From cbccd8815d0db4828d40e278c999b87eeb103e67 Mon Sep 17 00:00:00 2001 From: skotlex Date: Sat, 27 May 2006 18:08:30 +0000 Subject: - Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it) - Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data. - Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db. - Berserk's HP cost interval is now defined as time2. - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead - Rewrote the @heal related functions to use the new status_* healing functions. - Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc) - Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it. - Added defines for Elements (ELE_*) - Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure. - Rewrote and cleaned up battle_calc_misc_attack - Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4) - Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type - Cleaned up pet.c to stop invoking status_calc_pc when unnecessary - Modified skill_calc_heal to take into account the MEDITATION bonus. - Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition - Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50) - Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items. - Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends. - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills. - Fixed Asura Strike being usable from within a combo regardless of combo skill. - Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...) - Added StatusChangeFlagTable to store which statuses are changed by each SC - Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl - Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp) - Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc) - Made all the status_calc functions static. - Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments. - Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed. - Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data) - The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4) - Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones. - Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost. - Changed Chase Walk to store Speed adjustment on val3, sp cost in val4 - Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking. - Changed Wind walk to store speed bonus on val3 - Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs) - Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4 - Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_* - Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map. - Modified status_change_timer to use the status_charge function rather than directly substracting SP - Added SC_ELEMENTALCHANGE to modify someone's base defense element. - pc_clean_skilltree will now also remove item-granted skills. - Learning skills will now only invoke status_calc_pc when the skill is passive. - Cleaned up pc_steal_coin - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned. - Cleaned up pc_ regen related functions. - Made player-sprite mobs have item pickup animation and walkdelay when taking items. - Cleaned up mob_dead code. - Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6] - mob special ai state 3 signals summon flora. - Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET - Cleaned up some pet functions, made the menu functions receive as argument both pet and master. - Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/battle.c | 8886 ++++++++++++++++++++++++++---------------------------- 1 file changed, 4265 insertions(+), 4621 deletions(-) (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c index f869b9460..ecaf692bf 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1,4621 +1,4265 @@ -// Copyright (c) Athena Dev Teams - Licensed under GNU GPL -// For more information, see LICENCE in the main folder - -#include -#include -#include -#include - -#include "battle.h" -#include "../common/timer.h" -#include "../common/nullpo.h" -#include "../common/malloc.h" -#include "../common/showmsg.h" -#include "../common/ers.h" - -#include "map.h" -#include "pc.h" -#include "status.h" -#include "skill.h" -#include "mob.h" -#include "itemdb.h" -#include "clif.h" -#include "pet.h" -#include "guild.h" -#include "party.h" - -#include "mercenary.h" - -#define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru] - -int attr_fix_table[4][10][10]; - -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; - - if (bl->type == BL_SKILL) { - struct skill_unit * su = (struct skill_unit*)bl; - return su->group?su->group->skill_id:0; - } - ud = unit_bl2ud(bl); - return ud?ud->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; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - bl_list = va_arg(ap, struct block_list **); - c = va_arg(ap, int *); - target_id = va_arg(ap, int); - - if (bl->id == target_id) - return 0; - if (*c >= 24) - return 0; - - ud = unit_bl2ud(bl); - if (!ud) return 0; - - if (ud->target == target_id || ud->skilltarget == target_id) { - bl_list[(*c)++] = bl; - return 1; - } - return 0; -} - -struct block_list* battle_gettargeted(struct block_list *target) -{ - struct block_list *bl_list[24]; - int c = 0; - nullpo_retr(NULL, target); - - memset(bl_list, 0, sizeof(bl_list)); - map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); - if (c == 0 || c > 24) - return NULL; - return bl_list[rand()%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; - } - return 0; -} -// ƒ_ƒ??[ƒW‚Ì’x‰„ -struct delay_damage { - struct block_list *src; - int target; - int damage; - int delay; - unsigned short distance; - unsigned short skill_lv; - unsigned short skill_id; - unsigned short dmg_lv; - unsigned short flag; - unsigned char attack_type; -}; - -int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data) -{ - struct delay_damage *dat = (struct delay_damage *)data; - struct block_list *target = map_id2bl(dat->target); - if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) && - target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex] - { - battle_damage(dat->src, target, dat->damage, dat->delay, dat->flag); - if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type) - { - if (!status_isdead(target)) - skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick); - skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); - } - - } - ers_free(delay_damage_ers, dat); - return 0; -} - -int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay, int flag) -{ - struct delay_damage *dat; - nullpo_retr(0, src); - nullpo_retr(0, target); - - if (!battle_config.delay_battle_damage) { - battle_damage(src, target, damage, ddelay, flag); - if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type) - { - if (!status_isdead(target)) - skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); - skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); - } - return 0; - } - dat = ers_alloc(delay_damage_ers, struct delay_damage); - dat->src = src; - dat->target = 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->flag = flag; - dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. - add_timer(tick, battle_delay_damage_sub, src->id, (int)dat); - - return 0; -} - -// ŽÀ?Û‚ÉHP‚ð‘€?ì -int battle_damage(struct block_list *src,struct block_list *target,int damage, int walkdelay, int flag) -{ - struct map_session_data *sd = NULL; - struct status_change *sc; - int r_damage=0; - - nullpo_retr(0, target); //src‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚Ì‚Å‘¼‚Ń`ƒFƒbƒN - - if (damage == 0 || status_isdead(target)) - return 0; - - if (damage < 0) - return battle_heal(src,target,-damage,0,flag); - - if (src) - BL_CAST(BL_PC, src, sd); - - sc = status_get_sc(target); - - if (!flag && sc && sc->count) { - // “€Œ‹?A?Ή»?A?‡–°‚ð?Á‹Ž - if (sc->data[SC_FREEZE].timer != -1) - status_change_end(target,SC_FREEZE,-1); - if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2 == 0) - status_change_end(target,SC_STONE,-1); - if (sc->data[SC_SLEEP].timer != -1) - status_change_end(target,SC_SLEEP,-1); - if (sc->data[SC_WINKCHARM].timer != -1) - status_change_end(target,SC_WINKCHARM,-1); - if (sc->data[SC_CONFUSION].timer != -1) - status_change_end(target, SC_CONFUSION, -1); - if (sc->data[SC_TRICKDEAD].timer != -1) - status_change_end(target, SC_TRICKDEAD, -1); - if (sc->data[SC_HIDING].timer != -1) - status_change_end(target, SC_HIDING, -1); - if (sc->data[SC_CLOAKING].timer != -1) - status_change_end(target, SC_CLOAKING, -1); - if (sc->data[SC_CHASEWALK].timer != -1) - status_change_end(target, SC_CHASEWALK, -1); - if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) { - //Endure count is only reduced by non-players on non-gvg maps. - //val4 signals infinite endure. [Skotlex] - if (src && src->type != BL_PC && !map_flag_gvg(target->m) - && --(sc->data[SC_ENDURE].val2) < 0) - status_change_end(target, SC_ENDURE, -1); - } - if (sc->data[SC_GRAVITATION].timer != -1 && - sc->data[SC_GRAVITATION].val3 == BCT_SELF) { - struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4; - if (sg) { - skill_delunitgroup(target,sg); - sc->data[SC_GRAVITATION].val4 = 0; - status_change_end(target, SC_GRAVITATION, -1); - } - } - if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE) - { - struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1); - if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id) - { - clif_damage(src, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0); - pc_damage(&sd2->bl, sd2, damage); - return 0; - } else - status_change_end(target, SC_DEVOTION, -1); - } - } - - if (!flag) - unit_skillcastcancel(target, 2); - - switch (target->type) - { - case BL_MOB: - r_damage = mob_damage(src,(TBL_MOB*)target, damage,flag&2?3:0); - break; - case BL_PC: - r_damage = pc_damage(src,(TBL_PC*)target,damage); - break; - case BL_HOMUNCULUS: //[blackhole89] - r_damage = merc_damage(src,(struct homun_data*)target,damage,0); - break; - case BL_SKILL: - r_damage = skill_unit_ondamaged((struct skill_unit *)target, src, damage, gettick()); - break; - } - - if (walkdelay && !status_isdead(target)) - unit_set_walkdelay(target, gettick(), walkdelay, 0); - - return r_damage; -} - -int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp, int flag) -{ - struct status_change *sc; - nullpo_retr(0, target); - - if (status_isdead(target)) - return 0; - - if (!flag) { - sc = status_get_sc(target); - if (sc && sc->count) { - if (sc->data[SC_BERSERK].timer!=-1) - hp = 0; - } - } - - if (sp == 0) { - if (hp < 0) //Use flag 1 because heal-damage shouldn't make you flinch. - return battle_damage(bl, target, -hp, 0, 1); - if (hp == 0) - return 0; - } - - if (target->type == BL_MOB) - return mob_heal((struct mob_data *)target,hp); - else if (target->type == BL_PC) - return pc_heal((struct map_session_data *)target,hp,sp); - else if (target->type == BL_HOMUNCULUS) //[blackhole89] - return merc_heal((struct homun_data *)target,hp,sp); - return 0; -} - -/*========================================== - * Does attribute fix modifiers. - * Added passing of the chars so that the status changes can affect it. [Skotlex] - * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks. - *------------------------------------------ - */ -int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_elem) -{ - int def_type = def_elem % 10, def_lv = def_elem / 10 / 2; - struct status_change *sc=NULL, *tsc=NULL; - int ratio; - - if (src) sc = status_get_sc(src); - if (target) tsc = status_get_sc(target); - - if (atk_elem < 0 || atk_elem > 9) - atk_elem = rand()%9; //•?Ší‘®?«ƒ‰ƒ“ƒ_ƒ€‚Å•t‰Á - - if (def_type < 0 || def_type > 9 || - def_lv < 1 || def_lv > 4) { // ‘® ?«’l‚ª‚¨‚©‚µ‚¢‚Ì‚Å‚Æ‚è‚ ‚¦‚¸‚»‚Ì‚Ü‚Ü•Ô‚· - if (battle_config.error_log) - ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); - //TODO: Remove this debug case once the cause is resolved. [Skotlex] - if (src) switch (src->type) { - case BL_MOB: - ShowDebug("src: Mob %s-%d\n", ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_); - break; - case BL_PC: - ShowDebug("src: Player %s-%d\n", ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id); - break; - case BL_PET: - ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id); - break; - case BL_SKILL: - ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id); - break; - default: - ShowDebug("unknown source type %d.\n", src->type); - } - if (target) switch (target->type) { - case BL_MOB: - ShowDebug("target: Mob %s-%d\n", ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_); - break; - case BL_PC: - ShowDebug("target: Player %s-%d\n", ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id); - break; - case BL_PET: - ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id); - break; - case BL_SKILL: - ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id); - break; - default: - ShowDebug("unknown target type %d.\n", target->type); - } - return damage; - } - - ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; - if (sc && sc->count) - { - if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3) - ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1]; - if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4) - ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1]; - if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1) - ratio += enchant_eff[sc->data[SC_DELUGE].val1-1]; - } - if (tsc && tsc->count) - { - if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1) - { - if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem) - ratio -= tsc->data[SC_ARMOR_ELEMENT].val2; - else - if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem) - ratio -= tsc->data[SC_ARMOR_ELEMENT].val4; - } - } - return damage*ratio/100; -} - -/*========================================== - * ƒ_ƒ??[ƒW?Å?IŒvŽZ - *------------------------------------------ - */ -int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) -{ - struct map_session_data *sd = NULL; - struct mob_data *md = NULL; - struct status_change *sc; - struct status_change_entry *sci; - - nullpo_retr(0, bl); - - if (damage <= 0) - return 0; - - if (bl->type == BL_MOB) { - md=(struct mob_data *)bl; - } else if (bl->type == BL_PC) { - sd=(struct map_session_data *)bl; - } - - sc = status_get_sc(bl); - - if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) && - ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) || - (flag&BF_MISC && skill_num != PA_PRESSURE) - )){ - return 0; - } - - if (sc && sc->count) { - //First, sc_*'s that reduce damage to 0. - if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION) - ) { - // ƒZ?[ƒtƒeƒBƒEƒH?[ƒ‹ - struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3; - if (group) { - if (--group->val2<=0) - skill_delunitgroup(NULL,group); - return 0; - } else { - status_change_end(bl,SC_SAFETYWALL,-1); - } - } - - if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC) - return 0; - - if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON && - rand()%100 < sc->data[SC_AUTOGUARD].val2) { - int delay; - clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1); - // different delay depending on skill level [celest] - if (sc->data[SC_AUTOGUARD].val1 <= 5) - delay = 300; - else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9) - delay = 200; - else - delay = 100; - unit_set_walkdelay(bl, gettick(), delay, 1); - - if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1) - skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1)); - return 0; - } - -// -- moonsoul (chance to block attacks with new Lord Knight skill parrying) -// - if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON && - rand()%100 < sc->data[SC_PARRYING].val2) { - clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1); - return 0; - } - - if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 && - (flag&BF_LONG || sc->data[SC_SPURT].timer != -1) - && rand()%100 < 20) { - clif_skill_nodamage(bl,bl,TK_DODGE,1,1); - if (sc->data[SC_COMBO].timer == -1) - sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000); - return 0; - } - - if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC - && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL)) - return 0; - - if(sc->data[SC_KAUPE].timer != -1 && - rand()%100 < sc->data[SC_KAUPE].val2 && - (src->type == BL_PC || !skill_num)) - { //Kaupe only blocks all skills of players. - clif_skill_nodamage(bl,bl,SL_KAUPE,1,1); - if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. - status_change_end(bl, SC_KAUPE, -1); - return 0; - } - - //Now damage increasing effects - if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){ - damage<<=1; - status_change_end( bl,SC_AETERNA,-1 ); - } - - if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest] - if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) || - (!flag&BF_SKILL && status_get_attack_element(src)==3)) { - damage<<=1; - status_change_end(bl, SC_SPIDERWEB, -1); - } - - //Finally damage reductions.... - if(sc->data[SC_ASSUMPTIO].timer != -1){ - if(map_flag_vs(bl->m)) - damage=damage*2/3; //Receive 66% damage - else - damage>>=1; //Receive 50% damage - } - - if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON) - damage=damage*(100-sc->data[SC_DEFENDER].val2)/100; - - if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON) - damage >>=1; - - if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){ - if(sd && sd->status.max_sp){ - if(sd->status.sp>0){ - int per = 100*sd->status.sp / sd->status.max_sp; - per /=20; //Uses 20% SP intervals. - //SP Cost: 1% + 0.5% per every 20% SP - if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0) - status_change_end( bl,SC_ENERGYCOAT,-1 ); - //Reduction: 6% + 6% every 20% - damage -= damage * 6 * (1+per) / 100; - } - } - else - damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100; - } - - if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON && - // Fixed the condition check [Aalye] - (src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == W_DAGGER || - ((struct map_session_data *)src)->status.weapon == W_1HSWORD || - ((struct map_session_data *)src)->status.weapon == W_2HSWORD)))){ - if(rand()%100 < (15*sc->data[SC_REJECTSWORD].val1)){ - damage = damage*50/100; - battle_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0),0); - clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1); - if((--sc->data[SC_REJECTSWORD].val2)<=0) - status_change_end(bl, SC_REJECTSWORD, -1); - } - } - - //Finally Kyrie because it may, or not, reduce damage to 0. - if(sc->data[SC_KYRIE].timer!=-1){ - sci=&sc->data[SC_KYRIE]; - sci->val2-=damage; - if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){ - if(sci->val2>=0) - damage=0; - else - damage=-sci->val2; - } - if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT) - status_change_end(bl, SC_KYRIE, -1); - } - if (damage <= 0) return 0; - } - - //SC effects from caster side. - sc = status_get_sc(src); - if (sc && sc->count) { - if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) { - if (flag&BF_MAGIC) { - if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75) - return 0; - } else if (flag&BF_WEAPON) - damage >>=1; - } - } - - if (battle_config.pk_mode && sd && damage > 0) - { - 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 < 1) 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( md && !status_isdead(bl) && src != bl) { - if (damage > 0 ) - mobskill_event(md,src,gettick(),flag); - if (skill_num) - mobskill_event(md,src,gettick(),MSC_SKILLUSED|(skill_num<<16)); - } - - return damage; -} - -/*========================================== - * Calculates GVG related damage adjustments. - *------------------------------------------ - */ -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 = NULL; - int class_; - - if (damage <= 0) - return 0; - - class_ = status_get_class(bl); - - if (bl->type == BL_MOB) - md=(struct mob_data *)bl; - - if(md && md->guardian_data) { - if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) - //SKill inmunity. - switch (skill_num) { - case PA_PRESSURE: - case MO_TRIPLEATTACK: - case HW_GRAVITATION: - break; - default: - return 0; - } - if(src->type != BL_MOB) { - struct guild *g=guild_search(status_get_guild_id(src)); - if (!g) return 0; - if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0) - return 0; - if (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: - break; - default: - 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 < 1) damage = 1; - } - return damage; -} - -/*========================================== - * HP/SP‹zŽû‚ÌŒvŽZ - *------------------------------------------ - */ -static int battle_calc_drain(int damage, int rate, int per) -{ - int diff = 0; - - if (per && rand()%1000 < rate) { - diff = (damage * per) / 100; - if (diff == 0) { - if (per > 0) - diff = 1; - else - diff = -1; - } - } - return diff; -} - -/*========================================== - * ?C—ûƒ_ƒ??[ƒW - *------------------------------------------ - */ -int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) -{ - int damage,skill; - int race=status_get_race(target); - int weapon; - damage = dmg; - - nullpo_retr(0, sd); - - // ƒf?[ƒ‚ƒ“ƒxƒCƒ“(+3 ?` +30) vs •sŽ€ or ˆ«–‚ (Ž€?l‚ÍŠÜ‚ß‚È‚¢?H) - if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==RC_DEMON) ) - damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn - //damage += (skill * 3); - - // ƒr?[ƒXƒgƒxƒCƒ“(+4 ?` +40) vs “®•¨ or ?©’Ž - if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==RC_BRUTE || race==RC_INSECT) ) { - damage += (skill * 4); - if (sd->sc.data[SC_SPIRIT].timer != -1 && 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_DAGGER: - case W_1HSWORD: - { - // Œ•?C—û(+4 ?` +40) •ÐŽèŒ• ’ZŒ•ŠÜ‚Þ - if((skill = pc_checkskill(sd,SM_SWORD)) > 0) { - damage += (skill * 4); - } - break; - } - case W_2HSWORD: - { - // —¼ŽèŒ•?C—û(+4 ?` +40) —¼ŽèŒ• - if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) { - damage += (skill * 4); - } - break; - } - case W_1HSPEAR: - case W_2HSPEAR: - { - // ‘„?C—û(+4 ?` +40,+5 ?` +50) ‘„ - if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { - if(!pc_isriding(sd)) - damage += (skill * 4); // ƒyƒR‚É?æ‚Á‚Ä‚È‚¢ - else - damage += (skill * 5); // ƒyƒR‚É?æ‚Á‚Ä‚é - } - break; - } - case W_1HAXE: - case W_2HAXE: - { - if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) { - damage += (skill * 3); - } - break; - } - case W_MACE: - { - if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) { - damage += (skill * 3); - } - break; - } - case W_FIST: - case W_KNUCKLE: - { - if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) { - damage += (skill * 3); - } - break; - } - case W_MUSICAL: - { - // ŠyŠí‚Ì—û?K(+3 ?` +30) ŠyŠí - if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) { - damage += (skill * 3); - } - break; - } - case W_WHIP: - { - // Dance Lesson Skill Effect(+3 damage for every lvl = +30) •Ú - if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) { - damage += (skill * 3); - } - break; - } - case W_BOOK: - { - // Advance Book Skill Effect(+3 damage for every lvl = +30) { - if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) { - damage += (skill * 3); - } - break; - } - case W_KATAR: - { - if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) { - //Advanced Katar Research by zanetheinsane - damage += damage*(10 +skill * 2)/100; - } - // ƒJƒ^?[ƒ‹?C—û(+3 ?` +30) ƒJƒ^?[ƒ‹ - if((skill = pc_checkskill(sd,AS_KATAR)) > 0) { - //ƒ\ƒjƒbƒNƒuƒ??[Žž‚Í•Ê?ˆ—??i1Œ‚‚É•t‚«1/8“K‰ž) - damage += (skill * 3); - } - break; - } - } -/*//need to add this on shuriken skills. - if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { - damage += (skill * 3); - } -*/ - return (damage); -} -/*========================================== - * Calculates the standard damage of a normal attack assuming it hits, - * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex] - *------------------------------------------ - * Pass damage2 as NULL to not calc it. - * Flag values: - * &1: Critical hit - * &2: Arrow attack - * &4: Skill is Magic Crasher - * &8: Skip target size adjustment (Extremity Fist?) - */ -static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag) -{ - unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0; - struct map_session_data *sd; - struct status_change *sc= status_get_sc(src); - int t_size = status_get_size(target); - - if (src->type == BL_PC) - sd = (struct map_session_data*)src; - else - sd = NULL; - - if (!sd) - { //Mobs/Pets - if ((target->type==BL_MOB && battle_config.enemy_str) || - (target->type==BL_PET && battle_config.pet_str)) - baseatk = status_get_batk(src); - - if(flag&4) - { - if (!(flag&1)) - atkmin = status_get_matk2(src); - atkmax = status_get_matk1(src); - } else { - if (!(flag&1)) - atkmin = status_get_atk(src); - atkmax = status_get_atk2(src); - } - if (atkmin > atkmax) - atkmin = atkmax; - } else { //PCs - if(flag&4) - { - baseatk = status_get_matk2(src); - if (damage2) baseatk_ = baseatk; - } else { - baseatk = status_get_batk(src); - if (damage2) baseatk_ = baseatk; - } - //rodatazone says that Overrefine bonuses are part of baseatk - if(sd->right_weapon.overrefine>0) - baseatk+= rand()%sd->right_weapon.overrefine+1; - if (damage2 && sd->left_weapon.overrefine>0) - baseatk_+= rand()%sd->left_weapon.overrefine+1; - - atkmax = status_get_atk(src); - if (damage2) - atkmax_ = status_get_atk_(src); - - if (!(flag&1) || (flag&2)) - { //Normal attacks - atkmin = atkmin_ = status_get_dex(src); - - if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]]) - atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100; - - if (atkmin > atkmax) - atkmin = atkmax; - - if(damage2) - { - if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]]) - atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100; - - if (atkmin_ > atkmax_) - atkmin_ = atkmax_; - } - - if(flag&2) - { //Bows - atkmin = atkmin*atkmax/100; - if (atkmin > atkmax) - atkmax = atkmin; - } - } - } - - if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1) - { - atkmin = atkmax; - atkmin_ = atkmax_; - } - - //Weapon Damage calculation - if (!(flag&1)) - { - (*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin; - if (damage2) - (*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_; - } else { - (*damage1) += atkmax; - if (damage2) - (*damage2) += atkmax_; - } - - if (sd) - { - //rodatazone says the range is 0~arrow_atk-1 for non crit - if (flag&2 && sd->arrow_atk) - (*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk); - - //SizeFix only for players - if (!( - sd->special_state.no_sizefix || - (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) || - (pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR) && t_size==1) || - (flag&8) - )) - { - (*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100; - if (damage2) - (*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100; - } - } - - //Finally, add baseatk - (*damage1) += baseatk; - if (damage2) - (*damage2) += baseatk_; - return; -} - -/*========================================== - * Consumes ammo for the given skill. - *------------------------------------------ - */ -void battle_consume_ammo(TBL_PC*sd, int skill, int lv) -{ - int qty=1; - if (!battle_config.arrow_decrement) - return; - - if (skill) - { - qty = skill_get_ammo_qty(skill, lv); - if (!qty) { //Generic skill that consumes ammo? - qty = skill_get_num(skill, lv); - if (qty < 0) qty *= -1; - else - if (qty == 0) qty = 1; - } - } - if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition - pc_delitem(sd,sd->equip_index[10],qty,0); -} - -//For quick div adjustment. -#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; } -/*========================================== - * battle_calc_weapon_attack (by Skotlex) - *------------------------------------------ - */ -static struct Damage battle_calc_weapon_attack( - struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) -{ - struct map_session_data *sd=NULL, *tsd=NULL; - struct mob_data *md=NULL, *tmd=NULL; - struct homun_data *hd=NULL, *thd=NULL; //[blackhole89] - struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets) - struct Damage wd; - short skill=0; - unsigned short skillratio = 100; //Skill dmg modifiers. - - short i; - short t_mode = status_get_mode(target), t_size = status_get_size(target); - short t_race=0, t_ele=0, s_race=0; //Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized - short s_ele, s_ele_; - short def1, def2; - struct status_change *sc = status_get_sc(src); - struct status_change *tsc = status_get_sc(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+def2/50, 2: Use def+def2/100 - 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) - unsigned cardfix : 1; - } 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.cardfix=1; - flag.infdef=(t_mode&MD_PLANT?1:0); - - //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:status_get_amotion(src); //Amotion should be 0 for ground skills. - if(skill_num == KN_AUTOCOUNTER) - wd.amotion >>= 1; - wd.dmotion=status_get_dmotion(target); - wd.blewcount=skill_get_blewcount(skill_num,skill_lv); - wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag - wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later - - 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. - - switch (src->type) - { - case BL_PC: - sd=(struct map_session_data *)src; - break; - case BL_MOB: - md=(struct mob_data *)src; - break; - case BL_PET: - pd=(struct pet_data *)src; - break; - case BL_HOMUNCULUS: - hd=(struct homun_data *)src; //[blackhole89] - break; - } - switch (target->type) - { - case BL_PC: - tsd=(struct map_session_data *)target; - if (pd) { //Pets can't target players - memset(&wd,0,sizeof(wd)); - return wd; - } - break; - case BL_MOB: - tmd=(struct mob_data *)target; - break; - case BL_PET://Cannot target pets - memset(&wd,0,sizeof(wd)); - return wd; - case BL_HOMUNCULUS: - thd=(struct homun_data *)target; //[blackhole89] - break; - } - - if(sd) { - if (sd->skillblown[0].id != 0) - { //Apply the bonus blewcount. [Skotlex] - for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); - if (i < 5 && sd->skillblown[i].id == skill_num) - wd.blewcount += sd->skillblown[i].val; - } - } - //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)) || status_get_range(src)>3)) - ) { - wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; - flag.arrow = 1; - } - - if(skill_num){ - wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL; - switch(skill_num) - { - case MO_FINGEROFFENSIVE: - if(sd) { - if (battle_config.finger_offensive_type) - wd.div_ = 1; - else - wd.div_ = sd->spiritball_old; - } - wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; - break; - - case CR_SHIELDBOOMERANG: - case PA_SHIELDCHAIN: - flag.weapon = 0; - case AS_GRIMTOOTH: - case KN_SPEARBOOMERANG: - case NPC_RANGEATTACK: - case LK_SPIRALPIERCE: - case ASC_BREAKER: - case AM_ACIDTERROR: - case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex] - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; - break; - - case KN_PIERCE: - wd.div_= (wd.div_>0?t_size+1:-(t_size+1)); - break; - - case TF_DOUBLE: //For NPC used skill. - wd.type = 0x08; - break; - - case KN_SPEARSTAB: - case KN_BOWLINGBASH: - case MO_BALKYOUNG: - case TK_TURNKICK: - wd.blewcount=0; - break; - - case CR_SHIELDCHARGE: -// flag.weapon = 0; - case NPC_PIERCINGATT: - wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; - break; - - case KN_AUTOCOUNTER: - wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; - break; - } - } - - if (skill_num && battle_config.skillrange_by_distance && - (src->type&battle_config.skillrange_by_distance) - ) { //Skill range based on distance between src/target [Skotlex] - if (check_distance_bl(src, target, 3)) - wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; - else - wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; - } - - if(is_boss(target)) //Bosses can't be knocked-back - wd.blewcount = 0; - -/* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex] - //Check for counter - if(!skill_num) - { - if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1) - //If it got here and you had autocounter active, then the direction/range does not matches: critical - flag.cri = 1; - } //End counter-check -*/ - if (!skill_num && (tsd || thd || battle_config.enemy_perfect_flee)) - { //Check for Lucky Dodge - short flee2 = status_get_flee2(target); - if (rand()%1000 < flee2) - { - wd.type=0x0b; - wd.dmg_lv=ATK_LUCKY; - if (wd.div_ < 0) wd.div_*=-1; - return wd; - } - } - - //Initialize variables that will be used afterwards - t_race = status_get_race(target); - t_ele = status_get_elem_type(target); - - s_race = status_get_race(src); - s_ele = s_ele_ = skill_get_pl(skill_num); - if (!skill_num || s_ele == -1) { //Take weapon's element - s_ele = status_get_attack_element(src); - s_ele_ = status_get_attack_element2(src); - if (flag.arrow && sd && sd->arrow_ele) - s_ele = sd->arrow_ele; - } else if (s_ele == -2) { //Use enchantment's element - s_ele = s_ele_ = status_get_attack_sc_element(src); - } - - if (sd) - { //Set whether damage1 or damage2 (or both) will be used - if(sd->weapontype1 == 0 && sd->weapontype2 > 0) - { - flag.rh=0; - flag.lh=1; - } - if(sd->status.weapon > MAX_WEAPON_TYPE) - flag.rh = flag.lh = 1; - } - - //Check for critical - if(!flag.cri && - (sd || hd || battle_config.enemy_critical_rate) && - (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE)) - { - short cri = status_get_critical(src); - if (sd) - { - cri+= sd->critaddrace[t_race]; - if(flag.arrow) - cri += sd->arrow_cri; - if(sd->status.weapon == 16) - cri <<=1; - } - //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 -= status_get_luk(target) * (md&&tsd?3:2); - - if(tsc) - { - if (tsc->data[SC_SLEEP].timer!=-1 ) - cri <<=1; - if(tsc->data[SC_JOINTBEAT].timer != -1 && - tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG] - flag.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: - cri += 200; - break; - case NJ_KIRIKAGE: - cri += 250 + 50*skill_lv; - break; - } - if(tsd && tsd->critical_def) - cri = cri*(100-tsd->critical_def)/100; - if (rand()%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->perfect_hit > 0 && rand()%100 < sd->perfect_hit) - flag.hit = 1; - if (sc && sc->data[SC_FUSION].timer != -1) { - flag.hit = 1; //SG_FUSION always hit [Komurka] - flag.idef = flag.idef2 = 1; //def ignore [Komurka] - } - if (skill_num && !flag.hit) - switch(skill_num) - { - case AS_SPLASHER: //Reports say it always hits? - if (wflag) //Only if you were the one exploding. - break; - case NPC_GUIDEDATTACK: - case RG_BACKSTAP: - case HT_FREEZINGTRAP: - case AM_ACIDTERROR: - case MO_INVESTIGATE: - case MO_EXTREMITYFIST: - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - case PA_SACRIFICE: - case TK_COUNTER: - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - case NPC_BLOODDRAIN: - flag.hit = 1; - break; - case CR_SHIELDBOOMERANG: - if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER) - flag.hit = 1; - break; - } - if ((tsc && !flag.hit) && - (tsc->data[SC_SLEEP].timer!=-1 || - tsc->data[SC_STUN].timer!=-1 || - tsc->data[SC_FREEZE].timer!=-1 || - (tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)) - ) - flag.hit = 1; - } - - if (!flag.hit) - { //Hit/Flee calculation - short - flee = status_get_flee(target), - hitrate=80; //Default hitrate - - if(battle_config.agi_penalty_type) - { - unsigned char target_count; //256 max targets should be a sane max - target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv); - if(target_count >= battle_config.agi_penalty_count) - { - if (battle_config.agi_penalty_type == 1) - flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; - else //asume type 2: absolute reduction - flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; - if(flee < 1) flee = 1; - } - } - - hitrate+= status_get_hit(src) - flee; - - if(wd.flag&BF_LONG && ( - (sc && sc->data[SC_FOGWALL].timer!=-1) || - (tsc && tsc->data[SC_FOGWALL].timer!=-1))) - hitrate-=50; - - if(sd && flag.arrow) - hitrate += sd->arrow_hit; - if(skill_num) - switch(skill_num) - { //Hit skill modifiers - case SM_BASH: - hitrate += 5*skill_lv; - break; - case SM_MAGNUM: - hitrate += 10*skill_lv; - break; - case KN_AUTOCOUNTER: - hitrate += 20; - break; - case KN_PIERCE: - hitrate += hitrate*(5*skill_lv)/100; - break; - case PA_SHIELDCHAIN: - hitrate += 20; - break; - case AS_SONICBLOW: - if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) - hitrate += 50; - break; - } - - // Weaponry Research hidden bonus - if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) - hitrate += hitrate*(2*skill)/100; - - if (hitrate > battle_config.max_hitrate) - hitrate = battle_config.max_hitrate; - else if (hitrate < battle_config.min_hitrate) - hitrate = battle_config.min_hitrate; - - if(rand()%100 >= hitrate) - wd.dmg_lv = ATK_FLEE; - else - flag.hit =1; - } //End hit/miss calculation - - if(tsd && tsd->special_state.no_weapon_damage) { - if (wd.div_ < 0) wd.div_*=-1; - return wd; - } - - if (flag.hit && !flag.infdef) //No need to do the math for plants - { //Hitting attack - -//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. -//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc -#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; } -#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } -//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage -#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; } -#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } -//Adds an absolute value to damage. 100 = +100 damage -#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; } -#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; } - - def1 = status_get_def(target); - def2 = status_get_def2(target); - - switch (skill_num) - { //Calc base damage according to skill - case PA_SACRIFICE: - { - int hp_dmg = status_get_max_hp(src)* 9/100; - battle_damage(src, src, hp_dmg, 0, 1); //Damage to self is always 9% - clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0); - - wd.damage = hp_dmg; - wd.damage2 = 0; - - if (sc && sc->data[SC_SACRIFICE].timer != -1) - { - if (--sc->data[SC_SACRIFICE].val2 <= 0) - status_change_end(src, SC_SACRIFICE,-1); - } - break; - } - case LK_SPIRALPIERCE: - if (sd) { - short index = sd->equip_index[9]; - - if (index >= 0 && - sd->inventory_data[index] && - sd->inventory_data[index]->type == 4) - wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight - - ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only. - index = status_get_str(src)/10; - index = index*index; - ATK_ADD(index); //Add str bonus. - - switch (t_size) { //Size-fix. Is this modified by weapon perfection? - case 0: //Small: 125% - ATK_RATE(125); - break; - //case 1: //Medium: 100% - case 2: //Large: 75% - ATK_RATE(75); - break; - } - break; - } - case CR_SHIELDBOOMERANG: - case PA_SHIELDCHAIN: - if (sd) { - short index = sd->equip_index[8]; - - wd.damage = status_get_batk(src); - if (flag.lh) wd.damage2 = wd.damage; - - if (index >= 0 && - sd->inventory_data[index] && - sd->inventory_data[index]->type == 5) - ATK_ADD(sd->inventory_data[index]->weight/10); - break; - } - default: - { - battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL, - (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0)); - //Add any bonuses that modify the base baseatk+watk (pre-skills) - if(sd) - { - if (sd->status.weapon < MAX_WEAPON_TYPE && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0)) - ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]); - - if(flag.cri && sd->crit_atk_rate) - ATK_ADDRATE(sd->crit_atk_rate); - - if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){ - i = party_foreachsamemap(party_sub_count, sd, 0); - 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].timer != -1) - skillratio += 5*sc->data[SC_OVERTHRUST].val1; - if(sc->data[SC_MAXOVERTHRUST].timer != -1) - skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1; - if(sc->data[SC_BERSERK].timer != -1) - skillratio += 100; - } - if (!skill_num) - { - // Random chance to deal multiplied damage - Consider it as part of skill-based-damage - if(sd && - sd->random_attack_increase_add > 0 && - sd->random_attack_increase_per && - rand()%100 < sd->random_attack_increase_per - ) - skillratio += sd->random_attack_increase_add; - - ATK_RATE(skillratio); - } else { //Skills - switch( skill_num ) - { - case SM_BASH: - skillratio += 30*skill_lv; - break; - case SM_MAGNUM: - skillratio += 20*skill_lv; - break; - case MC_MAMMONITE: - skillratio += 50*skill_lv; - break; - case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex] - skillratio += 5*status_get_str(src); - break; - case AC_DOUBLE: - skillratio += 10*(skill_lv-1); - break; - case AC_SHOWER: - skillratio += 5*skill_lv-25; - break; - case AC_CHARGEARROW: - skillratio += 50; - break; - case HT_FREEZINGTRAP: - skillratio += -50+10*skill_lv; - break; - case KN_PIERCE: - skillratio += 10*skill_lv; - break; - case KN_SPEARSTAB: - skillratio += 15*skill_lv; - break; - case KN_SPEARBOOMERANG: - skillratio += 50*skill_lv; - break; - case KN_BRANDISHSPEAR: - { - 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: - skillratio+= 40*skill_lv; - break; - case KN_AUTOCOUNTER: - case LK_SPIRALPIERCE: - case NPC_CRITICALSLASH: - flag.idef= flag.idef2= 1; - 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_max_weight > 0 && sd->cart_weight > 0) - skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight - else if (!sd) - skillratio += 150; //Max damage for non players. - break; - case NPC_RANDOMATTACK: - skillratio += rand()%150-50; - 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: - skillratio += 25*skill_lv; - 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: - skillratio += 35*skill_lv; - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - flag.cardfix = 0; - break; - case AM_DEMONSTRATION: - skillratio += 20*skill_lv; - flag.cardfix = 0; - break; - case AM_ACIDTERROR: - skillratio += 40*skill_lv; - flag.cardfix = 0; - 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: - if (sd) - { //Overflow check. [Skotlex] - unsigned int ratio = skillratio + 100*(8 + ((sd->status.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; - sd->status.sp = 0; - clif_updatestatus(sd,SP_SP); - } - flag.idef= flag.idef2= 1; - 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: - skillratio += 40*skill_lv-40; - break; - case DC_THROWARROW: - skillratio += 50*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: - skillratio += 10*skill_lv-50; - break; - case ASC_METEORASSAULT: - skillratio += 40*skill_lv-60; - flag.cardfix = 0; - break; - case SN_SHARPSHOOTING: - skillratio += 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); - if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex] - skillratio /= wflag; - flag.cardfix = 0; - break; - case ASC_BREAKER: - skillratio += 100*skill_lv-100; - flag.cardfix = 0; - break; - case PA_SACRIFICE: - //40% less effective on siege maps. [Skotlex] - skillratio += 10*skill_lv-10; - flag.idef = flag.idef2 = 1; - break; - case PA_SHIELDCHAIN: - skillratio += 30*skill_lv; - break; - case WS_CARTTERMINATION: - if(sd && sd->cart_weight > 0) - skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100; - else if (!sd) - skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv)); - flag.cardfix = 0; - 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].timer != -1 && sc->data[SC_COMBO].val1 == skill_num) - skillratio += 10*status_get_lv(src)/3; - break; - case GS_BULLSEYE: - skillratio += 400; - break; - case GS_TRACKING: - skillratio += 60*skill_lv; - if (skill_lv == 2) skillratio += 20; - if (skill_lv == 3) skillratio += 80; - if (skill_lv >= 4) skillratio += 60*(skill_lv-3); - if (skill_lv == 10) skillratio += 80; - break; - case GS_PIERCINGSHOT: - skillratio += 20*skill_lv; - break; - case GS_RAPIDSHOWER: - skillratio += 10*skill_lv; - break; - case GS_DESPERADO: - skillratio += 50*skill_lv - 50; - break; - case GS_DUST: - skillratio += 50*skill_lv; - break; - case GS_FULLBUSTER: - skillratio += 200 + 100*skill_lv; - break; - case GS_SPREADATTACK: - skillratio += 20*skill_lv-20; - 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-100; - break; - case KN_CHARGEATK: - skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex] - break; - case HT_PHANTASMIC: - skillratio += 50; - break; - case MO_BALKYOUNG: - skillratio += 200; - 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: - { - int matk1=status_get_matk1(src),matk2=status_get_matk2(src); - if(matk1>matk2) - { - ATK_ADD(matk2+rand()%(matk1-matk2+1)); - } else ATK_ADD(matk2); - break; - } - } - } - //Div fix. - damage_div_fix(wd.damage, wd.div_); - //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex] - skillratio = 100; - //Skill damage modifiers that affect linearly stacked damage. - if (sc && skill_num != PA_SACRIFICE) { - if(sc->data[SC_TRUESIGHT].timer != -1) - skillratio += 2*sc->data[SC_TRUESIGHT].val1; - // It is still not quite decided whether it works on bosses or not... - if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) - skillratio += 50 +50*sc->data[SC_EDP].val1; - } - switch (skill_num) { - case AS_SONICBLOW: - if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN) - skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe - if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) - skillratio += 10; - break; - case CR_SHIELDBOOMERANG: - if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER) - skillratio += 100; - break; - } - if (sd && sd->skillatk[0].id != 0) - { - for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); - if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) - //May seem wrong as it also applies on top of other modifiers, but adding, say, 10% - //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex] - skillratio += sd->skillatk[i].val; - } - if (skillratio != 100) - ATK_RATE(skillratio); - - if(sd) - { - if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE - && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS - && !flag.cri) - { //Elemental/Racial adjustments - if(sd->right_weapon.def_ratio_atk_ele & (1<right_weapon.def_ratio_atk_race & (1<right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11) - ) - flag.pdef = 1; - - if(sd->left_weapon.def_ratio_atk_ele & (1<left_weapon.def_ratio_atk_race & (1<left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11) - ) { //Pass effect onto right hand if configured so. [Skotlex] - if (battle_config.left_cardfix_to_right && flag.rh) - flag.pdef = 1; - else - flag.pdef2 = 1; - } - } - - if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) - { //Ignore Defense? - if (!flag.idef && ( - (tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) || - sd->right_weapon.ignore_def_ele & (1<right_weapon.ignore_def_race & (1<right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11) - )) - flag.idef = 1; - - if (!flag.idef2 && ( - (tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) || - sd->left_weapon.ignore_def_ele & (1<left_weapon.ignore_def_race & (1<left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11) - )) { - if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex] - flag.idef = 1; - else - flag.idef2 = 1; - } - } - } - - if (!flag.idef || !flag.idef2) - { //Defense reduction - short vit_def; - if(battle_config.vit_penalty_type) - { - unsigned char target_count; //256 max targets should be a sane max - target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv); - if(target_count >= battle_config.vit_penalty_count) { - if(battle_config.vit_penalty_type == 1) { - 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 - 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(def1 < 0 || 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?rand()%vit_def:0); - - if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==RC_DEMON) && - (skill=pc_checkskill(tsd,AL_DP)) >0) - vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn - } else { //Mob-Pet vit-eq - //VIT + rnd(0,[VIT/20]^2-1) - vit_def = (def2/20)*(def2/20); - vit_def = def2 + (vit_def>0?rand()%vit_def:0); - } - - if (sd && battle_config.player_defense_type) { - vit_def += def1*battle_config.player_defense_type; - def1 = 0; - } else if (md && battle_config.monster_defense_type) { - vit_def += def1*battle_config.monster_defense_type; - def1 = 0; - } else if(pd && battle_config.pet_defense_type) { - vit_def += def1*battle_config.pet_defense_type; - def1 = 0; - } - if (def1 > 100) def1 = 100; - ATK_RATE2( - flag.idef ?100: - (flag.pdef ?flag.pdef *(def1 + vit_def): - 100-def1), - flag.idef2?100: - (flag.pdef2?flag.pdef2*(def1 + vit_def): - 100-def1) - ); - ATK_ADD2( - flag.idef ||flag.pdef ?0:-vit_def, - flag.idef2||flag.pdef2?0:-vit_def - ); - } - - //Post skill/vit reduction damage increases - if (sc && skill_num != LK_SPIRALPIERCE) - { //SC skill damages - if(sc->data[SC_AURABLADE].timer!=-1) - ATK_ADD(20*sc->data[SC_AURABLADE].val1); - } - - //Refine bonus - if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { - if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times - { - ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src)); - } else { - ATK_ADD2(status_get_atk2(src), status_get_atk_2(src)); - } - } - - //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 - wd.damage = battle_addmastery(sd,target,wd.damage,0); - if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1); - - if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER)) - { //SG Anger bonus - ATK_ADDRATE [Komurka] - static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER }; - short t_class = status_get_class(target); - if (sc && sc->data[SC_MIRACLE].timer!=-1 && (skill = pc_checkskill(sd,type[2]))) - { - skillratio = (sd->status.base_level + status_get_str(src) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1); - ATK_ADDRATE(skillratio); - } - else for (i = 0; i < 3; i++) - { - if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i]))) - { - skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1); - ATK_ADDRATE(skillratio); - break; - } - } - } - } - } //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(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) - return wd; //Enough, rest is not needed. - - if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) - ATK_ADD(skill*2); - - if(skill_num==TF_POISON) - ATK_ADD(15*skill_lv); - - if(skill_num==ASC_BREAKER) //Breaker's int-based damage. - ATK_ADD(rand()%500 + 500 + skill_lv * status_get_int(src) * 5); - - if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) || - (md && (skill_num || !battle_config.mob_attack_attr_none)) || - (pd && (skill_num || !battle_config.pet_attack_attr_none))) - { //Elemental attribute fix - short t_element = status_get_element(target); - if (!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8)) - { - if (wd.damage > 0) - { - wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element); - 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,0,t_element); - } - if (flag.lh && wd.damage2 > 0) - wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element); - } - if(sc && sc->data[SC_WATK_ELEMENT].timer != -1) - { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] - int damage=0; - battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0)); - damage = damage*sc->data[SC_WATK_ELEMENT].val2/100; - damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,t_element); - ATK_ADD(damage); - } - } - - if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0)) - flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses - - 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 (flag.cardfix) - { - short cardfix = 1000, cardfix_ = 1000; - short t_class = status_get_class(target); - short t_race2 = status_get_race2(target); - if(sd->state.arrow_atk) - { - cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100; - cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100; - cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100; - } else { //Melee attack - if(!battle_config.left_cardfix_to_right) - { - cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100; - cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100; - cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; - cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100; - - if (flag.lh) - { - cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100; - cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100; - cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100; - cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100; - cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100; - } - } else { - cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100; - cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100; - cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_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)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100; - } - } - - for(i=0;iright_weapon.add_damage_class_count;i++) { - if(sd->right_weapon.add_damage_classid[i] == t_class) { - cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100; - break; - } - } - - if (flag.lh) - { - for(i=0;ileft_weapon.add_damage_class_count;i++) { - if(sd->left_weapon.add_damage_classid[i] == t_class) { - cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100; - break; - } - } - } - - if(wd.flag&BF_LONG) - cardfix=cardfix*(100+sd->long_attack_atk_rate)/100; - - 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[8]; - if (index >= 0 && - sd->inventory_data[index] && - sd->inventory_data[index]->type == 5) - ATK_ADD(10*sd->status.inventory[index].refine); - } - } //if (sd) - - //Card Fix, tsd side - Cards always apply on the target. [Skotlex] - if (tsd) { - short s_size,s_race2,s_class; - short cardfix=1000; - - s_size = status_get_size(src); - s_race2 = status_get_race2(src); - s_class = status_get_class(src); - - cardfix=cardfix*(100-tsd->subele[s_ele])/100; - cardfix=cardfix*(100-tsd->subsize[s_size])/100; - cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; - cardfix=cardfix*(100-tsd->subrace[s_race])/100; - cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100; - - for(i=0;iadd_dmg_count;i++) { - if(tsd->add_dmg[i].class_ == s_class) { - cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100; - break; - } - } - - if(wd.flag&BF_SHORT) - cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; - else // BF_LONG (there's no other choice) - cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; - - if (cardfix != 1000) - ATK_RATE(cardfix/10); - } - - if(flag.infdef) - { //Plants receive 1 damage when hit - if (flag.rh && (flag.hit || wd.damage>0)) - wd.damage = 1; - if (flag.lh && (flag.hit || wd.damage2>0)) - wd.damage2 = 1; - 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 && !skill_num && !flag.cri) - { //Check for double attack. - if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) || - sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex] - { - if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate)) - { - wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); - damage_div_fix(wd.damage, wd.div_); - wd.type = 0x08; - } - } else if (( (skill_lv = 5*pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == W_REVOLVER) || sd->double_rate > 0) - if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate)) - { - wd.div_=skill_get_num(GS_CHAINACTION,skill_lv?skill_lv:1); - damage_div_fix(wd.damage, wd.div_); - wd.type = 0x08; - } - } - - if(!flag.rh || wd.damage<1) - wd.damage=0; - - if(!flag.lh || wd.damage2<1) - wd.damage2=0; - - 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(sd->status.weapon > MAX_WEAPON_TYPE) - { //Dual-wield - if (wd.damage > 0) - { - skill = pc_checkskill(sd,AS_RIGHT); - wd.damage = wd.damage * (50 + (skill * 10))/100; - if(wd.damage < 1) wd.damage = 1; - } - if (wd.damage2 > 0) - { - skill = pc_checkskill(sd,AS_LEFT); - wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; - if(wd.damage2 < 1) wd.damage2 = 1; - } - } else if(sd->status.weapon == W_KATAR) - { //Katars - skill = pc_checkskill(sd,TF_DOUBLE); - wd.damage2 = wd.damage * (1 + (skill * 2))/100; - - if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1; - flag.lh = 1; - } - } - - if(wd.damage > 0 || wd.damage2 > 0) - { - if(wd.damage2<1) { - wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - if (map_flag_gvg(target->m)) - wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - } else if(wd.damage<1) { - wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); - if (map_flag_gvg(target->m)) - wd.damage2=battle_calc_gvg_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,d1,wd.div_,skill_num,skill_lv,wd.flag); - if (map_flag_gvg(target->m)) - wd.damage=battle_calc_gvg_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; - } - } - - if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) - && !mob_is_clone(tmd->class_) && (rand()%10000 < sd->classchange)) - { //Classchange: - struct mob_db *mob; - int k, class_; - i = 0; - do { - do { - class_ = rand() % MAX_MOB_DB; - } while (!mobdb_checkid(class_)); - - k = rand() % 1000000; - mob = mob_db(class_); - } while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000); - if (i< 2000) - mob_class_change(((struct mob_data *)target),class_); - } - - if (wd.damage > 0 || wd.damage2 > 0) { - if (sd && battle_config.equip_self_break_rate) - { // Self weapon breaking - int breakrate = battle_config.equip_natural_break_rate; - if (sc) { - if(sc->data[SC_OVERTHRUST].timer!=-1) - breakrate += 10; - if(sc->data[SC_MAXOVERTHRUST].timer!=-1) - breakrate += 10; - } - if (breakrate) - skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF); - } - if (battle_config.equip_skill_break_rate) - { // Target equipment breaking - int breakrate[2] = {0,0}; // weapon = 0, armor = 1 - if (sd) { // Break rate from equipment - breakrate[0] += sd->break_weapon_rate; - breakrate[1] += sd->break_armor_rate; - } - if (sc) { - if (sc->data[SC_MELTDOWN].timer!=-1) { - breakrate[0] += 100*sc->data[SC_MELTDOWN].val1; - breakrate[1] += 70*sc->data[SC_MELTDOWN].val1; - } - } - if (breakrate[0]) - skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY); - if (breakrate[1]) - skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY); - } - } - - //SG_FUSION hp penalty [Komurka] - if (sc && sc->data[SC_FUSION].timer!=-1) - { - int hp= status_get_max_hp(src); - if (sd && tsd) { - hp = 8*hp/100; - if (100*sd->status.hp <= 20*sd->status.max_hp) - hp = sd->status.hp; - } else - hp = 5*hp/1000; - battle_damage(NULL, src, hp, 0, 1); - } - - 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) - { - struct map_session_data *sd=NULL, *tsd=NULL; - struct mob_data *md=NULL, *tmd=NULL; - struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets) - struct Damage ad; - unsigned short skillratio = 100; //Skill dmg modifiers. - - short i; - short t_mode = status_get_mode(target); - short t_race, t_size, t_ele, s_race, s_size, s_ele; - struct { - unsigned imdef : 1; - unsigned infdef : 1; - unsigned elefix : 1; - unsigned cardfix : 1; - } flag; - - memset(&ad,0,sizeof(ad)); - memset(&flag,0,sizeof(flag)); - - if(src==NULL || target==NULL) - { - nullpo_info(NLP_MARK); - return ad; - } - //Initial flag - flag.elefix=1; - flag.cardfix=1; - - //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:status_get_amotion(src); //Amotion should be 0 for ground skills. - ad.dmotion=status_get_dmotion(target); - ad.blewcount = skill_get_blewcount(skill_num,skill_lv); - ad.flag=BF_MAGIC|BF_LONG|BF_SKILL; - ad.dmg_lv=ATK_DEF; - - switch (src->type) - { - case BL_PC: - sd=(struct map_session_data *)src; - break; - case BL_MOB: - md=(struct mob_data *)src; - break; - case BL_PET: - pd=(struct pet_data *)src; - break; - } - switch (target->type) - { - case BL_PC: - tsd=(struct map_session_data *)target; - if (pd) { //Pets can't target players - memset(&ad,0,sizeof(ad)); - return ad; - } - break; - case BL_MOB: - tmd=(struct mob_data *)target; - break; - case BL_PET://Cannot target pets - memset(&ad,0,sizeof(ad)); - return ad; - } - - //Initialize variables that will be used afterwards - t_race = status_get_race(target); - t_size = status_get_size(target); - t_ele = status_get_elem_type(target); - - s_race = status_get_race(src); - s_size = status_get_size(src); - s_ele = skill_get_pl(skill_num); - - if (s_ele == -1) // pl=-1 : the skill takes the weapon's element - s_ele = status_get_attack_element(src); - else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src); - - //Set miscellaneous data that needs be filled - if(sd) { - sd->state.arrow_atk = 0; - if (sd->skillblown[0].id != 0) - { //Apply the bonus blewcount. [Skotlex] - for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); - if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) - ad.blewcount += sd->skillblown[i].val; - } - } - - if (battle_config.skillrange_by_distance && - (src->type&battle_config.skillrange_by_distance) - ) { //Skill range based on distance between src/target [Skotlex] - if (check_distance_bl(src, target, 3)) - ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT; - else - ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG; - } - - flag.infdef=(t_mode&MD_PLANT?1:0); - - switch(skill_num) - { - case MG_FIREWALL: - if(mflag) { //mflag has a value when it was checked against an undead in skill.c [Skotlex] - ad.blewcount = 0; //No knockback - ad.dmotion = 0; //No flinch animation. - } else - ad.blewcount |= 0x10000; - break; - case WZ_STORMGUST: //Should knockback randomly. - ad.blewcount|=0x40000; - break; - case PR_SANCTUARY: - ad.blewcount|=0x10000; - case AL_HEAL: - case PR_BENEDICTIO: - case WZ_FIREPILLAR: - flag.imdef = 1; - break; - case HW_GRAVITATION: - flag.imdef = 1; - flag.elefix = 0; - break; - case PR_ASPERSIO: - flag.imdef = 1; - case PF_SOULBURN: //Does not ignores mdef - flag.elefix = 0; - flag.cardfix = 0; - break; - case PR_TURNUNDEAD: - flag.imdef = 1; - flag.cardfix = 0; - break; - case NPC_GRANDDARKNESS: - case CR_GRANDCROSS: - flag.cardfix = 0; - break; - } - - if(is_boss(target)) //Bosses can't be knocked-back - ad.blewcount = 0; - - if (!flag.infdef) //No need to do the math for plants - { - -//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc -#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; } -//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage -#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; } -//Adds an absolute value to damage. 100 = +100 damage -#define MATK_ADD( a ) { ad.damage+= a; } - - switch (skill_num) - { //Calc base damage according to skill - case AL_HEAL: - case PR_BENEDICTIO: - ad.damage = skill_calc_heal(src,skill_lv)/2; - if (sd) - ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100; - break; - case PR_ASPERSIO: - ad.damage = 40; - break; - case PR_SANCTUARY: - ad.damage = (skill_lv>6)?388:skill_lv*50; - break; - case ALL_RESURRECTION: - case PR_TURNUNDEAD: - if(battle_check_undead(t_race,t_ele)){ - int hp, mhp, thres; - hp = status_get_hp(target); - mhp = status_get_max_hp(target); - thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp)); - if(thres > 700) thres = 700; - if(rand()%1000 < thres && !(t_mode&MD_BOSS)) - ad.damage = hp; - else - ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10; - } - break; - case PF_SOULBURN: - if (!tsd) { - memset(&ad,0,sizeof(ad)); - return ad; - } else - ad.damage = tsd->status.sp * 2; - break; - case HW_GRAVITATION: - ad.damage = 200+200*skill_lv; - break; - default: - { - unsigned short matkmin,matkmax; - - matkmin = status_get_matk2(src); - matkmax = status_get_matk1(src); - - MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0)); - - if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill - if(mflag>0) - ad.damage/= mflag; - else if(battle_config.error_log) - ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n"); - } - - switch(skill_num){ - case MG_NAPALMBEAT: - skillratio += skill_lv*10-30; - break; - case MG_SOULSTRIKE: - if (battle_check_undead(t_race,t_ele)) - skillratio += 5*skill_lv; - break; - case MG_FIREBALL: - if(mflag>2) - ad.damage = 0; - else { - int drate[]={100,90,70}; - MATK_RATE(drate[mflag]); - skillratio += 70+10*skill_lv; - } - break; - case MG_FIREWALL: - skillratio -= 50; - break; - case MG_THUNDERSTORM: - skillratio -= 20; - break; - case MG_FROSTDIVER: - skillratio += 10*skill_lv; - break; - case AL_HOLYLIGHT: - skillratio += 25; - if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && 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_VERMILION: - skillratio += 20*skill_lv-20; - 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 += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage. - break; - case SL_STUN: - skillratio += (t_size!=2?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_BAKUENRYU: - //skillratio += 50 + 150*skill_lv; - // Possibly just add to matk? - MATK_ADD(150 + 150*skill_lv); - break; - case NJ_HYOUSYOURAKU: - //skillratio += 50*skill_lv; - // Possibly just add to matk? - MATK_ADD(100 + 50*skill_lv); - break; - case NJ_RAIGEKISAI: - //skillratio += 60 + 40*skill_lv; - // Possibly just add to matk? - MATK_ADD(200 + 40*skill_lv); - break; - case NJ_KAMAITACHI: - //skillratio += 100*skill_lv; - // Possibly just add to matk? - MATK_ADD(100 + 100*skill_lv); - break; - } - - if (sd && sd->skillatk[0].id != 0) - { - for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++) - if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) - //If we apply skillatk[] as ATK_RATE, it will also affect other skills, - //unfortunately this way ignores a skill's constant modifiers... - skillratio += sd->skillatk[i].val; - } - - MATK_RATE(skillratio); - - //Constant/misc additions from skills - if (skill_num == WZ_FIREPILLAR) - MATK_ADD(50); - } - } - - if(sd) { - //Ignore Defense? - if (!flag.imdef && ( - sd->ignore_mdef_ele & (1<ignore_mdef_race & (1<ignore_mdef_race & (is_boss(target)?1<<10:1<<11) - )) - flag.imdef = 1; - } - - if(!flag.imdef){ - if(battle_config.magic_defense_type) - ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target); - else - ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target); - } - - 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 = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100; - if(src==target) - { - if (src->type == BL_PC) - ad.damage = ad.damage/2; - else - ad.damage = 0; - } - } - - if(ad.damage<1) - ad.damage=1; - - if (flag.elefix) - ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target)); - - if (sd && flag.cardfix) { - short t_class = status_get_class(target); - short cardfix=100; - - cardfix=cardfix*(100+sd->magic_addrace[t_race])/100; - if (flag.elefix) - cardfix=cardfix*(100+sd->magic_addele[t_ele])/100; - cardfix=cardfix*(100+sd->magic_addsize[t_size])/100; - cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100; - for(i=0;iadd_mdmg_count;i++) { - if(sd->add_mdmg[i].class_ == t_class) { - cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; - continue; - } - } - - MATK_RATE(cardfix); - } - - if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN) - { //Card fixes always apply on the target side. [Skotlex] - short s_race2=status_get_race2(src); - short s_class= status_get_class(src); - short cardfix=100; - - if (flag.elefix) - cardfix=cardfix*(100-tsd->subele[s_ele])/100; - cardfix=cardfix*(100-tsd->subsize[s_size])/100; - cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; - cardfix=cardfix*(100-tsd->subrace[s_race])/100; - cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100; - for(i=0;iadd_mdef_count;i++) { - if(tsd->add_mdef[i].class_ == s_class) { - cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; - continue; - } - } - //It was discovered that ranged defense also counts vs magic! [Skotlex] - if (ad.flag&BF_SHORT) - cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; - else - cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; - - cardfix=cardfix*(100-tsd->magic_def_rate)/100; - - MATK_RATE(cardfix); - } - } - - damage_div_fix(ad.damage, ad.div_); - - if (flag.infdef && ad.damage > 0) - ad.damage = 1; - - if (tsd && status_isimmune(target)) { - if (sd && battle_config.gtb_pvp_only) { // [MouseJstr] - MATK_RATE(100 - battle_config.gtb_pvp_only); - } else ad.damage = 0; - } - - ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); - if (map_flag_gvg(target->m)) - ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); - if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex] - ad.dmg_lv = ATK_FLEE; - return ad; -} - -/*========================================== - * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ - *------------------------------------------ - */ -struct Damage battle_calc_misc_attack( - struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) -{ - int int_=status_get_int(bl); - int dex=status_get_dex(bl); - int skill,ele,race,size,cardfix,race2,t_mode; - struct map_session_data *sd=NULL,*tsd=NULL; - int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv); - struct Damage md; - int damagefix=1; - - int aflag=BF_MISC|BF_SHORT|BF_SKILL; - - if( bl == NULL || target == NULL ){ - nullpo_info(NLP_MARK); - memset(&md,0,sizeof(md)); - return md; - } - - if(target->type == BL_PET) { - memset(&md,0,sizeof(md)); - return md; - } - - //Some initial values - md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl); - md.dmotion=status_get_dmotion(target); - md.damage2=0; - md.type=0; - md.dmg_lv=ATK_DEF; - - if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) { - sd->state.arrow_atk = 0; - if (sd->skillblown[0].id != 0) - { //Apply the bonus blewcount. [Skotlex] - int i; - for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); - if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) - blewcount += sd->skillblown[i].val; - } - } - - if( target->type==BL_PC ) - tsd=(struct map_session_data *)target; - - t_mode = status_get_mode(target); - ele = skill_get_pl(skill_num); - if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] - ele = 0; - race = status_get_race(bl); - size = status_get_size(bl); - race2 = status_get_race(bl); - - switch(skill_num){ - - case HT_LANDMINE: // ƒ‰ƒ“ƒhƒ}ƒCƒ“ - damage=skill_lv*(dex+75)*(100+int_)/100; - break; - - case HT_BLASTMINE: // ƒuƒ‰ƒXƒgƒ}ƒCƒ“ - damage=skill_lv*(dex/2+50)*(100+int_)/100; - break; - - case HT_CLAYMORETRAP: // ƒNƒŒƒCƒ‚ƒA?[ƒgƒ‰ƒbƒv - damage=skill_lv*(dex/2+75)*(100+int_)/100; - break; - - case HT_BLITZBEAT: // ƒuƒŠƒbƒcƒr?[ƒg - if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) - skill=0; - damage=(dex/10+int_/2+skill*3+40)*2; - if(flag > 1) - damage /= flag; - aflag = (aflag&~BF_RANGEMASK)|BF_LONG; - break; - - case TF_THROWSTONE: // ?ΓŠ‚° - damage=50; - aflag = (aflag&~BF_RANGEMASK)|BF_LONG; - break; - - case BA_DISSONANCE: // •s‹¦˜a‰¹ - damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3; - break; - - case NPC_SELFDESTRUCTION: // Ž©”š - damage = status_get_hp(bl); - damagefix = 0; - break; - - case NPC_SMOKING: // ƒ^ƒoƒR‚ð‹z‚¤ - damage=3; - damagefix=0; - break; - - case NPC_DARKBREATH: - { - struct status_change *sc = status_get_sc(target); - int hitrate=status_get_hit(bl) - status_get_flee(target) + 80; - hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); - if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STUN].timer!=-1 || - sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) ) - hitrate = 1000000; - if(rand()%100 < hitrate) { - damage = 500 + (skill_lv-1)*1000 + rand()%1000; - if(damage > 9999) damage = 9999; - } else - md.dmg_lv=ATK_FLEE; - } - break; - - case SN_FALCONASSAULT: /* ƒtƒ@ƒ‹ƒRƒ“ƒAƒTƒ‹ƒg */ - if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) - skill=0; - - //Blitz Beat lv5 Damage - damage=(dex/10+int_/2+skill*3+40)*2; - skill = skill_get_num(HT_BLITZBEAT, 5); - damage_div_fix(damage, skill); - - //Falcon Assault Modifier - damage=damage*(150+70*skill_lv)/100; - if(flag > 1) - damage /= flag; - aflag = (aflag&~BF_RANGEMASK)|BF_LONG; - break; - - case PA_PRESSURE: - damage=500+300*skill_lv; - damagefix=0; - aflag = (aflag&~BF_RANGEMASK)|BF_LONG; - break; - case PA_GOSPEL: - damage = 1+rand()%9999; - aflag = (aflag&~BF_RANGEMASK)|BF_LONG; - break; - case CR_ACIDDEMONSTRATION: - { // updated the formula based on a Japanese formula found to be exact [Reddozen] - int vit = status_get_vit(target); - damage = 7*(vit*int_*int_) / (10*(vit+int_)); - if (tsd) damage/=2; - aflag = (aflag&~BF_RANGEMASK)|BF_LONG; - break; - } - case NJ_ZENYNAGE: - { - int dmgnage = (500*skill_lv)+rand()%(500*skill_lv); - damage=dmgnage; - sd->status.zeny -= dmgnage; - clif_updatestatus(sd,SP_ZENY); - if(map_flag_vs(bl->m) || is_boss(bl)) - damage=damage/2; //temp value - } - break; - } - - if(damagefix){ - if(damage<1 && skill_num != NPC_DARKBREATH) - damage=1; - - if( tsd ){ - cardfix=100; - cardfix=cardfix*(100-tsd->subele[ele])/100; - cardfix=cardfix*(100-tsd->subsize[size])/100; - cardfix=cardfix*(100-tsd->subrace2[race2])/100; - cardfix=cardfix*(100-tsd->subrace[race])/100; - cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100; - cardfix=cardfix*(100-tsd->misc_def_rate)/100; - if(aflag&BF_SHORT) - cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; - else // BF_LONG (there's no other choice) - cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; - - damage=damage*cardfix/100; - } - if (sd && skill_num > 0 && sd->skillatk[0].id != 0) - { - int i; - for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); - if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) - damage += damage*sd->skillatk[i].val/100; - } - - if(damage < 0) damage = 0; - damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) ); // ‘®?«?C?³ - } - - div_=skill_get_num( skill_num,skill_lv ); - damage_div_fix(damage, div_); - - if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants. - damage = 1; - - if(is_boss(target)) - blewcount = 0; - - if (battle_config.skillrange_by_distance && - (bl->type&battle_config.skillrange_by_distance) - ) { //Skill range based on distance between src/target [Skotlex] - if (check_distance_bl(bl, target, 3)) - aflag=(aflag&~BF_RANGEMASK)|BF_SHORT; - else - aflag=(aflag&~BF_RANGEMASK)|BF_LONG; - } - - if (skill_num != PA_PRESSURE) //Pressure ignores all these things... - damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // ÅIC³ - if (map_flag_gvg(target->m)) - damage=battle_calc_gvg_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); - md.damage=damage; - md.div_=div_; - md.blewcount=blewcount; - md.flag=aflag; - return md; -} -/*========================================== - * ƒ_ƒ??[ƒWŒvŽZˆêŠ‡?ˆ—?—p - *------------------------------------------ - */ -struct Damage battle_calc_attack( int attack_type, - struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) -{ - struct Damage d; - switch(attack_type){ - case BF_WEAPON: - d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); - break; - case BF_MAGIC: - d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag); - break; - case BF_MISC: - d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag); - break; - default: - if (battle_config.error_log) - ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); - memset(&d,0,sizeof(d)); - break; - } - return d; -} - -int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) { - struct map_session_data *sd=NULL; - struct status_change *sc; - int rdamage = 0; - - if (bl->type == BL_PC) sd = (struct map_session_data*)bl; - sc = status_get_sc(bl); - - if(flag&BF_WEAPON) { - //Bounces back part of the damage. - if (flag & BF_SHORT) { - if (sd && sd->short_weapon_damage_return) - { - rdamage += *damage * sd->short_weapon_damage_return / 100; - if(rdamage < 1) rdamage = 1; - } - if (sc && sc->data[SC_REFLECTSHIELD].timer != -1) - { - rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100; - if (rdamage < 1) rdamage = 1; - } - } else if (flag & BF_LONG) { - if (sd && sd->long_weapon_damage_return) - { - rdamage += *damage * sd->long_weapon_damage_return / 100; - if (rdamage < 1) rdamage = 1; - } - } - } else - // magic_damage_return by [AppleGirl] and [Valaris] - if(flag&BF_MAGIC) - { - if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return) - { //Bounces back full damage, you take none. - rdamage = *damage; - *damage = 0; - } - } - return rdamage; -} - -void battle_drain(TBL_PC *sd, TBL_PC* tsd, int rdamage, int ldamage, int race, int boss) -{ - struct weapon_data *wd; - int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage; - for (i = 0; i < 4; i++) { - //First two iterations: Right hand - if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; } - else { wd = &sd->left_weapon; damage = &ldamage; } - if (*damage <= 0) continue; - //First and Third iterations: race, other two boss/nonboss state - if (i == 0 || i == 2) - type = race; - else - type = boss?RC_BOSS:RC_NONBOSS; - - hp = wd->hp_drain[type].value; - if (wd->hp_drain[type].rate) - hp += battle_calc_drain(*damage, - wd->hp_drain[type].rate, - wd->hp_drain[type].per); - - sp = wd->sp_drain[type].value; - if (wd->sp_drain[type].rate) - sp += battle_calc_drain(*damage, - wd->sp_drain[type].rate, - wd->sp_drain[type].per); - - if (hp) { - if (wd->hp_drain[type].type) - rhp += hp; - thp += hp; - } - if (sp) { - if (wd->sp_drain[type].type) - rsp += sp; - tsp += sp; - } - } - if (!thp && !tsp) return; - - pc_heal(sd, thp, tsp); - - if (battle_config.show_hp_sp_drain && sd->fd) - { //Display gained values only when they are positive [Skotlex] - if (thp && thp > sd->status.max_hp - sd->status.hp) - thp = sd->status.max_hp - sd->status.hp; - if (tsp && tsp > sd->status.max_sp - sd->status.sp) - tsp = sd->status.max_sp - sd->status.sp; - - if (thp > 0) - clif_heal(sd->fd, SP_HP, thp); - if (tsp > 0) - clif_heal(sd->fd, SP_SP, tsp); - } - - if (tsd) { - if (rhp || rsp) - pc_heal(tsd, -rhp, -rsp); - if (rand()%1000 < sd->sp_vanish_rate) - pc_damage_sp(tsd, 0, sd->sp_vanish_per); - } -} -/*========================================== - * ’Ê?í?UŒ‚?ˆ—?‚Ü‚Æ‚ß - *------------------------------------------ - */ -int 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_change *sc, *tsc; - int race, ele, damage,rdamage=0,rdelay=0; - struct Damage wd; - - nullpo_retr(0, src); - nullpo_retr(0, target); - - if (src->prev == NULL || target->prev == NULL) - return 0; - - if(src->type == BL_PC) - sd = (struct map_session_data *)src; - - if (target->type == BL_PC) - tsd = (struct map_session_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; - - race = status_get_race(target); - ele = status_get_elem_type(target); - - 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 && sd->equip_index[10]<0) { - clif_arrow_fail(sd,0); - return 0; - } - } - - if (sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4) - status_change_end(src,SC_CLOAKING,-1); - - //Check for counter attacks that block your attack. [Skotlex] - if(tsc) - { - if(tsc->data[SC_AUTOCOUNTER].timer != -1 && - (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) && - 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 <= status_get_range(target)+1)) - { - int skilllv = tsc->data[SC_AUTOCOUNTER].val1; - clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] - clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS. - status_change_end(target,SC_AUTOCOUNTER,-1); - skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); - return 0; - } - } - if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) { - int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1; - int duration = skill_get_time2(MO_BLADESTOP,skilllv); - status_change_end(target, SC_BLADESTOP_WAIT, -1); - if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration)) - { //Target locked. - clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS. - clif_bladestop(target,src,1); - sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration); - return 0; - } - } - } - //Recycled the damage variable rather than use a new one... [Skotlex] - if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) // triple blow works with bows ^^ [celest] - { - int triple_rate= 30 - damage; //Base Rate - if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && 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,-1); - } - if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0); - } - else if (sc && sc->data[SC_SACRIFICE].timer != -1) - return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0); - - wd = battle_calc_weapon_attack(src,target, 0, 0,0); - - if (sd && sd->state.arrow_atk) //Consume arrow. - battle_consume_ammo(sd, 0, 0); - - damage = wd.damage + wd.damage2; - if (damage > 0 && src != target) { - rdamage = battle_calc_return_damage(target, &damage, wd.flag); - if (rdamage > 0) { - rdelay = clif_damage(src, src, tick, wd.amotion, status_get_dmotion(src), 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,tick); - } - } - - wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); - //“ñ“?—¬?¶Žè‚ƃJƒ^?[ƒ‹’ÇŒ‚‚̃~ƒX•\Ž¦(–³—?‚â‚è?`) - if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0) - clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0); - - if (sd && sd->splash_range > 0 && damage > 0) - skill_castend_damage_id(src, target, 0, -1, tick, 0); - - map_freeblock_lock(); - - battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion, 0); - - if (!status_isdead(target) && damage > 0) { - if (sd) { - int boss = status_get_mode(target)&MD_BOSS; - int rate = 0; - if (sd->weapon_coma_ele[ele] > 0) - rate += sd->weapon_coma_ele[ele]; - if (sd->weapon_coma_race[race] > 0) - rate += sd->weapon_coma_race[race]; - if (sd->weapon_coma_race[boss?RC_BOSS:RC_NONBOSS] > 0) - rate += sd->weapon_coma_race[boss?RC_BOSS:RC_NONBOSS]; - if (rate) - status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0); - } - } - - if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) { - int sp = 0, f = 0; - int skillid = sc->data[SC_AUTOSPELL].val2; - int skilllv = sc->data[SC_AUTOSPELL].val3; - int i = rand()%100; - if (sc->data[SC_SPIRIT].timer != -1 && 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; - if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3; - - if ((sd && sd->status.sp >= sp) || !sd) { - switch (skill_get_casttype(skillid)) { - case CAST_GROUND: - f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag); - break; - case CAST_NODAMAGE: - f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag); - break; - case CAST_DAMAGE: - f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); - break; - } - if (sd && !f) { pc_damage_sp(sd, sp, 0); } - } - } - if (sd) { - if (wd.flag & BF_WEAPON && src != target && damage > 0) { - if (battle_config.left_cardfix_to_right) - battle_drain(sd, tsd, wd.damage, wd.damage, race, is_boss(target)); - else - battle_drain(sd, tsd, wd.damage, wd.damage2, race, is_boss(target)); - } - } - if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] - battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay, 0); - - if (tsc) { - if (tsc->data[SC_POISONREACT].timer != -1 && - check_distance_bl(src, target, status_get_range(target)+1) && - status_check_skilluse(target, src, TF_POISON, 0) - ) { //Poison React - if (status_get_elem_type(src) == 5) { - tsc->data[SC_POISONREACT].val2 = 0; - skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0); - } else { - skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag); - --tsc->data[SC_POISONREACT].val2; - } - if (tsc->data[SC_POISONREACT].val2 <= 0) - status_change_end(target, SC_POISONREACT, -1); - } - } - map_freeblock_unlock(); - return wd.dmg_lv; -} - -int battle_check_undead(int race,int element) -{ - if(battle_config.undead_detect_type == 0) { - if(element == 9) - return 1; - } - else if(battle_config.undead_detect_type == 1) { - if(race == RC_UNDEAD) - return 1; - } - else { - if(element == 9 || race == RC_UNDEAD) - return 1; - } - return 0; -} - -/*========================================== - * Checks the state between two targets (rewritten by Skotlex) - * (enemy, friend, party, guild, etc) - * See battle.h for possible values/combinations - * to be used here (BCT_* constants) - * Return value is: - * 1: flag holds true (is enemy, party, etc) - * -1: flag fails - * 0: Invalid target (non-targetable ever) - *------------------------------------------ - */ -int battle_check_target( struct block_list *src, struct block_list *target,int flag) -{ - int m,state = 0,s_is_homun=0,t_is_homun=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_retr(0, src); - nullpo_retr(0, target); - - //[blackhole89] -- check homunculus' targeting by their masters. - if(src->type == BL_HOMUNCULUS) { - s_bl=src=(struct block_list *)((struct homun_data*)src)->master; //Whoever is the master's enemy is the homunculus' enemy. - s_is_homun=1; - } - if(target->type == BL_HOMUNCULUS) { - t_bl=target=(struct block_list *)((struct homun_data*)target)->master; //...and vice versa. - t_is_homun=1; - } - - m = target->m; - if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS)) - { //No offensive stuff while in Basilica. - if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) || - map_getcell(m,target->x,target->y,CELL_CHKBASILICA)) - return -1; - } - - if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master - { - struct skill_unit *su = (struct skill_unit *)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 HT_REMOVETRAP: - case AC_SHOWER: - case WZ_HEAVENDRIVE: - state |= BCT_ENEMY; - strip_enemy = 0; - break; - default: - return 0; - } - } else if (su->group->skill_id==WZ_ICEWALL) - { //Icewall can be hit by anything except skills. - if (src->type == BL_SKILL) - return 0; - state |= BCT_ENEMY; - strip_enemy = 0; - } else //Excepting traps and icewall, you should not be able to target skills. - return 0; - if ((t_bl = map_id2bl(su->group->src_id)) == NULL) - t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario. - } - - switch (t_bl->type) - { - case BL_PC: - { - TBL_PC *sd = (TBL_PC*)t_bl; - if (sd->invincible_timer != -1 || (pc_isinvisible(sd) && !t_is_homun)) //[blackhole89] targeted homunculi ignore master's visibility - return -1; //Cannot be targeted yet. - if (sd->state.monster_ignore && src->type == BL_MOB) - return 0; //option to have monsters ignore GMs [Valaris] - if (sd->special_state.killable && t_bl != s_bl) - { - state |= BCT_ENEMY; //Universal Victim - strip_enemy = 0; - } - break; - } - case BL_MOB: - { - TBL_MOB *md = (TBL_MOB*)t_bl; - if(md->state.killer) - if(md->master_id != s_bl->id) - state |= BCT_ENEMY; // If he can attack you, you can attack him. - if (!agit_flag && md->guardian_data && md->guardian_data->guild_id) - return 0; //Disable guardians/emperiums owned by Guilds on non-woe times. - if (md->special_state.ai == 2) - { //Mines are sort of universal enemies. - state |= BCT_ENEMY; - strip_enemy = 0; - } - if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL) - t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario. - break; - } - case BL_PET: - { - return 0; //Pets cannot be targetted. - } - case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through. - break; - default: //Invalid target - return 0; - } - - if (src->type == BL_SKILL) - { - struct skill_unit *su = (struct skill_unit *)src; - if (!su->group) - return 0; - - if (su->group->src_id == target->id) - { - int inf2; - inf2 = skill_get_inf2(su->group->skill_id); - if (inf2&INF2_NO_TARGET_SELF) - return -1; - if (inf2&INF2_TARGET_SELF) - return 1; - } - if ((s_bl = map_id2bl(su->group->src_id)) == NULL) - s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario. - } - - switch (s_bl->type) - { - case BL_PC: - { - TBL_PC *sd = (TBL_PC*) s_bl; - if (sd->special_state.killer && s_bl != t_bl) - { - state |= BCT_ENEMY; //Is on a killing rampage :O - strip_enemy = 0; - } else - if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza] - !( - (!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)) - //Duel targets can ONLY be your enemy, nothing else. - return (BCT_ENEMY&flag)?1:-1; - else // You can't target anything out of your duel - return 0; - } - if (map_flag_gvg(m) && !sd->status.guild_id && - t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data) - return 0; //If you don't belong to a guild, can't target guardians/emperium. - if (t_bl->type != BL_PC) - state |= BCT_ENEMY; //Natural enemy. - break; - } - case BL_MOB: - { - TBL_MOB*md = (TBL_MOB*)s_bl; - if(md->state.killer){ // Is on a rampage too :D - switch(t_bl->type){ - case BL_MOB: - if(md->master_id != 0 && ((TBL_MOB *)t_bl)->master_id == md->master_id) - state |= BCT_PARTY; - break; - case BL_PC: - if(t_bl->id == md->master_id) - state |= BCT_PARTY; - break; - case BL_PET: - if(((TBL_PET *)t_bl)->msd->bl.id == md->master_id) - state |= BCT_PARTY; - break; - case BL_HOMUNCULUS: - if(((struct homun_data *)t_bl)->master->bl.id == md->master_id) - state |= BCT_PARTY; - break; - } - state |= BCT_ENEMY; - break; - } - if (!agit_flag && 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 (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. - } - if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL) - s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario. - break; - } - case BL_PET: - { - TBL_PET *pd = (TBL_PET*)s_bl; - if (t_bl->type != BL_MOB && flag&BCT_ENEMY) - return 0; //Pet may not attack non-mobs/items. - if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY) - return 0; //pet may not attack Guardians/Emperium - if (t_bl->type != BL_PC) - state |= BCT_ENEMY; //Stock enemy type. - if (pd->msd) - s_bl = &pd->msd->bl; //"My master's enemies are my enemies..." - break; - } - case BL_SKILL: //Skill with no owner? Fishy, but let it through. - break; - default: //Invalid source of attack? - return 0; - } - - if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs/homunculi [blackhole89] - if (target->type == BL_MOB || target->type == BL_PC || target->type == BL_HOMUNCULUS) - return 1; - else - return -1; - } else 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. - if (flag&(BCT_PARTY|BCT_ENEMY)) { - int s_party = status_get_party_id(s_bl); - if ( - !(map[m].flag.pvp && map[m].flag.pvp_noparty) && - !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && - s_party && s_party == status_get_party_id(t_bl) - ) - 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_idisallied(s_guild, t_guild)) - ) - state |= BCT_GUILD; - else - 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 || - sd->status.base_level < battle_config.pk_min_level || - sd2->status.base_level < battle_config.pk_min_level || - (battle_config.pk_level_range && ( - sd->status.base_level > sd2->status.base_level ? - sd->status.base_level - sd2->status.base_level : - sd2->status.base_level - sd->status.base_level ) - > battle_config.pk_level_range) - ) - state&=~BCT_ENEMY; - } - } 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_idisallied(s_guild, t_guild))) - state |= BCT_GUILD; - } - } - - 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; -} -/*========================================== - * ŽË’ö”»’è - *------------------------------------------ - */ -int battle_check_range(struct block_list *src,struct block_list *bl,int range) -{ - nullpo_retr(0, src); - nullpo_retr(0, bl); - - if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv - return 0; - - if (!check_distance_bl(src, bl, range)) - return 0; - - if(distance_bl(src, bl) < 2) //No need for path checking. - return 1; - - // ?áŠQ•¨”»’è - return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y); -} - -/*========================================== - * Return numerical value of a switch configuration (modified by [Yor]) - * on/off, english, français, deutsch, español - *------------------------------------------ - */ -int battle_config_switch(const char *str) { - if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0) - return 1; - if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0) - return 0; - return atoi(str); -} - -static const struct battle_data_short { - const char *str; - unsigned short *val; -} battle_data_short[] = { //List here battle_athena options which are type unsigned short! - { "warp_point_debug", &battle_config.warp_point_debug }, - { "enemy_critical_rate", &battle_config.enemy_critical_rate }, - { "enemy_str", &battle_config.enemy_str }, - { "enemy_perfect_flee", &battle_config.enemy_perfect_flee }, - { "casting_rate", &battle_config.cast_rate }, - { "delay_rate", &battle_config.delay_rate }, - { "delay_dependon_dex", &battle_config.delay_dependon_dex }, - { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable }, - { "left_cardfix_to_right", &battle_config.left_cardfix_to_right }, - { "skill_add_range", &battle_config.skill_add_range }, - { "skill_out_range_consume", &battle_config.skill_out_range_consume }, - { "skillrange_by_distance", &battle_config.skillrange_by_distance }, - { "skillrange_from_weapon", &battle_config.use_weapon_skill_range }, - { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate }, - { "defunit_not_enemy", &battle_config.defnotenemy }, - { "gvg_traps_target_all", &battle_config.vs_traps_bctall }, - { "traps_setting", &battle_config.traps_setting }, - { "clear_skills_on_death", &battle_config.clear_unit_ondeath }, - { "random_monster_checklv", &battle_config.random_monster_checklv }, - { "attribute_recover", &battle_config.attr_recover }, - { "flooritem_lifetime", &battle_config.flooritem_lifetime }, - { "item_auto_get", &battle_config.item_auto_get }, - { "drop_rate0item", &battle_config.drop_rate0item }, - { "pvp_exp", &battle_config.pvp_exp }, - { "gtb_pvp_only", &battle_config.gtb_pvp_only }, - { "guild_max_castles", &battle_config.guild_max_castles }, - { "death_penalty_type", &battle_config.death_penalty_type }, - { "death_penalty_base", &battle_config.death_penalty_base }, - { "death_penalty_job", &battle_config.death_penalty_job }, - { "restart_hp_rate", &battle_config.restart_hp_rate }, - { "restart_sp_rate", &battle_config.restart_sp_rate }, - { "mvp_hp_rate", &battle_config.mvp_hp_rate }, - { "monster_hp_rate", &battle_config.monster_hp_rate }, - { "monster_max_aspd", &battle_config.monster_max_aspd }, - { "view_range_rate", &battle_config.view_range_rate }, - { "chase_range_rate", &battle_config.chase_range_rate }, - { "atcommand_gm_only", &battle_config.atc_gmonly }, - { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit }, - { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit}, - { "gm_all_skill", &battle_config.gm_allskill }, - { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra }, - { "gm_all_equipment", &battle_config.gm_allequip }, - { "gm_skill_unconditional", &battle_config.gm_skilluncond }, - { "gm_join_chat", &battle_config.gm_join_chat }, - { "gm_kick_chat", &battle_config.gm_kick_chat }, - { "player_skillfree", &battle_config.skillfree }, - { "player_skillup_limit", &battle_config.skillup_limit }, - { "weapon_produce_rate", &battle_config.wp_rate }, - { "potion_produce_rate", &battle_config.pp_rate }, - { "monster_active_enable", &battle_config.monster_active_enable }, - { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate}, - { "monster_loot_type", &battle_config.monster_loot_type }, -// { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated - { "mob_skill_rate", &battle_config.mob_skill_rate }, - { "mob_skill_delay", &battle_config.mob_skill_delay }, - { "mob_count_rate", &battle_config.mob_count_rate }, - { "mob_spawn_delay", &battle_config.mob_spawn_delay }, - { "no_spawn_on_player", &battle_config.no_spawn_on_player }, - { "plant_spawn_delay", &battle_config.plant_spawn_delay }, - { "boss_spawn_delay", &battle_config.boss_spawn_delay }, - { "slaves_inherit_mode", &battle_config.slaves_inherit_mode }, - { "slaves_inherit_speed", &battle_config.slaves_inherit_speed }, - { "summons_inherit_effects", &battle_config.summons_inherit_effects }, - { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate }, - { "damage_walk_delay_rate", &battle_config.walk_delay_rate }, - { "multihit_delay", &battle_config.multihit_delay }, - { "quest_skill_learn", &battle_config.quest_skill_learn }, - { "quest_skill_reset", &battle_config.quest_skill_reset }, - { "basic_skill_check", &battle_config.basic_skill_check }, - { "guild_emperium_check", &battle_config.guild_emperium_check }, - { "guild_exp_rate", &battle_config.guild_exp_rate }, - { "guild_exp_limit", &battle_config.guild_exp_limit }, - { "player_invincible_time", &battle_config.pc_invincible_time }, - { "pet_catch_rate", &battle_config.pet_catch_rate }, - { "pet_rename", &battle_config.pet_rename }, - { "pet_friendly_rate", &battle_config.pet_friendly_rate }, - { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate }, - { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease}, - { "pet_str", &battle_config.pet_str }, - { "pet_status_support", &battle_config.pet_status_support }, - { "pet_attack_support", &battle_config.pet_attack_support }, - { "pet_damage_support", &battle_config.pet_damage_support }, - { "pet_support_min_friendly", &battle_config.pet_support_min_friendly }, - { "pet_support_rate", &battle_config.pet_support_rate }, - { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master }, - { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate }, - { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex - { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex - { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex - { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex - { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex - { "skill_min_damage", &battle_config.skill_min_damage }, - { "finger_offensive_type", &battle_config.finger_offensive_type }, - { "heal_exp", &battle_config.heal_exp }, - { "resurrection_exp", &battle_config.resurrection_exp }, - { "shop_exp", &battle_config.shop_exp }, - { "combo_delay_rate", &battle_config.combo_delay_rate }, - { "item_check", &battle_config.item_check }, - { "item_use_interval", &battle_config.item_use_interval }, - { "wedding_modifydisplay", &battle_config.wedding_modifydisplay }, - { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex] - { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris] - { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate }, - { "item_name_override_grffile", &battle_config.item_name_override_grffile}, - { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest] - { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest] - { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest] - { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest] - { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest] - { "arrow_decrement", &battle_config.arrow_decrement }, - { "max_aspd", &battle_config.max_aspd }, - { "max_walk_speed", &battle_config.max_walk_speed }, - { "max_lv", &battle_config.max_lv }, - { "aura_lv", &battle_config.aura_lv }, - { "max_parameter", &battle_config.max_parameter }, - { "max_baby_parameter", &battle_config.max_baby_parameter }, - { "max_def", &battle_config.max_def }, - { "over_def_bonus", &battle_config.over_def_bonus }, - { "skill_log", &battle_config.skill_log }, - { "battle_log", &battle_config.battle_log }, - { "save_log", &battle_config.save_log }, - { "error_log", &battle_config.error_log }, - { "etc_log", &battle_config.etc_log }, - { "save_clothcolor", &battle_config.save_clothcolor }, - { "undead_detect_type", &battle_config.undead_detect_type }, - { "auto_counter_type", &battle_config.auto_counter_type }, - { "min_hitrate", &battle_config.min_hitrate }, - { "max_hitrate", &battle_config.max_hitrate }, - { "agi_penalty_type", &battle_config.agi_penalty_type }, - { "agi_penalty_count", &battle_config.agi_penalty_count }, - { "agi_penalty_num", &battle_config.agi_penalty_num }, - { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv }, - { "vit_penalty_type", &battle_config.vit_penalty_type }, - { "vit_penalty_count", &battle_config.vit_penalty_count }, - { "vit_penalty_num", &battle_config.vit_penalty_num }, - { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv }, - { "player_defense_type", &battle_config.player_defense_type }, - { "monster_defense_type", &battle_config.monster_defense_type }, - { "pet_defense_type", &battle_config.pet_defense_type }, - { "magic_defense_type", &battle_config.magic_defense_type }, - { "skill_reiteration", &battle_config.skill_reiteration }, - { "skill_nofootset", &battle_config.skill_nofootset }, - { "player_cloak_check_type", &battle_config.pc_cloak_check_type }, - { "monster_cloak_check_type", &battle_config.monster_cloak_check_type }, - { "sense_type", &battle_config.estimation_type }, - { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate }, - { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate }, - { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate }, - { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate }, - { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate }, - { "gvg_flee_penalty", &battle_config.gvg_flee_penalty }, - { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate }, - { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate }, - { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate }, - { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate }, - { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate }, - { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill}, - { "attack_direction_change", &battle_config.attack_direction_change }, - { "land_skill_limit", &battle_config.land_skill_limit }, - { "party_skill_penalty", &battle_config.party_skill_penalty }, - { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover }, - { "produce_item_name_input", &battle_config.produce_item_name_input }, - { "produce_potion_name_input", &battle_config.produce_potion_name_input}, - { "making_arrow_name_input", &battle_config.making_arrow_name_input }, - { "holywater_name_input", &battle_config.holywater_name_input }, - { "cdp_name_input", &battle_config.cdp_name_input }, - { "display_delay_skill_fail", &battle_config.display_delay_skill_fail }, - { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail }, - { "chat_warpportal", &battle_config.chat_warpportal }, - { "mob_warpportal", &battle_config.mob_warpportal }, - { "dead_branch_active", &battle_config.dead_branch_active }, - { "show_steal_in_same_party", &battle_config.show_steal_in_same_party }, - { "show_party_share_picker", &battle_config.party_show_share_picker }, - { "party_item_share_type", &battle_config.party_share_type }, - { "pet_attack_attr_none", &battle_config.pet_attack_attr_none }, - { "mob_attack_attr_none", &battle_config.mob_attack_attr_none }, - { "mob_ghostring_fix", &battle_config.mob_ghostring_fix }, - { "pc_attack_attr_none", &battle_config.pc_attack_attr_none }, - { "gx_allhit", &battle_config.gx_allhit }, - { "gx_disptype", &battle_config.gx_disptype }, - { "devotion_level_difference", &battle_config.devotion_level_difference }, - { "player_skill_partner_check", &battle_config.player_skill_partner_check}, - { "hide_GM_session", &battle_config.hide_GM_session }, - { "invite_request_check", &battle_config.invite_request_check }, - { "skill_removetrap_type", &battle_config.skill_removetrap_type }, - { "disp_experience", &battle_config.disp_experience }, - { "disp_zeny", &battle_config.disp_zeny }, - { "castle_defense_rate", &battle_config.castle_defense_rate }, - { "hp_rate", &battle_config.hp_rate }, - { "sp_rate", &battle_config.sp_rate }, - { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv }, - { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv }, - { "disp_hpmeter", &battle_config.disp_hpmeter }, - { "bone_drop", &battle_config.bone_drop }, - { "buyer_name", &battle_config.buyer_name }, - { "skill_wall_check", &battle_config.skill_wall_check }, - { "cell_stack_limit", &battle_config.cell_stack_limit }, -// eAthena additions - { "item_logarithmic_drops", &battle_config.logarithmic_drops }, - { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^ - { "item_drop_common_max", &battle_config.item_drop_common_max }, - { "item_drop_equip_min", &battle_config.item_drop_equip_min }, - { "item_drop_equip_max", &battle_config.item_drop_equip_max }, - { "item_drop_card_min", &battle_config.item_drop_card_min }, - { "item_drop_card_max", &battle_config.item_drop_card_max }, - { "item_drop_mvp_min", &battle_config.item_drop_mvp_min }, - { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition - { "item_drop_heal_min", &battle_config.item_drop_heal_min }, - { "item_drop_heal_max", &battle_config.item_drop_heal_max }, - { "item_drop_use_min", &battle_config.item_drop_use_min }, - { "item_drop_use_max", &battle_config.item_drop_use_max }, - { "item_drop_add_min", &battle_config.item_drop_adddrop_min }, - { "item_drop_add_max", &battle_config.item_drop_adddrop_max }, - { "item_drop_treasure_min", &battle_config.item_drop_treasure_min }, - { "item_drop_treasure_max", &battle_config.item_drop_treasure_max }, - { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT - { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris] - { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris] - { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex] - { "equip_natural_break_rate", &battle_config.equip_natural_break_rate }, - { "equip_self_break_rate", &battle_config.equip_self_break_rate }, - { "equip_skill_break_rate", &battle_config.equip_skill_break_rate }, - { "pk_mode", &battle_config.pk_mode }, // [Valaris] - { "pk_level_range", &battle_config.pk_level_range }, - { "manner_system", &battle_config.manner_system }, // [Komurka] - { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris] - { "multi_level_up", &battle_config.multi_level_up }, // [Valaris] - { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex] - { "backstab_bow_penalty", &battle_config.backstab_bow_penalty }, - { "night_at_start", &battle_config.night_at_start }, // added by [Yor] - { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris] - { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor] - { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor] - { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor] - { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor] - { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr] - { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr] - { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr] - { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr] - { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr] - { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr] - { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex] - { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr] - { "area_size", &battle_config.area_size }, // added by [MouseJstr] - { "muting_players", &battle_config.muting_players}, // added by [Apple] - { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris] - { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris] - { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris] - { "pk_min_level", &battle_config.pk_min_level}, // [celest] - { "skill_steal_type", &battle_config.skill_steal_type}, // [celest] - { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest] - { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus] -// { "night_darkness_level", &battle_config.night_darkness_level}, // [celest] - { "motd_type", &battle_config.motd_type}, // [celest] - { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest] - { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest] - { "exp_calc_type", &battle_config.exp_calc_type}, // [celest] - { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest] - { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex] - { "require_glory_guild", &battle_config.require_glory_guild}, // [celest] - { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr] - { "party_even_share_bonus", &battle_config.party_even_share_bonus}, - { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest] - { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex] - { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...? - { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...? - { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex] - { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex] - { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus] - { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru] - { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru] - - { "debuff_on_logout", &battle_config.debuff_on_logout}, - { "monster_ai", &battle_config.mob_ai}, - { "dynamic_mobs", &battle_config.dynamic_mobs}, - { "mob_remove_damaged", &battle_config.mob_remove_damaged}, - { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex] - { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex] - { "mob_npc_event_type", &battle_config.mob_npc_event_type}, - { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris] - { "character_size", &battle_config.character_size}, // [Lupus] - { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus] - { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex] - { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus] - { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex] - { "title_lvl1", &battle_config.title_lvl1}, // [Lupus] - { "title_lvl2", &battle_config.title_lvl2}, // [Lupus] - { "title_lvl3", &battle_config.title_lvl3}, // [Lupus] - { "title_lvl4", &battle_config.title_lvl4}, // [Lupus] - { "title_lvl5", &battle_config.title_lvl5}, // [Lupus] - { "title_lvl6", &battle_config.title_lvl6}, // [Lupus] - { "title_lvl7", &battle_config.title_lvl7}, // [Lupus] - { "title_lvl8", &battle_config.title_lvl8}, // [Lupus] - - { "duel_enable", &battle_config.duel_enable}, // [LuzZza] - { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza] - { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza] - { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza] - { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza] - { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza] - - { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza] - { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka] - { "allow_es_magic_player", &battle_config.allow_es_magic_pc }, - { "skill_caster_check", &battle_config.skill_caster_check }, - { "status_cast_cancel", &battle_config.sc_castcancel }, - { "pc_status_def_rate", &battle_config.pc_sc_def_rate }, - { "mob_status_def_rate", &battle_config.mob_sc_def_rate }, - { "pc_max_status_def", &battle_config.pc_max_sc_def }, - { "mob_max_status_def", &battle_config.mob_max_sc_def }, - { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio }, - { "autospell_stacking", &battle_config.autospell_stacking }, - { "override_mob_names", &battle_config.override_mob_names }, -}; - -static const struct battle_data_int { - const char *str; - int *val; -} battle_data_int[] = { //List here battle_athena options which are type int! - { "item_first_get_time", &battle_config.item_first_get_time }, - { "item_second_get_time", &battle_config.item_second_get_time }, - { "item_third_get_time", &battle_config.item_third_get_time }, - { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time }, - { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time }, - { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time }, - { "base_exp_rate", &battle_config.base_exp_rate }, - { "job_exp_rate", &battle_config.job_exp_rate }, - { "zeny_penalty", &battle_config.zeny_penalty }, - { "mvp_exp_rate", &battle_config.mvp_exp_rate }, - { "natural_healhp_interval", &battle_config.natural_healhp_interval }, - { "natural_healsp_interval", &battle_config.natural_healsp_interval }, - { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval}, - { "max_hp", &battle_config.max_hp }, - { "max_sp", &battle_config.max_sp }, - { "max_cart_weight", &battle_config.max_cart_weight }, - { "gvg_eliminate_time", &battle_config.gvg_eliminate_time }, - { "vending_max_value", &battle_config.vending_max_value }, -// eAthena additions - { "item_rate_mvp", &battle_config.item_rate_mvp }, - { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT - { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen] - { "item_rate_equip", &battle_config.item_rate_equip }, - { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen] - { "item_rate_card", &battle_config.item_rate_card }, // End Addition - { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen] - { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris - { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen] - { "item_rate_use", &battle_config.item_rate_use }, // End - { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen] - { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End - { "item_rate_treasure", &battle_config.item_rate_treasure }, // End - { "day_duration", &battle_config.day_duration }, // added by [Yor] - { "night_duration", &battle_config.night_duration }, // added by [Yor] - { "mob_remove_delay", &battle_config.mob_remove_delay }, - { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration }, - -}; - -int battle_set_value(char *w1, char *w2) { - int i; - for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++) - if (strcmpi(w1, battle_data_short[i].str) == 0) { - * battle_data_short[i].val = battle_config_switch(w2); - return 1; - } - for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++) - if (strcmpi(w1, battle_data_int[i].str) == 0) { - *battle_data_int[i].val = battle_config_switch(w2); - return 1; - } - return 0; -} - -int battle_get_value(char *w1) { - int i; - for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++) - if (strcmpi(w1, battle_data_short[i].str) == 0) { - return * battle_data_short[i].val; - } - for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++) - if (strcmpi(w1, battle_data_int[i].str) == 0) { - return *battle_data_int[i].val; - } - return 0; -} - -void battle_set_defaults() { - battle_config.warp_point_debug=0; - battle_config.enemy_critical_rate=0; - battle_config.enemy_str=1; - battle_config.enemy_perfect_flee=0; - battle_config.cast_rate=100; - battle_config.delay_rate=100; - battle_config.delay_dependon_dex=0; - battle_config.sdelay_attack_enable=0; - battle_config.left_cardfix_to_right=0; - battle_config.skill_add_range=0; - battle_config.skill_out_range_consume=1; - battle_config.skillrange_by_distance=BL_MOB|BL_PET; - battle_config.use_weapon_skill_range=0; - battle_config.pc_damage_delay_rate=100; - battle_config.defnotenemy=0; - battle_config.vs_traps_bctall=BL_PC; - battle_config.traps_setting=0; - battle_config.clear_unit_ondeath=BL_ALL; - battle_config.random_monster_checklv=1; - battle_config.attr_recover=1; - battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000; - battle_config.item_auto_get=0; - battle_config.item_first_get_time=3000; - battle_config.item_second_get_time=1000; - battle_config.item_third_get_time=1000; - battle_config.mvp_item_first_get_time=10000; - battle_config.mvp_item_second_get_time=10000; - battle_config.mvp_item_third_get_time=2000; - - battle_config.drop_rate0item=0; - battle_config.base_exp_rate=100; - battle_config.job_exp_rate=100; - battle_config.pvp_exp=1; - battle_config.gtb_pvp_only=0; - battle_config.death_penalty_type=0; - battle_config.death_penalty_base=0; - battle_config.death_penalty_job=0; - battle_config.zeny_penalty=0; - battle_config.restart_hp_rate=0; - battle_config.restart_sp_rate=0; - battle_config.mvp_exp_rate=100; - battle_config.mvp_hp_rate=100; - battle_config.monster_hp_rate=100; - battle_config.monster_max_aspd=199; - battle_config.view_range_rate=100; - battle_config.chase_range_rate=100; - battle_config.atc_gmonly=0; - battle_config.atc_spawn_quantity_limit=0; - battle_config.atc_slave_clone_limit=0; - battle_config.gm_allskill=0; - battle_config.gm_allequip=0; - battle_config.gm_skilluncond=0; - battle_config.gm_join_chat=0; - battle_config.gm_kick_chat=0; - battle_config.guild_max_castles=0; - battle_config.skillfree = 0; - battle_config.skillup_limit = 0; - battle_config.wp_rate=100; - battle_config.pp_rate=100; - battle_config.monster_active_enable=1; - battle_config.monster_damage_delay_rate=100; - battle_config.monster_loot_type=0; - battle_config.mob_skill_rate=100; - battle_config.mob_skill_delay=100; - battle_config.mob_count_rate=100; - battle_config.mob_spawn_delay=100; - battle_config.no_spawn_on_player=0; - battle_config.plant_spawn_delay=100; - battle_config.boss_spawn_delay=100; - battle_config.slaves_inherit_mode=1; - battle_config.slaves_inherit_speed=1; - battle_config.summons_inherit_effects=1; - battle_config.pc_walk_delay_rate=20; - battle_config.walk_delay_rate=100; - battle_config.multihit_delay=80; - battle_config.quest_skill_learn=0; - battle_config.quest_skill_reset=1; - battle_config.basic_skill_check=1; - battle_config.guild_emperium_check=1; - battle_config.guild_exp_limit=50; - battle_config.guild_exp_rate=100; - battle_config.pc_invincible_time = 5000; - battle_config.pet_catch_rate=100; - battle_config.pet_rename=0; - battle_config.pet_friendly_rate=100; - battle_config.pet_hungry_delay_rate=100; - battle_config.pet_hungry_friendly_decrease=5; - battle_config.pet_str=0; - battle_config.pet_status_support=0; - battle_config.pet_attack_support=0; - battle_config.pet_damage_support=0; - battle_config.pet_support_min_friendly=900; - battle_config.pet_support_rate=100; - battle_config.pet_attack_exp_to_master=0; - battle_config.pet_attack_exp_rate=100; - battle_config.pet_lv_rate=0; //Skotlex - battle_config.pet_max_stats=99; //Skotlex - battle_config.pet_max_atk1=750; //Skotlex - battle_config.pet_max_atk2=1000; //Skotlex - battle_config.pet_no_gvg=0; //Skotlex - battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex] - battle_config.finger_offensive_type=0; - battle_config.heal_exp=0; - battle_config.resurrection_exp=0; - battle_config.shop_exp=0; - battle_config.combo_delay_rate=100; - battle_config.item_check=1; - battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots. - battle_config.wedding_modifydisplay=0; - battle_config.wedding_ignorepalette=0; - battle_config.xmas_ignorepalette=0; // [Valaris] - battle_config.natural_healhp_interval=6000; - battle_config.natural_healsp_interval=8000; - battle_config.natural_heal_skill_interval=10000; - battle_config.natural_heal_weight_rate=50; - battle_config.item_name_override_grffile=1; - battle_config.item_equip_override_grffile=0; // [Celest] - battle_config.item_slots_override_grffile=0; // [Celest] - battle_config.indoors_override_grffile=0; // [Celest] - battle_config.skill_sp_override_grffile=0; // [Celest] - battle_config.cardillust_read_grffile=0; // [Celest] - battle_config.arrow_decrement=1; - battle_config.max_aspd = 199; - battle_config.max_walk_speed = 300; - battle_config.max_hp = 32500; - battle_config.max_sp = 32500; - battle_config.max_lv = 99; // [MouseJstr] - battle_config.aura_lv = 99; // [Skotlex] - battle_config.max_parameter = 99; - battle_config.max_baby_parameter = 80; - battle_config.max_cart_weight = 8000; - battle_config.max_def = 99; // [Skotlex] - battle_config.over_def_bonus = 0; // [Skotlex] - battle_config.skill_log = 0; - battle_config.battle_log = 0; - battle_config.save_log = 0; - battle_config.error_log = 1; - battle_config.etc_log = 1; - battle_config.save_clothcolor = 0; - battle_config.undead_detect_type = 0; - battle_config.auto_counter_type = BL_ALL; - battle_config.min_hitrate = 5; - battle_config.max_hitrate = 100; - battle_config.agi_penalty_type = 1; - battle_config.agi_penalty_count = 3; - battle_config.agi_penalty_num = 10; - battle_config.agi_penalty_count_lv = ATK_FLEE; - battle_config.vit_penalty_type = 1; - battle_config.vit_penalty_count = 3; - battle_config.vit_penalty_num = 5; - battle_config.vit_penalty_count_lv = ATK_DEF; - battle_config.player_defense_type = 0; - battle_config.monster_defense_type = 0; - battle_config.pet_defense_type = 0; - battle_config.magic_defense_type = 0; - battle_config.skill_reiteration = 0; - battle_config.skill_nofootset = BL_PC; - battle_config.pc_cloak_check_type = 1; - battle_config.monster_cloak_check_type = 0; - battle_config.estimation_type = 3; - battle_config.gvg_short_damage_rate = 100; - battle_config.gvg_long_damage_rate = 75; - battle_config.gvg_weapon_damage_rate = 60; - battle_config.gvg_magic_damage_rate = 50; - battle_config.gvg_misc_damage_rate = 60; - battle_config.gvg_flee_penalty = 20; - battle_config.gvg_eliminate_time = 7000; - - battle_config.pk_short_damage_rate = 80; - battle_config.pk_long_damage_rate = 70; - battle_config.pk_weapon_damage_rate = 60; - battle_config.pk_magic_damage_rate = 60; - battle_config.pk_misc_damage_rate = 60; - - battle_config.mob_changetarget_byskill = 0; - battle_config.attack_direction_change = BL_ALL; - battle_config.land_skill_limit = BL_ALL; - battle_config.party_skill_penalty = 1; - battle_config.monster_class_change_full_recover = 0; - battle_config.produce_item_name_input = 1; - battle_config.produce_potion_name_input = 1; - battle_config.making_arrow_name_input = 1; - battle_config.holywater_name_input = 1; - battle_config.cdp_name_input = 1; - battle_config.display_delay_skill_fail = 1; - battle_config.display_snatcher_skill_fail = 1; - battle_config.chat_warpportal = 0; - battle_config.mob_warpportal = 0; - battle_config.dead_branch_active = 0; - battle_config.vending_max_value = 10000000; - battle_config.show_steal_in_same_party = 0; - battle_config.party_share_type = 0; - battle_config.party_show_share_picker = 0; - battle_config.pet_attack_attr_none = 0; - battle_config.pc_attack_attr_none = 0; - battle_config.mob_attack_attr_none = 0; - battle_config.mob_ghostring_fix = 1; - battle_config.gx_allhit = 1; - battle_config.gx_disptype = 1; - battle_config.devotion_level_difference = 10; - battle_config.player_skill_partner_check = 1; - battle_config.hide_GM_session = 0; - battle_config.invite_request_check = 1; - battle_config.skill_removetrap_type = 0; - battle_config.disp_experience = 0; - battle_config.disp_zeny = 0; - battle_config.castle_defense_rate = 100; - battle_config.hp_rate = 100; - battle_config.sp_rate = 100; - battle_config.gm_cant_drop_min_lv = 1; - battle_config.gm_cant_drop_max_lv = 0; - battle_config.disp_hpmeter = 60; - battle_config.skill_wall_check = 1; - battle_config.cell_stack_limit = 1; - battle_config.bone_drop = 0; - battle_config.buyer_name = 1; - -// eAthena additions - battle_config.item_rate_mvp=100; - battle_config.item_rate_common = 100; - battle_config.item_rate_common_boss = 100; // [Reddozen] - battle_config.item_rate_equip = 100; - battle_config.item_rate_equip_boss = 100; // [Reddozen] - battle_config.item_rate_card = 100; - battle_config.item_rate_card_boss = 100; // [Reddozen] - battle_config.item_rate_heal = 100; // Added by Valaris - battle_config.item_rate_heal_boss = 100; // [Reddozen] - battle_config.item_rate_use = 100; // End - battle_config.item_rate_use_boss = 100; // [Reddozen] - battle_config.item_rate_adddrop = 100; - battle_config.item_rate_treasure = 100; - battle_config.logarithmic_drops = 0; - battle_config.item_drop_common_min=1; // Added by TyrNemesis^ - battle_config.item_drop_common_max=10000; - battle_config.item_drop_equip_min=1; - battle_config.item_drop_equip_max=10000; - battle_config.item_drop_card_min=1; - battle_config.item_drop_card_max=10000; - battle_config.item_drop_mvp_min=1; - battle_config.item_drop_mvp_max=10000; // End Addition - battle_config.item_drop_heal_min=1; // Added by Valaris - battle_config.item_drop_heal_max=10000; - battle_config.item_drop_use_min=1; - battle_config.item_drop_use_max=10000; // End - battle_config.item_drop_adddrop_min=1; - battle_config.item_drop_adddrop_max=10000; - battle_config.item_drop_treasure_min=1; - battle_config.item_drop_treasure_max=10000; - battle_config.prevent_logout = 10000; // Added by RoVeRT - battle_config.drops_by_luk = 0; // [Valaris] - battle_config.drops_by_luk2 = 0; - battle_config.equip_natural_break_rate = 1; - battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex] - battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex] - battle_config.pk_mode = 0; // [Valaris] - battle_config.pk_level_range = 0; // [Skotlex] - battle_config.manner_system = 1; // [Valaris] - battle_config.pet_equip_required = 0; // [Valaris] - battle_config.multi_level_up = 0; // [Valaris] - battle_config.max_exp_gain_rate = 0; // [Skotlex] - battle_config.backstab_bow_penalty = 0; // Akaru - battle_config.night_at_start = 0; // added by [Yor] - battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours) - battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes) - battle_config.show_mob_hp = 0; // [Valaris] - battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes) - battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level) - battle_config.any_warp_GM_min_level = 20; // added by [Yor] - battle_config.packet_ver_flag = 1023; // added by [Yor] - battle_config.min_hair_style = 0; - battle_config.max_hair_style = 23; - battle_config.min_hair_color = 0; - battle_config.max_hair_color = 9; - battle_config.min_cloth_color = 0; - battle_config.max_cloth_color = 4; - battle_config.pet_hair_style = 100; - battle_config.zeny_from_mobs = 0; - battle_config.mobs_level_up = 0; // [Valaris] - battle_config.mobs_level_up_exp_rate = 1; // [Valaris] - battle_config.pk_min_level = 55; - battle_config.skill_steal_type = 1; - battle_config.skill_steal_rate = 100; - battle_config.skill_steal_max_tries = 15; //=16 tries -// battle_config.night_darkness_level = 9; - battle_config.motd_type = 0; - battle_config.allow_atcommand_when_mute = 0; - battle_config.finding_ore_rate = 100; - battle_config.castrate_dex_scale = 150; - battle_config.area_size = 14; - battle_config.exp_calc_type = 1; - battle_config.min_skill_delay_limit = 100; - battle_config.default_skill_delay = 300; //Default skill delay according to official servers. - battle_config.require_glory_guild = 0; - battle_config.idle_no_share = 0; - battle_config.party_even_share_bonus = 0; - battle_config.delay_battle_damage = 1; - battle_config.hide_woe_damage = 0; - battle_config.display_version = 1; - battle_config.who_display_aid = 0; - battle_config.display_hallucination = 1; - battle_config.ignore_items_gender = 1; - battle_config.copyskill_restrict = 2; - battle_config.berserk_cancels_buffs = 1; - battle_config.debuff_on_logout = 1; - battle_config.use_statpoint_table = 1; - battle_config.mob_ai = 0; - battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer] - battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer] - battle_config.mob_remove_delay = 60000; - battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks - battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills - battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow. - battle_config.mob_clear_delay = 0; - battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus] - battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus] - battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex] - battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus] - battle_config.firewall_hits_on_undead = 1; - battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus] - battle_config.title_lvl2 = 10; - battle_config.title_lvl3 = 20; - battle_config.title_lvl4 = 40; - battle_config.title_lvl5 = 50; - battle_config.title_lvl6 = 60; - battle_config.title_lvl7 = 80; - battle_config.title_lvl8 = 99; - - battle_config.duel_enable = 1; - battle_config.duel_allow_pvp = 0; - battle_config.duel_allow_pvp = 0; - battle_config.duel_allow_teleport = 0; - battle_config.duel_autoleave_when_die = 1; - battle_config.duel_time_interval = 60; - - battle_config.skip_teleport_lv1_menu = 0; - battle_config.allow_skill_without_day = 0; - battle_config.allow_es_magic_pc = 0; - - battle_config.skill_caster_check = 1; - battle_config.sc_castcancel = 0; - battle_config.pc_sc_def_rate = 100; - battle_config.mob_sc_def_rate = 100; - battle_config.pc_max_sc_def = 10000; - battle_config.mob_max_sc_def = 5000; - battle_config.sg_miracle_skill_ratio=1; - battle_config.sg_miracle_skill_duration=600000; - battle_config.autospell_stacking = 0; - battle_config.override_mob_names = 0; -} - -void battle_validate_conf() { - if(battle_config.flooritem_lifetime < 1000) - battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000; -/* if(battle_config.restart_hp_rate < 0) - battle_config.restart_hp_rate = 0; - else*/ if(battle_config.restart_hp_rate > 100) - battle_config.restart_hp_rate = 100; -/* if(battle_config.restart_sp_rate < 0) - battle_config.restart_sp_rate = 0; - else*/ if(battle_config.restart_sp_rate > 100) - battle_config.restart_sp_rate = 100; - if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL) - battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL; - if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL) - battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL; - if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL) - battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL; - if(battle_config.natural_heal_weight_rate < 50) - battle_config.natural_heal_weight_rate = 50; - if(battle_config.natural_heal_weight_rate > 101) - battle_config.natural_heal_weight_rate = 101; - battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; - if(battle_config.monster_max_aspd < 10) - battle_config.monster_max_aspd = 10; - if(battle_config.monster_max_aspd > 1000) - battle_config.monster_max_aspd = 1000; - battle_config.max_aspd = 2000 - battle_config.max_aspd*10; - if(battle_config.max_aspd < 10) - battle_config.max_aspd = 10; - if(battle_config.max_aspd > 1000) - battle_config.max_aspd = 1000; - - if (battle_config.max_walk_speed < 100) - battle_config.max_walk_speed = 100; - battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; - if (battle_config.max_walk_speed < 1) - battle_config.max_walk_speed = 1; - - if(battle_config.hp_rate < 1) - battle_config.hp_rate = 1; - if(battle_config.sp_rate < 1) - battle_config.sp_rate = 1; - if(battle_config.max_hp > 1000000000) - battle_config.max_hp = 1000000000; - if(battle_config.max_hp < 100) - battle_config.max_hp = 100; - if(battle_config.max_sp > 1000000000) - battle_config.max_sp = 1000000000; - if(battle_config.max_sp < 100) - battle_config.max_sp = 100; - if(battle_config.max_parameter < 10) - battle_config.max_parameter = 10; - if(battle_config.max_parameter > 10000) - battle_config.max_parameter = 10000; - if(battle_config.max_baby_parameter < 10) - battle_config.max_baby_parameter = 10; - if(battle_config.max_baby_parameter > 10000) - battle_config.max_baby_parameter = 10000; - if(battle_config.max_cart_weight > 1000000) - battle_config.max_cart_weight = 1000000; - if(battle_config.max_cart_weight < 100) - battle_config.max_cart_weight = 100; - battle_config.max_cart_weight *= 10; - - if(battle_config.max_def > 100 && !battle_config.player_defense_type) // added by [Skotlex] - battle_config.max_def = 100; - if(battle_config.over_def_bonus > 1000) - battle_config.over_def_bonus = 1000; - - if(battle_config.min_hitrate > battle_config.max_hitrate) - battle_config.min_hitrate = battle_config.max_hitrate; - - if(battle_config.agi_penalty_count < 2) - battle_config.agi_penalty_count = 2; - if(battle_config.vit_penalty_count < 2) - battle_config.vit_penalty_count = 2; - - if(battle_config.guild_exp_limit > 99) - battle_config.guild_exp_limit = 99; -/* if(battle_config.guild_exp_limit < 0) - battle_config.guild_exp_limit = 0;*/ - - if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex] - battle_config.pet_support_min_friendly = 950; - - if(battle_config.pet_hungry_delay_rate < 10) - battle_config.pet_hungry_delay_rate=10; - - 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.castle_defense_rate < 0) -// battle_config.castle_defense_rate = 0; - if(battle_config.castle_defense_rate > 100) - battle_config.castle_defense_rate = 100; - if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^ - battle_config.item_drop_common_min = 1; - if(battle_config.item_drop_common_max > 10000) - battle_config.item_drop_common_max = 10000; - if(battle_config.item_drop_equip_min < 1) - battle_config.item_drop_equip_min = 1; - if(battle_config.item_drop_equip_max > 10000) - battle_config.item_drop_equip_max = 10000; - if(battle_config.item_drop_card_min < 1) - battle_config.item_drop_card_min = 1; - if(battle_config.item_drop_card_max > 10000) - battle_config.item_drop_card_max = 10000; - if(battle_config.item_drop_mvp_min < 1) - battle_config.item_drop_mvp_min = 1; - if(battle_config.item_drop_mvp_max > 10000) - battle_config.item_drop_mvp_max = 10000; // End Addition - -/* if (battle_config.night_at_start < 0) // added by [Yor] - battle_config.night_at_start = 0; - else if (battle_config.night_at_start > 1) // added by [Yor] - battle_config.night_at_start = 1; */ - if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor] - battle_config.day_duration = 60000; - if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor] - battle_config.night_duration = 60000; - -/* if (battle_config.ban_spoof_namer < 0) // added by [Yor] - battle_config.ban_spoof_namer = 0; - else*/ if (battle_config.ban_spoof_namer > 32767) - battle_config.ban_spoof_namer = 32767; - -/* if (battle_config.hack_info_GM_level < 0) // added by [Yor] - battle_config.hack_info_GM_level = 0; - else*/ if (battle_config.hack_info_GM_level > 100) - battle_config.hack_info_GM_level = 100; - -/* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor] - battle_config.any_warp_GM_min_level = 0; - else*/ if (battle_config.any_warp_GM_min_level > 100) - battle_config.any_warp_GM_min_level = 100; - -/* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex] - // at least 1 client must be accepted - if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor] - battle_config.packet_ver_flag = 255; // accept all clients -*/ -/* Deprecated by dynamix's new night system (using SI_NIGHT) - if (battle_config.night_darkness_level <= 0) - battle_config.night_darkness_level = 9; - else if (battle_config.night_darkness_level > 10) // Celest - battle_config.night_darkness_level = 10; -*/ -/* if (battle_config.motd_type < 0) - battle_config.motd_type = 0; - else if (battle_config.motd_type > 1) - battle_config.motd_type = 1; -*/ -// if (battle_config.finding_ore_rate < 0) -// battle_config.finding_ore_rate = 0; - - if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0) - battle_config.vending_max_value = MAX_ZENY; - - if (battle_config.min_skill_delay_limit < 10) - battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms - - //Spawn delays [Skotlex] -/* if (battle_config.mob_spawn_delay < 0) - battle_config.mob_spawn_delay = 0; - if (battle_config.boss_spawn_delay < 0) - battle_config.boss_spawn_delay = 0; - if (battle_config.plant_spawn_delay < 0) - battle_config.plant_spawn_delay = 0; -*/ - if (battle_config.no_spawn_on_player > 50) - battle_config.no_spawn_on_player = 50; - if (battle_config.mob_remove_delay < 15000) //Min 15 sec - battle_config.mob_remove_delay = 15000; - if (battle_config.dynamic_mobs > 1) - battle_config.dynamic_mobs = 1; //The flag will be used in assignations - if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 ) - battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; - - if (battle_config.firewall_hits_on_undead < 1) - battle_config.firewall_hits_on_undead = 1; - else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff - battle_config.firewall_hits_on_undead = 255; - - if (battle_config.prevent_logout > 60000) - battle_config.prevent_logout = 60000; - - if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris] - battle_config.mobs_level_up_exp_rate = 1; - - if (battle_config.pc_max_sc_def > 10000) - battle_config.pc_max_sc_def = 10000; - if (battle_config.mob_max_sc_def > 10000) - battle_config.mob_max_sc_def = 10000; - if (battle_config.sg_miracle_skill_ratio > 10000) - battle_config.sg_miracle_skill_ratio = 10000; - - if (battle_config.skill_steal_max_tries > 254) - battle_config.skill_steal_max_tries = 254; - -#ifdef CELL_NOSTACK - if (battle_config.cell_stack_limit < 1) - battle_config.cell_stack_limit = 1; - else - if (battle_config.cell_stack_limit > 255) - battle_config.cell_stack_limit = 255; -#else - 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 -} - -/*========================================== - * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ - *------------------------------------------ - */ -int battle_config_read(const char *cfgName) -{ - char line[1024], w1[1024], w2[1024]; - FILE *fp; - static int count = 0; - - if ((count++) == 0) - battle_set_defaults(); - - fp = fopen(cfgName,"r"); - if (fp == NULL) { - ShowError("File not found: %s\n", cfgName); - return 1; - } - while(fgets(line,1020,fp)){ - if (line[0] == '/' && line[1] == '/') - continue; - if (sscanf(line, "%[^:]:%s", w1, w2) != 2) - continue; - if (strcmpi(w1, "import") == 0) - battle_config_read(w2); - else - battle_set_value(w1, w2); - } - fclose(fp); - - if (--count == 0) { - battle_validate_conf(); - add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); - } - - return 0; -} - -void do_init_battle(void) { - delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage)); -} - -void do_final_battle(void) { - ers_destroy(delay_damage_ers); -} +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder + +#include +#include +#include +#include + +#include "battle.h" +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/malloc.h" +#include "../common/showmsg.h" +#include "../common/ers.h" + +#include "map.h" +#include "pc.h" +#include "status.h" +#include "skill.h" +#include "mob.h" +#include "itemdb.h" +#include "clif.h" +#include "pet.h" +#include "guild.h" +#include "party.h" + +#include "mercenary.h" + +#define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru] + +int attr_fix_table[4][10][10]; + +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; + + if (bl->type == BL_SKILL) { + struct skill_unit * su = (struct skill_unit*)bl; + return su->group?su->group->skill_id:0; + } + ud = unit_bl2ud(bl); + return ud?ud->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; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + bl_list = va_arg(ap, struct block_list **); + c = va_arg(ap, int *); + target_id = va_arg(ap, int); + + if (bl->id == target_id) + return 0; + if (*c >= 24) + return 0; + + ud = unit_bl2ud(bl); + if (!ud) return 0; + + if (ud->target == target_id || ud->skilltarget == target_id) { + bl_list[(*c)++] = bl; + return 1; + } + return 0; +} + +struct block_list* battle_gettargeted(struct block_list *target) +{ + struct block_list *bl_list[24]; + int c = 0; + nullpo_retr(NULL, target); + + memset(bl_list, 0, sizeof(bl_list)); + map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); + if (c == 0 || c > 24) + return NULL; + return bl_list[rand()%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; + } + return 0; +} +// ƒ_ƒ??[ƒW‚Ì’x‰„ +struct delay_damage { + struct block_list *src; + int target; + int damage; + int delay; + unsigned short distance; + unsigned short skill_lv; + unsigned short skill_id; + unsigned short dmg_lv; + unsigned char attack_type; +}; + +int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data) +{ + struct delay_damage *dat = (struct delay_damage *)data; + struct block_list *target = map_id2bl(dat->target); + if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) && + target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex] + { + status_fix_damage(dat->src, target, dat->damage, dat->delay); + if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type) + { + if (!status_isdead(target)) + skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick); + skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); + } + + } + ers_free(delay_damage_ers, dat); + return 0; +} + +int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay) +{ + struct delay_damage *dat; + nullpo_retr(0, src); + nullpo_retr(0, target); + + if (!battle_config.delay_battle_damage) { + status_fix_damage(src, target, damage, ddelay); + if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type) + { + if (!status_isdead(target)) + skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); + skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); + } + return 0; + } + dat = ers_alloc(delay_damage_ers, struct delay_damage); + dat->src = src; + dat->target = 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. + add_timer(tick, battle_delay_damage_sub, src->id, (int)dat); + + return 0; +} +/*========================================== + * Does attribute fix modifiers. + * Added passing of the chars so that the status changes can affect it. [Skotlex] + * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks. + *------------------------------------------ + */ +int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv) +{ + struct status_change *sc=NULL, *tsc=NULL; + int ratio; + + if (src) sc = status_get_sc(src); + if (target) tsc = status_get_sc(target); + + if (atk_elem < 0 || atk_elem >= ELE_MAX) + atk_elem = rand()%ELE_MAX; + + if (def_type < 0 || def_type > ELE_MAX || + def_lv < 1 || def_lv > 4) { + if (battle_config.error_log) + ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); + //TODO: Remove this debug case once the cause is resolved. [Skotlex] + if (src) switch (src->type) { + case BL_MOB: + ShowDebug("src: Mob %s-%d\n", ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_); + break; + case BL_PC: + ShowDebug("src: Player %s-%d\n", ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id); + break; + case BL_PET: + ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id); + break; + case BL_SKILL: + ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id); + break; + default: + ShowDebug("unknown source type %d.\n", src->type); + } + if (target) switch (target->type) { + case BL_MOB: + ShowDebug("target: Mob %s-%d\n", ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_); + break; + case BL_PC: + ShowDebug("target: Player %s-%d\n", ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id); + break; + case BL_PET: + ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id); + break; + case BL_SKILL: + ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id); + break; + default: + ShowDebug("unknown target type %d.\n", target->type); + } + return damage; + } + + ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; + if (sc && sc->count) + { + if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3) + ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1]; + if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4) + ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1]; + if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1) + ratio += enchant_eff[sc->data[SC_DELUGE].val1-1]; + } + if (tsc && tsc->count) + { + if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1) + { + if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem) + ratio -= tsc->data[SC_ARMOR_ELEMENT].val2; + else + if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem) + ratio -= tsc->data[SC_ARMOR_ELEMENT].val4; + } + } + return damage*ratio/100; +} + +/*========================================== + * ƒ_ƒ??[ƒW?Å?IŒvŽZ + *------------------------------------------ + */ +int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) +{ + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + struct status_change *sc; + struct status_change_entry *sci; + + nullpo_retr(0, bl); + + if (damage <= 0) + return 0; + + if (bl->type == BL_MOB) { + md=(struct mob_data *)bl; + } else if (bl->type == BL_PC) { + sd=(struct map_session_data *)bl; + } + + sc = status_get_sc(bl); + + if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) && + ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) || + (flag&BF_MISC && skill_num != PA_PRESSURE) + )){ + return 0; + } + + if (sc && sc->count) { + //First, sc_*'s that reduce damage to 0. + if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION) + ) { + // ƒZ?[ƒtƒeƒBƒEƒH?[ƒ‹ + struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3; + if (group) { + if (--group->val2<=0) + skill_delunitgroup(NULL,group); + return 0; + } else { + status_change_end(bl,SC_SAFETYWALL,-1); + } + } + + if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC) + return 0; + + if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON && + rand()%100 < sc->data[SC_AUTOGUARD].val2) { + int delay; + clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1); + // different delay depending on skill level [celest] + if (sc->data[SC_AUTOGUARD].val1 <= 5) + delay = 300; + else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9) + delay = 200; + else + delay = 100; + unit_set_walkdelay(bl, gettick(), delay, 1); + + if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1) + skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1)); + return 0; + } + +// -- moonsoul (chance to block attacks with new Lord Knight skill parrying) +// + if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON && + rand()%100 < sc->data[SC_PARRYING].val2) { + clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1); + return 0; + } + + if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 && + (flag&BF_LONG || sc->data[SC_SPURT].timer != -1) + && rand()%100 < 20) { + clif_skill_nodamage(bl,bl,TK_DODGE,1,1); + if (sc->data[SC_COMBO].timer == -1) + sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000); + return 0; + } + + if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC + && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL)) + return 0; + + if(sc->data[SC_KAUPE].timer != -1 && + rand()%100 < sc->data[SC_KAUPE].val2 && + (src->type == BL_PC || !skill_num)) + { //Kaupe only blocks all skills of players. + clif_skill_nodamage(bl,bl,SL_KAUPE,1,1); + if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. + status_change_end(bl, SC_KAUPE, -1); + return 0; + } + + //Now damage increasing effects + if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){ + damage<<=1; + status_change_end( bl,SC_AETERNA,-1 ); + } + + if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest] + if ((flag&BF_SKILL && skill_get_pl(skill_num)==ELE_FIRE) || + (!flag&BF_SKILL && status_get_attack_element(src)==ELE_FIRE)) { + damage<<=1; + status_change_end(bl, SC_SPIDERWEB, -1); + } + + //Finally damage reductions.... + if(sc->data[SC_ASSUMPTIO].timer != -1){ + if(map_flag_vs(bl->m)) + damage=damage*2/3; //Receive 66% damage + else + damage>>=1; //Receive 50% damage + } + + if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON) + damage=damage*(100-sc->data[SC_DEFENDER].val2)/100; + + if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON) + damage >>=1; + + if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){ + struct status_data *status = status_get_status_data(bl); + int per = 100*status->sp / status->max_sp; + 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/10000)) + status_change_end( bl,SC_ENERGYCOAT,-1 ); + //Reduction: 6% + 6% every 20% + damage -= damage * 6 * (1+per) / 100; + } + + if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON && + // Fixed the condition check [Aalye] + (src->type!=BL_PC || ( + ((TBL_PC *)src)->status.weapon == W_DAGGER || + ((TBL_PC *)src)->status.weapon == W_1HSWORD || + ((TBL_PC *)src)->status.weapon == W_2HSWORD + )) + ){ + if(rand()%100 < sc->data[SC_REJECTSWORD].val2){ + damage = damage*50/100; + status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0)); + clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1); + if((--sc->data[SC_REJECTSWORD].val3)<=0) + status_change_end(bl, SC_REJECTSWORD, -1); + } + } + + //Finally Kyrie because it may, or not, reduce damage to 0. + if(sc->data[SC_KYRIE].timer!=-1){ + sci=&sc->data[SC_KYRIE]; + sci->val2-=damage; + if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){ + if(sci->val2>=0) + damage=0; + else + damage=-sci->val2; + } + if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT) + status_change_end(bl, SC_KYRIE, -1); + } + if (damage <= 0) return 0; + } + + //SC effects from caster side. + sc = status_get_sc(src); + if (sc && sc->count) { + if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) { + if (flag&BF_MAGIC) { + if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75) + return 0; + } else if (flag&BF_WEAPON) + damage >>=1; + } + } + + if (battle_config.pk_mode && sd && damage > 0) + { + 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 < 1) 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( md && !status_isdead(bl) && src != bl) { + if (damage > 0 ) + mobskill_event(md,src,gettick(),flag); + if (skill_num) + mobskill_event(md,src,gettick(),MSC_SKILLUSED|(skill_num<<16)); + } + + return damage; +} + +/*========================================== + * Calculates GVG related damage adjustments. + *------------------------------------------ + */ +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 = NULL; + int class_; + + if (damage <= 0) + return 0; + + class_ = status_get_class(bl); + + if (bl->type == BL_MOB) + md=(struct mob_data *)bl; + + if(md && md->guardian_data) { + if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) + //SKill inmunity. + switch (skill_num) { + case PA_PRESSURE: + case MO_TRIPLEATTACK: + case HW_GRAVITATION: + break; + default: + return 0; + } + if(src->type != BL_MOB) { + struct guild *g=guild_search(status_get_guild_id(src)); + if (!g) return 0; + if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0) + return 0; + if (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: + break; + default: + 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 < 1) damage = 1; + } + return damage; +} + +/*========================================== + * HP/SP‹zŽû‚ÌŒvŽZ + *------------------------------------------ + */ +static int battle_calc_drain(int damage, int rate, int per) +{ + int diff = 0; + + if (per && rand()%1000 < rate) { + diff = (damage * per) / 100; + if (diff == 0) { + if (per > 0) + diff = 1; + else + diff = -1; + } + } + return diff; +} + +/*========================================== + * ?C—ûƒ_ƒ??[ƒW + *------------------------------------------ + */ +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_retr(0, sd); + + if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && + (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,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) { + damage += (skill * 4); + if (sd->sc.data[SC_SPIRIT].timer != -1 && 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_DAGGER: + case W_1HSWORD: + if((skill = pc_checkskill(sd,SM_SWORD)) > 0) + damage += (skill * 4); + break; + case W_2HSWORD: + 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); + break; + case W_MACE: + if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) + damage += (skill * 3); + break; + case W_FIST: + 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: + // Dance Lesson Skill Effect(+3 damage for every lvl = +30) + if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) + damage += (skill * 3); + break; + case W_BOOK: + // Advance Book Skill Effect(+3 damage for every lvl = +30) + if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) + damage += (skill * 3); + break; + case W_KATAR: + if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) + //Advanced Katar Research by zanetheinsane + damage += damage*(10 +skill * 2)/100; + if((skill = pc_checkskill(sd,AS_KATAR)) > 0) + damage += (skill * 3); + break; + } +/*//need to add this on shuriken skills. + if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { + damage += (skill * 3); + } +*/ + return damage; +} +/*========================================== + * Calculates the standard damage of a normal attack assuming it hits, + * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex] + *------------------------------------------ + * Pass damage2 as NULL to not calc it. + * Flag values: + * &1: Critical hit + * &2: Arrow attack + * &4: Skill is Magic Crasher + * &8: Skip target size adjustment (Extremity Fist?) + */ +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; + 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; + + if (!(flag&1) || (flag&2)) + { //Normal attacks + atkmin = status->dex; + + type = (wa == status->lhw)?8:9; + 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) + { //Bows + atkmin = atkmin*atkmax/100; + if (atkmin > atkmax) + atkmax = atkmin; + } + } + } + + if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1) + atkmin = atkmax; + + //Weapon Damage calculation + if (!(flag&1)) + damage = (atkmax>atkmin? rand()%(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->arrow_atk) + damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk); + + //SizeFix only for players + if (!( + sd->special_state.no_sizefix || + (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) || + (pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR) && t_size==1) || + (flag&8) + )) + damage = damage*(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 + if(sd) { + type = (wa == status->lhw)?sd->left_weapon.overrefine:sd->right_weapon.overrefine; + if (type > 0) + damage += rand()%type+1; + } + return damage; +} + +/*========================================== + * Consumes ammo for the given skill. + *------------------------------------------ + */ +void battle_consume_ammo(TBL_PC*sd, int skill, int lv) +{ + int qty=1; + if (!battle_config.arrow_decrement) + return; + + if (skill) + { + qty = skill_get_ammo_qty(skill, lv); + if (!qty) { //Generic skill that consumes ammo? + qty = skill_get_num(skill, lv); + if (qty < 0) qty *= -1; + else + if (qty == 0) qty = 1; + } + } + if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition + pc_delitem(sd,sd->equip_index[10],qty,0); +} + +//For quick div adjustment. +#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; } +/*========================================== + * battle_calc_weapon_attack (by Skotlex) + *------------------------------------------ + */ +static struct Damage battle_calc_weapon_attack( + struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +{ + unsigned short skillratio = 100; //Skill dmg modifiers. + short skill=0; + short s_ele, s_ele_, t_class; + short i; + + 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+def2/50, 2: Use def+def2/100 + 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) + unsigned cardfix : 1; + } 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.cardfix=1; + flag.infdef=(tstatus->mode&MD_PLANT?1:0); + + //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_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag + wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later + + 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. + + BL_CAST(BL_PC, src, sd); + BL_CAST(BL_PC, target, tsd); + + if(sd) { + if (sd->skillblown[0].id != 0) + { //Apply the bonus blewcount. [Skotlex] + for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); + if (i < 5 && sd->skillblown[i].id == skill_num) + wd.blewcount += sd->skillblown[i].val; + } + } + //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)) || status_get_range(src)>3)) + ) { + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + flag.arrow = 1; + } + + if(skill_num){ + wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL; + switch(skill_num) + { + case MO_FINGEROFFENSIVE: + if(sd) { + if (battle_config.finger_offensive_type) + wd.div_ = 1; + else + wd.div_ = sd->spiritball_old; + } + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + break; + + case CR_SHIELDBOOMERANG: + case PA_SHIELDCHAIN: + flag.weapon = 0; + case AS_GRIMTOOTH: + case KN_SPEARBOOMERANG: + case NPC_RANGEATTACK: + case LK_SPIRALPIERCE: + case ASC_BREAKER: + case AM_ACIDTERROR: + case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex] + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + break; + + case KN_PIERCE: + wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); + break; + + case TF_DOUBLE: //For NPC used skill. + wd.type = 0x08; + break; + + case KN_SPEARSTAB: + case KN_BOWLINGBASH: + case MO_BALKYOUNG: + case TK_TURNKICK: + wd.blewcount=0; + break; + + case CR_SHIELDCHARGE: +// flag.weapon = 0; + case NPC_PIERCINGATT: + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; + break; + + case KN_AUTOCOUNTER: + wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; + break; + } + } + + if (skill_num && battle_config.skillrange_by_distance && + (src->type&battle_config.skillrange_by_distance) + ) { //Skill range based on distance between src/target [Skotlex] + if (check_distance_bl(src, target, 3)) + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; + else + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + } + + if(is_boss(target)) //Bosses can't be knocked-back + wd.blewcount = 0; + +/* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex] + //Check for counter + if(!skill_num) + { + if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1) + //If it got here and you had autocounter active, then the direction/range does not matches: critical + flag.cri = 1; + } //End counter-check +*/ + if (!skill_num && tstatus->flee2 && rand()%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_pl(skill_num); + if (!skill_num || s_ele == -1) { //Take weapon's element + s_ele = sstatus->rhw.ele; + s_ele_ = sstatus->lhw?sstatus->lhw->ele:0; + if (flag.arrow && sd && sd->arrow_ele) + s_ele = sd->arrow_ele; + } else if (s_ele == -2) { //Use enchantment's element + s_ele = s_ele_ = status_get_attack_sc_element(src,sc); + } + + if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) + { + flag.rh=0; + flag.lh=1; + } + if (sstatus->lhw && sstatus->lhw->atk) + flag.lh=1; + + //Check for critical + if(!flag.cri && sstatus->cri && + (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE)) + { + short cri = sstatus->cri; + if (sd) + { + cri+= sd->critaddrace[tstatus->race]; + if(flag.arrow) + cri += sd->arrow_cri; + if(sd->status.weapon == W_KATAR) + cri <<=1; + } + //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) + { + if (tsc->data[SC_SLEEP].timer!=-1 ) + cri <<=1; + if(tsc->data[SC_JOINTBEAT].timer != -1 && + tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG] + flag.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: + cri += 200; + break; + case NJ_KIRIKAGE: + cri += 250 + 50*skill_lv; + break; + } + if(tsd && tsd->critical_def) + cri = cri*(100-tsd->critical_def)/100; + if (rand()%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->perfect_hit > 0 && rand()%100 < sd->perfect_hit) + flag.hit = 1; + if (sc && sc->data[SC_FUSION].timer != -1) { + flag.hit = 1; //SG_FUSION always hit [Komurka] + flag.idef = flag.idef2 = 1; //def ignore [Komurka] + } + if (skill_num && !flag.hit) + switch(skill_num) + { + case AS_SPLASHER: //Reports say it always hits? + if (wflag) //Only if you were the one exploding. + break; + case NPC_GUIDEDATTACK: + case RG_BACKSTAP: + case HT_FREEZINGTRAP: + case AM_ACIDTERROR: + case MO_INVESTIGATE: + case MO_EXTREMITYFIST: + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + case PA_SACRIFICE: + case TK_COUNTER: + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + case NPC_BLOODDRAIN: + flag.hit = 1; + break; + case CR_SHIELDBOOMERANG: + if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER) + flag.hit = 1; + break; + } + if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT) + flag.hit = 1; + } + + if (!flag.hit) + { //Hit/Flee calculation + short + flee = tstatus->flee, + hitrate=80; //Default hitrate + + if(battle_config.agi_penalty_type) + { + unsigned char target_count; //256 max targets should be a sane max + target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv); + if(target_count >= battle_config.agi_penalty_count) + { + if (battle_config.agi_penalty_type == 1) + flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; + else //asume type 2: absolute reduction + flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; + if(flee < 1) flee = 1; + } + } + + hitrate+= sstatus->hit - flee; + + if(wd.flag&BF_LONG && ( + (sc && sc->data[SC_FOGWALL].timer!=-1) || + (tsc && tsc->data[SC_FOGWALL].timer!=-1))) + hitrate-=50; + + if(sd && flag.arrow) + hitrate += sd->arrow_hit; + if(skill_num) + switch(skill_num) + { //Hit skill modifiers + case SM_BASH: + hitrate += 5*skill_lv; + break; + case SM_MAGNUM: + hitrate += 10*skill_lv; + break; + case KN_AUTOCOUNTER: + hitrate += 20; + break; + case KN_PIERCE: + hitrate += hitrate*(5*skill_lv)/100; + break; + case PA_SHIELDCHAIN: + hitrate += 20; + break; + case AS_SONICBLOW: + if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) + hitrate += 50; + break; + } + + // Weaponry Research hidden bonus + if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) + hitrate += hitrate*(2*skill)/100; + + if (hitrate > battle_config.max_hitrate) + hitrate = battle_config.max_hitrate; + else if (hitrate < battle_config.min_hitrate) + hitrate = battle_config.min_hitrate; + + if(rand()%100 >= hitrate) + wd.dmg_lv = ATK_FLEE; + else + flag.hit =1; + } //End hit/miss calculation + + if(tsd && tsd->special_state.no_weapon_damage) { + if (wd.div_ < 0) wd.div_*=-1; + return wd; + } + + if (flag.hit && !flag.infdef) //No need to do the math for plants + { //Hitting attack + +//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. +//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc +#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; } +#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } +//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage +#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; } +#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } +//Adds an absolute value to damage. 100 = +100 damage +#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; } +#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; } + + switch (skill_num) + { //Calc base damage according to skill + case PA_SACRIFICE: + skill = sstatus->max_hp* 9/100; + status_zap(src, skill, 0);//Damage to self is always 9% + clif_damage(src,src, gettick(), 0, 0, skill, 0 , 0, 0); + + wd.damage = skill; + wd.damage2 = 0; + + if (sc && sc->data[SC_SACRIFICE].timer != -1) + { + if (--sc->data[SC_SACRIFICE].val2 <= 0) + status_change_end(src, SC_SACRIFICE,-1); + } + break; + case LK_SPIRALPIERCE: + if (sd) { + short index = sd->equip_index[9]; + + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == 4) + wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight + + ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only. + index = sstatus->str/10; + index = index*index; + ATK_ADD(index); //Add str bonus. + + switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? + case 0: //Small: 125% + ATK_RATE(125); + break; + //case 1: //Medium: 100% + case 2: //Large: 75% + ATK_RATE(75); + break; + } + break; + } + case CR_SHIELDBOOMERANG: + case PA_SHIELDCHAIN: + if (sd) { + short index = sd->equip_index[8]; + + wd.damage = sstatus->batk; + if (flag.lh) wd.damage2 = wd.damage; + + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == 5) + ATK_ADD(sd->inventory_data[index]->weight/10); + break; + } + default: + { + i = (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0); + wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); + if (sstatus->lhw) + wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i); + + //Add any bonuses that modify the base baseatk+watk (pre-skills) + if(sd) + { + if (sd->status.weapon < MAX_WEAPON_TYPE && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0)) + ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]); + + if(flag.cri && sd->crit_atk_rate) + ATK_ADDRATE(sd->crit_atk_rate); + + if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){ + i = party_foreachsamemap(party_sub_count, sd, 0); + 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].timer != -1) + skillratio += 5*sc->data[SC_OVERTHRUST].val1; + if(sc->data[SC_MAXOVERTHRUST].timer != -1) + skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1; + if(sc->data[SC_BERSERK].timer != -1) + skillratio += 100; + } + if (!skill_num) + { + // Random chance to deal multiplied damage - Consider it as part of skill-based-damage + if(sd && + sd->random_attack_increase_add > 0 && + sd->random_attack_increase_per && + rand()%100 < sd->random_attack_increase_per + ) + skillratio += sd->random_attack_increase_add; + + ATK_RATE(skillratio); + } else { //Skills + switch( skill_num ) + { + case SM_BASH: + skillratio += 30*skill_lv; + break; + case SM_MAGNUM: + skillratio += 20*skill_lv; + break; + case MC_MAMMONITE: + skillratio += 50*skill_lv; + break; + case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex] + skillratio += 5*sstatus->str; + break; + case AC_DOUBLE: + skillratio += 10*(skill_lv-1); + break; + case AC_SHOWER: + skillratio += 5*skill_lv-25; + break; + case AC_CHARGEARROW: + skillratio += 50; + break; + case HT_FREEZINGTRAP: + skillratio += -50+10*skill_lv; + break; + case KN_PIERCE: + skillratio += 10*skill_lv; + break; + case KN_SPEARSTAB: + skillratio += 15*skill_lv; + break; + case KN_SPEARBOOMERANG: + skillratio += 50*skill_lv; + break; + case KN_BRANDISHSPEAR: + { + 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: + skillratio+= 40*skill_lv; + break; + case KN_AUTOCOUNTER: + case LK_SPIRALPIERCE: + case NPC_CRITICALSLASH: + flag.idef= flag.idef2= 1; + 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_max_weight > 0 && sd->cart_weight > 0) + skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight + else if (!sd) + skillratio += 150; //Max damage for non players. + break; + case NPC_RANDOMATTACK: + skillratio += rand()%150-50; + 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: + skillratio += 25*skill_lv; + 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: + skillratio += 35*skill_lv; + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + flag.cardfix = 0; + break; + case AM_DEMONSTRATION: + skillratio += 20*skill_lv; + flag.cardfix = 0; + break; + case AM_ACIDTERROR: + skillratio += 40*skill_lv; + flag.cardfix = 0; + 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_zap(src, 0, sstatus->sp); + flag.idef= flag.idef2= 1; + } + 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: + skillratio += 40*skill_lv-40; + break; + case DC_THROWARROW: + skillratio += 50*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: + skillratio += 10*skill_lv-50; + break; + case ASC_METEORASSAULT: + skillratio += 40*skill_lv-60; + flag.cardfix = 0; + break; + case SN_SHARPSHOOTING: + skillratio += 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); + if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex] + skillratio /= wflag; + flag.cardfix = 0; + break; + case ASC_BREAKER: + skillratio += 100*skill_lv-100; + flag.cardfix = 0; + break; + case PA_SACRIFICE: + //40% less effective on siege maps. [Skotlex] + skillratio += 10*skill_lv-10; + flag.idef = flag.idef2 = 1; + break; + case PA_SHIELDCHAIN: + skillratio += 30*skill_lv; + break; + case WS_CARTTERMINATION: + if(sd && sd->cart_weight > 0) + skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100; + else if (!sd) + skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv)); + flag.cardfix = 0; + 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].timer != -1 && sc->data[SC_COMBO].val1 == skill_num) + skillratio += 10*status_get_lv(src)/3; + break; + case GS_BULLSEYE: + skillratio += 400; + break; + case GS_TRACKING: + skillratio += 60*skill_lv; + if (skill_lv == 2) skillratio += 20; + if (skill_lv == 3) skillratio += 80; + if (skill_lv >= 4) skillratio += 60*(skill_lv-3); + if (skill_lv == 10) skillratio += 80; + break; + case GS_PIERCINGSHOT: + skillratio += 20*skill_lv; + break; + case GS_RAPIDSHOWER: + skillratio += 10*skill_lv; + break; + case GS_DESPERADO: + skillratio += 50*skill_lv - 50; + break; + case GS_DUST: + skillratio += 50*skill_lv; + break; + case GS_FULLBUSTER: + skillratio += 200 + 100*skill_lv; + break; + case GS_SPREADATTACK: + skillratio += 20*skill_lv-20; + 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-100; + break; + case KN_CHARGEATK: + skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex] + break; + case HT_PHANTASMIC: + skillratio += 50; + break; + case MO_BALKYOUNG: + skillratio += 200; + 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+rand()%(sstatus->matk_max-sstatus->matk_min)); + } else { + ATK_ADD(sstatus->matk_min); + } + break; + } + } + //Div fix. + damage_div_fix(wd.damage, wd.div_); + //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex] + skillratio = 100; + //Skill damage modifiers that affect linearly stacked damage. + if (sc && skill_num != PA_SACRIFICE) { + if(sc->data[SC_TRUESIGHT].timer != -1) + skillratio += 2*sc->data[SC_TRUESIGHT].val1; + // It is still not quite decided whether it works on bosses or not... + if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) + skillratio += 50 +50*sc->data[SC_EDP].val1; + } + switch (skill_num) { + case AS_SONICBLOW: + if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN) + skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe + if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) + skillratio += 10; + break; + case CR_SHIELDBOOMERANG: + if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER) + skillratio += 100; + break; + } + if (sd && sd->skillatk[0].id != 0) + { + for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) + //May seem wrong as it also applies on top of other modifiers, but adding, say, 10% + //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex] + skillratio += sd->skillatk[i].val; + } + if (skillratio != 100) + ATK_RATE(skillratio); + + if(sd) + { + if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE + && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS + && !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 & (is_boss(target)?1<<10:1<<11) + ) + 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 & (is_boss(target)?1<<10:1<<11) + ) { //Pass effect onto right hand if configured so. [Skotlex] + if (battle_config.left_cardfix_to_right && flag.rh) + flag.pdef = 1; + else + flag.pdef2 = 1; + } + } + + if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) + { //Ignore Defense? + if (!flag.idef && ( + (target->type == BL_MOB && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) || + 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<<10:1<<11) + )) + flag.idef = 1; + + if (!flag.idef2 && ( + (target->type == BL_MOB && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) || + sd->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<<10:1<<11) + )) { + if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex] + flag.idef = 1; + else + flag.idef2 = 1; + } + } + } + + if (!flag.idef || !flag.idef2) + { //Defense reduction + short vit_def; + char def1 = (char)status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. + short def2 = (short)tstatus->def2; + if(battle_config.vit_penalty_type) + { + unsigned char target_count; //256 max targets should be a sane max + target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv); + if(target_count >= battle_config.vit_penalty_count) { + if(battle_config.vit_penalty_type == 1) { + 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 + 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(def1 < 0 || 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?rand()%vit_def:0); + + if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && + (skill=pc_checkskill(tsd,AL_DP)) >0) + vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn + } else { //Mob-Pet vit-eq + //VIT + rnd(0,[VIT/20]^2-1) + vit_def = (def2/20)*(def2/20); + vit_def = def2 + (vit_def>0?rand()%vit_def:0); + } + + if (battle_config.weapon_defense_type) { + vit_def += def1*battle_config.weapon_defense_type; + def1 = 0; + } + if (def1 > 100) def1 = 100; + ATK_RATE2( + flag.idef ?100: + (flag.pdef ?flag.pdef *(def1 + vit_def): + 100-def1), + flag.idef2?100: + (flag.pdef2?flag.pdef2*(def1 + vit_def): + 100-def1) + ); + ATK_ADD2( + flag.idef ||flag.pdef ?0:-vit_def, + flag.idef2||flag.pdef2?0:-vit_def + ); + } + + //Post skill/vit reduction damage increases + if (sc && skill_num != LK_SPIRALPIERCE) + { //SC skill damages + if(sc->data[SC_AURABLADE].timer!=-1) + ATK_ADD(20*sc->data[SC_AURABLADE].val1); + } + + //Refine bonus + if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { + if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times + { + 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 + wd.damage = battle_addmastery(sd,target,wd.damage,0); + if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1); + + if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1))) + { + skillratio = (sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk)/(skill<4?12-3*skill:1); + ATK_ADDRATE(skillratio); + } else + if( + ((skill=pc_checkskill(sd,SG_SUN_ANGER)) >0 && t_class == sd->hate_mob[0]) || + ((skill=pc_checkskill(sd,SG_MOON_ANGER)) >0 && t_class == sd->hate_mob[1]) + ) { + skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1); + ATK_ADDRATE(skillratio); + } + } + } //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(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) + return wd; //Enough, rest is not needed. + + if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) + ATK_ADD(skill*2); + + if(skill_num==TF_POISON) + ATK_ADD(15*skill_lv); + + if(skill_num==ASC_BREAKER) //Breaker's int-based damage. + ATK_ADD(rand()%500 + 500 + skill_lv * sstatus->int_ * 5); + + if (skill_num || !(battle_config.attack_attr_none&src->type)) + { //Elemental attribute fix + if (!(!sd && tsd && battle_config.mob_ghostring_fix && tstatus->def_ele==ELE_GHOST)) + { + 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 (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].timer != -1) + { //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)); + damage = damage*sc->data[SC_WATK_ELEMENT].val2/100; + damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,tstatus->def_ele, tstatus->ele_lv); + ATK_ADD(damage); + } + } + + if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0)) + flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses + + 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 (flag.cardfix) + { + short cardfix = 1000, cardfix_ = 1000; + short 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; + cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/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; + } else { //Melee attack + if(!battle_config.left_cardfix_to_right) + { + cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100; + cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/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 (flag.lh) + { + cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100; + cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/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; + } + } else { + cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100; + cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/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; + } + } + + for(i=0;iright_weapon.add_damage_class_count;i++) { + if(sd->right_weapon.add_damage_classid[i] == t_class) { + cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100; + break; + } + } + + if (flag.lh) + { + for(i=0;ileft_weapon.add_damage_class_count;i++) { + if(sd->left_weapon.add_damage_classid[i] == t_class) { + cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100; + break; + } + } + } + + if(wd.flag&BF_LONG) + cardfix=cardfix*(100+sd->long_attack_atk_rate)/100; + + 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[8]; + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == 5) + ATK_ADD(10*sd->status.inventory[index].refine); + } + } //if (sd) + + //Card Fix, tsd side - Cards always apply on the target. [Skotlex] + if (tsd) { + short s_race2,s_class; + short cardfix=1000; + + s_race2 = status_get_race2(src); + s_class = status_get_class(src); + + cardfix=cardfix*(100-tsd->subele[sstatus->def_ele])/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; + + for(i=0;iadd_dmg_count;i++) { + if(tsd->add_dmg[i].class_ == s_class) { + cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100; + break; + } + } + + if(wd.flag&BF_SHORT) + cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + else // BF_LONG (there's no other choice) + cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + + if (cardfix != 1000) + ATK_RATE(cardfix/10); + } + + if(flag.infdef) + { //Plants receive 1 damage when hit + if (flag.rh && (flag.hit || wd.damage>0)) + wd.damage = 1; + if (flag.lh && (flag.hit || wd.damage2>0)) + wd.damage2 = 1; + 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 && !skill_num && !flag.cri) + { //Check for double attack. + if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) || + sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex] + { + if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate)) + { + wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv/5:1); + damage_div_fix(wd.damage, wd.div_); + wd.type = 0x08; + } + } else if ((skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == W_REVOLVER) + { + if (rand()%100 < 5*skill_lv) + { + wd.div_=skill_get_num(GS_CHAINACTION,skill_lv); + damage_div_fix(wd.damage, wd.div_); + wd.type = 0x08; + } + } + } + + if(!flag.rh || wd.damage<1) + wd.damage=0; + + if(!flag.lh || wd.damage2<1) + wd.damage2=0; + + 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(sd->status.weapon > MAX_WEAPON_TYPE) + { //Dual-wield + if (wd.damage > 0) + { + skill = pc_checkskill(sd,AS_RIGHT); + wd.damage = wd.damage * (50 + (skill * 10))/100; + if(wd.damage < 1) wd.damage = 1; + } + if (wd.damage2 > 0) + { + skill = pc_checkskill(sd,AS_LEFT); + wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; + if(wd.damage2 < 1) wd.damage2 = 1; + } + } else if(sd->status.weapon == W_KATAR) + { //Katars + skill = pc_checkskill(sd,TF_DOUBLE); + wd.damage2 = wd.damage * (1 + (skill * 2))/100; + + if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1; + flag.lh = 1; + } + } + + if(wd.damage > 0 || wd.damage2 > 0) + { + if(wd.damage2<1) { + wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + if (map_flag_gvg(target->m)) + wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + } else if(wd.damage<1) { + wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + if (map_flag_gvg(target->m)) + wd.damage2=battle_calc_gvg_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,d1,wd.div_,skill_num,skill_lv,wd.flag); + if (map_flag_gvg(target->m)) + wd.damage=battle_calc_gvg_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; + } + } + + if(sd && sd->classchange && target->type == BL_MOB && !(tstatus->mode&MD_BOSS) && (rand()%10000 < sd->classchange)) + { + struct mob_data *tmd = (TBL_MOB*)target; + if (!tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && !mob_is_clone(tmd->class_)) + { //Classchange: + struct mob_db *mob; + int k, class_; + i = 0; + do { + do { + class_ = rand() % MAX_MOB_DB; + } while (!mobdb_checkid(class_)); + + k = rand() % 1000000; + mob = mob_db(class_); + } while ((mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000); + if (i< 2000) + mob_class_change(tmd,class_); + } + } + if (wd.damage > 0 || wd.damage2 > 0) { + if (sd && battle_config.equip_self_break_rate) + { // Self weapon breaking + int breakrate = battle_config.equip_natural_break_rate; + if (sc) { + if(sc->data[SC_OVERTHRUST].timer!=-1) + breakrate += 10; + if(sc->data[SC_MAXOVERTHRUST].timer!=-1) + breakrate += 10; + } + if (breakrate) + skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF); + } + if (battle_config.equip_skill_break_rate) + { // Target equipment breaking + int breakrate[2] = {0,0}; // weapon = 0, armor = 1 + if (sd) { // Break rate from equipment + breakrate[0] += sd->break_weapon_rate; + breakrate[1] += sd->break_armor_rate; + } + if (sc) { + if (sc->data[SC_MELTDOWN].timer!=-1) { + breakrate[0] += sc->data[SC_MELTDOWN].val2; + breakrate[1] += sc->data[SC_MELTDOWN].val3; + } + } + if (breakrate[0]) + skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY); + if (breakrate[1]) + skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY); + } + } + + //SG_FUSION hp penalty [Komurka] + if (sc && sc->data[SC_FUSION].timer!=-1) + { + 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 = 5*hp/1000; + status_zap(src, hp, 0); + } + + 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) + { + short i; + short s_ele; + unsigned short 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; + unsigned elefix : 1; + unsigned cardfix : 1; + } flag; + + memset(&ad,0,sizeof(ad)); + memset(&flag,0,sizeof(flag)); + + if(src==NULL || target==NULL) + { + nullpo_info(NLP_MARK); + return ad; + } + //Initial flag + flag.elefix=1; + flag.cardfix=1; + + //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:status_get_amotion(src); //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_LONG|BF_SKILL; + ad.dmg_lv=ATK_DEF; + + BL_CAST(BL_PC, src, sd); + BL_CAST(BL_PC, target, tsd); + + //Initialize variables that will be used afterwards + s_ele = skill_get_pl(skill_num); + + 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)); + + //Set miscellaneous data that needs be filled + if(sd) { + sd->state.arrow_atk = 0; + if (sd->skillblown[0].id != 0) + { //Apply the bonus blewcount. [Skotlex] + for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) + ad.blewcount += sd->skillblown[i].val; + } + } + + if (battle_config.skillrange_by_distance && + (src->type&battle_config.skillrange_by_distance) + ) { //Skill range based on distance between src/target [Skotlex] + if (check_distance_bl(src, target, 3)) + ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT; + else + ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG; + } + + flag.infdef=(tstatus->mode&MD_PLANT?1:0); + + switch(skill_num) + { + case MG_FIREWALL: + if(mflag) { //mflag has a value when it was checked against an undead in skill.c [Skotlex] + ad.blewcount = 0; //No knockback + ad.dmotion = 0; //No flinch animation. + } else + ad.blewcount |= 0x10000; + break; + case WZ_STORMGUST: //Should knockback randomly. + ad.blewcount|=0x40000; + break; + case PR_SANCTUARY: + ad.blewcount|=0x10000; + case AL_HEAL: + case PR_BENEDICTIO: + case WZ_FIREPILLAR: + flag.imdef = 1; + break; + case HW_GRAVITATION: + flag.imdef = 1; + flag.elefix = 0; + break; + case PR_ASPERSIO: + flag.imdef = 1; + case PF_SOULBURN: //Does not ignores mdef + flag.elefix = 0; + flag.cardfix = 0; + break; + case PR_TURNUNDEAD: + flag.imdef = 1; + flag.cardfix = 0; + break; + case NPC_GRANDDARKNESS: + case CR_GRANDCROSS: + flag.cardfix = 0; + break; + } + + if(is_boss(target)) //Bosses can't be knocked-back + ad.blewcount = 0; + + if (!flag.infdef) //No need to do the math for plants + { + +//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc +#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; } +//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage +#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; } +//Adds an absolute value to damage. 100 = +100 damage +#define MATK_ADD( a ) { ad.damage+= a; } + + switch (skill_num) + { //Calc base damage according to skill + case AL_HEAL: + case PR_BENEDICTIO: + ad.damage = skill_calc_heal(src,skill_lv)/2; + break; + case PR_ASPERSIO: + ad.damage = 40; + break; + case PR_SANCTUARY: + ad.damage = (skill_lv>6)?388:skill_lv*50; + break; + case ALL_RESURRECTION: + case PR_TURNUNDEAD: + if(battle_check_undead(tstatus->race,tstatus->def_ele)){ + int thres; + thres = (skill_lv * 20) + sstatus->luk + sstatus->int_ + status_get_lv(src) + ((200 - tstatus->hp * 200 / tstatus->max_hp)); + if(thres > 700) thres = 700; + if(rand()%1000 < thres && !(tstatus->mode&MD_BOSS)) + ad.damage = tstatus->hp; + else + ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; + } + break; + case PF_SOULBURN: + ad.damage = tstatus->sp * 2; + break; + case HW_GRAVITATION: + ad.damage = 200+200*skill_lv; + break; + default: + { + if (sstatus->matk_max > sstatus->matk_min) { + MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min)); + } else { + MATK_ADD(sstatus->matk_min); + } + + if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill + if(mflag>0) + ad.damage/= mflag; + else if(battle_config.error_log) + ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n"); + } + + switch(skill_num){ + case MG_NAPALMBEAT: + skillratio += skill_lv*10-30; + break; + case MG_SOULSTRIKE: + if (battle_check_undead(tstatus->race,tstatus->def_ele)) + skillratio += 5*skill_lv; + break; + case MG_FIREBALL: + if(mflag>2) + ad.damage = 0; + else { + int drate[]={100,90,70}; + MATK_RATE(drate[mflag]); + skillratio += 70+10*skill_lv; + } + break; + case MG_FIREWALL: + skillratio -= 50; + break; + case MG_THUNDERSTORM: + skillratio -= 20; + break; + case MG_FROSTDIVER: + skillratio += 10*skill_lv; + break; + case AL_HOLYLIGHT: + skillratio += 25; + if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && 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_VERMILION: + skillratio += 20*skill_lv-20; + 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?-99:10*skill_lv); //target size must be small (0) for full damage. + break; + case SL_STUN: + skillratio += (tstatus->size!=2?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_BAKUENRYU: + skillratio += 50 + 150*skill_lv; + break; + case NJ_HYOUSYOURAKU: + skillratio += 50*skill_lv; + break; + case NJ_RAIGEKISAI: + skillratio += 60 + 40*skill_lv; + break; + case NJ_KAMAITACHI: + skillratio += 100*skill_lv; + break; + } + + if (sd && sd->skillatk[0].id != 0) + { + for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++) + if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) + //If we apply skillatk[] as ATK_RATE, it will also affect other skills, + //unfortunately this way ignores a skill's constant modifiers... + skillratio += sd->skillatk[i].val; + } + + MATK_RATE(skillratio); + + //Constant/misc additions from skills + if (skill_num == WZ_FIREPILLAR) + MATK_ADD(50); + } + } + + if(sd) { + //Ignore Defense? + if (!flag.imdef && ( + sd->ignore_mdef_ele & (1<def_ele) || + sd->ignore_mdef_race & (1<race) || + sd->ignore_mdef_race & (is_boss(target)?1<mdef*battle_config.magic_defense_type - tstatus->mdef2; + else + ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2; + } + + 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 = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100; + if(src==target) + { + if (src->type == BL_PC) + ad.damage = ad.damage/2; + else + ad.damage = 0; + } + } + + if(ad.damage<1) + ad.damage=1; + + if (flag.elefix) + ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); + + if (sd && flag.cardfix) { + short cardfix=100; + short t_class = status_get_class(target); + + cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100; + if (flag.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;iadd_mdmg_count;i++) { + if(sd->add_mdmg[i].class_ == t_class) { + cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; + continue; + } + } + + MATK_RATE(cardfix); + } + + if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN) + { //Card fixes always apply on the target side. [Skotlex] + short s_race2=status_get_race2(src); + short s_class= status_get_class(src); + short cardfix=100; + + if (flag.elefix) + cardfix=cardfix*(100-tsd->subele[sstatus->def_ele])/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; + for(i=0;iadd_mdef_count;i++) { + if(tsd->add_mdef[i].class_ == s_class) { + cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; + continue; + } + } + //It was discovered that ranged defense also counts vs magic! [Skotlex] + if (ad.flag&BF_SHORT) + cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + else + cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + + cardfix=cardfix*(100-tsd->magic_def_rate)/100; + + MATK_RATE(cardfix); + } + } + + damage_div_fix(ad.damage, ad.div_); + + if (flag.infdef && ad.damage > 0) + ad.damage = 1; + + if (tsd && status_isimmune(target)) { + if (sd && battle_config.gtb_pvp_only) { // [MouseJstr] + MATK_RATE(100 - battle_config.gtb_pvp_only); + } else ad.damage = 0; + } + + ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); + if (map_flag_gvg(target->m)) + ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); + if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex] + ad.dmg_lv = ATK_FLEE; + return ad; +} + +/*========================================== + * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ + *------------------------------------------ + */ +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; + 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 { + unsigned hit : 1; + unsigned idef : 1; + unsigned elefix : 1; + unsigned cardfix : 1; + } flag; + + memset(&md,0,sizeof(md)); + memset(&flag,0,sizeof(flag)); + + if( src == NULL || target == NULL ){ + nullpo_info(NLP_MARK); + memset(&md,0,sizeof(md)); + 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_SHORT|BF_SKILL; + + flag.cardfix = flag.elefix = flag.hit = 1; + + BL_CAST(BL_PC, src, sd); + BL_CAST(BL_PC, target, tsd); + + if(sd) { + sd->state.arrow_atk = 0; + if (sd->skillblown[0].id != 0) + { //Apply the bonus blewcount. [Skotlex] + for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) + md.blewcount += sd->skillblown[i].val; + } + } + + if(is_boss(target)) + md.blewcount = 0; + + s_ele = skill_get_pl(skill_num); + if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] + s_ele = ELE_NEUTRAL; + + //Misc Settings + switch(skill_num){ + case PA_PRESSURE: + flag.elefix = flag.cardfix = 0; + case HT_BLITZBEAT: + case TF_THROWSTONE: + case SN_FALCONASSAULT: + case PA_GOSPEL: + case CR_ACIDDEMONSTRATION: + md.flag = (md.flag&~BF_RANGEMASK)|BF_LONG; + break; + case NPC_SELFDESTRUCTION: + case NPC_SMOKING: + flag.elefix = flag.cardfix = 0; + break; + case NPC_DARKBREATH: + flag.hit = 0; + break; + } + + if (battle_config.skillrange_by_distance && + (src->type&battle_config.skillrange_by_distance) + ) { //Skill range based on distance between src/target [Skotlex] + if (check_distance_bl(src, target, 3)) + md.flag=(md.flag&~BF_RANGEMASK)|BF_SHORT; + else + md.flag=(md.flag&~BF_RANGEMASK)|BF_LONG; + } + + switch(skill_num){ + case HT_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_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) + md.damage /= mflag; + + if (skill_num == HT_BLITZBEAT) + break; + //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 + rand()%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+rand()%9999; + break; + case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] + md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)); + if (tsd) md.damage>>=1; + break; + case NJ_ZENYNAGE: + md.damage = 500*skill_lv +rand()%(500*skill_lv); + if (sd) pc_payzeny(sd, md.damage); + if(map_flag_vs(target->m) || is_boss(target)) + md.damage>>=1; //temp value + break; + } + + damage_div_fix(md.damage, md.div_); + + if (!flag.hit) + { + struct status_change *sc = status_get_sc(target); + if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT) + flag.hit = 1; + else { + short + flee = tstatus->flee, + hitrate=80; //Default hitrate + + if(battle_config.agi_penalty_type) + { + unsigned char target_count; //256 max targets should be a sane max + target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv); + if(target_count >= battle_config.agi_penalty_count) + { + if (battle_config.agi_penalty_type == 1) + flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; + else //asume type 2: absolute reduction + flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; + if(flee < 1) flee = 1; + } + } + + hitrate+= sstatus->hit - flee; + + if (hitrate > battle_config.max_hitrate) + hitrate = battle_config.max_hitrate; + else if (hitrate < battle_config.min_hitrate) + hitrate = battle_config.min_hitrate; + + if(rand()%100 >= hitrate) + flag.hit = 1; + } + if (!flag.hit) { + md.damage = 0; + md.dmg_lv=ATK_FLEE; + } + } + + if(md.damage && flag.cardfix && tsd){ + int cardfix = 10000; + int race2 = status_get_race(src); + cardfix=cardfix*(100-tsd->subele[sstatus->def_ele])/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; + cardfix=cardfix*(100-tsd->misc_def_rate)/100; + if(md.flag&BF_SHORT) + cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + else // BF_LONG (there's no other choice) + cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + + if (cardfix != 10000) + md.damage=md.damage*cardfix/10000; + } + if (sd && skill_num > 0 && sd->skillatk[0].id != 0) + { + for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) + md.damage += md.damage*sd->skillatk[i].val/100; + } + + if(md.damage < 0) + md.damage = 0; + else if(md.damage && tstatus->mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants. + md.damage = 1; + + md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); + + if (skill_num != PA_PRESSURE) //Pressure ignores all these things... + md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); + if (map_flag_gvg(target->m)) + md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); + + return md; +} +/*========================================== + * ƒ_ƒ??[ƒWŒvŽZˆêŠ‡?ˆ—?—p + *------------------------------------------ + */ +struct Damage battle_calc_attack( int attack_type, + struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) +{ + struct Damage d; + switch(attack_type){ + case BF_WEAPON: + d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); + break; + case BF_MAGIC: + d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag); + break; + case BF_MISC: + d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag); + break; + default: + if (battle_config.error_log) + ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); + memset(&d,0,sizeof(d)); + break; + } + return d; +} + +int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) { + struct map_session_data *sd=NULL; + struct status_change *sc; + int rdamage = 0; + + if (bl->type == BL_PC) sd = (struct map_session_data*)bl; + sc = status_get_sc(bl); + + if(flag&BF_WEAPON) { + //Bounces back part of the damage. + if (flag & BF_SHORT) { + if (sd && sd->short_weapon_damage_return) + { + rdamage += *damage * sd->short_weapon_damage_return / 100; + if(rdamage < 1) rdamage = 1; + } + if (sc && sc->data[SC_REFLECTSHIELD].timer != -1) + { + rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100; + if (rdamage < 1) rdamage = 1; + } + } else if (flag & BF_LONG) { + if (sd && sd->long_weapon_damage_return) + { + rdamage += *damage * sd->long_weapon_damage_return / 100; + if (rdamage < 1) rdamage = 1; + } + } + } else + // magic_damage_return by [AppleGirl] and [Valaris] + if(flag&BF_MAGIC) + { + if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return) + { //Bounces back full damage, you take none. + rdamage = *damage; + *damage = 0; + } + } + return rdamage; +} + +void battle_drain(TBL_PC *sd, TBL_PC* tsd, int rdamage, int ldamage, int race, int boss) +{ + struct weapon_data *wd; + int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage; + for (i = 0; i < 4; i++) { + //First two iterations: Right hand + if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; } + else { wd = &sd->left_weapon; damage = &ldamage; } + if (*damage <= 0) continue; + //First and Third iterations: race, other two boss/nonboss state + if (i == 0 || i == 2) + type = race; + else + type = boss?RC_BOSS:RC_NONBOSS; + + hp = wd->hp_drain[type].value; + if (wd->hp_drain[type].rate) + hp += battle_calc_drain(*damage, + wd->hp_drain[type].rate, + wd->hp_drain[type].per); + + sp = wd->sp_drain[type].value; + if (wd->sp_drain[type].rate) + sp += battle_calc_drain(*damage, + wd->sp_drain[type].rate, + wd->sp_drain[type].per); + + if (hp) { + if (wd->hp_drain[type].type) + rhp += hp; + thp += hp; + } + if (sp) { + if (wd->sp_drain[type].type) + rsp += sp; + tsp += sp; + } + } + if (!thp && !tsp) return; + + status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); + + if (tsd) { + if (rhp || rsp) + status_zap(&tsd->bl, rhp, rsp); + if (rand()%1000 < sd->sp_vanish_rate) + status_percent_damage(&sd->bl, &tsd->bl, 0, sd->sp_vanish_per); + } +} +/*========================================== + * ’Ê?í?UŒ‚?ˆ—?‚Ü‚Æ‚ß + *------------------------------------------ + */ +int 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; + struct Damage wd; + + nullpo_retr(0, src); + nullpo_retr(0, target); + + if (src->prev == NULL || target->prev == NULL) + return 0; + + BL_CAST(BL_PC, src, sd); + BL_CAST(BL_PC, target, tsd); + + 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 && sd->equip_index[10]<0) { + clif_arrow_fail(sd,0); + return 0; + } + } + + if (sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4) + status_change_end(src,SC_CLOAKING,-1); + + //Check for counter attacks that block your attack. [Skotlex] + if(tsc) + { + if(tsc->data[SC_AUTOCOUNTER].timer != -1 && + (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) && + 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,-1); + skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); + return 0; + } + } + if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) { + int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1; + int duration = skill_get_time2(MO_BLADESTOP,skilllv); + status_change_end(target, SC_BLADESTOP_WAIT, -1); + if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration)) + { //Target locked. + clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. + clif_bladestop(target,src,1); + sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration); + return 0; + } + } + } + //Recycled the damage variable rather than use a new one... [Skotlex] + if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) + { + int triple_rate= 30 - damage; //Base Rate + if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && 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,-1); + } + if (rand()%100 < triple_rate) + return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0); + } + else if (sc && sc->data[SC_SACRIFICE].timer != -1) + return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0); + + wd = battle_calc_weapon_attack(src,target, 0, 0,0); + + if (sd && sd->state.arrow_atk) //Consume arrow. + battle_consume_ammo(sd, 0, 0); + + damage = wd.damage + wd.damage2; + if (damage > 0 && src != target) { + rdamage = battle_calc_return_damage(target, &damage, wd.flag); + if (rdamage > 0) { + 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,tick); + } + } + + wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); + +// Eh, battle_calc_damage should take care of not making the off-hand dmg miss. +// if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0) +// clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0); + + if (sd && sd->splash_range > 0 && damage > 0) + skill_castend_damage_id(src, target, 0, -1, tick, 0); + + map_freeblock_lock(); + + battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion); + + if (!status_isdead(target) && damage > 0) { + if (sd) { + int rate = 0; + if (sd->weapon_coma_ele[tstatus->def_ele] > 0) + rate += sd->weapon_coma_ele[tstatus->def_ele]; + if (sd->weapon_coma_race[tstatus->race] > 0) + rate += sd->weapon_coma_race[tstatus->race]; + if (sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS] > 0) + rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; + if (rate) + status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0); + } + } + + if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%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 = rand()%100; + if (sc->data[SC_SPIRIT].timer != -1 && 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_WEAPON && src != target && damage > 0) { + if (battle_config.left_cardfix_to_right) + battle_drain(sd, tsd, wd.damage, wd.damage, tstatus->race, is_boss(target)); + else + battle_drain(sd, tsd, wd.damage, wd.damage2, tstatus->race, is_boss(target)); + } + } + if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] + battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay); + + if (tsc) { + if (tsc->data[SC_POISONREACT].timer != -1 && + check_distance_bl(src, target, tstatus->rhw.range+1) && + status_check_skilluse(target, src, TF_POISON, 0) + ) { //Poison React + if (sstatus->def_ele == ELE_POISON) { + tsc->data[SC_POISONREACT].val2 = 0; + skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0); + } else { + skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag); + --tsc->data[SC_POISONREACT].val2; + } + if (tsc->data[SC_POISONREACT].val2 <= 0) + status_change_end(target, SC_POISONREACT, -1); + } + } + map_freeblock_unlock(); + return wd.dmg_lv; +} + +int battle_check_undead(int race,int element) +{ + if(battle_config.undead_detect_type == 0) { + if(element == 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; +} + +/*========================================== + * Checks the state between two targets (rewritten by Skotlex) + * (enemy, friend, party, guild, etc) + * See battle.h for possible values/combinations + * to be used here (BCT_* constants) + * Return value is: + * 1: flag holds true (is enemy, party, etc) + * -1: flag fails + * 0: Invalid target (non-targetable ever) + *------------------------------------------ + */ +int battle_check_target( struct block_list *src, struct block_list *target,int flag) +{ + 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_retr(0, src); + nullpo_retr(0, target); + + m = target->m; + if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS)) + { //No offensive stuff while in Basilica. + if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) || + map_getcell(m,target->x,target->y,CELL_CHKBASILICA)) + return -1; + } + + if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master + { + struct skill_unit *su = (struct skill_unit *)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 HT_REMOVETRAP: + case AC_SHOWER: + case WZ_HEAVENDRIVE: + state |= BCT_ENEMY; + strip_enemy = 0; + break; + default: + return 0; + } + } else if (su->group->skill_id==WZ_ICEWALL) + { //Icewall can be hit by anything except skills. + if (src->type == BL_SKILL) + return 0; + state |= BCT_ENEMY; + strip_enemy = 0; + } else //Excepting traps and icewall, you should not be able to target skills. + return 0; + if ((t_bl = map_id2bl(su->group->src_id)) == NULL) + t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario. + } + + switch (t_bl->type) + { + case BL_PC: + { + TBL_PC *sd = (TBL_PC*)t_bl; + if (sd->invincible_timer != -1 || pc_isinvisible(sd)) + return -1; //Cannot be targeted yet. + if (sd->state.monster_ignore && src->type == BL_MOB) + return 0; //option to have monsters ignore GMs [Valaris] + if (sd->special_state.killable && t_bl != s_bl) + { + state |= BCT_ENEMY; //Universal Victim + strip_enemy = 0; + } + break; + } + case BL_MOB: + { + TBL_MOB *md = (TBL_MOB*)t_bl; + if(md->state.killer) + if(md->master_id != s_bl->id) + state |= BCT_ENEMY; // If he can attack you, you can attack him. + if (!agit_flag && md->guardian_data && md->guardian_data->guild_id) + return 0; //Disable guardians/emperiums owned by Guilds on non-woe times. + if (md->special_state.ai == 2) + { //Mines are sort of universal enemies. + state |= BCT_ENEMY; + strip_enemy = 0; + } + if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL) + t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario. + break; + } + case BL_PET: + { + return 0; //Pets cannot be targetted. + } + case BL_HOMUNCULUS: + { + t_bl=(struct block_list *)((struct homun_data*)target)->master; //...and vice versa. + break; + } + case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through. + break; + default: //Invalid target + return 0; + } + + if (src->type == BL_SKILL) + { + struct skill_unit *su = (struct skill_unit *)src; + if (!su->group) + return 0; + + if (su->group->src_id == target->id) + { + int inf2; + inf2 = skill_get_inf2(su->group->skill_id); + if (inf2&INF2_NO_TARGET_SELF) + return -1; + if (inf2&INF2_TARGET_SELF) + return 1; + } + if ((s_bl = map_id2bl(su->group->src_id)) == NULL) + s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario. + } + + switch (s_bl->type) + { + case BL_PC: + { + TBL_PC *sd = (TBL_PC*) s_bl; + if (sd->special_state.killer && s_bl != t_bl) + { + state |= BCT_ENEMY; //Is on a killing rampage :O + strip_enemy = 0; + } else + if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza] + !( + (!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)) + //Duel targets can ONLY be your enemy, nothing else. + return (BCT_ENEMY&flag)?1:-1; + else // You can't target anything out of your duel + return 0; + } + if (map_flag_gvg(m) && !sd->status.guild_id && + t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data) + return 0; //If you don't belong to a guild, can't target guardians/emperium. + if (t_bl->type != BL_PC) + state |= BCT_ENEMY; //Natural enemy. + break; + } + case BL_MOB: + { + TBL_MOB*md = (TBL_MOB*)s_bl; + if(md->state.killer) // Is on a rampage too :D + state |= BCT_ENEMY; + if (!agit_flag && 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 (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. + } + if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL) + s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario. + break; + } + case BL_HOMUNCULUS: + { + //[blackhole89] -- check homunculus' targeting by their masters. + if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai) + state |= BCT_ENEMY; //Default enemy. Normal mobs. + //Pass on to master. + s_bl=(struct block_list *)((struct homun_data*)src)->master; //Whoever is the master's enemy is the homunculus' enemy. + break; + } + case BL_PET: + { + TBL_PET *pd = (TBL_PET*)s_bl; + 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 + if (t_bl->type != BL_PC) + state |= BCT_ENEMY; //Stock enemy type. + if (pd->msd) + s_bl = &pd->msd->bl; //"My master's enemies are my enemies..." + break; + } + case BL_SKILL: //Skill with no owner? Fishy, but let it through. + break; + default: //Invalid source of attack? + return 0; + } + + if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs + if (target->type == BL_MOB || target->type == BL_PC) + return 1; + else + return -1; + } else 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. + if (flag&(BCT_PARTY|BCT_ENEMY)) { + int s_party = status_get_party_id(s_bl); + if ( + !(map[m].flag.pvp && map[m].flag.pvp_noparty) && + !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && + s_party && s_party == status_get_party_id(t_bl) + ) + 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_idisallied(s_guild, t_guild)) + ) + state |= BCT_GUILD; + else + 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 || + sd->status.base_level < battle_config.pk_min_level || + sd2->status.base_level < battle_config.pk_min_level || + (battle_config.pk_level_range && ( + sd->status.base_level > sd2->status.base_level ? + sd->status.base_level - sd2->status.base_level : + sd2->status.base_level - sd->status.base_level ) + > battle_config.pk_level_range) + ) + state&=~BCT_ENEMY; + } + } 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_idisallied(s_guild, t_guild))) + state |= BCT_GUILD; + } + } + + 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; +} +/*========================================== + * ŽË’ö”»’è + *------------------------------------------ + */ +int battle_check_range(struct block_list *src,struct block_list *bl,int range) +{ + nullpo_retr(0, src); + nullpo_retr(0, bl); + + if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv + return 0; + + if (!check_distance_bl(src, bl, range)) + return 0; + + if(distance_bl(src, bl) < 2) //No need for path checking. + return 1; + + // ?áŠQ•¨”»’è + return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y); +} + +/*========================================== + * Return numerical value of a switch configuration (modified by [Yor]) + * on/off, english, français, deutsch, español + *------------------------------------------ + */ +int battle_config_switch(const char *str) { + if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0) + return 1; + if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0) + return 0; + return atoi(str); +} + +static const struct battle_data_short { + const char *str; + unsigned short *val; +} battle_data_short[] = { //List here battle_athena options which are type unsigned short! + { "warp_point_debug", &battle_config.warp_point_debug }, + { "enemy_critical_rate", &battle_config.enemy_critical_rate }, + { "enemy_str", &battle_config.enemy_str }, + { "enemy_perfect_flee", &battle_config.enemy_perfect_flee }, + { "casting_rate", &battle_config.cast_rate }, + { "delay_rate", &battle_config.delay_rate }, + { "delay_dependon_dex", &battle_config.delay_dependon_dex }, + { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable }, + { "left_cardfix_to_right", &battle_config.left_cardfix_to_right }, + { "skill_add_range", &battle_config.skill_add_range }, + { "skill_out_range_consume", &battle_config.skill_out_range_consume }, + { "skillrange_by_distance", &battle_config.skillrange_by_distance }, + { "skillrange_from_weapon", &battle_config.use_weapon_skill_range }, + { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate }, + { "defunit_not_enemy", &battle_config.defnotenemy }, + { "gvg_traps_target_all", &battle_config.vs_traps_bctall }, + { "traps_setting", &battle_config.traps_setting }, + { "clear_skills_on_death", &battle_config.clear_unit_ondeath }, + { "random_monster_checklv", &battle_config.random_monster_checklv }, + { "attribute_recover", &battle_config.attr_recover }, + { "flooritem_lifetime", &battle_config.flooritem_lifetime }, + { "item_auto_get", &battle_config.item_auto_get }, + { "drop_rate0item", &battle_config.drop_rate0item }, + { "pvp_exp", &battle_config.pvp_exp }, + { "gtb_pvp_only", &battle_config.gtb_pvp_only }, + { "guild_max_castles", &battle_config.guild_max_castles }, + { "death_penalty_type", &battle_config.death_penalty_type }, + { "death_penalty_base", &battle_config.death_penalty_base }, + { "death_penalty_job", &battle_config.death_penalty_job }, + { "restart_hp_rate", &battle_config.restart_hp_rate }, + { "restart_sp_rate", &battle_config.restart_sp_rate }, + { "mvp_hp_rate", &battle_config.mvp_hp_rate }, + { "monster_hp_rate", &battle_config.monster_hp_rate }, + { "monster_max_aspd", &battle_config.monster_max_aspd }, + { "view_range_rate", &battle_config.view_range_rate }, + { "chase_range_rate", &battle_config.chase_range_rate }, + { "atcommand_gm_only", &battle_config.atc_gmonly }, + { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit }, + { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit}, + { "gm_all_skill", &battle_config.gm_allskill }, + { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra }, + { "gm_all_equipment", &battle_config.gm_allequip }, + { "gm_skill_unconditional", &battle_config.gm_skilluncond }, + { "gm_join_chat", &battle_config.gm_join_chat }, + { "gm_kick_chat", &battle_config.gm_kick_chat }, + { "player_skillfree", &battle_config.skillfree }, + { "player_skillup_limit", &battle_config.skillup_limit }, + { "weapon_produce_rate", &battle_config.wp_rate }, + { "potion_produce_rate", &battle_config.pp_rate }, + { "monster_active_enable", &battle_config.monster_active_enable }, + { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate}, + { "monster_loot_type", &battle_config.monster_loot_type }, +// { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated + { "mob_skill_rate", &battle_config.mob_skill_rate }, + { "mob_skill_delay", &battle_config.mob_skill_delay }, + { "mob_count_rate", &battle_config.mob_count_rate }, + { "mob_spawn_delay", &battle_config.mob_spawn_delay }, + { "no_spawn_on_player", &battle_config.no_spawn_on_player }, + { "plant_spawn_delay", &battle_config.plant_spawn_delay }, + { "boss_spawn_delay", &battle_config.boss_spawn_delay }, + { "slaves_inherit_mode", &battle_config.slaves_inherit_mode }, + { "slaves_inherit_speed", &battle_config.slaves_inherit_speed }, + { "summons_inherit_effects", &battle_config.summons_inherit_effects }, + { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate }, + { "damage_walk_delay_rate", &battle_config.walk_delay_rate }, + { "multihit_delay", &battle_config.multihit_delay }, + { "quest_skill_learn", &battle_config.quest_skill_learn }, + { "quest_skill_reset", &battle_config.quest_skill_reset }, + { "basic_skill_check", &battle_config.basic_skill_check }, + { "guild_emperium_check", &battle_config.guild_emperium_check }, + { "guild_exp_rate", &battle_config.guild_exp_rate }, + { "guild_exp_limit", &battle_config.guild_exp_limit }, + { "player_invincible_time", &battle_config.pc_invincible_time }, + { "pet_catch_rate", &battle_config.pet_catch_rate }, + { "pet_rename", &battle_config.pet_rename }, + { "pet_friendly_rate", &battle_config.pet_friendly_rate }, + { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate }, + { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease}, + { "pet_str", &battle_config.pet_str }, + { "pet_status_support", &battle_config.pet_status_support }, + { "pet_attack_support", &battle_config.pet_attack_support }, + { "pet_damage_support", &battle_config.pet_damage_support }, + { "pet_support_min_friendly", &battle_config.pet_support_min_friendly }, + { "pet_support_rate", &battle_config.pet_support_rate }, + { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master }, + { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate }, + { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex + { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex + { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex + { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex + { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex + { "skill_min_damage", &battle_config.skill_min_damage }, + { "finger_offensive_type", &battle_config.finger_offensive_type }, + { "heal_exp", &battle_config.heal_exp }, + { "resurrection_exp", &battle_config.resurrection_exp }, + { "shop_exp", &battle_config.shop_exp }, + { "combo_delay_rate", &battle_config.combo_delay_rate }, + { "item_check", &battle_config.item_check }, + { "item_use_interval", &battle_config.item_use_interval }, + { "wedding_modifydisplay", &battle_config.wedding_modifydisplay }, + { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex] + { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris] + { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate }, + { "item_name_override_grffile", &battle_config.item_name_override_grffile}, + { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest] + { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest] + { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest] + { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest] + { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest] + { "arrow_decrement", &battle_config.arrow_decrement }, + { "max_aspd", &battle_config.max_aspd }, + { "max_walk_speed", &battle_config.max_walk_speed }, + { "max_lv", &battle_config.max_lv }, + { "aura_lv", &battle_config.aura_lv }, + { "max_parameter", &battle_config.max_parameter }, + { "max_baby_parameter", &battle_config.max_baby_parameter }, + { "max_def", &battle_config.max_def }, + { "over_def_bonus", &battle_config.over_def_bonus }, + { "skill_log", &battle_config.skill_log }, + { "battle_log", &battle_config.battle_log }, + { "save_log", &battle_config.save_log }, + { "error_log", &battle_config.error_log }, + { "etc_log", &battle_config.etc_log }, + { "save_clothcolor", &battle_config.save_clothcolor }, + { "undead_detect_type", &battle_config.undead_detect_type }, + { "auto_counter_type", &battle_config.auto_counter_type }, + { "min_hitrate", &battle_config.min_hitrate }, + { "max_hitrate", &battle_config.max_hitrate }, + { "agi_penalty_type", &battle_config.agi_penalty_type }, + { "agi_penalty_count", &battle_config.agi_penalty_count }, + { "agi_penalty_num", &battle_config.agi_penalty_num }, + { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv }, + { "vit_penalty_type", &battle_config.vit_penalty_type }, + { "vit_penalty_count", &battle_config.vit_penalty_count }, + { "vit_penalty_num", &battle_config.vit_penalty_num }, + { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv }, + { "weapon_defense_type", &battle_config.weapon_defense_type }, + { "magic_defense_type", &battle_config.magic_defense_type }, + { "skill_reiteration", &battle_config.skill_reiteration }, + { "skill_nofootset", &battle_config.skill_nofootset }, + { "player_cloak_check_type", &battle_config.pc_cloak_check_type }, + { "monster_cloak_check_type", &battle_config.monster_cloak_check_type }, + { "sense_type", &battle_config.estimation_type }, + { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate }, + { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate }, + { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate }, + { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate }, + { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate }, + { "gvg_flee_penalty", &battle_config.gvg_flee_penalty }, + { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate }, + { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate }, + { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate }, + { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate }, + { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate }, + { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill}, + { "attack_direction_change", &battle_config.attack_direction_change }, + { "land_skill_limit", &battle_config.land_skill_limit }, + { "party_skill_penalty", &battle_config.party_skill_penalty }, + { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover }, + { "produce_item_name_input", &battle_config.produce_item_name_input }, + { "produce_potion_name_input", &battle_config.produce_potion_name_input}, + { "making_arrow_name_input", &battle_config.making_arrow_name_input }, + { "holywater_name_input", &battle_config.holywater_name_input }, + { "cdp_name_input", &battle_config.cdp_name_input }, + { "display_delay_skill_fail", &battle_config.display_delay_skill_fail }, + { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail }, + { "chat_warpportal", &battle_config.chat_warpportal }, + { "mob_warpportal", &battle_config.mob_warpportal }, + { "dead_branch_active", &battle_config.dead_branch_active }, + { "show_steal_in_same_party", &battle_config.show_steal_in_same_party }, + { "show_party_share_picker", &battle_config.party_show_share_picker }, + { "party_item_share_type", &battle_config.party_share_type }, + { "mob_ghostring_fix", &battle_config.mob_ghostring_fix }, + { "attack_attr_none", &battle_config.attack_attr_none }, + { "gx_allhit", &battle_config.gx_allhit }, + { "gx_disptype", &battle_config.gx_disptype }, + { "devotion_level_difference", &battle_config.devotion_level_difference }, + { "player_skill_partner_check", &battle_config.player_skill_partner_check}, + { "hide_GM_session", &battle_config.hide_GM_session }, + { "invite_request_check", &battle_config.invite_request_check }, + { "skill_removetrap_type", &battle_config.skill_removetrap_type }, + { "disp_experience", &battle_config.disp_experience }, + { "disp_zeny", &battle_config.disp_zeny }, + { "castle_defense_rate", &battle_config.castle_defense_rate }, + { "hp_rate", &battle_config.hp_rate }, + { "sp_rate", &battle_config.sp_rate }, + { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv }, + { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv }, + { "disp_hpmeter", &battle_config.disp_hpmeter }, + { "bone_drop", &battle_config.bone_drop }, + { "buyer_name", &battle_config.buyer_name }, + { "skill_wall_check", &battle_config.skill_wall_check }, + { "cell_stack_limit", &battle_config.cell_stack_limit }, +// eAthena additions + { "item_logarithmic_drops", &battle_config.logarithmic_drops }, + { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^ + { "item_drop_common_max", &battle_config.item_drop_common_max }, + { "item_drop_equip_min", &battle_config.item_drop_equip_min }, + { "item_drop_equip_max", &battle_config.item_drop_equip_max }, + { "item_drop_card_min", &battle_config.item_drop_card_min }, + { "item_drop_card_max", &battle_config.item_drop_card_max }, + { "item_drop_mvp_min", &battle_config.item_drop_mvp_min }, + { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition + { "item_drop_heal_min", &battle_config.item_drop_heal_min }, + { "item_drop_heal_max", &battle_config.item_drop_heal_max }, + { "item_drop_use_min", &battle_config.item_drop_use_min }, + { "item_drop_use_max", &battle_config.item_drop_use_max }, + { "item_drop_add_min", &battle_config.item_drop_adddrop_min }, + { "item_drop_add_max", &battle_config.item_drop_adddrop_max }, + { "item_drop_treasure_min", &battle_config.item_drop_treasure_min }, + { "item_drop_treasure_max", &battle_config.item_drop_treasure_max }, + { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT + { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris] + { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris] + { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex] + { "equip_natural_break_rate", &battle_config.equip_natural_break_rate }, + { "equip_self_break_rate", &battle_config.equip_self_break_rate }, + { "equip_skill_break_rate", &battle_config.equip_skill_break_rate }, + { "pk_mode", &battle_config.pk_mode }, // [Valaris] + { "pk_level_range", &battle_config.pk_level_range }, + { "manner_system", &battle_config.manner_system }, // [Komurka] + { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris] + { "multi_level_up", &battle_config.multi_level_up }, // [Valaris] + { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex] + { "backstab_bow_penalty", &battle_config.backstab_bow_penalty }, + { "night_at_start", &battle_config.night_at_start }, // added by [Yor] + { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris] + { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor] + { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor] + { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor] + { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor] + { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr] + { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr] + { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr] + { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr] + { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr] + { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr] + { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex] + { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr] + { "area_size", &battle_config.area_size }, // added by [MouseJstr] + { "muting_players", &battle_config.muting_players}, // added by [Apple] + { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris] + { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris] + { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris] + { "pk_min_level", &battle_config.pk_min_level}, // [celest] + { "skill_steal_type", &battle_config.skill_steal_type}, // [celest] + { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest] + { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus] +// { "night_darkness_level", &battle_config.night_darkness_level}, // [celest] + { "motd_type", &battle_config.motd_type}, // [celest] + { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest] + { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest] + { "exp_calc_type", &battle_config.exp_calc_type}, // [celest] + { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest] + { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex] + { "require_glory_guild", &battle_config.require_glory_guild}, // [celest] + { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr] + { "party_even_share_bonus", &battle_config.party_even_share_bonus}, + { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest] + { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex] + { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...? + { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...? + { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex] + { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex] + { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus] + { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru] + { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru] + + { "debuff_on_logout", &battle_config.debuff_on_logout}, + { "monster_ai", &battle_config.mob_ai}, + { "dynamic_mobs", &battle_config.dynamic_mobs}, + { "mob_remove_damaged", &battle_config.mob_remove_damaged}, + { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex] + { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex] + { "mob_npc_event_type", &battle_config.mob_npc_event_type}, + { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris] + { "character_size", &battle_config.character_size}, // [Lupus] + { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus] + { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex] + { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus] + { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex] + { "title_lvl1", &battle_config.title_lvl1}, // [Lupus] + { "title_lvl2", &battle_config.title_lvl2}, // [Lupus] + { "title_lvl3", &battle_config.title_lvl3}, // [Lupus] + { "title_lvl4", &battle_config.title_lvl4}, // [Lupus] + { "title_lvl5", &battle_config.title_lvl5}, // [Lupus] + { "title_lvl6", &battle_config.title_lvl6}, // [Lupus] + { "title_lvl7", &battle_config.title_lvl7}, // [Lupus] + { "title_lvl8", &battle_config.title_lvl8}, // [Lupus] + + { "duel_enable", &battle_config.duel_enable}, // [LuzZza] + { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza] + { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza] + { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza] + { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza] + { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza] + + { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza] + { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka] + { "allow_es_magic_player", &battle_config.allow_es_magic_pc }, + { "skill_caster_check", &battle_config.skill_caster_check }, + { "status_cast_cancel", &battle_config.sc_castcancel }, + { "pc_status_def_rate", &battle_config.pc_sc_def_rate }, + { "mob_status_def_rate", &battle_config.mob_sc_def_rate }, + { "pc_max_status_def", &battle_config.pc_max_sc_def }, + { "mob_max_status_def", &battle_config.mob_max_sc_def }, + { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio }, + { "autospell_stacking", &battle_config.autospell_stacking }, + { "override_mob_names", &battle_config.override_mob_names }, +}; + +static const struct battle_data_int { + const char *str; + int *val; +} battle_data_int[] = { //List here battle_athena options which are type int! + { "item_first_get_time", &battle_config.item_first_get_time }, + { "item_second_get_time", &battle_config.item_second_get_time }, + { "item_third_get_time", &battle_config.item_third_get_time }, + { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time }, + { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time }, + { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time }, + { "base_exp_rate", &battle_config.base_exp_rate }, + { "job_exp_rate", &battle_config.job_exp_rate }, + { "zeny_penalty", &battle_config.zeny_penalty }, + { "mvp_exp_rate", &battle_config.mvp_exp_rate }, + { "natural_healhp_interval", &battle_config.natural_healhp_interval }, + { "natural_healsp_interval", &battle_config.natural_healsp_interval }, + { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval}, + { "max_hp", &battle_config.max_hp }, + { "max_sp", &battle_config.max_sp }, + { "max_cart_weight", &battle_config.max_cart_weight }, + { "gvg_eliminate_time", &battle_config.gvg_eliminate_time }, + { "vending_max_value", &battle_config.vending_max_value }, +// eAthena additions + { "item_rate_mvp", &battle_config.item_rate_mvp }, + { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT + { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen] + { "item_rate_equip", &battle_config.item_rate_equip }, + { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen] + { "item_rate_card", &battle_config.item_rate_card }, // End Addition + { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen] + { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris + { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen] + { "item_rate_use", &battle_config.item_rate_use }, // End + { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen] + { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End + { "item_rate_treasure", &battle_config.item_rate_treasure }, // End + { "day_duration", &battle_config.day_duration }, // added by [Yor] + { "night_duration", &battle_config.night_duration }, // added by [Yor] + { "mob_remove_delay", &battle_config.mob_remove_delay }, + { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration }, + +}; + +int battle_set_value(char *w1, char *w2) { + int i; + for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++) + if (strcmpi(w1, battle_data_short[i].str) == 0) { + * battle_data_short[i].val = battle_config_switch(w2); + return 1; + } + for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++) + if (strcmpi(w1, battle_data_int[i].str) == 0) { + *battle_data_int[i].val = battle_config_switch(w2); + return 1; + } + return 0; +} + +int battle_get_value(char *w1) { + int i; + for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++) + if (strcmpi(w1, battle_data_short[i].str) == 0) { + return * battle_data_short[i].val; + } + for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++) + if (strcmpi(w1, battle_data_int[i].str) == 0) { + return *battle_data_int[i].val; + } + return 0; +} + +void battle_set_defaults() { + battle_config.warp_point_debug=0; + battle_config.enemy_critical_rate=0; + battle_config.enemy_str=1; + battle_config.enemy_perfect_flee=0; + battle_config.cast_rate=100; + battle_config.delay_rate=100; + battle_config.delay_dependon_dex=0; + battle_config.sdelay_attack_enable=0; + battle_config.left_cardfix_to_right=0; + battle_config.skill_add_range=0; + battle_config.skill_out_range_consume=1; + battle_config.skillrange_by_distance=BL_MOB|BL_PET; + battle_config.use_weapon_skill_range=0; + battle_config.pc_damage_delay_rate=100; + battle_config.defnotenemy=0; + battle_config.vs_traps_bctall=BL_PC; + battle_config.traps_setting=0; + battle_config.clear_unit_ondeath=BL_ALL; + battle_config.random_monster_checklv=1; + battle_config.attr_recover=1; + battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000; + battle_config.item_auto_get=0; + battle_config.item_first_get_time=3000; + battle_config.item_second_get_time=1000; + battle_config.item_third_get_time=1000; + battle_config.mvp_item_first_get_time=10000; + battle_config.mvp_item_second_get_time=10000; + battle_config.mvp_item_third_get_time=2000; + + battle_config.drop_rate0item=0; + battle_config.base_exp_rate=100; + battle_config.job_exp_rate=100; + battle_config.pvp_exp=1; + battle_config.gtb_pvp_only=0; + battle_config.death_penalty_type=0; + battle_config.death_penalty_base=0; + battle_config.death_penalty_job=0; + battle_config.zeny_penalty=0; + battle_config.restart_hp_rate=0; + battle_config.restart_sp_rate=0; + battle_config.mvp_exp_rate=100; + battle_config.mvp_hp_rate=100; + battle_config.monster_hp_rate=100; + battle_config.monster_max_aspd=199; + battle_config.view_range_rate=100; + battle_config.chase_range_rate=100; + battle_config.atc_gmonly=0; + battle_config.atc_spawn_quantity_limit=0; + battle_config.atc_slave_clone_limit=0; + battle_config.gm_allskill=0; + battle_config.gm_allequip=0; + battle_config.gm_skilluncond=0; + battle_config.gm_join_chat=0; + battle_config.gm_kick_chat=0; + battle_config.guild_max_castles=0; + battle_config.skillfree = 0; + battle_config.skillup_limit = 0; + battle_config.wp_rate=100; + battle_config.pp_rate=100; + battle_config.monster_active_enable=1; + battle_config.monster_damage_delay_rate=100; + battle_config.monster_loot_type=0; + battle_config.mob_skill_rate=100; + battle_config.mob_skill_delay=100; + battle_config.mob_count_rate=100; + battle_config.mob_spawn_delay=100; + battle_config.no_spawn_on_player=0; + battle_config.plant_spawn_delay=100; + battle_config.boss_spawn_delay=100; + battle_config.slaves_inherit_mode=1; + battle_config.slaves_inherit_speed=1; + battle_config.summons_inherit_effects=1; + battle_config.pc_walk_delay_rate=20; + battle_config.walk_delay_rate=100; + battle_config.multihit_delay=80; + battle_config.quest_skill_learn=0; + battle_config.quest_skill_reset=1; + battle_config.basic_skill_check=1; + battle_config.guild_emperium_check=1; + battle_config.guild_exp_limit=50; + battle_config.guild_exp_rate=100; + battle_config.pc_invincible_time = 5000; + battle_config.pet_catch_rate=100; + battle_config.pet_rename=0; + battle_config.pet_friendly_rate=100; + battle_config.pet_hungry_delay_rate=100; + battle_config.pet_hungry_friendly_decrease=5; + battle_config.pet_str=0; + battle_config.pet_status_support=0; + battle_config.pet_attack_support=0; + battle_config.pet_damage_support=0; + battle_config.pet_support_min_friendly=900; + battle_config.pet_support_rate=100; + battle_config.pet_attack_exp_to_master=0; + battle_config.pet_attack_exp_rate=100; + battle_config.pet_lv_rate=0; //Skotlex + battle_config.pet_max_stats=99; //Skotlex + battle_config.pet_max_atk1=750; //Skotlex + battle_config.pet_max_atk2=1000; //Skotlex + battle_config.pet_no_gvg=0; //Skotlex + battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex] + battle_config.finger_offensive_type=0; + battle_config.heal_exp=0; + battle_config.resurrection_exp=0; + battle_config.shop_exp=0; + battle_config.combo_delay_rate=100; + battle_config.item_check=1; + battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots. + battle_config.wedding_modifydisplay=0; + battle_config.wedding_ignorepalette=0; + battle_config.xmas_ignorepalette=0; // [Valaris] + battle_config.natural_healhp_interval=6000; + battle_config.natural_healsp_interval=8000; + battle_config.natural_heal_skill_interval=10000; + battle_config.natural_heal_weight_rate=50; + battle_config.item_name_override_grffile=1; + battle_config.item_equip_override_grffile=0; // [Celest] + battle_config.item_slots_override_grffile=0; // [Celest] + battle_config.indoors_override_grffile=0; // [Celest] + battle_config.skill_sp_override_grffile=0; // [Celest] + battle_config.cardillust_read_grffile=0; // [Celest] + battle_config.arrow_decrement=1; + battle_config.max_aspd = 199; + battle_config.max_walk_speed = 300; + battle_config.max_hp = 32500; + battle_config.max_sp = 32500; + battle_config.max_lv = 99; // [MouseJstr] + battle_config.aura_lv = 99; // [Skotlex] + battle_config.max_parameter = 99; + battle_config.max_baby_parameter = 80; + battle_config.max_cart_weight = 8000; + battle_config.max_def = 99; // [Skotlex] + battle_config.over_def_bonus = 0; // [Skotlex] + battle_config.skill_log = 0; + battle_config.battle_log = 0; + battle_config.save_log = 0; + battle_config.error_log = 1; + battle_config.etc_log = 1; + battle_config.save_clothcolor = 0; + battle_config.undead_detect_type = 0; + battle_config.auto_counter_type = BL_ALL; + battle_config.min_hitrate = 5; + battle_config.max_hitrate = 100; + battle_config.agi_penalty_type = 1; + battle_config.agi_penalty_count = 3; + battle_config.agi_penalty_num = 10; + battle_config.agi_penalty_count_lv = ATK_FLEE; + battle_config.vit_penalty_type = 1; + battle_config.vit_penalty_count = 3; + battle_config.vit_penalty_num = 5; + battle_config.vit_penalty_count_lv = ATK_DEF; + battle_config.weapon_defense_type = 0; + battle_config.magic_defense_type = 0; + battle_config.skill_reiteration = 0; + battle_config.skill_nofootset = BL_PC; + battle_config.pc_cloak_check_type = 1; + battle_config.monster_cloak_check_type = 0; + battle_config.estimation_type = 3; + battle_config.gvg_short_damage_rate = 100; + battle_config.gvg_long_damage_rate = 75; + battle_config.gvg_weapon_damage_rate = 60; + battle_config.gvg_magic_damage_rate = 50; + battle_config.gvg_misc_damage_rate = 60; + battle_config.gvg_flee_penalty = 20; + battle_config.gvg_eliminate_time = 7000; + + battle_config.pk_short_damage_rate = 80; + battle_config.pk_long_damage_rate = 70; + battle_config.pk_weapon_damage_rate = 60; + battle_config.pk_magic_damage_rate = 60; + battle_config.pk_misc_damage_rate = 60; + + battle_config.mob_changetarget_byskill = 0; + battle_config.attack_direction_change = BL_ALL; + battle_config.land_skill_limit = BL_ALL; + battle_config.party_skill_penalty = 1; + battle_config.monster_class_change_full_recover = 0; + battle_config.produce_item_name_input = 1; + battle_config.produce_potion_name_input = 1; + battle_config.making_arrow_name_input = 1; + battle_config.holywater_name_input = 1; + battle_config.cdp_name_input = 1; + battle_config.display_delay_skill_fail = 1; + battle_config.display_snatcher_skill_fail = 1; + battle_config.chat_warpportal = 0; + battle_config.mob_warpportal = 0; + battle_config.dead_branch_active = 0; + battle_config.vending_max_value = 10000000; + battle_config.show_steal_in_same_party = 0; + battle_config.party_share_type = 0; + battle_config.party_show_share_picker = 0; + battle_config.attack_attr_none = 0; + battle_config.mob_ghostring_fix = 1; + battle_config.gx_allhit = 1; + battle_config.gx_disptype = 1; + battle_config.devotion_level_difference = 10; + battle_config.player_skill_partner_check = 1; + battle_config.hide_GM_session = 0; + battle_config.invite_request_check = 1; + battle_config.skill_removetrap_type = 0; + battle_config.disp_experience = 0; + battle_config.disp_zeny = 0; + battle_config.castle_defense_rate = 100; + battle_config.hp_rate = 100; + battle_config.sp_rate = 100; + battle_config.gm_cant_drop_min_lv = 1; + battle_config.gm_cant_drop_max_lv = 0; + battle_config.disp_hpmeter = 60; + battle_config.skill_wall_check = 1; + battle_config.cell_stack_limit = 1; + battle_config.bone_drop = 0; + battle_config.buyer_name = 1; + +// eAthena additions + battle_config.item_rate_mvp=100; + battle_config.item_rate_common = 100; + battle_config.item_rate_common_boss = 100; // [Reddozen] + battle_config.item_rate_equip = 100; + battle_config.item_rate_equip_boss = 100; // [Reddozen] + battle_config.item_rate_card = 100; + battle_config.item_rate_card_boss = 100; // [Reddozen] + battle_config.item_rate_heal = 100; // Added by Valaris + battle_config.item_rate_heal_boss = 100; // [Reddozen] + battle_config.item_rate_use = 100; // End + battle_config.item_rate_use_boss = 100; // [Reddozen] + battle_config.item_rate_adddrop = 100; + battle_config.item_rate_treasure = 100; + battle_config.logarithmic_drops = 0; + battle_config.item_drop_common_min=1; // Added by TyrNemesis^ + battle_config.item_drop_common_max=10000; + battle_config.item_drop_equip_min=1; + battle_config.item_drop_equip_max=10000; + battle_config.item_drop_card_min=1; + battle_config.item_drop_card_max=10000; + battle_config.item_drop_mvp_min=1; + battle_config.item_drop_mvp_max=10000; // End Addition + battle_config.item_drop_heal_min=1; // Added by Valaris + battle_config.item_drop_heal_max=10000; + battle_config.item_drop_use_min=1; + battle_config.item_drop_use_max=10000; // End + battle_config.item_drop_adddrop_min=1; + battle_config.item_drop_adddrop_max=10000; + battle_config.item_drop_treasure_min=1; + battle_config.item_drop_treasure_max=10000; + battle_config.prevent_logout = 10000; // Added by RoVeRT + battle_config.drops_by_luk = 0; // [Valaris] + battle_config.drops_by_luk2 = 0; + battle_config.equip_natural_break_rate = 1; + battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex] + battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex] + battle_config.pk_mode = 0; // [Valaris] + battle_config.pk_level_range = 0; // [Skotlex] + battle_config.manner_system = 1; // [Valaris] + battle_config.pet_equip_required = 0; // [Valaris] + battle_config.multi_level_up = 0; // [Valaris] + battle_config.max_exp_gain_rate = 0; // [Skotlex] + battle_config.backstab_bow_penalty = 0; // Akaru + battle_config.night_at_start = 0; // added by [Yor] + battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours) + battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes) + battle_config.show_mob_hp = 0; // [Valaris] + battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes) + battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level) + battle_config.any_warp_GM_min_level = 20; // added by [Yor] + battle_config.packet_ver_flag = 1023; // added by [Yor] + battle_config.min_hair_style = 0; + battle_config.max_hair_style = 23; + battle_config.min_hair_color = 0; + battle_config.max_hair_color = 9; + battle_config.min_cloth_color = 0; + battle_config.max_cloth_color = 4; + battle_config.pet_hair_style = 100; + battle_config.zeny_from_mobs = 0; + battle_config.mobs_level_up = 0; // [Valaris] + battle_config.mobs_level_up_exp_rate = 1; // [Valaris] + battle_config.pk_min_level = 55; + battle_config.skill_steal_type = 1; + battle_config.skill_steal_rate = 100; + battle_config.skill_steal_max_tries = 15; //=16 tries +// battle_config.night_darkness_level = 9; + battle_config.motd_type = 0; + battle_config.allow_atcommand_when_mute = 0; + battle_config.finding_ore_rate = 100; + battle_config.castrate_dex_scale = 150; + battle_config.area_size = 14; + battle_config.exp_calc_type = 1; + battle_config.min_skill_delay_limit = 100; + battle_config.default_skill_delay = 300; //Default skill delay according to official servers. + battle_config.require_glory_guild = 0; + battle_config.idle_no_share = 0; + battle_config.party_even_share_bonus = 0; + battle_config.delay_battle_damage = 1; + battle_config.hide_woe_damage = 0; + battle_config.display_version = 1; + battle_config.who_display_aid = 0; + battle_config.display_hallucination = 1; + battle_config.ignore_items_gender = 1; + battle_config.copyskill_restrict = 2; + battle_config.berserk_cancels_buffs = 1; + battle_config.debuff_on_logout = 1; + battle_config.use_statpoint_table = 1; + battle_config.mob_ai = 0; + battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer] + battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer] + battle_config.mob_remove_delay = 60000; + battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks + battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills + battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow. + battle_config.mob_clear_delay = 0; + battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus] + battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus] + battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex] + battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus] + battle_config.firewall_hits_on_undead = 1; + battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus] + battle_config.title_lvl2 = 10; + battle_config.title_lvl3 = 20; + battle_config.title_lvl4 = 40; + battle_config.title_lvl5 = 50; + battle_config.title_lvl6 = 60; + battle_config.title_lvl7 = 80; + battle_config.title_lvl8 = 99; + + battle_config.duel_enable = 1; + battle_config.duel_allow_pvp = 0; + battle_config.duel_allow_pvp = 0; + battle_config.duel_allow_teleport = 0; + battle_config.duel_autoleave_when_die = 1; + battle_config.duel_time_interval = 60; + + battle_config.skip_teleport_lv1_menu = 0; + battle_config.allow_skill_without_day = 0; + battle_config.allow_es_magic_pc = 0; + + battle_config.skill_caster_check = 1; + battle_config.sc_castcancel = 0; + battle_config.pc_sc_def_rate = 100; + battle_config.mob_sc_def_rate = 100; + battle_config.pc_max_sc_def = 10000; + battle_config.mob_max_sc_def = 5000; + battle_config.sg_miracle_skill_ratio=1; + battle_config.sg_miracle_skill_duration=600000; + battle_config.autospell_stacking = 0; + battle_config.override_mob_names = 0; +} + +void battle_validate_conf() { + if(battle_config.flooritem_lifetime < 1000) + battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000; +/* if(battle_config.restart_hp_rate < 0) + battle_config.restart_hp_rate = 0; + else*/ if(battle_config.restart_hp_rate > 100) + battle_config.restart_hp_rate = 100; +/* if(battle_config.restart_sp_rate < 0) + battle_config.restart_sp_rate = 0; + else*/ if(battle_config.restart_sp_rate > 100) + battle_config.restart_sp_rate = 100; + if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_heal_weight_rate < 50) + battle_config.natural_heal_weight_rate = 50; + if(battle_config.natural_heal_weight_rate > 101) + battle_config.natural_heal_weight_rate = 101; + battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; + if(battle_config.monster_max_aspd < 10) + battle_config.monster_max_aspd = 10; + if(battle_config.monster_max_aspd > 1000) + battle_config.monster_max_aspd = 1000; + battle_config.max_aspd = 2000 - battle_config.max_aspd*10; + if(battle_config.max_aspd < 10) + battle_config.max_aspd = 10; + if(battle_config.max_aspd > 1000) + battle_config.max_aspd = 1000; + + if (battle_config.max_walk_speed < 100) + battle_config.max_walk_speed = 100; + battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; + if (battle_config.max_walk_speed < 1) + battle_config.max_walk_speed = 1; + + if(battle_config.hp_rate < 1) + battle_config.hp_rate = 1; + if(battle_config.sp_rate < 1) + battle_config.sp_rate = 1; + if(battle_config.max_hp > 1000000000) + battle_config.max_hp = 1000000000; + if(battle_config.max_hp < 100) + battle_config.max_hp = 100; + if(battle_config.max_sp > 1000000000) + battle_config.max_sp = 1000000000; + if(battle_config.max_sp < 100) + battle_config.max_sp = 100; + if(battle_config.max_parameter < 10) + battle_config.max_parameter = 10; + if(battle_config.max_parameter > 10000) + battle_config.max_parameter = 10000; + if(battle_config.max_baby_parameter < 10) + battle_config.max_baby_parameter = 10; + if(battle_config.max_baby_parameter > 10000) + battle_config.max_baby_parameter = 10000; + if(battle_config.max_cart_weight > 1000000) + battle_config.max_cart_weight = 1000000; + if(battle_config.max_cart_weight < 100) + battle_config.max_cart_weight = 100; + battle_config.max_cart_weight *= 10; + + if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] + battle_config.max_def = 100; + if(battle_config.over_def_bonus > 1000) + battle_config.over_def_bonus = 1000; + + if(battle_config.min_hitrate > battle_config.max_hitrate) + battle_config.min_hitrate = battle_config.max_hitrate; + + if(battle_config.agi_penalty_count < 2) + battle_config.agi_penalty_count = 2; + if(battle_config.vit_penalty_count < 2) + battle_config.vit_penalty_count = 2; + + if(battle_config.guild_exp_limit > 99) + battle_config.guild_exp_limit = 99; +/* if(battle_config.guild_exp_limit < 0) + battle_config.guild_exp_limit = 0;*/ + + if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex] + battle_config.pet_support_min_friendly = 950; + + if(battle_config.pet_hungry_delay_rate < 10) + battle_config.pet_hungry_delay_rate=10; + + 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.castle_defense_rate < 0) +// battle_config.castle_defense_rate = 0; + if(battle_config.castle_defense_rate > 100) + battle_config.castle_defense_rate = 100; + if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^ + battle_config.item_drop_common_min = 1; + if(battle_config.item_drop_common_max > 10000) + battle_config.item_drop_common_max = 10000; + if(battle_config.item_drop_equip_min < 1) + battle_config.item_drop_equip_min = 1; + if(battle_config.item_drop_equip_max > 10000) + battle_config.item_drop_equip_max = 10000; + if(battle_config.item_drop_card_min < 1) + battle_config.item_drop_card_min = 1; + if(battle_config.item_drop_card_max > 10000) + battle_config.item_drop_card_max = 10000; + if(battle_config.item_drop_mvp_min < 1) + battle_config.item_drop_mvp_min = 1; + if(battle_config.item_drop_mvp_max > 10000) + battle_config.item_drop_mvp_max = 10000; // End Addition + +/* if (battle_config.night_at_start < 0) // added by [Yor] + battle_config.night_at_start = 0; + else if (battle_config.night_at_start > 1) // added by [Yor] + battle_config.night_at_start = 1; */ + if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor] + battle_config.day_duration = 60000; + if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor] + battle_config.night_duration = 60000; + +/* if (battle_config.ban_spoof_namer < 0) // added by [Yor] + battle_config.ban_spoof_namer = 0; + else*/ if (battle_config.ban_spoof_namer > 32767) + battle_config.ban_spoof_namer = 32767; + +/* if (battle_config.hack_info_GM_level < 0) // added by [Yor] + battle_config.hack_info_GM_level = 0; + else*/ if (battle_config.hack_info_GM_level > 100) + battle_config.hack_info_GM_level = 100; + +/* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor] + battle_config.any_warp_GM_min_level = 0; + else*/ if (battle_config.any_warp_GM_min_level > 100) + battle_config.any_warp_GM_min_level = 100; + +/* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex] + // at least 1 client must be accepted + if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor] + battle_config.packet_ver_flag = 255; // accept all clients +*/ +/* Deprecated by dynamix's new night system (using SI_NIGHT) + if (battle_config.night_darkness_level <= 0) + battle_config.night_darkness_level = 9; + else if (battle_config.night_darkness_level > 10) // Celest + battle_config.night_darkness_level = 10; +*/ +/* if (battle_config.motd_type < 0) + battle_config.motd_type = 0; + else if (battle_config.motd_type > 1) + battle_config.motd_type = 1; +*/ +// if (battle_config.finding_ore_rate < 0) +// battle_config.finding_ore_rate = 0; + + if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0) + battle_config.vending_max_value = MAX_ZENY; + + if (battle_config.min_skill_delay_limit < 10) + battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms + + //Spawn delays [Skotlex] +/* if (battle_config.mob_spawn_delay < 0) + battle_config.mob_spawn_delay = 0; + if (battle_config.boss_spawn_delay < 0) + battle_config.boss_spawn_delay = 0; + if (battle_config.plant_spawn_delay < 0) + battle_config.plant_spawn_delay = 0; +*/ + if (battle_config.no_spawn_on_player > 50) + battle_config.no_spawn_on_player = 50; + if (battle_config.mob_remove_delay < 15000) //Min 15 sec + battle_config.mob_remove_delay = 15000; + if (battle_config.dynamic_mobs > 1) + battle_config.dynamic_mobs = 1; //The flag will be used in assignations + if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 ) + battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; + + if (battle_config.firewall_hits_on_undead < 1) + battle_config.firewall_hits_on_undead = 1; + else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff + battle_config.firewall_hits_on_undead = 255; + + if (battle_config.prevent_logout > 60000) + battle_config.prevent_logout = 60000; + + if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris] + battle_config.mobs_level_up_exp_rate = 1; + + if (battle_config.pc_max_sc_def > 10000) + battle_config.pc_max_sc_def = 10000; + if (battle_config.mob_max_sc_def > 10000) + battle_config.mob_max_sc_def = 10000; + if (battle_config.sg_miracle_skill_ratio > 10000) + battle_config.sg_miracle_skill_ratio = 10000; + + if (battle_config.skill_steal_max_tries > UCHAR_MAX) + battle_config.skill_steal_max_tries = UCHAR_MAX; + +#ifdef CELL_NOSTACK + if (battle_config.cell_stack_limit < 1) + battle_config.cell_stack_limit = 1; + else + if (battle_config.cell_stack_limit > 255) + battle_config.cell_stack_limit = 255; +#else + 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 +} + +/*========================================== + * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ + *------------------------------------------ + */ +int battle_config_read(const char *cfgName) +{ + char line[1024], w1[1024], w2[1024]; + FILE *fp; + static int count = 0; + + if ((count++) == 0) + battle_set_defaults(); + + fp = fopen(cfgName,"r"); + if (fp == NULL) { + ShowError("File not found: %s\n", cfgName); + return 1; + } + while(fgets(line,1020,fp)){ + if (line[0] == '/' && line[1] == '/') + continue; + if (sscanf(line, "%[^:]:%s", w1, w2) != 2) + continue; + if (strcmpi(w1, "import") == 0) + battle_config_read(w2); + else + battle_set_value(w1, w2); + } + fclose(fp); + + if (--count == 0) { + battle_validate_conf(); + add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); + } + + return 0; +} + +void do_init_battle(void) { + delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage)); +} + +void do_final_battle(void) { + ers_destroy(delay_damage_ers); +} -- cgit v1.2.3-60-g2f50