD(100); + md.damage += status_get_hp(src) - totaldef; + } + break; + case GN_THORNS_TRAP: + md.damage = 100 + 200 * skill_lv + sstatus->int_; + break; + case GN_HELLS_PLANT_ATK: + //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) + md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) ); + break; + case KO_HAPPOKUNAI: + { + struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + short totaldef = tstatus->def2 + (short)status_get_def(target); + md.damage = wd.damage * 60 * (5 + skill_lv) / 100; + md.damage -= totaldef; + } + break; + case KO_MAKIBISHI: + md.damage = 20 * skill_lv; + break; + } - damage_div_fix(md.damage, md.div_); + if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets + if(mflag>0) + md.damage/= mflag; + else + ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); + } - if (!(nk &NK_IGNORE_FLEE)) { - struct status_change *sc = status_get_sc(target); - i = 0; //Temp for "hit or no hit" - if (sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING) - i = 1; - else { - short - flee = tstatus->flee, + damage_div_fix(md.damage, md.div_); + + if (!(nk&NK_IGNORE_FLEE)) + { + struct status_change *sc = status_get_sc(target); + i = 0; //Temp for "hit or no hit" + if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING) + i = 1; + else { + short + flee = tstatus->flee, #ifdef RENEWAL - hitrate = 0; //Default hitrate + hitrate = 0; //Default hitrate #else - hitrate = 80; //Default hitrate + hitrate = 80; //Default hitrate #endif - if (battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { - unsigned char attacker_count; //256 max targets should be a sane max - attacker_count = unit_counttargeted(target); - if (attacker_count >= battle_config.agi_penalty_count) { - if (battle_config.agi_penalty_type == 1) - flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; - else //asume type 2: absolute reduction - flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; - if (flee < 1) flee = 1; - } - } + if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { + unsigned char attacker_count; //256 max targets should be a sane max + attacker_count = unit_counttargeted(target); + if(attacker_count >= battle_config.agi_penalty_count) + { + if (battle_config.agi_penalty_type == 1) + flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; + else //asume type 2: absolute reduction + flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; + if(flee < 1) flee = 1; + } + } - hitrate+= sstatus->hit - flee; + hitrate+= sstatus->hit - flee; #ifdef RENEWAL - if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window - hitrate += pc_checkskill(sd,AC_VULTURE); + if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window + hitrate += pc_checkskill(sd,AC_VULTURE); #endif - hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); - - if (rnd()%100 < hitrate) - i = 1; - } - if (!i) { - md.damage = 0; - md.dmg_lv=ATK_FLEE; - } - } + hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); - md.damage = battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag); + if(rnd()%100 < hitrate) + i = 1; + } + if (!i) { + md.damage = 0; + md.dmg_lv=ATK_FLEE; + } + } - if (sd && (i = pc_skillatk_bonus(sd, skill_num))) - md.damage += md.damage *i/100; + if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) ) + {// misc damage reduction from equipment + int cardfix = 10000; + int race2 = status_get_race2(src); + if (!(nk&NK_NO_ELEFIX)) + { + int ele_fix = tsd->subele[s_ele]; + for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) + { + if(tsd->subele2[i].ele != s_ele) continue; + if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK && + tsd->subele2[i].flag&md.flag&BF_RANGEMASK && + tsd->subele2[i].flag&md.flag&BF_SKILLMASK)) + continue; + ele_fix += tsd->subele2[i].rate; + } + cardfix=cardfix*(100-ele_fix)/100; + } + cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; + cardfix=cardfix*(100-tsd->subrace2[race2])/100; + cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; + cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; + if( sstatus->race != RC_DEMIHUMAN ) + cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; + + cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100; + if( md.flag&BF_SHORT ) + cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; + else // BF_LONG (there's no other choice) + cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; + + if (cardfix != 10000) + md.damage= (int)( (int64)md.damage * cardfix / 10000 ); + } - if (md.damage < 0) - md.damage = 0; - else if (md.damage && tstatus->mode &MD_PLANT) { - switch (skill_num) { - case HT_LANDMINE: - case MA_LANDMINE: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case RA_CLUSTERBOMB: + if (sd && (i = pc_skillatk_bonus(sd, skill_num))) + md.damage += md.damage*i/100; + + if(md.damage < 0) + md.damage = 0; + else if(md.damage && tstatus->mode&MD_PLANT){ + switch(skill_num){ + case HT_LANDMINE: + case MA_LANDMINE: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case RA_CLUSTERBOMB: #ifdef RENEWAL - break; + break; #endif - default: - md.damage = 1; - } - } else if (target->type == BL_SKILL) { - TBL_SKILL *su = (TBL_SKILL *)target; - if (su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD)) - md.damage = 1; - } + default: + md.damage = 1; + } + }else if( target->type == BL_SKILL ){ + TBL_SKILL *su = (TBL_SKILL*)target; + if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) + md.damage = 1; + } - if (!(nk &NK_NO_ELEFIX)) - md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); - - md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv); - if (map_flag_gvg2(target->m)) - md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); - else if (map[target->m].flag.battleground) - md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); - - switch (skill_num) { - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - if (md.damage == 1) break; - case RA_CLUSTERBOMB: { - struct Damage wd; - wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); - md.damage += wd.damage; - } - break; - case NJ_ZENYNAGE: - if (sd) { - if (md.damage > sd->status.zeny) - md.damage = sd->status.zeny; - pc_payzeny(sd, md.damage,LOG_TYPE_STEAL,NULL); - } - break; - } + if(!(nk&NK_NO_ELEFIX)) + md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); + + md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv); + if( map_flag_gvg2(target->m) ) + md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); + else if( map[target->m].flag.battleground ) + md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); - return md; + switch( skill_num ) { + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + if( md.damage == 1 ) break; + case RA_CLUSTERBOMB: + { + struct Damage wd; + wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + md.damage += wd.damage; + } + break; + case NJ_ZENYNAGE: + if( sd ) { + if ( md.damage > sd->status.zeny ) + md.damage = sd->status.zeny; + pc_payzeny(sd, md.damage,LOG_TYPE_STEAL,NULL); + } + break; + } + + return md; } /*========================================== * Battle main entry, from skill_attack *------------------------------------------*/ -struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count) { - struct Damage d; - switch (attack_type) { - case BF_WEAPON: - d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); - break; - case BF_MAGIC: - d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); - break; - case BF_MISC: - d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); - break; - default: - ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); - memset(&d,0,sizeof(d)); - break; - } - if (d.damage + d.damage2 < 1) { - //Miss/Absorbed - //Weapon attacks should go through to cause additional effects. - if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? - d.dmg_lv = ATK_MISS; - d.dmotion = 0; - } else // Some skills like Weaponry Research will cause damage even if attack is dodged - d.dmg_lv = ATK_DEF; - return d; +struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count) +{ + struct Damage d; + switch(attack_type) { + case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break; + case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break; + case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break; + default: + ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); + memset(&d,0,sizeof(d)); + break; + } + if( d.damage + d.damage2 < 1 ) + { //Miss/Absorbed + //Weapon attacks should go through to cause additional effects. + if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? + d.dmg_lv = ATK_MISS; + d.dmotion = 0; + } + else // Some skills like Weaponry Research will cause damage even if attack is dodged + d.dmg_lv = ATK_DEF; + return d; } //Calculates BF_WEAPON returned damage. -int battle_calc_return_damage(struct block_list *bl, struct block_list *src, int *dmg, int flag, int skillid) -{ - struct map_session_data *sd = NULL; - int rdamage = 0, damage = *dmg; - struct status_change *sc; - - sd = BL_CAST(BL_PC, bl); - sc = status_get_sc(bl); - - if (sc && sc->data[SC_REFLECTDAMAGE]) { - int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100; - rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; - if (rdamage > max_damage) rdamage = max_damage; - } else if (sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2) { - //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] - int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125; - if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK - rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; - skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0); - clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage, - 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does - clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0); - status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1); - status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER); - return 0; // Just put here to minimize redundancy - } else if (flag & BF_SHORT) {//Bounces back part of the damage. - if (sd && sd->bonus.short_weapon_damage_return) { - rdamage += damage * sd->bonus.short_weapon_damage_return / 100; - if (rdamage < 1) rdamage = 1; - } - if (sc && sc->count) { - if (sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION) { - rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; - if (rdamage < 1) rdamage = 1; - } - if (sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src))) { - int dir = map_calc_dir(bl,src->x,src->y), - t_dir = unit_getdir(bl), rd1 = 0; - - if (distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir)) { - rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. - *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage. - clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6); - status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER); - rdamage += rd1; - if (rdamage < 1) rdamage = 1; - } - } - } - } else { - if (sd && sd->bonus.long_weapon_damage_return) { - rdamage += damage * sd->bonus.long_weapon_damage_return / 100; - if (rdamage < 1) rdamage = 1; - } - } +int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){ + struct map_session_data* sd = NULL; + int rdamage = 0, damage = *dmg; + struct status_change* sc; + + sd = BL_CAST(BL_PC, bl); + sc = status_get_sc(bl); + + if( sc && sc->data[SC_REFLECTDAMAGE] ) { + int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100; + rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; + if( rdamage > max_damage ) rdamage = max_damage; + }else if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){ + //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] + int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125; + if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK + rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; + skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0); + clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage, + 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does + clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0); + status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1); + status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER); + return 0; // Just put here to minimize redundancy + }else if (flag & BF_SHORT) {//Bounces back part of the damage. + if ( sd && sd->bonus.short_weapon_damage_return ) { + rdamage += damage * sd->bonus.short_weapon_damage_return / 100; + if(rdamage < 1) rdamage = 1; + } + if( sc && sc->count ) { + if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) { + rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; + if (rdamage < 1) rdamage = 1; + } + if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) { + int dir = map_calc_dir(bl,src->x,src->y), + t_dir = unit_getdir(bl), rd1 = 0; + + if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) { + rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. + *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage. + clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6); + status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER); + rdamage += rd1; + if (rdamage < 1) rdamage = 1; + } + } + } + } else { + if (sd && sd->bonus.long_weapon_damage_return) { + rdamage += damage * sd->bonus.long_weapon_damage_return / 100; + if (rdamage < 1) rdamage = 1; + } + } - if (sc && sc->data[SC_KYOMU]) // Nullify reflecting ability - rdamage = 0; + if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability + rdamage = 0; - return rdamage; + return rdamage; } void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss) { - struct weapon_data *wd; - int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage; - for (i = 0; i < 4; i++) { - //First two iterations: Right hand - if (i < 2) { - wd = &sd->right_weapon; - damage = &rdamage; - } else { - wd = &sd->left_weapon; - damage = &ldamage; - } - if (*damage <= 0) continue; - //First and Third iterations: race, other two boss/nonboss state - if (i == 0 || i == 2) - type = race; - else - type = boss?RC_BOSS:RC_NONBOSS; - - hp = wd->hp_drain[type].value; - if (wd->hp_drain[type].rate) - hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per); - - sp = wd->sp_drain[type].value; - if (wd->sp_drain[type].rate) - sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per); - - if (hp) { - if (wd->hp_drain[type].type) - rhp += hp; - thp += hp; - } - if (sp) { - if (wd->sp_drain[type].type) - rsp += sp; - tsp += sp; - } - } + struct weapon_data *wd; + int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage; + for (i = 0; i < 4; i++) { + //First two iterations: Right hand + if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; } + else { wd = &sd->left_weapon; damage = &ldamage; } + if (*damage <= 0) continue; + //First and Third iterations: race, other two boss/nonboss state + if (i == 0 || i == 2) + type = race; + else + type = boss?RC_BOSS:RC_NONBOSS; + + hp = wd->hp_drain[type].value; + if (wd->hp_drain[type].rate) + hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per); + + sp = wd->sp_drain[type].value; + if (wd->sp_drain[type].rate) + sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per); + + if (hp) { + if (wd->hp_drain[type].type) + rhp += hp; + thp += hp; + } + if (sp) { + if (wd->sp_drain[type].type) + rsp += sp; + tsp += sp; + } + } - if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate) - status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false); + if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate) + status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false); - if (sd->sp_gain_race_attack[race]) - tsp += sd->sp_gain_race_attack[race]; - if (sd->hp_gain_race_attack[race]) - thp += sd->hp_gain_race_attack[race]; + if( sd->sp_gain_race_attack[race] ) + tsp += sd->sp_gain_race_attack[race]; + if( sd->hp_gain_race_attack[race] ) + thp += sd->hp_gain_race_attack[race]; - if (!thp && !tsp) return; + if (!thp && !tsp) return; - status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); + status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); - if (rhp || rsp) - status_zap(tbl, rhp, rsp); + if (rhp || rsp) + status_zap(tbl, rhp, rsp); } // Deals the same damage to targets in area. [pakpil] -int battle_damage_area(struct block_list *bl, va_list ap) -{ - unsigned int tick; - int amotion, dmotion, damage; - struct block_list *src; - - nullpo_ret(bl); - - tick=va_arg(ap, unsigned int); - src=va_arg(ap,struct block_list *); - amotion=va_arg(ap,int); - dmotion=va_arg(ap,int); - damage=va_arg(ap,int); - if (bl->type == BL_MOB && ((TBL_MOB *)bl)->class_ == MOBID_EMPERIUM) - return 0; - if (bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0) { - map_freeblock_lock(); - if (src->type == BL_PC) - battle_drain((TBL_PC *)src, bl, damage, damage, status_get_race(bl), is_boss(bl)); - if (amotion) - battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0); - else - status_fix_damage(src,bl,damage,0); - clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0); - skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); - map_freeblock_unlock(); - } +int battle_damage_area( struct block_list *bl, va_list ap) { + unsigned int tick; + int amotion, dmotion, damage; + struct block_list *src; + + nullpo_ret(bl); + + tick=va_arg(ap, unsigned int); + src=va_arg(ap,struct block_list *); + amotion=va_arg(ap,int); + dmotion=va_arg(ap,int); + damage=va_arg(ap,int); + if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) + return 0; + if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) { + map_freeblock_lock(); + if( src->type == BL_PC ) + battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl)); + if( amotion ) + battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0); + else + status_fix_damage(src,bl,damage,0); + clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0); + skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); + map_freeblock_unlock(); + } - return 0; + return 0; } /*========================================== * Do a basic physical attack (call trough unit_attack_timer) *------------------------------------------*/ -enum damage_lv battle_weapon_attack(struct block_list *src, struct block_list *target, unsigned int tick, int flag) -{ - struct map_session_data *sd = NULL, *tsd = NULL; - struct status_data *sstatus, *tstatus; - struct status_change *sc, *tsc; - int damage,rdamage=0,rdelay=0; - int skillv; - struct Damage wd; - - nullpo_retr(ATK_NONE, src); - nullpo_retr(ATK_NONE, target); - - if (src->prev == NULL || target->prev == NULL) - return ATK_NONE; - - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, target); - - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(target); - - sc = status_get_sc(src); - tsc = status_get_sc(target); - - if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] - sc = NULL; - if (tsc && !tsc->count) - tsc = NULL; - - if (sd) { - sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)); - if (sd->state.arrow_atk) { - int index = sd->equip_index[EQI_AMMO]; - if (index<0) { - clif_arrow_fail(sd,0); - return ATK_NONE; - } - //Ammo check by Ishizu-chan - if (sd->inventory_data[index]) - switch (sd->status.weapon) { - case W_BOW: - if (sd->inventory_data[index]->look != A_ARROW) { - clif_arrow_fail(sd,0); - return ATK_NONE; - } - break; - case W_REVOLVER: - case W_RIFLE: - case W_GATLING: - case W_SHOTGUN: - if (sd->inventory_data[index]->look != A_BULLET) { - clif_arrow_fail(sd,0); - return ATK_NONE; - } - break; - case W_GRENADE: - if (sd->inventory_data[index]->look != A_GRENADE) { - clif_arrow_fail(sd,0); - return ATK_NONE; - } - break; - } - } - } +enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) { + struct map_session_data *sd = NULL, *tsd = NULL; + struct status_data *sstatus, *tstatus; + struct status_change *sc, *tsc; + int damage,rdamage=0,rdelay=0; + int skillv; + struct Damage wd; + + nullpo_retr(ATK_NONE, src); + nullpo_retr(ATK_NONE, target); + + if (src->prev == NULL || target->prev == NULL) + return ATK_NONE; + + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, target); + + sstatus = status_get_status_data(src); + tstatus = status_get_status_data(target); + + sc = status_get_sc(src); + tsc = status_get_sc(target); + + if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] + sc = NULL; + if (tsc && !tsc->count) + tsc = NULL; + + if (sd) + { + sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)); + if (sd->state.arrow_atk) + { + int index = sd->equip_index[EQI_AMMO]; + if (index<0) { + clif_arrow_fail(sd,0); + return ATK_NONE; + } + //Ammo check by Ishizu-chan + if (sd->inventory_data[index]) + switch (sd->status.weapon) { + case W_BOW: + if (sd->inventory_data[index]->look != A_ARROW) { + clif_arrow_fail(sd,0); + return ATK_NONE; + } + break; + case W_REVOLVER: + case W_RIFLE: + case W_GATLING: + case W_SHOTGUN: + if (sd->inventory_data[index]->look != A_BULLET) { + clif_arrow_fail(sd,0); + return ATK_NONE; + } + break; + case W_GRENADE: + if (sd->inventory_data[index]->look != A_GRENADE) { + clif_arrow_fail(sd,0); + return ATK_NONE; + } + break; + } + } + } if (sc && sc->count) { if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2)) status_change_end(src, SC_CLOAKING, INVALID_TIMER); else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2)) status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); } - if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) { - int dir = map_calc_dir(target,src->x,src->y); - int t_dir = unit_getdir(target); - int dist = distance_bl(src, target); - if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { - int skilllv = tsc->data[SC_AUTOCOUNTER]->val1; - clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] - clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. - status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER); - skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); - return ATK_BLOCK; - } - } + if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) + { + int dir = map_calc_dir(target,src->x,src->y); + int t_dir = unit_getdir(target); + int dist = distance_bl(src, target); + if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) + { + int skilllv = tsc->data[SC_AUTOCOUNTER]->val1; + clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] + clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. + status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER); + skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); + return ATK_BLOCK; + } + } - if (tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2))) { - int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1; - int duration = skill_get_time2(MO_BLADESTOP,skilllv); - status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); - if (sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { - //Target locked. - clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. - clif_bladestop(target, src->id, 1); - sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration); - return ATK_BLOCK; - } - } + if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) ) + { + int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1; + int duration = skill_get_time2(MO_BLADESTOP,skilllv); + status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); + if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) + { //Target locked. + clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. + clif_bladestop(target, src->id, 1); + sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration); + return ATK_BLOCK; + } + } - if (sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) { - int triple_rate= 30 - skillv; //Base Rate - if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) { - triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100; - status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); - } - if (rnd()%100 < triple_rate) { - if (skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0)) - return ATK_DEF; - return ATK_MISS; - } - } + if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) { + int triple_rate= 30 - skillv; //Base Rate + if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) { + triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100; + status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); + } + if (rnd()%100 < triple_rate) { + if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) ) + return ATK_DEF; + return ATK_MISS; + } + } - if (sc) { - if (sc->data[SC_SACRIFICE]) { - int skilllv = sc->data[SC_SACRIFICE]->val1; - damage_lv ret_val; + if (sc) { + if (sc->data[SC_SACRIFICE]) { + int skilllv = sc->data[SC_SACRIFICE]->val1; + damage_lv ret_val; - if (--sc->data[SC_SACRIFICE]->val2 <= 0) - status_change_end(src, SC_SACRIFICE, INVALID_TIMER); + if( --sc->data[SC_SACRIFICE]->val2 <= 0 ) + status_change_end(src, SC_SACRIFICE, INVALID_TIMER); - /** - * We need to calculate the DMG before the hp reduction, because it can kill the source. - * For futher information: bugreport:4950 - **/ - ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0); + /** + * We need to calculate the DMG before the hp reduction, because it can kill the source. + * For futher information: bugreport:4950 + **/ + ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0); - status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9% - if (ret_val == ATK_NONE) - return ATK_MISS; - return ret_val; - } - if (sc->data[SC_MAGICALATTACK]) { - if (skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0)) - return ATK_DEF; - return ATK_MISS; - } - if (sc->data[SC_GT_ENERGYGAIN]) { - if (sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1) - pc_addspiritball(sd, - skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1), - sc->data[SC_GT_ENERGYGAIN]->val1); - } - if (tsc && tsc->data[SC_GT_ENERGYGAIN]) { - if (tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1) - pc_addspiritball(tsd, - skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1), - tsc->data[SC_GT_ENERGYGAIN]->val1); - } + status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9% + if( ret_val == ATK_NONE ) + return ATK_MISS; + return ret_val; + } + if (sc->data[SC_MAGICALATTACK]) { + if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) ) + return ATK_DEF; + return ATK_MISS; + } + if( sc->data[SC_GT_ENERGYGAIN] ) { + if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1) + pc_addspiritball(sd, + skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1), + sc->data[SC_GT_ENERGYGAIN]->val1); + } + if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) { + if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1) + pc_addspiritball(tsd, + skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1), + tsc->data[SC_GT_ENERGYGAIN]->val1); + } - } + } - if (tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp) - tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal. + if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp) + tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal. - wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag); + wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag); - if (sc && sc->count) { - if (sc->data[SC_EXEEDBREAK]) { - wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100; - status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); - } - if (sc->data[SC_SPELLFIST]) { - if (--(sc->data[SC_SPELLFIST]->val1) >= 0) { - struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT); - wd.damage = ad.damage; - } else - status_change_end(src,SC_SPELLFIST,INVALID_TIMER); - } - if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2) - wd.damage *= 3; // Triple Damage + if( sc && sc->count ) { + if (sc->data[SC_EXEEDBREAK]) { + wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100; + status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); + } + if( sc->data[SC_SPELLFIST] ) { + if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){ + struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT); + wd.damage = ad.damage; + }else + status_change_end(src,SC_SPELLFIST,INVALID_TIMER); + } + if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 ) + wd.damage *= 3; // Triple Damage - if (sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement) { - pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME); - sc->data[SC_FEARBREEZE]->val4 = 0; - } - } - if (sd && sd->state.arrow_atk) //Consume arrow. - battle_consume_ammo(sd, 0, 0); - - damage = wd.damage + wd.damage2; - if (damage > 0 && src != target) { - if (sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1) { - // Activates it only from melee damage - int skillid; - if (rnd()%2 == 1) - skillid = AB_DUPLELIGHT_MELEE; - else - skillid = AB_DUPLELIGHT_MAGIC; - skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); - } + if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){ + pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME); + sc->data[SC_FEARBREEZE]->val4 = 0; + } + } + if (sd && sd->state.arrow_atk) //Consume arrow. + battle_consume_ammo(sd, 0, 0); + + damage = wd.damage + wd.damage2; + if( damage > 0 && src != target ) + { + if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ) + { // Activates it only from melee damage + int skillid; + if( rnd()%2 == 1 ) + skillid = AB_DUPLELIGHT_MELEE; + else + skillid = AB_DUPLELIGHT_MAGIC; + skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); + } - rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0); - if (rdamage > 0) { - if (tsc && tsc->data[SC_REFLECTDAMAGE]) { - if (src != target) // Don't reflect your own damage (Grand Cross) - map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0); - } else { - rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0); - //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] - skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); - } - } - } + rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0); + if( rdamage > 0 ) { + if( tsc && tsc->data[SC_REFLECTDAMAGE] ) { + if( src != target )// Don't reflect your own damage (Grand Cross) + map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0); + } else { + rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0); + //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] + skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); + } + } + } - wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); + wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); - if (sd && sd->bonus.splash_range > 0 && damage > 0) - skill_castend_damage_id(src, target, 0, 1, tick, 0); - if (target->type == BL_SKILL && damage > 0) { - TBL_SKILL *su = (TBL_SKILL *)target; - if (su->group && su->group->skill_id == HT_BLASTMINE) - skill_blown(src, target, 3, -1, 0); - } - map_freeblock_lock(); - - battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion); - if (tsc) { - if (tsc->data[SC_DEVOTION]) { - struct status_change_entry *sce = tsc->data[SC_DEVOTION]; - struct block_list *d_bl = map_id2bl(sce->val1); - - if (d_bl && ( - (d_bl->type == BL_MER && ((TBL_MER *)d_bl)->master && ((TBL_MER *)d_bl)->master->bl.id == target->id) || - (d_bl->type == BL_PC && ((TBL_PC *)d_bl)->devotion[sce->val2] == target->id) - ) && check_distance_bl(target, d_bl, sce->val3)) { - clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0); - status_fix_damage(NULL, d_bl, damage, 0); - } else - status_change_end(target, SC_DEVOTION, INVALID_TIMER); - } else if (tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC) { - struct elemental_data *ed = ((TBL_PC *)target)->ed; - if (ed) { - clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6); - skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag); - } - } else if (tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1) { - struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1); - if (e_bl && !status_isdead(e_bl)) { - clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2); - status_damage(target,e_bl,damage,0,0,0); - // Just show damage in target. - clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2); - map_freeblock_unlock(); - return ATK_NONE; - } - } - } - if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) { - int sp = 0; - int skillid = sc->data[SC_AUTOSPELL]->val2; - int skilllv = sc->data[SC_AUTOSPELL]->val3; - int i = rnd()%100; - if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE) - i = 0; //Max chance, no skilllv reduction. [Skotlex] - if (i >= 50) skilllv -= 2; - else if (i >= 15) skilllv--; - if (skilllv < 1) skilllv = 1; - sp = skill_get_sp(skillid,skilllv) * 2 / 3; - - if (status_charge(src, 0, sp)) { - switch (skill_get_casttype(skillid)) { - case CAST_GROUND: - skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag); - break; - case CAST_NODAMAGE: - skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag); - break; - case CAST_DAMAGE: - skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); - break; - } - } - } - if (sd) { - if (wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 && - sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED) { - int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id, - r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type; - - if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) { - if ((type = skill_get_casttype(r_skill)) == CAST_GROUND) { - int maxcount = 0; - - if (!(BL_PC&battle_config.skill_reiteration) && - skill_get_unit_flag(r_skill)&UF_NOREITERATION) - type = -1; - - if (BL_PC&battle_config.skill_nofootset && - skill_get_unit_flag(r_skill)&UF_NOFOOTSET) - type = -1; - - if (BL_PC&battle_config.land_skill_limit && - (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0 - ) { - int v; - for (v=0; vud.skillunit[v] && maxcount; v++) { - if (sd->ud.skillunit[v]->skill_id == r_skill) - maxcount--; - } - if (maxcount == 0) - type = -1; - } - - if (type != CAST_GROUND) { - clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return wd.dmg_lv; - } - } - - sd->state.autocast = 1; - skill_consume_requirement(sd,r_skill,r_lv,3); - switch (type) { - case CAST_GROUND: - skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag); - break; - case CAST_NODAMAGE: - skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag); - break; - case CAST_DAMAGE: - skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag); - break; - } - sd->state.autocast = 0; + if (sd && sd->bonus.splash_range > 0 && damage > 0) + skill_castend_damage_id(src, target, 0, 1, tick, 0); + if ( target->type == BL_SKILL && damage > 0 ){ + TBL_SKILL *su = (TBL_SKILL*)target; + if( su->group && su->group->skill_id == HT_BLASTMINE) + skill_blown(src, target, 3, -1, 0); + } + map_freeblock_lock(); + + battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion); + if( tsc ) { + if( tsc->data[SC_DEVOTION] ) { + struct status_change_entry *sce = tsc->data[SC_DEVOTION]; + struct block_list *d_bl = map_id2bl(sce->val1); + + if( d_bl && ( + (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || + (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) + ) && check_distance_bl(target, d_bl, sce->val3) ) + { + clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0); + status_fix_damage(NULL, d_bl, damage, 0); + } + else + status_change_end(target, SC_DEVOTION, INVALID_TIMER); + } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) { + struct elemental_data *ed = ((TBL_PC*)target)->ed; + if( ed ) { + clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6); + skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag); + } + } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) { + struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1); + if( e_bl && !status_isdead(e_bl) ) { + clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2); + status_damage(target,e_bl,damage,0,0,0); + // Just show damage in target. + clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 ); + map_freeblock_unlock(); + return ATK_NONE; + } + } + } + if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) { + int sp = 0; + int skillid = sc->data[SC_AUTOSPELL]->val2; + int skilllv = sc->data[SC_AUTOSPELL]->val3; + int i = rnd()%100; + if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE) + i = 0; //Max chance, no skilllv reduction. [Skotlex] + if (i >= 50) skilllv -= 2; + else if (i >= 15) skilllv--; + if (skilllv < 1) skilllv = 1; + sp = skill_get_sp(skillid,skilllv) * 2 / 3; + + if (status_charge(src, 0, sp)) { + switch (skill_get_casttype(skillid)) { + case CAST_GROUND: + skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag); + break; + case CAST_DAMAGE: + skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); + break; + } + } + } + if (sd) { + if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 && + sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED ) + { + int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id, + r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type; + + if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) { + if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) { + int maxcount = 0; + + if( !(BL_PC&battle_config.skill_reiteration) && + skill_get_unit_flag(r_skill)&UF_NOREITERATION ) + type = -1; + + if( BL_PC&battle_config.skill_nofootset && + skill_get_unit_flag(r_skill)&UF_NOFOOTSET ) + type = -1; + + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0 + ) { + int v; + for(v=0;vud.skillunit[v] && maxcount;v++) { + if(sd->ud.skillunit[v]->skill_id == r_skill) + maxcount--; + } + if( maxcount == 0 ) + type = -1; + } - sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv); - clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1); - } - } + if( type != CAST_GROUND ){ + clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return wd.dmg_lv; + } + } - if (wd.flag & BF_WEAPON && src != target && damage > 0) { - if (battle_config.left_cardfix_to_right) - battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target)); - else - battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target)); - } - } - if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] - if (tsd && src != target) - battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); - battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay); - } + sd->state.autocast = 1; + skill_consume_requirement(sd,r_skill,r_lv,3); + switch( type ) { + case CAST_GROUND: + skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag); + break; + case CAST_DAMAGE: + skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag); + break; + } + sd->state.autocast = 0; - if (tsc) { - if (tsc->data[SC_POISONREACT] && - (rnd()%100 < tsc->data[SC_POISONREACT]->val3 - || sstatus->def_ele == ELE_POISON) && - // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O; - status_check_skilluse(target, src, TF_POISON, 0) - ) { //Poison React - struct status_change_entry *sce = tsc->data[SC_POISONREACT]; - if (sstatus->def_ele == ELE_POISON) { - sce->val2 = 0; - skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0); - } else { - skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); - --sce->val2; - } - if (sce->val2 <= 0) - status_change_end(target, SC_POISONREACT, INVALID_TIMER); - } - } - map_freeblock_unlock(); - return wd.dmg_lv; + sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv); + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1); + } + } + + if (wd.flag & BF_WEAPON && src != target && damage > 0) { + if (battle_config.left_cardfix_to_right) + battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target)); + else + battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target)); + } + } + if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] + if(tsd && src != target) + battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); + battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay); + } + + if (tsc) { + if (tsc->data[SC_POISONREACT] && + (rnd()%100 < tsc->data[SC_POISONREACT]->val3 + || sstatus->def_ele == ELE_POISON) && +// check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O; + status_check_skilluse(target, src, TF_POISON, 0) + ) { //Poison React + struct status_change_entry *sce = tsc->data[SC_POISONREACT]; + if (sstatus->def_ele == ELE_POISON) { + sce->val2 = 0; + skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0); + } else { + skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); + --sce->val2; + } + if (sce->val2 <= 0) + status_change_end(target, SC_POISONREACT, INVALID_TIMER); + } + } + map_freeblock_unlock(); + return wd.dmg_lv; } int battle_check_undead(int race,int element) { - if (battle_config.undead_detect_type == 0) { - if (element == ELE_UNDEAD) - return 1; - } else if (battle_config.undead_detect_type == 1) { - if (race == RC_UNDEAD) - return 1; - } else { - if (element == ELE_UNDEAD || race == RC_UNDEAD) - return 1; - } - return 0; + if(battle_config.undead_detect_type == 0) { + if(element == ELE_UNDEAD) + return 1; + } + else if(battle_config.undead_detect_type == 1) { + if(race == RC_UNDEAD) + return 1; + } + else { + if(element == ELE_UNDEAD || race == RC_UNDEAD) + return 1; + } + return 0; } //Returns the upmost level master starting with the given object -struct block_list *battle_get_master(struct block_list *src) { - struct block_list *prev; //Used for infinite loop check (master of yourself?) - do { - prev = src; - switch (src->type) { - case BL_PET: - if (((TBL_PET *)src)->msd) - src = (struct block_list *)((TBL_PET *)src)->msd; - break; - case BL_MOB: - if (((TBL_MOB *)src)->master_id) - src = map_id2bl(((TBL_MOB *)src)->master_id); - break; - case BL_HOM: - if (((TBL_HOM *)src)->master) - src = (struct block_list *)((TBL_HOM *)src)->master; - break; - case BL_MER: - if (((TBL_MER *)src)->master) - src = (struct block_list *)((TBL_MER *)src)->master; - break; - case BL_ELEM: - if (((TBL_ELEM *)src)->master) - src = (struct block_list *)((TBL_ELEM *)src)->master; - break; - case BL_SKILL: - if (((TBL_SKILL *)src)->group && ((TBL_SKILL *)src)->group->src_id) - src = map_id2bl(((TBL_SKILL *)src)->group->src_id); - break; - } - } while (src && src != prev); - return prev; +struct block_list* battle_get_master(struct block_list *src) +{ + struct block_list *prev; //Used for infinite loop check (master of yourself?) + do { + prev = src; + switch (src->type) { + case BL_PET: + if (((TBL_PET*)src)->msd) + src = (struct block_list*)((TBL_PET*)src)->msd; + break; + case BL_MOB: + if (((TBL_MOB*)src)->master_id) + src = map_id2bl(((TBL_MOB*)src)->master_id); + break; + case BL_HOM: + if (((TBL_HOM*)src)->master) + src = (struct block_list*)((TBL_HOM*)src)->master; + break; + case BL_MER: + if (((TBL_MER*)src)->master) + src = (struct block_list*)((TBL_MER*)src)->master; + break; + case BL_ELEM: + if (((TBL_ELEM*)src)->master) + src = (struct block_list*)((TBL_ELEM*)src)->master; + break; + case BL_SKILL: + if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id) + src = map_id2bl(((TBL_SKILL*)src)->group->src_id); + break; + } + } while (src && src != prev); + return prev; } /*========================================== @@ -5044,309 +5071,324 @@ struct block_list *battle_get_master(struct block_list *src) { * -1: flag fails * 0: Invalid target (non-targetable ever) *------------------------------------------*/ -int battle_check_target(struct block_list *src, struct block_list *target,int flag) +int battle_check_target( struct block_list *src, struct block_list *target,int flag) { - int m,state = 0; //Initial state none - int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. - struct block_list *s_bl = src, *t_bl = target; - - nullpo_ret(src); - nullpo_ret(target); - - m = target->m; - - //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual - //objects involved. - if ((t_bl = battle_get_master(target)) == NULL) - t_bl = target; - - if ((s_bl = battle_get_master(src)) == NULL) - s_bl = src; - - if (s_bl->type == BL_PC) { - switch (t_bl->type) { - case BL_MOB: // Source => PC, Target => MOB - if (pc_has_permission((TBL_PC *)s_bl, PC_PERM_DISABLE_PVM)) - return 0; - break; - case BL_PC: - if (pc_has_permission((TBL_PC *)s_bl, PC_PERM_DISABLE_PVP)) - return 0; - break; - default:/* anything else goes */ - break; - } - } + int m,state = 0; //Initial state none + int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. + struct block_list *s_bl = src, *t_bl = target; + + nullpo_ret(src); + nullpo_ret(target); + + m = target->m; + + //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual + //objects involved. + if( (t_bl = battle_get_master(target)) == NULL ) + t_bl = target; + + if( (s_bl = battle_get_master(src)) == NULL ) + s_bl = src; + + if ( s_bl->type == BL_PC ) { + switch( t_bl->type ) { + case BL_MOB: // Source => PC, Target => MOB + if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) ) + return 0; + break; + case BL_PC: + if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP)) + return 0; + break; + default:/* anything else goes */ + break; + } + } - switch (target->type) { // Checks on actual target - case BL_PC: { - struct status_change *sc = status_get_sc(src); - if (((TBL_PC *)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC *)target)) - return -1; //Cannot be targeted yet. - if (sc && sc->count) { - if (sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id) - return -1; - } - } - break; - case BL_MOB: - if (((((TBL_MOB *)target)->special_state.ai == 2 || //Marine Spheres - (((TBL_MOB *)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras - s_bl->type == BL_PC && src->type != BL_MOB) || ((TBL_MOB *)target)->special_state.ai == 4) { //Zanzoe - //Targettable by players - state |= BCT_ENEMY; - strip_enemy = 0; - } - break; - case BL_SKILL: { - TBL_SKILL *su = (TBL_SKILL *)target; - if (!su->group) - return 0; - if (skill_get_inf2(su->group->skill_id)&INF2_TRAP) { //Only a few skills can target traps... - switch (battle_getcurrentskill(src)) { - case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps - if (!map[m].flag.pvp && !map[m].flag.gvg) - break; - case 0://you can hit them without skills - case MA_REMOVETRAP: - case HT_REMOVETRAP: - case AC_SHOWER: - case MA_SHOWER: - case WZ_SIGHTRASHER: - case WZ_SIGHTBLASTER: - case SM_MAGNUM: - case MS_MAGNUM: - case RA_DETONATOR: - case RA_SENSITIVEKEEN: - case GN_CRAZYWEED_ATK: - case RK_STORMBLAST: - case RK_PHANTOMTHRUST: - case SR_RAMPAGEBLASTER: - case NC_COLDSLOWER: - case NC_SELFDESTRUCTION: + switch( target->type ) { // Checks on actual target + case BL_PC: { + struct status_change* sc = status_get_sc(src); + if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target)) + return -1; //Cannot be targeted yet. + if( sc && sc->count ) { + if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id ) + return -1; + } + } + break; + case BL_MOB: + if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres + (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras + s_bl->type == BL_PC && src->type != BL_MOB) || ((TBL_MOB*)target)->special_state.ai == 4) //Zanzoe + { //Targettable by players + state |= BCT_ENEMY; + strip_enemy = 0; + } + break; + case BL_SKILL: + { + TBL_SKILL *su = (TBL_SKILL*)target; + if( !su->group ) + return 0; + if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps... + switch( battle_getcurrentskill(src) ) { + case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps + if( !map[m].flag.pvp && !map[m].flag.gvg ) + break; + case 0://you can hit them without skills + case MA_REMOVETRAP: + case HT_REMOVETRAP: + case AC_SHOWER: + case MA_SHOWER: + case WZ_SIGHTRASHER: + case WZ_SIGHTBLASTER: + case SM_MAGNUM: + case MS_MAGNUM: + case RA_DETONATOR: + case RA_SENSITIVEKEEN: + case GN_CRAZYWEED_ATK: + case RK_STORMBLAST: + case RK_PHANTOMTHRUST: + case SR_RAMPAGEBLASTER: + case NC_COLDSLOWER: + case NC_SELFDESTRUCTION: #ifdef RENEWAL - case KN_BOWLINGBASH: - case KN_SPEARSTAB: - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - case MO_FINGEROFFENSIVE: - case MO_INVESTIGATE: - case MO_TRIPLEATTACK: - case MO_EXTREMITYFIST: - case CR_HOLYCROSS: - case ASC_METEORASSAULT: - case RG_RAID: - case MC_CARTREVOLUTION: + case KN_BOWLINGBASH: + case KN_SPEARSTAB: + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + case MO_FINGEROFFENSIVE: + case MO_INVESTIGATE: + case MO_TRIPLEATTACK: + case MO_EXTREMITYFIST: + case CR_HOLYCROSS: + case ASC_METEORASSAULT: + case RG_RAID: + case MC_CARTREVOLUTION: #endif - state |= BCT_ENEMY; - strip_enemy = 0; - break; - default: - if (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) { - state |= BCT_ENEMY; - strip_enemy = 0; - } else - return 0; - } - } else if (su->group->skill_id==WZ_ICEWALL || - su->group->skill_id == GN_WALLOFTHORN) { - state |= BCT_ENEMY; - strip_enemy = 0; - } else //Excepting traps and icewall, you should not be able to target skills. - return 0; - } - break; - //Valid targets with no special checks here. - case BL_MER: - case BL_HOM: - case BL_ELEM: - break; - //All else not specified is an invalid target. - default: - return 0; + state |= BCT_ENEMY; + strip_enemy = 0; + break; + default: + if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){ + state |= BCT_ENEMY; + strip_enemy = 0; + }else + return 0; + } + } else if (su->group->skill_id==WZ_ICEWALL || + su->group->skill_id == GN_WALLOFTHORN) { + state |= BCT_ENEMY; + strip_enemy = 0; + } else //Excepting traps and icewall, you should not be able to target skills. + return 0; + } + break; + //Valid targets with no special checks here. + case BL_MER: + case BL_HOM: + case BL_ELEM: + break; + //All else not specified is an invalid target. + default: + return 0; } //end switch actual target - switch (t_bl->type) { - //Checks on target master - case BL_PC: { - struct map_session_data *sd; - if (t_bl == s_bl) break; - sd = BL_CAST(BL_PC, t_bl); - - if (sd->state.monster_ignore && flag&BCT_ENEMY) - return 0; // Global inminuty only to Attacks - if (sd->status.karma && s_bl->type == BL_PC && ((TBL_PC *)s_bl)->status.karma) - state |= BCT_ENEMY; // Characters with bad karma may fight amongst them - if (sd->state.killable) { - state |= BCT_ENEMY; // Everything can kill it - strip_enemy = 0; - } - break; - } - case BL_MOB: { - struct mob_data *md = BL_CAST(BL_MOB, t_bl); + switch( t_bl->type ) + { //Checks on target master + case BL_PC: + { + struct map_session_data *sd; + if( t_bl == s_bl ) break; + sd = BL_CAST(BL_PC, t_bl); + + if( sd->state.monster_ignore && flag&BCT_ENEMY ) + return 0; // Global inminuty only to Attacks + if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma ) + state |= BCT_ENEMY; // Characters with bad karma may fight amongst them + if( sd->state.killable ) { + state |= BCT_ENEMY; // Everything can kill it + strip_enemy = 0; + } + break; + } + case BL_MOB: + { + struct mob_data *md = BL_CAST(BL_MOB, t_bl); - if (!((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id) - return 0; // Disable guardians/emperiums owned by Guilds on non-woe times. - break; - } - default: - break; //other type doesn't have slave yet + if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id ) + return 0; // Disable guardians/emperiums owned by Guilds on non-woe times. + break; + } + default: break; //other type doesn't have slave yet } //end switch master target - switch (src->type) { //Checks on actual src type - case BL_PET: - if (t_bl->type != BL_MOB && flag&BCT_ENEMY) - return 0; //Pet may not attack non-mobs. - if (t_bl->type == BL_MOB && ((TBL_MOB *)t_bl)->guardian_data && flag&BCT_ENEMY) - return 0; //pet may not attack Guardians/Emperium - break; - case BL_SKILL: { - struct skill_unit *su = (struct skill_unit *)src; - if (!su->group) - return 0; - - if (su->group->src_id == target->id) { - int inf2 = skill_get_inf2(su->group->skill_id); - if (inf2&INF2_NO_TARGET_SELF) - return -1; - if (inf2&INF2_TARGET_SELF) - return 1; - } - } - break; - case BL_MER: - if (t_bl->type == BL_MOB && ((TBL_MOB *)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY) - return 0; //mercenary may not attack Emperium - break; + switch( src->type ) { //Checks on actual src type + case BL_PET: + if (t_bl->type != BL_MOB && flag&BCT_ENEMY) + return 0; //Pet may not attack non-mobs. + if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY) + return 0; //pet may not attack Guardians/Emperium + break; + case BL_SKILL: { + struct skill_unit *su = (struct skill_unit *)src; + if (!su->group) + return 0; + + if (su->group->src_id == target->id) { + int inf2 = skill_get_inf2(su->group->skill_id); + if (inf2&INF2_NO_TARGET_SELF) + return -1; + if (inf2&INF2_TARGET_SELF) + return 1; + } + } + break; + case BL_MER: + if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY) + return 0; //mercenary may not attack Emperium + break; } //end switch actual src - switch (s_bl->type) { - //Checks on source master - case BL_PC: { - struct map_session_data *sd = BL_CAST(BL_PC, s_bl); - if (s_bl != t_bl) { - if (sd->state.killer) { - state |= BCT_ENEMY; // Can kill anything - strip_enemy = 0; - } else if (sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m)))) { - if (t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC *)t_bl)->duel_group)) - return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. - else - return 0; // You can't target anything out of your duel - } - } - if (map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB *)t_bl)->class_ == MOBID_EMPERIUM) - return 0; //If you don't belong to a guild, can't target emperium. - if (t_bl->type != BL_PC) - state |= BCT_ENEMY; //Natural enemy. - break; - } - case BL_MOB: { - struct mob_data *md = BL_CAST(BL_MOB, s_bl); - if (!((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id) - return 0; // Disable guardians/emperium owned by Guilds on non-woe times. - - if (!md->special_state.ai) { - //Normal mobs - if ( - (target->type == BL_MOB && t_bl->type == BL_PC && (((TBL_MOB *)target)->special_state.ai != 4 && ((TBL_MOB *)target)->special_state.ai != 1)) || - (t_bl->type == BL_MOB && !((TBL_MOB *)t_bl)->special_state.ai) - ) - state |= BCT_PARTY; //Normal mobs with no ai are friends. - else - state |= BCT_ENEMY; //However, all else are enemies. - } else { - if (t_bl->type == BL_MOB && !((TBL_MOB *)t_bl)->special_state.ai) - state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. - } - break; - } - default: - //Need some sort of default behaviour for unhandled types. - if (t_bl->type != s_bl->type) - state |= BCT_ENEMY; - break; + switch( s_bl->type ) + { //Checks on source master + case BL_PC: + { + struct map_session_data *sd = BL_CAST(BL_PC, s_bl); + if( s_bl != t_bl ) + { + if( sd->state.killer ) + { + state |= BCT_ENEMY; // Can kill anything + strip_enemy = 0; + } + else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) ) + { + if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) ) + return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. + else + return 0; // You can't target anything out of your duel + } + } + if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM ) + return 0; //If you don't belong to a guild, can't target emperium. + if( t_bl->type != BL_PC ) + state |= BCT_ENEMY; //Natural enemy. + break; + } + case BL_MOB: + { + struct mob_data *md = BL_CAST(BL_MOB, s_bl); + if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id ) + return 0; // Disable guardians/emperium owned by Guilds on non-woe times. + + if( !md->special_state.ai ) + { //Normal mobs + if( + ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != 4 && ((TBL_MOB*)target)->special_state.ai != 1 ) ) || + ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) + ) + state |= BCT_PARTY; //Normal mobs with no ai are friends. + else + state |= BCT_ENEMY; //However, all else are enemies. + } + else + { + if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) + state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. + } + break; + } + default: + //Need some sort of default behaviour for unhandled types. + if (t_bl->type != s_bl->type) + state |= BCT_ENEMY; + break; } //end switch on src master - if ((flag&BCT_ALL) == BCT_ALL) { - //All actually stands for all attackable chars - if (target->type&BL_CHAR) - return 1; - else - return -1; - } - if (flag == BCT_NOONE) //Why would someone use this? no clue. - return -1; - - if (t_bl == s_bl) { - //No need for further testing. - state |= BCT_SELF|BCT_PARTY|BCT_GUILD; - if (state&BCT_ENEMY && strip_enemy) - state&=~BCT_ENEMY; - return (flag&state)?1:-1; - } + if( (flag&BCT_ALL) == BCT_ALL ) + { //All actually stands for all attackable chars + if( target->type&BL_CHAR ) + return 1; + else + return -1; + } + if( flag == BCT_NOONE ) //Why would someone use this? no clue. + return -1; + + if( t_bl == s_bl ) + { //No need for further testing. + state |= BCT_SELF|BCT_PARTY|BCT_GUILD; + if( state&BCT_ENEMY && strip_enemy ) + state&=~BCT_ENEMY; + return (flag&state)?1:-1; + } - if (map_flag_vs(m)) { - //Check rivalry settings. - int sbg_id = 0, tbg_id = 0; - if (map[m].flag.battleground) { - sbg_id = bg_team_get_id(s_bl); - tbg_id = bg_team_get_id(t_bl); - } - if (flag&(BCT_PARTY|BCT_ENEMY)) { - int s_party = status_get_party_id(s_bl); - if (s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id)) - state |= BCT_PARTY; - else - state |= BCT_ENEMY; - } - if (flag&(BCT_GUILD|BCT_ENEMY)) { - int s_guild = status_get_guild_id(s_bl); - int t_guild = status_get_guild_id(t_bl); - if (!(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id)) - state |= BCT_GUILD; - else - state |= BCT_ENEMY; - } - if (state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id) - state &= ~BCT_ENEMY; - - if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC) { - // Prevent novice engagement on pk_mode (feature by Valaris) - TBL_PC *sd = (TBL_PC *)s_bl, *sd2 = (TBL_PC *)t_bl; - if ( - (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || - (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE || - (int)sd->status.base_level < battle_config.pk_min_level || - (int)sd2->status.base_level < battle_config.pk_min_level || - (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range) - ) - state &= ~BCT_ENEMY; - } + if( map_flag_vs(m) ) + { //Check rivalry settings. + int sbg_id = 0, tbg_id = 0; + if( map[m].flag.battleground ) + { + sbg_id = bg_team_get_id(s_bl); + tbg_id = bg_team_get_id(t_bl); + } + if( flag&(BCT_PARTY|BCT_ENEMY) ) + { + int s_party = status_get_party_id(s_bl); + if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) ) + state |= BCT_PARTY; + else + state |= BCT_ENEMY; + } + if( flag&(BCT_GUILD|BCT_ENEMY) ) + { + int s_guild = status_get_guild_id(s_bl); + int t_guild = status_get_guild_id(t_bl); + if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) ) + state |= BCT_GUILD; + else + state |= BCT_ENEMY; + } + if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id ) + state &= ~BCT_ENEMY; + + if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC ) + { // Prevent novice engagement on pk_mode (feature by Valaris) + TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl; + if ( + (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || + (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE || + (int)sd->status.base_level < battle_config.pk_min_level || + (int)sd2->status.base_level < battle_config.pk_min_level || + (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range) + ) + state &= ~BCT_ENEMY; + } }//end map_flag_vs chk rivality - else { - //Non pvp/gvg, check party/guild settings. - if (flag&BCT_PARTY || state&BCT_ENEMY) { - int s_party = status_get_party_id(s_bl); - if (s_party && s_party == status_get_party_id(t_bl)) - state |= BCT_PARTY; - } - if (flag&BCT_GUILD || state&BCT_ENEMY) { - int s_guild = status_get_guild_id(s_bl); - int t_guild = status_get_guild_id(t_bl); - if (s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild))) - state |= BCT_GUILD; - } + else + { //Non pvp/gvg, check party/guild settings. + if( flag&BCT_PARTY || state&BCT_ENEMY ) + { + int s_party = status_get_party_id(s_bl); + if(s_party && s_party == status_get_party_id(t_bl)) + state |= BCT_PARTY; + } + if( flag&BCT_GUILD || state&BCT_ENEMY ) + { + int s_guild = status_get_guild_id(s_bl); + int t_guild = status_get_guild_id(t_bl); + if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild))) + state |= BCT_GUILD; + } } //end non pvp/gvg chk rivality - if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. - state = BCT_NEUTRAL; - //Alliance state takes precedence over enemy one. - else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD)) - state&=~BCT_ENEMY; + if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. + state = BCT_NEUTRAL; + //Alliance state takes precedence over enemy one. + else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) ) + state&=~BCT_ENEMY; - return (flag&state)?1:-1; + return (flag&state)?1:-1; } /*========================================== * Check if can attack from this range @@ -5354,687 +5396,689 @@ int battle_check_target(struct block_list *src, struct block_list *target,int fl *------------------------------------------*/ bool battle_check_range(struct block_list *src, struct block_list *bl, int range) { - int d; - nullpo_retr(false, src); - nullpo_retr(false, bl); + int d; + nullpo_retr(false, src); + nullpo_retr(false, bl); - if (src->m != bl->m) - return false; + if( src->m != bl->m ) + return false; #ifndef CIRCULAR_AREA - if (src->type == BL_PC) { // Range for players' attacks and skills should always have a circular check. [Angezerus] - int dx = src->x - bl->x, dy = src->y - bl->y; - if (!check_distance(dx, dy, range)) - return false; - } else + if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus] + int dx = src->x - bl->x, dy = src->y - bl->y; + if( !check_distance(dx, dy, range) ) + return false; + } else #endif - if (!check_distance_bl(src, bl, range)) - return false; + if( !check_distance_bl(src, bl, range) ) + return false; - if ((d = distance_bl(src, bl)) < 2) - return true; // No need for path checking. + if( (d = distance_bl(src, bl)) < 2 ) + return true; // No need for path checking. - if (d > AREA_SIZE) - return false; // Avoid targetting objects beyond your range of sight. + if( d > AREA_SIZE ) + return false; // Avoid targetting objects beyond your range of sight. - return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL); + return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL); } static const struct _battle_data { - const char *str; - int *val; - int defval; - int min; - int max; + const char* str; + int* val; + int defval; + int min; + int max; } battle_data[] = { - { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, }, - { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, }, - { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, }, - { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, }, - { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, }, - { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, }, - { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, }, - { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, }, - { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, }, - { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, }, - { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, }, - { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, }, - { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, }, - { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, }, - { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, }, - { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, }, - { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, }, - { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, }, - { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, }, - { "traps_setting", &battle_config.traps_setting, 0, 0, 1, }, - { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, }, - { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, }, - { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, }, - { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, }, - { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, }, - { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, }, - { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, }, - { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, }, - { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, }, - { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, }, - { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, }, - { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, }, - { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, }, - { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, }, - { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, }, - { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, }, - { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, }, - { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, }, - { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, }, - { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, }, - { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, }, - { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, }, - { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, }, - { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, }, - { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, }, - { "guild_aura", &battle_config.guild_aura, 31, 0, 31, }, - { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, }, - { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, }, - { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, }, - { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, }, - { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, }, - { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, }, - { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, }, - { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, }, - { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, }, - { "emergency_call", &battle_config.emergency_call, 11, 0, 31, }, - { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, }, - { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, }, - { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, }, - { "player_skillfree", &battle_config.skillfree, 0, 0, 1, }, - { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, }, - { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, }, - { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, }, - { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, }, - { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, }, - { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, }, - // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated - { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, }, - { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, }, - { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, }, - { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, }, - { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, }, - { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, }, - { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, }, - { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, }, - { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, }, - { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, }, - { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, }, - { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, }, - { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, }, - { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, }, - { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, }, - { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, }, - { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, }, - { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, }, - { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, }, - { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, }, - { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, }, - { "pet_rename", &battle_config.pet_rename, 0, 0, 1, }, - { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, }, - { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, }, - { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, }, - { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, }, - { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, }, - { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, }, - { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, }, - { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, }, - { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, }, - { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, }, - { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, }, - { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, }, - { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, }, - { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, }, - { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, }, - { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, }, - { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, }, - { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, }, - { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, }, - { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, }, - { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, }, - { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, }, - { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, }, - { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, }, - { "item_check", &battle_config.item_check, 0, 0, 1, }, - { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, }, - { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, }, - { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, }, - { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, }, - { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, }, - { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, }, - { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, }, - { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, }, - { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, }, - { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 }, - { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, }, - { "max_aspd", &battle_config.max_aspd, 190, 100, 199, }, - { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, }, - { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, }, - { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, }, - { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, }, - { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, }, - { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, }, - { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, }, - { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, }, - { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, }, - { "max_def", &battle_config.max_def, 99, 0, INT_MAX, }, - { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, }, - { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, }, - { "battle_log", &battle_config.battle_log, 0, 0, 1, }, - { "etc_log", &battle_config.etc_log, 1, 0, 1, }, - { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, }, - { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, }, - { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, }, - { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, }, - { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, }, - { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, }, - { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, }, - { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, }, - { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, }, - { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, }, - { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, - { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, - { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, }, - { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, - { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, - { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, - { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, }, - { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, }, - { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, }, - { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, }, - { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, }, - { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, }, - { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, }, - { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, }, - { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, }, - { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, }, - { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, }, - { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, }, - { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, }, - { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, }, - { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, }, - { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, }, - { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, }, - { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, }, - { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, }, - { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, }, - { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, }, - { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, }, - { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, }, - { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, }, - { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, }, - { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, }, - { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, }, - { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, }, - { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, }, - { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, }, - { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, }, - { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, }, - { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, }, - { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, }, - { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, }, - { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, }, - { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, }, - { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, }, - { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, }, - { "disp_experience", &battle_config.disp_experience, 0, 0, 1, }, - { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, }, - { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, }, - { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, - { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, - { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, - { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, }, - { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, - - // eAthena additions - { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, }, - { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, }, - { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, }, - { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, }, - { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, }, - { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, }, - { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, }, - { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, }, - { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, }, - { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, }, - { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, }, - { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, }, - { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, }, - { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, }, - { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, }, - { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, }, - { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, }, - { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, }, - { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, }, - { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, }, - { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, }, - { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, }, - { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, }, - { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, }, - { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, }, - { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, }, - { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, }, - { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, }, - { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, }, - { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, }, - { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, }, - { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, }, - { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, }, - { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, }, - { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, }, - { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, }, - { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, }, - { "pk_mode", &battle_config.pk_mode, 0, 0, 2, }, - { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, }, - { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, }, - { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, }, - { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, }, - { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, }, - { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, }, - { "night_at_start", &battle_config.night_at_start, 0, 0, 1, }, - { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, }, - { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, }, - { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, }, - { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, }, - { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, }, - { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, }, - { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, }, - { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, }, - { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, }, - { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, }, - { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, }, - { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, }, - { "area_size", &battle_config.area_size, 14, 0, INT_MAX, }, - { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, }, - { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, }, - { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, }, - { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, }, - { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, }, - { "motd_type", &battle_config.motd_type, 0, 0, 1, }, - { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, }, - { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, }, - { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, }, - { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, }, - { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, }, - { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, }, - { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, }, - { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, }, - { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, }, - { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, }, - { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, }, - { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, }, - { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, }, - { "display_version", &battle_config.display_version, 1, 0, 1, }, - { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, }, - { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, }, - { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, }, - { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, }, - { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, }, - { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, }, - { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, }, - { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, }, - { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, }, - { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, }, - { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, }, - { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, }, - { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, }, - { "character_size", &battle_config.character_size, 1|2, 0, 1|2, }, - { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, }, - { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, - { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, }, - { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, }, - { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, }, - { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, }, - { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, }, - { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, }, - { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, }, - { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, }, - { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, }, - { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, }, - { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, }, - { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, }, - { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, }, - { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, }, - { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, }, - { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, }, - { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, }, - { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, }, - { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, }, - { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, }, - { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, }, - { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, }, - { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, }, - { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, }, - { "hom_rename", &battle_config.hom_rename, 0, 0, 1, }, - { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, }, - { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, }, - { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, }, - { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, }, - { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, }, - { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, }, - { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, }, - { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, }, - { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, }, - { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, }, - { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, }, - { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, }, - { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, }, - { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, }, - { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, }, - { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, }, - { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, }, - { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, }, - { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, }, - { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, }, - { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, }, - { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, }, - { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, }, - { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, }, - { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, }, - { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, }, - { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, }, - { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, }, - { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, }, - { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, }, - { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, }, - { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, }, - { "display_party_name", &battle_config.display_party_name, 0, 0, 1, }, - { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, }, - { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, }, - { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, }, - // BattleGround Settings - { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, }, - { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, }, - { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, }, - { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, }, - { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, }, - { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, }, - { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, }, - /** - * rAthena - **/ - { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, }, - { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, }, - { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, }, - { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 }, - { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 }, - { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 }, - { "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 }, - { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 }, - { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, }, - { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, }, - { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, }, + { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, }, + { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, }, + { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, }, + { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, }, + { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, }, + { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, }, + { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, }, + { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, }, + { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, }, + { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, }, + { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, }, + { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, }, + { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, }, + { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, }, + { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, }, + { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, }, + { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, }, + { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, }, + { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, }, + { "traps_setting", &battle_config.traps_setting, 0, 0, 1, }, + { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, }, + { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, }, + { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, }, + { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, }, + { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, }, + { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, }, + { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, }, + { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, }, + { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, }, + { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, }, + { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, }, + { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, }, + { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, }, + { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, }, + { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, }, + { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, }, + { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, }, + { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, }, + { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, }, + { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, }, + { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, }, + { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, }, + { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, }, + { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, }, + { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, }, + { "guild_aura", &battle_config.guild_aura, 31, 0, 31, }, + { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, }, + { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, }, + { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, }, + { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, }, + { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, }, + { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, }, + { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, }, + { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, }, + { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, }, + { "emergency_call", &battle_config.emergency_call, 11, 0, 31, }, + { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, }, + { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, }, + { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, }, + { "player_skillfree", &battle_config.skillfree, 0, 0, 1, }, + { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, }, + { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, }, + { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, }, + { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, }, + { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, }, + { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, }, +// { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated + { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, }, + { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, }, + { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, }, + { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, }, + { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, }, + { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, }, + { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, }, + { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, }, + { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, }, + { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, }, + { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, }, + { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, }, + { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, }, + { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, }, + { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, }, + { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, }, + { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, }, + { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, }, + { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, }, + { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, }, + { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, }, + { "pet_rename", &battle_config.pet_rename, 0, 0, 1, }, + { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, }, + { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, }, + { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, }, + { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, }, + { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, }, + { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, }, + { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, }, + { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, }, + { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, }, + { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, }, + { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, }, + { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, }, + { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, }, + { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, }, + { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, }, + { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, }, + { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, }, + { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, }, + { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, }, + { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, }, + { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, }, + { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, }, + { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, }, + { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, }, + { "item_check", &battle_config.item_check, 0, 0, 1, }, + { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, }, + { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, }, + { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, }, + { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, }, + { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, }, + { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, }, + { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, }, + { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, }, + { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, }, + { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 }, + { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, }, + { "max_aspd", &battle_config.max_aspd, 190, 100, 199, }, + { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, }, + { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, }, + { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, }, + { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, }, + { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, }, + { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, }, + { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, }, + { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, }, + { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, }, + { "max_def", &battle_config.max_def, 99, 0, INT_MAX, }, + { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, }, + { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, }, + { "battle_log", &battle_config.battle_log, 0, 0, 1, }, + { "etc_log", &battle_config.etc_log, 1, 0, 1, }, + { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, }, + { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, }, + { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, }, + { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, }, + { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, }, + { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, }, + { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, }, + { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, }, + { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, }, + { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, }, + { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, + { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, + { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, }, + { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, + { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, + { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, + { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, }, + { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, }, + { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, }, + { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, }, + { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, }, + { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, }, + { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, }, + { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, }, + { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, }, + { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, }, + { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, }, + { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, }, + { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, }, + { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, }, + { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, }, + { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, }, + { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, }, + { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, }, + { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, }, + { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, }, + { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, }, + { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, }, + { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, }, + { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, }, + { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, }, + { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, }, + { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, }, + { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, }, + { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, }, + { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, }, + { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, }, + { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, }, + { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, }, + { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, }, + { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, }, + { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, }, + { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, }, + { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, }, + { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, }, + { "disp_experience", &battle_config.disp_experience, 0, 0, 1, }, + { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, }, + { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, }, + { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, + { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, + { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, + { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, }, + { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, + +// eAthena additions + { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, }, + { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, }, + { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, }, + { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, }, + { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, }, + { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, }, + { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, }, + { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, }, + { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, }, + { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, }, + { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, }, + { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, }, + { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, }, + { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, }, + { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, }, + { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, }, + { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, }, + { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, }, + { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, }, + { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, }, + { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, }, + { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, }, + { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, }, + { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, }, + { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, }, + { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, }, + { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, }, + { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, }, + { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, }, + { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, }, + { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, }, + { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, }, + { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, }, + { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, }, + { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, }, + { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, }, + { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, }, + { "pk_mode", &battle_config.pk_mode, 0, 0, 2, }, + { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, }, + { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, }, + { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, }, + { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, }, + { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, }, + { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, }, + { "night_at_start", &battle_config.night_at_start, 0, 0, 1, }, + { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, }, + { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, }, + { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, }, + { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, }, + { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, }, + { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, }, + { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, }, + { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, }, + { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, }, + { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, }, + { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, }, + { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, }, + { "area_size", &battle_config.area_size, 14, 0, INT_MAX, }, + { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, }, + { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, }, + { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, }, + { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, }, + { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, }, + { "motd_type", &battle_config.motd_type, 0, 0, 1, }, + { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, }, + { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, }, + { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, }, + { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, }, + { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, }, + { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, }, + { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, }, + { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, }, + { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, }, + { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, }, + { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, }, + { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, }, + { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, }, + { "display_version", &battle_config.display_version, 1, 0, 1, }, + { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, }, + { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, }, + { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, }, + { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, }, + { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, }, + { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, }, + { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, }, + { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, }, + { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, }, + { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, }, + { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, }, + { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, }, + { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, }, + { "character_size", &battle_config.character_size, 1|2, 0, 1|2, }, + { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, }, + { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, + { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, }, + { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, }, + { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, }, + { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, }, + { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, }, + { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, }, + { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, }, + { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, }, + { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, }, + { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, }, + { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, }, + { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, }, + { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, }, + { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, }, + { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, }, + { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, }, + { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, }, + { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, }, + { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, }, + { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, }, + { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, }, + { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, }, + { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, }, + { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, }, + { "hom_rename", &battle_config.hom_rename, 0, 0, 1, }, + { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, }, + { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, }, + { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, }, + { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, }, + { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, }, + { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, }, + { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, }, + { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, }, + { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, }, + { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, }, + { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, }, + { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, }, + { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, }, + { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, }, + { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, }, + { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, }, + { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, }, + { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, }, + { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, }, + { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, }, + { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, }, + { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, }, + { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, }, + { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, }, + { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, }, + { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, }, + { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, }, + { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, }, + { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, }, + { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, }, + { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, }, + { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, }, + { "display_party_name", &battle_config.display_party_name, 0, 0, 1, }, + { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, }, + { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, }, + { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, }, +// BattleGround Settings + { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, }, + { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, }, + { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, }, + { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, }, + { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, }, + { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, }, + { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, }, + /** + * rAthena + **/ + { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, }, + { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, }, + { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, }, + { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 }, + { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 }, + { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 }, + { "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 }, + { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 }, + { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, }, + { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, }, + { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, }, }; #ifndef STATS_OPT_OUT /** * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report. **/ -void rAthena_report(char *date, char *time_c) -{ - int i, rev = 0, bd_size = ARRAYLENGTH(battle_data); - unsigned int config = 0; - const char *rev_str; - char timestring[25]; - time_t curtime; - char *buf; - - enum config_table { - C_CIRCULAR_AREA = 0x0001, - C_CELLNOSTACK = 0x0002, - C_BETA_THREAD_TEST = 0x0004, - C_SCRIPT_CALLFUNC_CHECK = 0x0008, - C_OFFICIAL_WALKPATH = 0x0010, - C_RENEWAL = 0x0020, - C_RENEWAL_CAST = 0x0040, - C_RENEWAL_DROP = 0x0080, - C_RENEWAL_EXP = 0x0100, - C_RENEWAL_LVDMG = 0x0200, - C_RENEWAL_EDP = 0x0400, - C_RENEWAL_ASPD = 0x0800, - C_SECURE_NPCTIMEOUT = 0x1000, - C_SQL_DBS = 0x2000, - C_SQL_LOGS = 0x4000, - }; - - if ((rev_str = get_svn_revision()) != 0) - rev = atoi(rev_str); - - /* we get the current time */ - time(&curtime); - strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime)); +void rAthena_report(char* date, char *time_c) { + int i, rev = 0, bd_size = ARRAYLENGTH(battle_data); + unsigned int config = 0; + const char* rev_str; + char timestring[25]; + time_t curtime; + char* buf; + + enum config_table { + C_CIRCULAR_AREA = 0x0001, + C_CELLNOSTACK = 0x0002, + C_BETA_THREAD_TEST = 0x0004, + C_SCRIPT_CALLFUNC_CHECK = 0x0008, + C_OFFICIAL_WALKPATH = 0x0010, + C_RENEWAL = 0x0020, + C_RENEWAL_CAST = 0x0040, + C_RENEWAL_DROP = 0x0080, + C_RENEWAL_EXP = 0x0100, + C_RENEWAL_LVDMG = 0x0200, + C_RENEWAL_EDP = 0x0400, + C_RENEWAL_ASPD = 0x0800, + C_SECURE_NPCTIMEOUT = 0x1000, + C_SQL_DBS = 0x2000, + C_SQL_LOGS = 0x4000, + }; + + if( (rev_str = get_svn_revision()) != 0 ) + rev = atoi(rev_str); + + /* we get the current time */ + time(&curtime); + strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime)); #ifdef CIRCULAR_AREA - config |= C_CIRCULAR_AREA; + config |= C_CIRCULAR_AREA; #endif #ifdef CELL_NOSTACK - config |= C_CELLNOSTACK; + config |= C_CELLNOSTACK; #endif #ifdef BETA_THREAD_TEST - config |= C_BETA_THREAD_TEST; + config |= C_BETA_THREAD_TEST; #endif #ifdef SCRIPT_CALLFUNC_CHECK - config |= C_SCRIPT_CALLFUNC_CHECK; + config |= C_SCRIPT_CALLFUNC_CHECK; #endif #ifdef OFFICIAL_WALKPATH - config |= C_OFFICIAL_WALKPATH; + config |= C_OFFICIAL_WALKPATH; #endif #ifdef RENEWAL - config |= C_RENEWAL; + config |= C_RENEWAL; #endif #ifdef RENEWAL_CAST - config |= C_RENEWAL_CAST; + config |= C_RENEWAL_CAST; #endif #ifdef RENEWAL_DROP - config |= C_RENEWAL_DROP; + config |= C_RENEWAL_DROP; #endif #ifdef RENEWAL_EXP - config |= C_RENEWAL_EXP; + config |= C_RENEWAL_EXP; #endif #ifdef RENEWAL_LVDMG - config |= C_RENEWAL_LVDMG; + config |= C_RENEWAL_LVDMG; #endif #ifdef RENEWAL_EDP - config |= C_RENEWAL_EDP; + config |= C_RENEWAL_EDP; #endif #ifdef RENEWAL_ASPD - config |= C_RENEWAL_ASPD; + config |= C_RENEWAL_ASPD; #endif - /* not a ifdef because SECURE_NPCTIMEOUT is always defined, but either as 0 or higher */ +/* not a ifdef because SECURE_NPCTIMEOUT is always defined, but either as 0 or higher */ #if SECURE_NPCTIMEOUT - config |= C_SECURE_NPCTIMEOUT; + config |= C_SECURE_NPCTIMEOUT; #endif - /* non-define part */ - if (db_use_sqldbs) - config |= C_SQL_DBS; + /* non-define part */ + if( db_use_sqldbs ) + config |= C_SQL_DBS; - if (log_config.sql_logs) - config |= C_SQL_LOGS; + if( log_config.sql_logs ) + config |= C_SQL_LOGS; #define BFLAG_LENGTH 35 - CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + (bd_size * (BFLAG_LENGTH + 4)) + 1); + CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 ); - /* build packet */ + /* build packet */ - WBUFW(buf,0) = 0x3000; - WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + (bd_size * (BFLAG_LENGTH + 4)); - WBUFW(buf,4) = 0x9c; + WBUFW(buf,0) = 0x3000; + WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ); + WBUFW(buf,4) = 0x9c; - safestrncpy((char *)WBUFP(buf,6), date, 12); - safestrncpy((char *)WBUFP(buf,6 + 12), time_c, 9); - safestrncpy((char *)WBUFP(buf,6 + 12 + 9), timestring, 24); + safestrncpy((char*)WBUFP(buf,6), date, 12); + safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9); + safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24); - WBUFL(buf,6 + 12 + 9 + 24) = rev; - WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers(); + WBUFL(buf,6 + 12 + 9 + 24) = rev; + WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers(); - WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config; - WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size; + WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config; + WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size; - for (i = 0; i < bd_size; i++) { - safestrncpy((char *)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + (i * (BFLAG_LENGTH + 4))), battle_data[i].str, 35); - WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + (i * (BFLAG_LENGTH + 4))) = *battle_data[i].val; - } + for( i = 0; i < bd_size; i++ ) { + safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35); + WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val; + } - chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + (bd_size * (BFLAG_LENGTH + 4))); + chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) ); - aFree(buf); + aFree(buf); #undef BFLAG_LENGTH } -static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) -{ - if (chrif_isconnected()) { /* char server relays it, so it must be online. */ - rAthena_report(__DATE__,__TIME__); - } - return 0; +static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) { + if( chrif_isconnected() ) {/* char server relays it, so it must be online. */ + rAthena_report(__DATE__,__TIME__); + } + return 0; } #endif -int battle_set_value(const char *w1, const char *w2) +int battle_set_value(const char* w1, const char* w2) { - int val = config_switch(w2); + int val = config_switch(w2); - int i; - ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); - if (i == ARRAYLENGTH(battle_data)) - return 0; // not found - - if (val < battle_data[i].min || val > battle_data[i].max) { - ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval); - val = battle_data[i].defval; - } + int i; + ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); + if (i == ARRAYLENGTH(battle_data)) + return 0; // not found + + if (val < battle_data[i].min || val > battle_data[i].max) + { + ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval); + val = battle_data[i].defval; + } - *battle_data[i].val = val; - return 1; + *battle_data[i].val = val; + return 1; } -int battle_get_value(const char *w1) +int battle_get_value(const char* w1) { - int i; - ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); - if (i == ARRAYLENGTH(battle_data)) - return 0; // not found - else - return *battle_data[i].val; + int i; + ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); + if (i == ARRAYLENGTH(battle_data)) + return 0; // not found + else + return *battle_data[i].val; } void battle_set_defaults() { - int i; - for (i = 0; i < ARRAYLENGTH(battle_data); i++) - *battle_data[i].val = battle_data[i].defval; + int i; + for (i = 0; i < ARRAYLENGTH(battle_data); i++) + *battle_data[i].val = battle_data[i].defval; } void battle_adjust_conf() { - battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; - battle_config.max_aspd = 2000 - battle_config.max_aspd*10; - battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10; - battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; - battle_config.max_cart_weight *= 10; + battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; + battle_config.max_aspd = 2000 - battle_config.max_aspd*10; + battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10; + battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; + battle_config.max_cart_weight *= 10; - if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] - battle_config.max_def = 100; + if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] + battle_config.max_def = 100; - if (battle_config.min_hitrate > battle_config.max_hitrate) - battle_config.min_hitrate = battle_config.max_hitrate; + if(battle_config.min_hitrate > battle_config.max_hitrate) + battle_config.min_hitrate = battle_config.max_hitrate; - if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex - battle_config.pet_max_atk1 = battle_config.pet_max_atk2; + if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex + battle_config.pet_max_atk1 = battle_config.pet_max_atk2; - if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor] - battle_config.day_duration = 60000; - if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor] - battle_config.night_duration = 60000; + if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor] + battle_config.day_duration = 60000; + if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor] + battle_config.night_duration = 60000; #if PACKETVER < 20100427 - if (battle_config.feature_buying_store) { - ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n"); - battle_config.feature_buying_store = 0; - } + if( battle_config.feature_buying_store ) { + ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n"); + battle_config.feature_buying_store = 0; + } #endif #if PACKETVER < 20100803 - if (battle_config.feature_search_stores) { - ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n"); - battle_config.feature_search_stores = 0; - } + if( battle_config.feature_search_stores ) { + ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n"); + battle_config.feature_search_stores = 0; + } #endif #ifndef CELL_NOSTACK - if (battle_config.cell_stack_limit != 1) - ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); + if (battle_config.cell_stack_limit != 1) + ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif } -int battle_config_read(const char *cfgName) +int battle_config_read(const char* cfgName) { - char line[1024], w1[1024], w2[1024]; - FILE *fp; - static int count = 0; - - if (count == 0) - battle_set_defaults(); - - count++; - - fp = fopen(cfgName,"r"); - if (fp == NULL) - ShowError("File not found: %s\n", cfgName); - else { - while (fgets(line, sizeof(line), fp)) { - if (line[0] == '/' && line[1] == '/') - continue; - if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2) - continue; - if (strcmpi(w1, "import") == 0) - battle_config_read(w2); - else if (battle_set_value(w1, w2) == 0) - ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName); - } + char line[1024], w1[1024], w2[1024]; + FILE* fp; + static int count = 0; + + if (count == 0) + battle_set_defaults(); + + count++; + + fp = fopen(cfgName,"r"); + if (fp == NULL) + ShowError("File not found: %s\n", cfgName); + else + { + while(fgets(line, sizeof(line), fp)) + { + if (line[0] == '/' && line[1] == '/') + continue; + if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2) + continue; + if (strcmpi(w1, "import") == 0) + battle_config_read(w2); + else + if (battle_set_value(w1, w2) == 0) + ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName); + } - fclose(fp); - } + fclose(fp); + } - count--; + count--; - if (count == 0) - battle_adjust_conf(); + if (count == 0) + battle_adjust_conf(); - return 0; + return 0; } void do_init_battle(void) { - delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR); - add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); + delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR); + add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); #ifndef STATS_OPT_OUT - add_timer_func_list(rAthena_report_timer, "rAthena_report_timer"); - add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30); + add_timer_func_list(rAthena_report_timer, "rAthena_report_timer"); + add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30); #endif } void do_final_battle(void) { - ers_destroy(delay_damage_ers); + ers_destroy(delay_damage_ers); } -- cgit v1.2.3-60-g2f50