// $Id: battle.c,v 1.10 2004/09/29 21:08:17 Akitasha Exp $ #include #include #include #include #include "battle.h" #include "timer.h" #include "nullpo.h" #include "malloc.h" #include "map.h" #include "pc.h" #include "skill.h" #include "mob.h" #include "itemdb.h" #include "clif.h" #include "pet.h" #include "guild.h" #ifdef MEMWATCH #include "memwatch.h" #endif int attr_fix_table[4][10][10]; struct Battle_Config battle_config; /*========================================== * 二点間の距離を返す * 戻りは整数で0以上 *------------------------------------------ */ static int distance(int x0,int y0,int x1,int y1) { int dx,dy; dx=abs(x0-x1); dy=abs(y0-y1); return dx>dy ? dx : dy; } /*========================================== * 自分をロックしている対象の数を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv) { nullpo_retr(0, bl); if(bl->type == BL_PC) return pc_counttargeted((struct map_session_data *)bl,src,target_lv); else if(bl->type == BL_MOB) return mob_counttargeted((struct mob_data *)bl,src,target_lv); return 0; } /*========================================== * 対象のClassを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_class(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->class_; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.class_; else if(bl->type==BL_PET && (struct pet_data *)bl) return ((struct pet_data *)bl)->class_; else return 0; } /*========================================== * 対象の方向を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_dir(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->dir; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->dir; else if(bl->type==BL_PET && (struct pet_data *)bl) return ((struct pet_data *)bl)->dir; else return 0; } /*========================================== * 対象のレベルを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_lv(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->level; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.base_level; else if(bl->type==BL_PET && (struct pet_data *)bl) return ((struct pet_data *)bl)->msd->pet.level; else return 0; } /*========================================== * 対象の射程を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_range(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].range; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->attackrange; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].range; else return 0; } /*========================================== * 対象のHPを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_hp(struct block_list *bl) { nullpo_retr(1, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->hp; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.hp; else return 1; } /*========================================== * 対象のMHPを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_max_hp(struct block_list *bl) { nullpo_retr(1, bl); if(bl->type==BL_PC && ((struct map_session_data *)bl)) return ((struct map_session_data *)bl)->status.max_hp; else { struct status_change *sc_data=battle_get_sc_data(bl); int max_hp=1; if(bl->type==BL_MOB && ((struct mob_data*)bl)) { max_hp = mob_db[((struct mob_data*)bl)->class_].max_hp; if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] max_hp+=(((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv)*battle_get_vit(bl); if(mob_db[((struct mob_data*)bl)->class_].mexp > 0) { if(battle_config.mvp_hp_rate != 100) max_hp = (max_hp * battle_config.mvp_hp_rate)/100; } else { if(battle_config.monster_hp_rate != 100) max_hp = (max_hp * battle_config.monster_hp_rate)/100; } } else if(bl->type==BL_PET && ((struct pet_data*)bl)) { max_hp = mob_db[((struct pet_data*)bl)->class_].max_hp; if(mob_db[((struct pet_data*)bl)->class_].mexp > 0) { if(battle_config.mvp_hp_rate != 100) max_hp = (max_hp * battle_config.mvp_hp_rate)/100; } else { if(battle_config.monster_hp_rate != 100) max_hp = (max_hp * battle_config.monster_hp_rate)/100; } } if(sc_data) { if(sc_data[SC_APPLEIDUN].timer!=-1) max_hp += ((5+sc_data[SC_APPLEIDUN].val1*2+((sc_data[SC_APPLEIDUN].val2+1)>>1) +sc_data[SC_APPLEIDUN].val3/10) * max_hp)/100; } if(max_hp < 1) max_hp = 1; return max_hp; } return 1; } /*========================================== * 対象のStrを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_str(struct block_list *bl) { int str=0; struct status_change *sc_data; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_MOB && ((struct mob_data *)bl)) { str = mob_db[((struct mob_data *)bl)->class_].str; if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] str+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PC && ((struct map_session_data *)bl)) return ((struct map_session_data *)bl)->paramc[0]; else if(bl->type==BL_PET && ((struct pet_data *)bl)) str = mob_db[((struct pet_data *)bl)->class_].str; if(sc_data) { if(sc_data[SC_LOUD].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) str += 4; if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング int race=battle_get_race(bl); if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) str >>= 1; // 悪 魔/不死 else str += sc_data[SC_BLESSING].val1; // その他 } if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト str += 5; } if(str < 0) str = 0; return str; } /*========================================== * 対象のAgiを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_agi(struct block_list *bl) { int agi=0; struct status_change *sc_data; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl) { agi=mob_db[((struct mob_data *)bl)->class_].agi; if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris] agi+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PC && (struct map_session_data *)bl) agi=((struct map_session_data *)bl)->paramc[1]; else if(bl->type==BL_PET && (struct pet_data *)bl) agi=mob_db[((struct pet_data *)bl)->class_].agi; if(sc_data) { if( sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC) // 速度増加(PCはpc.cで) agi += 2+sc_data[SC_INCREASEAGI].val1; if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) agi += agi*(2+sc_data[SC_CONCENTRATE].val1)/100; if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少 agi -= 2+sc_data[SC_DECREASEAGI].val1; if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア //agi >>= 1; //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100; //agi -= agib > 50 ? 50 : agib; agi -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10; } if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト agi += 5; } if(agi < 0) agi = 0; return agi; } /*========================================== * 対象のVitを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_vit(struct block_list *bl) { int vit=0; struct status_change *sc_data; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl) { vit=mob_db[((struct mob_data *)bl)->class_].vit; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] vit+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PC && (struct map_session_data *)bl) vit=((struct map_session_data *)bl)->paramc[2]; else if(bl->type==BL_PET && (struct pet_data *)bl) vit=mob_db[((struct pet_data *)bl)->class_].vit; if(sc_data) { if(sc_data[SC_STRIPARMOR].timer != -1 && bl->type!=BL_PC) vit = vit*60/100; if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト vit += 5; } if(vit < 0) vit = 0; return vit; } /*========================================== * 対象のIntを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_int(struct block_list *bl) { int int_=0; struct status_change *sc_data; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl){ int_=mob_db[((struct mob_data *)bl)->class_].int_; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] int_+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PC && (struct map_session_data *)bl) int_=((struct map_session_data *)bl)->paramc[3]; else if(bl->type==BL_PET && (struct pet_data *)bl) int_=mob_db[((struct pet_data *)bl)->class_].int_; if(sc_data) { if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング int race=battle_get_race(bl); if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) int_ >>= 1; // 悪 魔/不死 else int_ += sc_data[SC_BLESSING].val1; // その他 } if( sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC) int_ = int_*60/100; if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト int_ += 5; } if(int_ < 0) int_ = 0; return int_; } /*========================================== * 対象のDexを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_dex(struct block_list *bl) { int dex=0; struct status_change *sc_data; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl) { dex=mob_db[((struct mob_data *)bl)->class_].dex; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] dex+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PC && (struct map_session_data *)bl) dex=((struct map_session_data *)bl)->paramc[4]; else if(bl->type==BL_PET && (struct pet_data *)bl) dex=mob_db[((struct pet_data *)bl)->class_].dex; if(sc_data) { if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100; if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング int race=battle_get_race(bl); if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) dex >>= 1; // 悪 魔/不死 else dex += sc_data[SC_BLESSING].val1; // その他 } if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア // dex >>= 1; //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100; //dex -= dexb > 50 ? 50 : dexb; dex -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10; } if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト dex += 5; } if(dex < 0) dex = 0; return dex; } /*========================================== * 対象のLukを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_luk(struct block_list *bl) { int luk=0; struct status_change *sc_data; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl) { luk=mob_db[((struct mob_data *)bl)->class_].luk; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] luk+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PC && (struct map_session_data *)bl) luk=((struct map_session_data *)bl)->paramc[5]; else if(bl->type==BL_PET && (struct pet_data *)bl) luk=mob_db[((struct pet_data *)bl)->class_].luk; if(sc_data) { if(sc_data[SC_GLORIA].timer!=-1 && bl->type != BL_PC) // グロリア(PCはpc.cで) luk += 30; if(sc_data[SC_CURSE].timer!=-1 ) // 呪い luk=0; if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト luk += 5; } if(luk < 0) luk = 0; return luk; } /*========================================== * 対象のFleeを返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int battle_get_flee(struct block_list *bl) { int flee=1; struct status_change *sc_data; nullpo_retr(1, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl) flee=((struct map_session_data *)bl)->flee; else flee=battle_get_agi(bl) + battle_get_lv(bl); if(sc_data) { if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC) flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 +(sc_data[SC_WHISTLE].val3>>16))/100; if(sc_data[SC_BLIND].timer!=-1 && bl->type != BL_PC) flee -= flee*25/100; if(sc_data[SC_WINDWALK].timer!=-1 && bl->type != BL_PC) // ウィンドウォーク flee += flee*(sc_data[SC_WINDWALK].val2)/100; if(sc_data[SC_SPIDERWEB].timer!=-1 && bl->type != BL_PC) //スパイダーウェブ flee -= flee*50/100; } if(flee < 1) flee = 1; return flee; } /*========================================== * 対象のHitを返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int battle_get_hit(struct block_list *bl) { int hit=1; struct status_change *sc_data; nullpo_retr(1, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl) hit=((struct map_session_data *)bl)->hit; else hit=battle_get_dex(bl) + battle_get_lv(bl); if(sc_data) { if(sc_data[SC_HUMMING].timer!=-1 && bl->type != BL_PC) // hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2 +sc_data[SC_HUMMING].val3)/100; if(sc_data[SC_BLIND].timer!=-1 && bl->type != BL_PC) // 呪い hit -= hit*25/100; if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト hit += 3*(sc_data[SC_TRUESIGHT].val1); if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100; } if(hit < 1) hit = 1; return hit; } /*========================================== * 対象の完全回避を返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int battle_get_flee2(struct block_list *bl) { int flee2=1; struct status_change *sc_data; nullpo_retr(1, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl){ flee2 = battle_get_luk(bl) + 10; flee2 += ((struct map_session_data *)bl)->flee2 - (((struct map_session_data *)bl)->paramc[5] + 10); } else flee2=battle_get_luk(bl)+1; if(sc_data) { if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC) flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 +(sc_data[SC_WHISTLE].val3&0xffff))*10; } if(flee2 < 1) flee2 = 1; return flee2; } /*========================================== * 対象のクリティカルを返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int battle_get_critical(struct block_list *bl) { int critical=1; struct status_change *sc_data; nullpo_retr(1, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl){ critical = battle_get_luk(bl)*3 + 10; critical += ((struct map_session_data *)bl)->critical - ((((struct map_session_data *)bl)->paramc[5]*3) + 10); } else critical=battle_get_luk(bl)*3 + 1; if(sc_data) { if(sc_data[SC_FORTUNE].timer!=-1 && bl->type != BL_PC) critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2 +sc_data[SC_FORTUNE].val3)*10; if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC) critical += sc_data[SC_EXPLOSIONSPIRITS].val2; if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) //トゥルーサイト critical += critical*sc_data[SC_TRUESIGHT].val1/100; } if(critical < 1) critical = 1; return critical; } /*========================================== * base_atkの取得 * 戻りは整数で1以上 *------------------------------------------ */ int battle_get_baseatk(struct block_list *bl) { struct status_change *sc_data; int batk=1; nullpo_retr(1, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl) { batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk if (((struct map_session_data *)bl)->status.weapon < 16) batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon]; } else { //それ以外なら int str,dstr; str = battle_get_str(bl); //STR dstr = str/10; batk = dstr*dstr + str; //base_atkを計算する } if(sc_data) { //状態異常あり if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態 batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加 if(sc_data[SC_CURSE].timer!=-1 ) //呪われていたら batk -= batk*25/100; //base_atkが25%減少 if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; } if(batk < 1) batk = 1; //base_atkは最低でも1 return batk; } /*========================================== * 対象のAtkを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_atk(struct block_list *bl) { struct status_change *sc_data; int atk=0; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl) atk = ((struct map_session_data*)bl)->watk; else if(bl->type==BL_MOB && (struct mob_data *)bl) atk = mob_db[((struct mob_data*)bl)->class_].atk1; else if(bl->type==BL_PET && (struct pet_data *)bl) atk = mob_db[((struct pet_data*)bl)->class_].atk1; if(sc_data) { if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100; if(sc_data[SC_CURSE].timer!=-1 ) atk -= atk*25/100; if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100; } if(atk < 0) atk = 0; return atk; } /*========================================== * 対象の左手Atkを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_atk_(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl){ int atk=((struct map_session_data*)bl)->watk_; if(((struct map_session_data *)bl)->sc_data[SC_CURSE].timer!=-1 ) atk -= atk*25/100; return atk; } else return 0; } /*========================================== * 対象のAtk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_atk2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data*)bl)->watk2; else { struct status_change *sc_data=battle_get_sc_data(bl); int atk2=0; if(bl->type==BL_MOB && (struct mob_data *)bl) atk2 = mob_db[((struct mob_data*)bl)->class_].atk2; else if(bl->type==BL_PET && (struct pet_data *)bl) atk2 = mob_db[((struct pet_data*)bl)->class_].atk2; if(sc_data) { if( sc_data[SC_IMPOSITIO].timer!=-1) atk2 += sc_data[SC_IMPOSITIO].val1*5; if( sc_data[SC_PROVOKE].timer!=-1 ) atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100; if( sc_data[SC_CURSE].timer!=-1 ) atk2 -= atk2*25/100; if(sc_data[SC_DRUMBATTLE].timer!=-1) atk2 += sc_data[SC_DRUMBATTLE].val2; if(sc_data[SC_NIBELUNGEN].timer!=-1 && (battle_get_element(bl)/10) >= 8 ) atk2 += sc_data[SC_NIBELUNGEN].val3; if(sc_data[SC_STRIPWEAPON].timer!=-1) atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100; if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100; } if(atk2 < 0) atk2 = 0; return atk2; } return 0; } /*========================================== * 対象の左手Atk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_atk_2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data*)bl)->watk_2; else return 0; } /*========================================== * 対象のMAtk1を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_matk1(struct block_list *bl) { struct status_change *sc_data; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_MOB){ int matk,int_=battle_get_int(bl); matk = int_+(int_/5)*(int_/5); if(sc_data) if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; return matk; } else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->matk1; else if(bl->type==BL_PET){ int matk,int_=battle_get_int(bl); matk = int_+(int_/5)*(int_/5); if(sc_data) if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; return matk; } else return 0; } /*========================================== * 対象のMAtk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_matk2(struct block_list *bl) { struct status_change *sc_data=battle_get_sc_data(bl); nullpo_retr(0, bl); if(bl->type==BL_MOB){ int matk,int_=battle_get_int(bl); matk = int_+(int_/7)*(int_/7); if(sc_data) if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; return matk; } else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->matk2; else if(bl->type==BL_PET){ int matk,int_=battle_get_int(bl); matk = int_+(int_/7)*(int_/7); if(sc_data) if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; return matk; } else return 0; } /*========================================== * 対象のDefを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_def(struct block_list *bl) { struct status_change *sc_data; int def=0,skilltimer=-1,skillid=0; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl){ def = ((struct map_session_data *)bl)->def; skilltimer = ((struct map_session_data *)bl)->skilltimer; skillid = ((struct map_session_data *)bl)->skillid; } else if(bl->type==BL_MOB && (struct mob_data *)bl) { def = mob_db[((struct mob_data *)bl)->class_].def; skilltimer = ((struct mob_data *)bl)->skilltimer; skillid = ((struct mob_data *)bl)->skillid; } else if(bl->type==BL_PET && (struct pet_data *)bl) def = mob_db[((struct pet_data *)bl)->class_].def; if(def < 1000000) { if(sc_data) { //凍結、石化時は右シフト if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) def >>= 1; if (bl->type != BL_PC) { //キーピング時はDEF100 if( sc_data[SC_KEEPING].timer!=-1) def = 100; //プロボック時は減算 if( sc_data[SC_PROVOKE].timer!=-1) def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; //戦太鼓の響き時は加算 if( sc_data[SC_DRUMBATTLE].timer!=-1) def += sc_data[SC_DRUMBATTLE].val3; //毒にかかっている時は減算 if(sc_data[SC_POISON].timer!=-1) def = def*75/100; //ストリップシールド時は減算 if(sc_data[SC_STRIPSHIELD].timer!=-1) def = def*sc_data[SC_STRIPSHIELD].val2/100; //シグナムクルシス時は減算 if(sc_data[SC_SIGNUMCRUCIS].timer!=-1) def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100; //永遠の混沌時はDEF0になる if(sc_data[SC_ETERNALCHAOS].timer!=-1) def = 0; //コンセントレーション時は減算 if( sc_data[SC_CONCENTRATION].timer!=-1) def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100; } } //詠唱中は詠唱時減算率に基づいて減算 if(skilltimer != -1) { int def_rate = skill_get_castdef(skillid); if(def_rate != 0) def = (def * (100 - def_rate))/100; } } if(def < 0) def = 0; return def; } /*========================================== * 対象のMDefを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_mdef(struct block_list *bl) { struct status_change *sc_data; int mdef=0; nullpo_retr(0, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl) mdef = ((struct map_session_data *)bl)->mdef; else if(bl->type==BL_MOB && (struct mob_data *)bl) mdef = mob_db[((struct mob_data *)bl)->class_].mdef; else if(bl->type==BL_PET && (struct pet_data *)bl) mdef = mob_db[((struct pet_data *)bl)->class_].mdef; if(mdef < 1000000) { if(sc_data) { //バリアー状態時はMDEF100 if(sc_data[SC_BARRIER].timer != -1) mdef = 100; //凍結、石化時は1.25倍 if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) mdef = mdef*125/100; if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100; } } if(mdef < 0) mdef = 0; return mdef; } /*========================================== * 対象のDef2を返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int battle_get_def2(struct block_list *bl) { struct status_change *sc_data; int def2=1; nullpo_retr(1, bl); sc_data=battle_get_sc_data(bl); if(bl->type==BL_PC) def2 = ((struct map_session_data *)bl)->def2; else if(bl->type==BL_MOB) def2 = mob_db[((struct mob_data *)bl)->class_].vit; else if(bl->type==BL_PET) def2 = mob_db[((struct pet_data *)bl)->class_].vit; if(bl->type != BL_PC && sc_data) { if( sc_data[SC_ANGELUS].timer!=-1) def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100; if( sc_data[SC_PROVOKE].timer!=-1) def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; if(sc_data[SC_POISON].timer!=-1) def2 = def2*75/100; //コンセントレーション時は減算 if( sc_data[SC_CONCENTRATION].timer!=-1) def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100; } if(def2 < 1) def2 = 1; return def2; } /*========================================== * 対象のMDef2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int battle_get_mdef2(struct block_list *bl) { int mdef2=0; struct status_change *sc_data=battle_get_sc_data(bl); nullpo_retr(0, bl); if(bl->type==BL_MOB) mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1); else if(bl->type==BL_PC) mdef2 = ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1); else if(bl->type==BL_PET) mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1); if(sc_data) { if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100; } if(mdef2 < 0) mdef2 = 0; return mdef2; } /*========================================== * 対象のSpeed(移動速度)を返す(汎用) * 戻りは整数で1以上 * Speedは小さいほうが移動速度が速い *------------------------------------------ */ int battle_get_speed(struct block_list *bl) { nullpo_retr(1000, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->speed; else { struct status_change *sc_data=battle_get_sc_data(bl); int speed = 1000; if(bl->type==BL_MOB && (struct mob_data *)bl) { speed = ((struct mob_data *)bl)->speed; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PET && (struct pet_data *)bl) speed = ((struct pet_data *)bl)->msd->petDB->speed; if(sc_data) { //速度増加時は25%減算 if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1) speed -= speed*25/100; //速度減少時は25%加算 if(sc_data[SC_DECREASEAGI].timer!=-1) speed = speed*125/100; //クァグマイア時は50%加算 if(sc_data[SC_QUAGMIRE].timer!=-1) speed = speed*3/2; //私を忘れないで…時は加算 if(sc_data[SC_DONTFORGETME].timer!=-1) speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100; //金剛時は25%加算 if(sc_data[SC_STEELBODY].timer!=-1) speed = speed*125/100; //ディフェンダー時は加算 // removed as of 12/14's patch [celest] /*if(sc_data[SC_DEFENDER].timer!=-1) speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/ //踊り状態は4倍遅い if(sc_data[SC_DANCING].timer!=-1 ) speed *= 6; //呪い時は450加算 if(sc_data[SC_CURSE].timer!=-1) speed = speed + 450; //ウィンドウォーク時はLv*2%減算 if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1) speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100; if(sc_data[SC_SLOWDOWN].timer!=-1) speed = speed*150/100; if(sc_data[SC_SPEEDUP0].timer!=-1) speed -= speed*25/100; } if(speed < 1) speed = 1; return speed; } return 1000; } /*========================================== * 対象のaDelay(攻撃時ディレイ)を返す(汎用) * aDelayは小さいほうが攻撃速度が速い *------------------------------------------ */ int battle_get_adelay(struct block_list *bl) { nullpo_retr(4000, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return (((struct map_session_data *)bl)->aspd<<1); else { struct status_change *sc_data=battle_get_sc_data(bl); int adelay=4000,aspd_rate = 100,i; if(bl->type==BL_MOB && (struct mob_data *)bl) adelay = mob_db[((struct mob_data *)bl)->class_].adelay; else if(bl->type==BL_PET && (struct pet_data *)bl) adelay = mob_db[((struct pet_data *)bl)->class_].adelay; if(sc_data) { //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算 if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ aspd_rate -= 30; //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ //使用者とパーティメンバーで格差が出る設定でなければ3割減算 if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) aspd_rate -= 30; //そうでなければ2.5割減算 else aspd_rate -= 25; } //スピアクィッケン時は減算 if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; //夕日のアサシンクロス時は減算 if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && sc_data[SC_DONTFORGETME].timer == -1) aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; //私を忘れないで…時は加算 if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); //金剛時25%加算 if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 aspd_rate += 25; //増速ポーション使用時は減算 if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) aspd_rate -= sc_data[i].val2; //ディフェンダー時は加算 if(sc_data[SC_DEFENDER].timer != -1) adelay += (1100 - sc_data[SC_DEFENDER].val1*100); } if(aspd_rate != 100) adelay = adelay*aspd_rate/100; if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1; return adelay; } return 4000; } int battle_get_amotion(struct block_list *bl) { nullpo_retr(2000, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->amotion; else { struct status_change *sc_data=battle_get_sc_data(bl); int amotion=2000,aspd_rate = 100,i; if(bl->type==BL_MOB && (struct mob_data *)bl) amotion = mob_db[((struct mob_data *)bl)->class_].amotion; else if(bl->type==BL_PET && (struct pet_data *)bl) amotion = mob_db[((struct pet_data *)bl)->class_].amotion; if(sc_data) { if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ aspd_rate -= 30; if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) aspd_rate -= 30; else aspd_rate -= 25; } if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && sc_data[SC_DONTFORGETME].timer == -1) aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 aspd_rate += 25; if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) aspd_rate -= sc_data[i].val2; if(sc_data[SC_DEFENDER].timer != -1) amotion += (550 - sc_data[SC_DEFENDER].val1*50); } if(aspd_rate != 100) amotion = amotion*aspd_rate/100; if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd; return amotion; } return 2000; } int battle_get_dmotion(struct block_list *bl) { int ret; struct status_change *sc_data; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl){ ret=mob_db[((struct mob_data *)bl)->class_].dmotion; if(battle_config.monster_damage_delay_rate != 100) ret = ret*battle_config.monster_damage_delay_rate/400; } else if(bl->type==BL_PC && (struct map_session_data *)bl){ ret=((struct map_session_data *)bl)->dmotion; if(battle_config.pc_damage_delay_rate != 100) ret = ret*battle_config.pc_damage_delay_rate/400; } else if(bl->type==BL_PET && (struct pet_data *)bl) ret=mob_db[((struct pet_data *)bl)->class_].dmotion; else return 2000; if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) || (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure)) ret=0; return ret; } int battle_get_element(struct block_list *bl) { int ret = 20; struct status_change *sc_data; nullpo_retr(ret, bl); sc_data = battle_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性 ret=((struct mob_data *)bl)->def_ele; else if(bl->type==BL_PC && (struct map_session_data *)bl) ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 else if(bl->type==BL_PET && (struct pet_data *)bl) ret = mob_db[((struct pet_data *)bl)->class_].element; if(sc_data) { if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 ret=26; if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結 ret=21; if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ret=22; } return ret; } int battle_get_attack_element(struct block_list *bl) { int ret = 0; struct status_change *sc_data=battle_get_sc_data(bl); nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) ret=0; else if(bl->type==BL_PC && (struct map_session_data *)bl) ret=((struct map_session_data *)bl)->atk_ele; else if(bl->type==BL_PET && (struct pet_data *)bl) ret=0; if(sc_data) { if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン ret=1; if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン ret=2; if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー ret=3; if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー ret=4; if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン ret=5; if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ ret=6; } return ret; } int battle_get_attack_element2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) { int ret = ((struct map_session_data *)bl)->atk_ele_; struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data; if(sc_data) { if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン ret=1; if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン ret=2; if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー ret=3; if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー ret=4; if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン ret=5; if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ ret=6; } return ret; } return 0; } int battle_get_party_id(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.party_id; else if(bl->type==BL_MOB && (struct mob_data *)bl){ struct mob_data *md=(struct mob_data *)bl; if( md->master_id>0 ) return -md->master_id; return -md->bl.id; } else if(bl->type==BL_SKILL && (struct skill_unit *)bl) return ((struct skill_unit *)bl)->group->party_id; else return 0; } int battle_get_guild_id(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.guild_id; else if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->class_; else if(bl->type==BL_SKILL && (struct skill_unit *)bl) return ((struct skill_unit *)bl)->group->guild_id; else return 0; } int battle_get_race(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].race; else if(bl->type==BL_PC && (struct map_session_data *)bl) return 7; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].race; else return 0; } int battle_get_size(struct block_list *bl) { nullpo_retr(1, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].size; else if(bl->type==BL_PC && (struct map_session_data *)bl) return 1; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].size; else return 1; } int battle_get_mode(struct block_list *bl) { nullpo_retr(0x01, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].mode; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].mode; else return 0x01; // とりあえず動くということで1 } int battle_get_mexp(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].mexp; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].mexp; else return 0; } // StatusChange系の所得 struct status_change *battle_get_sc_data(struct block_list *bl) { nullpo_retr(NULL, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data*)bl)->sc_data; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data*)bl)->sc_data; return NULL; } short *battle_get_sc_count(struct block_list *bl) { nullpo_retr(NULL, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->sc_count; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->sc_count; return NULL; } short *battle_get_opt1(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->opt1; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->opt1; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->opt1; return 0; } short *battle_get_opt2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->opt2; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->opt2; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->opt2; return 0; } short *battle_get_opt3(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->opt3; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->opt3; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->opt3; return 0; } short *battle_get_option(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->option; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->status.option; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->option; return 0; } //------------------------------------------------------------------- // ダメージの遅延 struct battle_delay_damage_ { struct block_list *src,*target; int damage; int flag; }; int battle_delay_damage_sub(int tid,unsigned int tick,int id,int data) { struct battle_delay_damage_ *dat=(struct battle_delay_damage_ *)data; if( dat && map_id2bl(id)==dat->src && dat->target->prev!=NULL) battle_damage(dat->src,dat->target,dat->damage,dat->flag); free(dat); return 0; } int battle_delay_damage(unsigned int tick,struct block_list *src,struct block_list *target,int damage,int flag) { struct battle_delay_damage_ *dat = (struct battle_delay_damage_*)aCalloc(1,sizeof(struct battle_delay_damage_)); nullpo_retr(0, src); nullpo_retr(0, target); dat->src=src; dat->target=target; dat->damage=damage; dat->flag=flag; add_timer(tick,battle_delay_damage_sub,src->id,(int)dat); return 0; } // 実際にHPを操作 int battle_damage(struct block_list *bl,struct block_list *target,int damage,int flag) { struct map_session_data *sd=NULL; struct status_change *sc_data=battle_get_sc_data(target); short *sc_count; int i; nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック if(damage==0 || target->type == BL_PET) return 0; if(target->prev == NULL) return 0; if(bl) { if(bl->prev==NULL) return 0; if(bl->type==BL_PC) sd=(struct map_session_data *)bl; } if(damage<0) return battle_heal(bl,target,-damage,0,flag); if(!flag && (sc_count=battle_get_sc_count(target))!=NULL && *sc_count>0){ // 凍結、石化、睡眠を消去 if(sc_data[SC_FREEZE].timer!=-1) skill_status_change_end(target,SC_FREEZE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) skill_status_change_end(target,SC_STONE,-1); if(sc_data[SC_SLEEP].timer!=-1) skill_status_change_end(target,SC_SLEEP,-1); } if(target->type==BL_MOB){ // MOB struct mob_data *md=(struct mob_data *)target; if(md && md->skilltimer!=-1 && md->state.skillcastcancel) // 詠唱妨害 skill_castcancel(target,0); return mob_damage(bl,md,damage,0); } else if(target->type==BL_PC){ // PC struct map_session_data *tsd=(struct map_session_data *)target; if(tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1){ // ディボーションをかけられている struct map_session_data *md = map_id2sd(tsd->sc_data[SC_DEVOTION].val1); if(md && skill_devotion3(&md->bl,target->id)){ skill_devotion(md,target->id); } else if(md && bl) for(i=0;i<5;i++) if(md->dev.val1[i] == target->id){ clif_damage(bl,&md->bl, gettick(), 0, 0, damage, 0 , 0, 0); pc_damage(&md->bl,md,damage); return 0; } } if(tsd && tsd->skilltimer!=-1){ // 詠唱妨害 // フェンカードや妨害されないスキルかの検査 if( (!tsd->special_state.no_castcancel || map[bl->m].flag.gvg) && tsd->state.skillcastcancel && !tsd->special_state.no_castcancel2) skill_castcancel(target,0); } return pc_damage(bl,tsd,damage); } else if(target->type==BL_SKILL) return skill_unit_ondamaged((struct skill_unit *)target,bl,damage,gettick()); return 0; } int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag) { nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック if(target->type == BL_PET) return 0; if( target->type ==BL_PC && pc_isdead((struct map_session_data *)target) ) return 0; if(hp==0 && sp==0) return 0; if(hp<0) return battle_damage(bl,target,-hp,flag); if(target->type==BL_MOB) return mob_heal((struct mob_data *)target,hp); else if(target->type==BL_PC) return pc_heal((struct map_session_data *)target,hp,sp); return 0; } // 攻撃停止 int battle_stopattack(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return mob_stopattack((struct mob_data*)bl); else if(bl->type==BL_PC) return pc_stopattack((struct map_session_data*)bl); else if(bl->type==BL_PET) return pet_stopattack((struct pet_data*)bl); return 0; } // 移動停止 int battle_stopwalking(struct block_list *bl,int type) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return mob_stop_walking((struct mob_data*)bl,type); else if(bl->type==BL_PC) return pc_stop_walking((struct map_session_data*)bl,type); else if(bl->type==BL_PET) return pet_stop_walking((struct pet_data*)bl,type); return 0; } /*========================================== * ダメージの属性修正 *------------------------------------------ */ int battle_attr_fix(int damage,int atk_elem,int def_elem) { int def_type= def_elem%10, def_lv=def_elem/10/2; if( atk_elem<0 || atk_elem>9 || def_type<0 || def_type>9 || def_lv<1 || def_lv>4){ // 属 性値がおかしいのでとりあえずそのまま返す if(battle_config.error_log) printf("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); return damage; } return damage*attr_fix_table[def_lv-1][atk_elem][def_type]/100; } /*========================================== * ダメージ最終計算 *------------------------------------------ */ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) { struct map_session_data *sd=NULL; struct mob_data *md=NULL; struct status_change *sc_data,*sc; short *sc_count; int class; nullpo_retr(0, bl); class = battle_get_class(bl); if(bl->type==BL_MOB) md=(struct mob_data *)bl; else sd=(struct map_session_data *)bl; sc_data=battle_get_sc_data(bl); sc_count=battle_get_sc_count(bl); if(sc_count!=NULL && *sc_count>0){ if(sc_data[SC_SAFETYWALL].timer!=-1 && damage>0 && flag&BF_WEAPON && flag&BF_SHORT && skill_num != NPC_GUIDEDATTACK){ // セーフティウォール struct skill_unit *unit=(struct skill_unit*)sc_data[SC_SAFETYWALL].val2; if( unit && unit->alive && (--unit->group->val2)<=0 ) skill_delunit(unit); skill_unit_move(bl,gettick(),1); // 重ね掛けチェック damage=0; } if(sc_data[SC_PNEUMA].timer!=-1 && damage>0 && ((flag&BF_WEAPON && flag&BF_LONG && skill_num != NPC_GUIDEDATTACK) || (flag&BF_MISC && (skill_num == HT_BLITZBEAT || skill_num == SN_FALCONASSAULT)))){ // [DracoRPG] // ニューマ damage=0; } if(sc_data[SC_ROKISWEIL].timer!=-1 && damage>0 && flag&BF_MAGIC ){ // ニューマ damage=0; } if(sc_data[SC_AETERNA].timer!=-1 && damage>0){ // レックスエーテルナ damage<<=1; skill_status_change_end( bl,SC_AETERNA,-1 ); } //属性場のダメージ増加 if(sc_data[SC_VOLCANO].timer!=-1){ // ボルケーノ if(flag&BF_SKILL && skill_get_pl(skill_num)==3) damage += damage*sc_data[SC_VOLCANO].val4/100; else if(!flag&BF_SKILL && battle_get_attack_element(bl)==3) damage += damage*sc_data[SC_VOLCANO].val4/100; } if(sc_data[SC_VIOLENTGALE].timer!=-1){ // バイオレントゲイル if(flag&BF_SKILL && skill_get_pl(skill_num)==4) damage += damage*sc_data[SC_VIOLENTGALE].val4/100; else if(!flag&BF_SKILL && battle_get_attack_element(bl)==4) damage += damage*sc_data[SC_VIOLENTGALE].val4/100; } if(sc_data[SC_DELUGE].timer!=-1){ // デリュージ if(flag&BF_SKILL && skill_get_pl(skill_num)==1) damage += damage*sc_data[SC_DELUGE].val4/100; else if(!flag&BF_SKILL && battle_get_attack_element(bl)==1) damage += damage*sc_data[SC_DELUGE].val4/100; } if(sc_data[SC_ENERGYCOAT].timer!=-1 && damage>0 && flag&BF_WEAPON){ // エナジーコート if(sd){ if(sd->status.sp>0){ int per = sd->status.sp * 5 / (sd->status.max_sp + 1); sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000; if( sd->status.sp < 0 ) sd->status.sp = 0; damage -= damage * ((per+1) * 6) / 100; clif_updatestatus(sd,SP_SP); } if(sd->status.sp<=0) skill_status_change_end( bl,SC_ENERGYCOAT,-1 ); } else damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100; } if(sc_data[SC_KYRIE].timer!=-1 && damage > 0){ // キリエエレイソン sc=&sc_data[SC_KYRIE]; sc->val2-=damage; if(flag&BF_WEAPON){ if(sc->val2>=0) damage=0; else damage=-sc->val2; } if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT) skill_status_change_end(bl, SC_KYRIE, -1); } if(sc_data[SC_BASILICA].timer!=-1 && damage > 0){ // ニューマ damage=0; } if(sc_data[SC_LANDPROTECTOR].timer!=-1 && damage>0 && flag&BF_MAGIC){ // ニューマ damage=0; } if(sc_data[SC_AUTOGUARD].timer != -1 && damage > 0 && flag&BF_WEAPON) { if(rand()%100 < sc_data[SC_AUTOGUARD].val2) { int delay; damage = 0; 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; if(sd) sd->canmove_tick = gettick() + delay; else if(md) md->canmove_tick = gettick() + delay; } } // -- moonsoul (chance to block attacks with new Lord Knight skill parrying) // if(sc_data[SC_PARRYING].timer != -1 && damage > 0 && flag&BF_WEAPON) { if(rand()%100 < sc_data[SC_PARRYING].val2) { damage = 0; clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1); } } // リジェクトソード if(sc_data[SC_REJECTSWORD].timer!=-1 && damage > 0 && flag&BF_WEAPON && ((src->type==BL_PC && ((struct map_session_data *)src)->status.weapon == (1 || 2 || 3)) || src->type==BL_MOB )){ if(rand()%100 < (15*sc_data[SC_REJECTSWORD].val1)){ //反射確率は15*Lv damage = damage*50/100; clif_damage(bl,src,gettick(),0,0,damage,0,0,0); battle_damage(bl,src,damage,0); //ダメージを与えたのは良いんだが、ここからどうして表示するんだかわかんねぇ //エフェクトもこれでいいのかわかんねぇ clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1); if((--sc_data[SC_REJECTSWORD].val2)<=0) skill_status_change_end(bl, SC_REJECTSWORD, -1); } } if(sc_data[SC_SPIDERWEB].timer!=-1 && damage > 0) // [Celest] if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) || (!flag&BF_SKILL && battle_get_attack_element(src)==3)) { damage<<=1; skill_status_change_end(bl, SC_SPIDERWEB, -1); } if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC) if(rand()%100 < sc_data[SC_FOGWALL].val2) damage = 0; } if(class == 1288 || class == 1287 || class == 1286 || class == 1285) { // if(class == 1288) { if(class == 1288 && flag&BF_SKILL) damage=0; if(src->type == BL_PC) { struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id); struct guild_castle *gc=guild_mapname2gc(map[bl->m].name); if(!((struct map_session_data *)src)->status.guild_id) damage=0; if(gc && agit_flag==0 && class != 1288) // guardians cannot be damaged during non-woe [Valaris] damage=0; // end woe check [Valaris] if(g == NULL) damage=0;//ギルド未加入ならダメージ無し else if((gc != NULL) && guild_isallied(g, gc)) damage=0;//自占領ギルドのエンペならダメージ無し else if(g && guild_checkskill(g,GD_APPROVAL) <= 0) damage=0;//正規ギルド承認がないとダメージ無し else if (battle_config.guild_max_castles != 0 && guild_checkcastles(g)>=battle_config.guild_max_castles) damage = 0; // [MouseJstr] } else damage = 0; } if(map[bl->m].flag.gvg && damage > 0) { //GvG if(bl->type == BL_MOB){ //defenseがあればダメージが減るらしい? struct guild_castle *gc=guild_mapname2gc(map[bl->m].name); if (gc) damage -= damage*(gc->defense/100)*(battle_config.castle_defense_rate/100); } if(flag&BF_WEAPON) { if(flag&BF_SHORT) damage=damage*battle_config.gvg_short_damage_rate/100; if(flag&BF_LONG) damage=damage*battle_config.gvg_long_damage_rate/100; } if(flag&BF_MAGIC) damage = damage*battle_config.gvg_magic_damage_rate/100; if(flag&BF_MISC) damage=damage*battle_config.gvg_misc_damage_rate/100; if(damage < 1) damage = 1; } if(battle_config.skill_min_damage || flag&BF_MISC) { if(div_ < 255) { if(damage > 0 && damage < div_) damage = div_; } else if(damage > 0 && damage < 3) damage = 3; } if( md!=NULL && md->hp>0 && damage > 0 ) // 反撃などのMOBスキル判定 mobskill_event(md,flag); return damage; } /*========================================== * HP/SP吸収の計算 *------------------------------------------ */ int battle_calc_drain(int damage, int rate, int per, int val) { int diff = 0; if (damage <= 0 || rate <= 0) return 0; if (per && rand()%100 < rate) { diff = (damage * per) / 100; if (diff == 0) { if (per > 0) diff = 1; else diff = -1; } } if (val && rand()%100 < rate) { diff += val; } return diff; } /*========================================== * 修練ダメージ *------------------------------------------ */ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) { int damage,skill; int race=battle_get_race(target); int weapon; damage = 0; nullpo_retr(0, sd); // デーモンベイン(+3 〜 +30) vs 不死 or 悪魔 (死人は含めない?) if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,battle_get_elem_type(target)) || race==6) ) damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn //damage += (skill * 3); // ビーストベイン(+4 〜 +40) vs 動物 or 昆虫 if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) damage += (skill * 4); if(type == 0) weapon = sd->weapontype1; else weapon = sd->weapontype2; switch(weapon) { case 0x01: // 短剣 Knife case 0x02: // 1HS { // 剣修練(+4 〜 +40) 片手剣 短剣含む if((skill = pc_checkskill(sd,SM_SWORD)) > 0) { damage += (skill * 4); } break; } case 0x03: // 2HS { // 両手剣修練(+4 〜 +40) 両手剣 if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) { damage += (skill * 4); } break; } case 0x04: // 1HL case 0x05: // 2HL { // 槍修練(+4 〜 +40,+5 〜 +50) 槍 if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { if(!pc_isriding(sd)) damage += (skill * 4); // ペコに乗ってない else damage += (skill * 5); // ペコに乗ってる } break; } case 0x06: // 片手斧 case 0x07: // Axe by Tato { if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) { damage += (skill * 3); } break; } case 0x08: // メイス { // メイス修練(+3 〜 +30) メイス if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) { damage += (skill * 3); } break; } case 0x09: // なし? break; case 0x0a: // 杖 break; case 0x0b: // 弓 break; case 0x00: // 素手 Bare Hands case 0x0c: // Knuckles { // 鉄拳(+3 〜 +30) 素手,ナックル if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) { damage += (skill * 3); } break; } case 0x0d: // Musical Instrument { // 楽器の練習(+3 〜 +30) 楽器 if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) { damage += (skill * 3); } break; } case 0x0e: // Dance Mastery { // Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭 if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) { damage += (skill * 3); } break; } case 0x0f: // Book { // Advance Book Skill Effect(+3 damage for every lvl = +30) { if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) { damage += (skill * 3); } break; } case 0x10: // Katars { // カタール修練(+3 〜 +30) カタール if((skill = pc_checkskill(sd,AS_KATAR)) > 0) { //ソニックブロー時は別処理(1撃に付き1/8適応) damage += (skill * 3); } break; } } damage = dmg + damage; return (damage); } static struct Damage battle_calc_pet_weapon_attack( struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) { struct pet_data *pd = (struct pet_data *)src; struct mob_data *tmd=NULL; int hitrate,flee,cri = 0,atkmin,atkmax; int luk,target_count = 1; int def1 = battle_get_def(target); int def2 = battle_get_def2(target); int t_vit = battle_get_vit(target); struct Damage wd; int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv); int flag,dmg_lv=0; int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0; struct status_change *t_sc_data; //return前の処理があるので情報出力部のみ変更 if( target == NULL || pd == NULL ){ //srcは内容に直接触れていないのでスルーしてみる nullpo_info(NLP_MARK); memset(&wd,0,sizeof(wd)); return wd; } s_race=battle_get_race(src); s_ele=battle_get_attack_element(src); // ターゲット if(target->type == BL_MOB) tmd=(struct mob_data *)target; else { memset(&wd,0,sizeof(wd)); return wd; } t_race=battle_get_race( target ); t_size=battle_get_size( target ); t_mode=battle_get_mode( target ); t_sc_data=battle_get_sc_data( target ); flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定 // 回避率計算、回避判定は後で flee = battle_get_flee(target); if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0) target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv); if(battle_config.agi_penalty_type > 0) { 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 if(battle_config.agi_penalty_type == 2) flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate=battle_get_hit(src) - flee + 80; type=0; // normal div_ = 1; // single attack luk=battle_get_luk(src); if(battle_config.pet_str) damage = battle_get_baseatk(src); else damage = 0; if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */ atkmin = battle_get_matk1(src); atkmax = battle_get_matk2(src); }else{ atkmin = battle_get_atk(src); atkmax = battle_get_atk2(src); } if(mob_db[pd->class_].range>3 ) flag=(flag&~BF_RANGEMASK)|BF_LONG; if(atkmin > atkmax) atkmin = atkmax; cri = battle_get_critical(src); cri -= battle_get_luk(target) * 2; // luk/5*10 => target_luk*2 not target_luk*3 if(battle_config.enemy_critical_rate != 100) { cri = cri*battle_config.enemy_critical_rate/100; if(cri < 1) cri = 1; } if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) cri <<=1; if(skill_num == 0 && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri) { damage += atkmax; type = 0x0a; } else { int vitbonusmax; if(atkmax > atkmin) damage += atkmin + rand() % (atkmax-atkmin + 1); else damage += atkmin ; // スキル修正1(攻撃力倍化系) // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 // バッシュ,マグナムブレイク, // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, // メマーナイト,カートレボリューション // ダブルストレイフィング,アローシャワー,チャージアロー, // ソニックブロー if(skill_num>0){ int i; if( (i=skill_get_pl(skill_num))>0 ) s_ele=i; flag=(flag&~BF_SKILLMASK)|BF_SKILL; switch( skill_num ){ case SM_BASH: // バッシュ damage = damage*(100+ 30*skill_lv)/100; hitrate = (hitrate*(100+5*skill_lv))/100; break; case SM_MAGNUM: // マグナムブレイク damage = damage*(5*skill_lv + (wflag?65:115))/100; break; case MC_MAMMONITE: // メマーナイト damage = damage*(100+ 50*skill_lv)/100; break; case AC_DOUBLE: // ダブルストレイフィング damage = damage*(180+ 20*skill_lv)/100; div_=2; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case AC_SHOWER: // アローシャワー damage = damage*(75 + 5*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case AC_CHARGEARROW: // チャージアロー damage = damage*150/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case KN_PIERCE: // ピアース damage = damage*(100+ 10*skill_lv)/100; hitrate = hitrate*(100+5*skill_lv)/100; div_=t_size+1; damage*=div_; break; case KN_SPEARSTAB: // スピアスタブ damage = damage*(100+ 15*skill_lv)/100; break; case KN_SPEARBOOMERANG: // スピアブーメラン damage = damage*(100+ 50*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case KN_BRANDISHSPEAR: // ブランディッシュスピア damage = damage*(100+ 20*skill_lv)/100; if(skill_lv>3 && wflag==1) damage2+=damage/2; if(skill_lv>6 && wflag==1) damage2+=damage/4; if(skill_lv>9 && wflag==1) damage2+=damage/8; if(skill_lv>6 && wflag==2) damage2+=damage/2; if(skill_lv>9 && wflag==2) damage2+=damage/4; if(skill_lv>9 && wflag==3) damage2+=damage/2; damage +=damage2; blewcount=0; break; case KN_BOWLINGBASH: // ボウリングバッシュ damage = damage*(100+ 50*skill_lv)/100; blewcount=0; break; case AS_GRIMTOOTH: damage = damage*(100+ 20*skill_lv)/100; break; case AS_POISONREACT: // celest s_ele = 0; damage = damage*(100+ 30*skill_lv)/100; break; case AS_SONICBLOW: // ソニックブロウ damage = damage*(300+ 50*skill_lv)/100; div_=8; break; case TF_SPRINKLESAND: // 砂まき damage = damage*125/100; break; case MC_CARTREVOLUTION: // カートレボリューション damage = (damage*150)/100; break; // 以下MOB case NPC_COMBOATTACK: // 多段攻撃 div_=skill_get_num(skill_num,skill_lv); damage *= div_; break; case NPC_RANDOMATTACK: // ランダムATK攻撃 damage = damage*(50+rand()%150)/100; break; // 属性攻撃(適当) case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: div_= pd->skillduration; // [Valaris] break; case NPC_GUIDEDATTACK: hitrate = 1000000; break; case NPC_RANGEATTACK: flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case NPC_PIERCINGATT: flag=(flag&~BF_RANGEMASK)|BF_SHORT; break; case RG_BACKSTAP: // バックスタブ damage = damage*(300+ 40*skill_lv)/100; hitrate = 1000000; break; case RG_RAID: // サプライズアタック damage = damage*(100+ 40*skill_lv)/100; break; case RG_INTIMIDATE: // インティミデイト damage = damage*(100+ 30*skill_lv)/100; break; case CR_SHIELDCHARGE: // シールドチャージ damage = damage*(100+ 20*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_SHORT; s_ele = 0; break; case CR_SHIELDBOOMERANG: // シールドブーメラン damage = damage*(100+ 30*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; s_ele = 0; break; case CR_HOLYCROSS: // ホーリークロス damage = damage*(100+ 35*skill_lv)/100; div_=2; break; case CR_GRANDCROSS: hitrate= 1000000; break; case AM_DEMONSTRATION: // デモンストレーション hitrate= 1000000; damage = damage*(100+ 20*skill_lv)/100; damage2 = damage2*(100+ 20*skill_lv)/100; break; case AM_ACIDTERROR: // アシッドテラー hitrate = 1000000; damage = damage*(100+ 40*skill_lv)/100; damage2 = damage2*(100+ 40*skill_lv)/100; break; case MO_FINGEROFFENSIVE: //指弾 damage = damage * (125 + 25 * skill_lv) / 100; div_ = 1; flag=(flag&~BF_RANGEMASK)|BF_LONG; //orn break; case MO_INVESTIGATE: // 発 勁 if(def1 < 1000000) damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100; hitrate = 1000000; s_ele = 0; break; case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 damage = damage * 8 + 250 + (skill_lv * 150); hitrate = 1000000; s_ele = 0; break; case MO_CHAINCOMBO: // 連打掌 damage = damage*(150+ 50*skill_lv)/100; div_=4; break; case MO_COMBOFINISH: // 猛龍拳 damage = damage*(240+ 60*skill_lv)/100; break; case DC_THROWARROW: // 矢撃ち damage = damage*(60+ 40 * skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case BA_MUSICALSTRIKE: // ミュージカルストライク damage = damage*(60+ 40 * skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case CH_TIGERFIST: // 伏虎拳 damage = damage*(40+ 100*skill_lv)/100; break; case CH_CHAINCRUSH: // 連柱崩撃 damage = damage*(400+ 100*skill_lv)/100; div_=skill_get_num(skill_num,skill_lv); break; case CH_PALMSTRIKE: // 猛虎硬派山 damage = damage*(200+ 100*skill_lv)/100; break; case LK_SPIRALPIERCE: /* スパイラルピアース */ damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に div_=5; flag=(flag&~BF_RANGEMASK)|BF_LONG; if(target->type == BL_PC) ((struct map_session_data *)target)->canmove_tick = gettick() + 1000; else if(target->type == BL_MOB) ((struct mob_data *)target)->canmove_tick = gettick() + 1000; break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ damage = damage*(100+ 40*skill_lv)/100; break; case LK_JOINTBEAT: /* ジョイントビート */ damage = damage*(50+ 10*skill_lv)/100; break; case ASC_METEORASSAULT: /* メテオアサルト */ damage = damage*(40+ 40*skill_lv)/100; break; case SN_SHARPSHOOTING: /* シャープシューティング */ damage += damage*(30*skill_lv)/100; break; case CG_ARROWVULCAN: /* アローバルカン */ damage = damage*(200+100*skill_lv)/100; div_=9; break; case AS_SPLASHER: /* ベナムスプラッシャー */ damage = damage*(200+20*skill_lv)/100; break; } } if( skill_num!=NPC_CRITICALSLASH ){ // 対 象の防御力によるダメージの減少 // ディバインプロテクション(ここでいいのかな?) if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != AM_ACIDTERROR && def1 < 1000000 ) { //DEF, VIT無視 int t_def; target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv); if(battle_config.vit_penalty_type > 0) { 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; t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else if(battle_config.vit_penalty_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; t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } if(def1 < 0) def1 = 0; if(def2 < 1) def2 = 1; if(t_vit < 1) t_vit = 1; } } t_def = def2*8/10; vitbonusmax = (t_vit/20)*(t_vit/20)-1; if(battle_config.pet_defense_type) { damage = damage - (def1 * battle_config.pet_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } else{ damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } } } } // 0未満だった場合1に補正 if(damage<1) damage=1; // 回避修正 if( hitrate < 1000000 && t_sc_data ) { // 必中攻撃 if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG) hitrate -= 50; if (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中 t_sc_data[SC_STAN].timer!=-1 || // スタンは必中 t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0)) // 凍結は必中 hitrate = 1000000; } if(hitrate < 1000000) hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); if(type == 0 && rand()%100 >= hitrate) { damage = damage2 = 0; dmg_lv = ATK_FLEE; } else { dmg_lv = ATK_DEF; } if(t_sc_data) { int cardfix=100; if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG) cardfix=cardfix*(100-t_sc_data[SC_FOGWALL].val2)/100; if(cardfix != 100) damage=damage*cardfix/100; } if(damage < 0) damage = 0; // 属 性の適用 if(skill_num != 0 || s_ele != 0 || !battle_config.pet_attack_attr_none) damage=battle_attr_fix(damage, s_ele, battle_get_element(target) ); if(skill_num==PA_PRESSURE) /* プレッシャー 必中? */ damage = 500+300*skill_lv; // インベナム修正 if(skill_num==TF_POISON){ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) ); } if(skill_num==MC_CARTREVOLUTION){ damage = battle_attr_fix(damage, 0, battle_get_element(target) ); } // 完全回避の判定 if(battle_config.enemy_perfect_flee) { if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){ damage=0; type=0x0b; dmg_lv = ATK_LUCKY; } } // if(def1 >= 1000000 && damage > 0) if(t_mode&0x40 && damage > 0) damage = 1; if(skill_num != CR_GRANDCROSS) damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag); wd.damage=damage; wd.damage2=0; wd.type=type; wd.div_=div_; wd.amotion=battle_get_amotion(src); if(skill_num == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=battle_get_dmotion(target); wd.blewcount=blewcount; wd.flag=flag; wd.dmg_lv=dmg_lv; return wd; } static struct Damage battle_calc_mob_weapon_attack( struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) { struct map_session_data *tsd=NULL; struct mob_data* md=(struct mob_data *)src,*tmd=NULL; int hitrate,flee,cri = 0,atkmin,atkmax; int luk,target_count = 1; int def1 = battle_get_def(target); int def2 = battle_get_def2(target); int t_vit = battle_get_vit(target); struct Damage wd; int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv); int flag,skill,ac_flag = 0,dmg_lv = 0; int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0; struct status_change *sc_data,*t_sc_data; short *sc_count; short *option, *opt1, *opt2; //return前の処理があるので情報出力部のみ変更 if( src == NULL || target == NULL || md == NULL ){ nullpo_info(NLP_MARK); memset(&wd,0,sizeof(wd)); return wd; } s_race=battle_get_race(src); s_ele=battle_get_attack_element(src); sc_data=battle_get_sc_data(src); sc_count=battle_get_sc_count(src); option=battle_get_option(src); opt1=battle_get_opt1(src); opt2=battle_get_opt2(src); // ターゲット if(target->type==BL_PC) tsd=(struct map_session_data *)target; else if(target->type==BL_MOB) tmd=(struct mob_data *)target; t_race=battle_get_race( target ); t_size=battle_get_size( target ); t_mode=battle_get_mode( target ); t_sc_data=battle_get_sc_data( target ); if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) || (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) { if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) { int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target); int dist = distance(src->x,src->y,target->x,target->y); if(dist <= 0 || map_check_dir(dir,t_dir) ) { memset(&wd,0,sizeof(wd)); t_sc_data[SC_AUTOCOUNTER].val3 = 0; t_sc_data[SC_AUTOCOUNTER].val4 = 1; if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) { int range = battle_get_range(target); if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) || (target->type == BL_MOB && range <= 3 && dist <= range+1) ) t_sc_data[SC_AUTOCOUNTER].val3 = src->id; } return wd; } else ac_flag = 1; } else if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_POISONREACT].timer != -1) { // poison react [Celest] t_sc_data[SC_POISONREACT].val3 = 0; t_sc_data[SC_POISONREACT].val4 = 1; t_sc_data[SC_POISONREACT].val3 = src->id; } } flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定 // 回避率計算、回避判定は後で flee = battle_get_flee(target); if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0) target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv); if(battle_config.agi_penalty_type > 0) { 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 if(battle_config.agi_penalty_type == 2) flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate=battle_get_hit(src) - flee + 80; type=0; // normal div_ = 1; // single attack luk=battle_get_luk(src); if(battle_config.enemy_str) damage = battle_get_baseatk(src); else damage = 0; if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */ atkmin = battle_get_matk1(src); atkmax = battle_get_matk2(src); }else{ atkmin = battle_get_atk(src); atkmax = battle_get_atk2(src); } if(mob_db[md->class_].range>3 ) flag=(flag&~BF_RANGEMASK)|BF_LONG; if(atkmin > atkmax) atkmin = atkmax; if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){ // マキシマイズパワー atkmin=atkmax; } cri = battle_get_critical(src); cri -= battle_get_luk(target) * 3; if(battle_config.enemy_critical_rate != 100) { cri = cri*battle_config.enemy_critical_rate/100; if(cri < 1) cri = 1; } if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) // 睡眠中はクリティカルが倍に cri <<=1; if(ac_flag) cri = 1000; if(skill_num == KN_AUTOCOUNTER) { if(!(battle_config.monster_auto_counter_type&1)) cri = 1000; else cri <<= 1; } if(tsd && tsd->critical_def) cri = cri * (100 - tsd->critical_def) / 100; if((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri) // 判定(スキルの場合は無視) // 敵の判定 { damage += atkmax; type = 0x0a; } else { int vitbonusmax; if(atkmax > atkmin) damage += atkmin + rand() % (atkmax-atkmin + 1); else damage += atkmin ; // スキル修正1(攻撃力倍化系) // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 // バッシュ,マグナムブレイク, // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, // メマーナイト,カートレボリューション // ダブルストレイフィング,アローシャワー,チャージアロー, // ソニックブロー if(sc_data){ //状態異常中のダメージ追加 if(sc_data[SC_OVERTHRUST].timer!=-1) // オーバートラスト damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100; if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100; if(sc_data[SC_BERSERK].timer!=-1) // バーサーク damage += damage*2; if(sc_data && sc_data[SC_AURABLADE].timer!=-1) //[DracoRPG] damage += sc_data[SC_AURABLADE].val1 * 20; } if(skill_num>0){ int i; if( (i=skill_get_pl(skill_num))>0 ) s_ele=i; flag=(flag&~BF_SKILLMASK)|BF_SKILL; switch( skill_num ){ case SM_BASH: // バッシュ damage = damage*(100+ 30*skill_lv)/100; hitrate = (hitrate*(100+5*skill_lv))/100; break; case SM_MAGNUM: // マグナムブレイク damage = damage*(5*skill_lv +(wflag?65:115))/100; break; case MC_MAMMONITE: // メマーナイト damage = damage*(100+ 50*skill_lv)/100; break; case AC_DOUBLE: // ダブルストレイフィング damage = damage*(180+ 20*skill_lv)/100; div_=2; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case AC_SHOWER: // アローシャワー damage = damage*(75 + 5*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case AC_CHARGEARROW: // チャージアロー damage = damage*150/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case KN_PIERCE: // ピアース damage = damage*(100+ 10*skill_lv)/100; hitrate=hitrate*(100+5*skill_lv)/100; div_=t_size+1; damage*=div_; break; case KN_SPEARSTAB: // スピアスタブ damage = damage*(100+ 15*skill_lv)/100; break; case KN_SPEARBOOMERANG: // スピアブーメラン damage = damage*(100+ 50*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case KN_BRANDISHSPEAR: // ブランディッシュスピア damage = damage*(100+ 20*skill_lv)/100; if(skill_lv>3 && wflag==1) damage2+=damage/2; if(skill_lv>6 && wflag==1) damage2+=damage/4; if(skill_lv>9 && wflag==1) damage2+=damage/8; if(skill_lv>6 && wflag==2) damage2+=damage/2; if(skill_lv>9 && wflag==2) damage2+=damage/4; if(skill_lv>9 && wflag==3) damage2+=damage/2; damage +=damage2; blewcount=0; break; case KN_BOWLINGBASH: // ボウリングバッシュ damage = damage*(100+ 50*skill_lv)/100; blewcount=0; break; case KN_AUTOCOUNTER: if(battle_config.monster_auto_counter_type&1) hitrate += 20; else hitrate = 1000000; flag=(flag&~BF_SKILLMASK)|BF_NORMAL; break; case AS_GRIMTOOTH: damage = damage*(100+ 20*skill_lv)/100; break; case AS_POISONREACT: // celest s_ele = 0; damage = damage*(100+ 30*skill_lv)/100; break; case AS_SONICBLOW: // ソニックブロウ damage = damage*(300+ 50*skill_lv)/100; div_=8; break; case TF_SPRINKLESAND: // 砂まき damage = damage*125/100; break; case MC_CARTREVOLUTION: // カートレボリューション damage = (damage*150)/100; break; // 以下MOB case NPC_COMBOATTACK: // 多段攻撃 div_=skill_get_num(skill_num,skill_lv); damage *= div_; break; case NPC_RANDOMATTACK: // ランダムATK攻撃 damage = damage*(50+rand()%150)/100; break; // 属性攻撃(適当) case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: damage = damage*(100+25*(skill_lv-1))/100; break; case NPC_GUIDEDATTACK: hitrate = 1000000; break; case NPC_RANGEATTACK: flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case NPC_PIERCINGATT: flag=(flag&~BF_RANGEMASK)|BF_SHORT; break; case RG_BACKSTAP: // バックスタブ damage = damage*(300+ 40*skill_lv)/100; hitrate = 1000000; break; case RG_RAID: // サプライズアタック damage = damage*(100+ 40*skill_lv)/100; break; case RG_INTIMIDATE: // インティミデイト damage = damage*(100+ 30*skill_lv)/100; break; case CR_SHIELDCHARGE: // シールドチャージ damage = damage*(100+ 20*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_SHORT; s_ele = 0; break; case CR_SHIELDBOOMERANG: // シールドブーメラン damage = damage*(100+ 30*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; s_ele = 0; break; case CR_HOLYCROSS: // ホーリークロス damage = damage*(100+ 35*skill_lv)/100; div_=2; break; case CR_GRANDCROSS: hitrate= 1000000; break; case AM_DEMONSTRATION: // デモンストレーション hitrate = 1000000; damage = damage*(100+ 20*skill_lv)/100; damage2 = damage2*(100+ 20*skill_lv)/100; break; case AM_ACIDTERROR: // アシッドテラー hitrate = 1000000; damage = damage*(100+ 40*skill_lv)/100; damage2 = damage2*(100+ 40*skill_lv)/100; break; case MO_FINGEROFFENSIVE: //指弾 damage = damage * (125 + 25 * skill_lv) / 100; div_ = 1; flag=(flag&~BF_RANGEMASK)|BF_LONG; //orn break; case MO_INVESTIGATE: // 発 勁 if(def1 < 1000000) damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100; hitrate = 1000000; s_ele = 0; break; case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 damage = damage * 8 + 250 + (skill_lv * 150); hitrate = 1000000; s_ele = 0; break; case MO_CHAINCOMBO: // 連打掌 damage = damage*(150+ 50*skill_lv)/100; div_=4; break; case BA_MUSICALSTRIKE: // ミュージカルストライク damage = damage*(60+ 40 * skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case DC_THROWARROW: // 矢撃ち damage = damage*(60+ 40 * skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case MO_COMBOFINISH: // 猛龍拳 damage = damage*(240+ 60*skill_lv)/100; break; case CH_TIGERFIST: // 伏虎拳 damage = damage*(40+ 100*skill_lv)/100; break; case CH_CHAINCRUSH: // 連柱崩撃 damage = damage*(400+ 100*skill_lv)/100; div_=skill_get_num(skill_num,skill_lv); break; case CH_PALMSTRIKE: // 猛虎硬派山 damage = damage*(200+ 100*skill_lv)/100; break; case LK_SPIRALPIERCE: /* スパイラルピアース */ damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に div_=5; flag=(flag&~BF_RANGEMASK)|BF_LONG; if(tsd) tsd->canmove_tick = gettick() + 1000; else if(tmd) tmd->canmove_tick = gettick() + 1000; break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ damage = damage*(100+ 40*skill_lv)/100; break; case LK_JOINTBEAT: /* ジョイントビート */ damage = damage*(50+ 10*skill_lv)/100; break; case ASC_METEORASSAULT: /* メテオアサルト */ damage = damage*(40+ 40*skill_lv)/100; break; case SN_SHARPSHOOTING: /* シャープシューティング */ damage += damage*(30*skill_lv)/100; break; case CG_ARROWVULCAN: /* アローバルカン */ damage = damage*(200+100*skill_lv)/100; div_=9; break; case AS_SPLASHER: /* ベナムスプラッシャー */ damage = damage*(200+20*skill_lv)/100; break; } } if( skill_num!=NPC_CRITICALSLASH ){ // 対 象の防御力によるダメージの減少 // ディバインプロテクション(ここでいいのかな?) if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視 int t_def; target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv); if(battle_config.vit_penalty_type > 0) { 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; t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else if(battle_config.vit_penalty_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; t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } if(def1 < 0) def1 = 0; if(def2 < 1) def2 = 1; if(t_vit < 1) t_vit = 1; } } t_def = def2*8/10; if(battle_check_undead(s_race,battle_get_elem_type(src)) || s_race==6) if(tsd && (skill=pc_checkskill(tsd,AL_DP)) > 0 ) t_def += skill* (int) (3 + (tsd->status.base_level+1)*0.04); // submitted by orn //t_def += skill*3; vitbonusmax = (t_vit/20)*(t_vit/20)-1; if(battle_config.monster_defense_type) { damage = damage - (def1 * battle_config.monster_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } else{ damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } } } } // 0未満だった場合1に補正 if(damage<1) damage=1; // 回避修正 if( hitrate < 1000000 && t_sc_data ) { // 必中攻撃 if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG) hitrate -= 50; if (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中 t_sc_data[SC_STAN].timer!=-1 || // スタンは必中 t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0)) // 凍結は必中 hitrate = 1000000; } if(hitrate < 1000000) hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); if(type == 0 && rand()%100 >= hitrate) { damage = damage2 = 0; dmg_lv = ATK_FLEE; } else { dmg_lv = ATK_DEF; } if(tsd){ int cardfix=100,i; cardfix=cardfix*(100-tsd->subele[s_ele])/100; // 属 性によるダメージ耐性 cardfix=cardfix*(100-tsd->subrace[s_race])/100; // 種族によるダメージ耐性 if(mob_db[md->class_].mode & 0x20) cardfix=cardfix*(100-tsd->subrace[10])/100; else cardfix=cardfix*(100-tsd->subrace[11])/100; for(i=0;iadd_def_class_count;i++) { if(tsd->add_def_classid[i] == md->class_) { cardfix=cardfix*(100-tsd->add_def_classrate[i])/100; break; } } if(flag&BF_LONG) cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; if(flag&BF_SHORT) cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; damage=damage*cardfix/100; } if(t_sc_data) { int cardfix=100; if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG) cardfix=cardfix*(100-t_sc_data[SC_FOGWALL].val2)/100; if(cardfix != 100) damage=damage*cardfix/100; } if(t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1){ //アシャンプティオ if(!map[target->m].flag.pvp) damage=damage/3; else damage=damage/2; } if(damage < 0) damage = 0; // 属 性の適用 if (!((battle_config.mob_ghostring_fix == 1) && (battle_get_elem_type(target) == 8) && (target->type==BL_PC))) // [MouseJstr] if(skill_num != 0 || s_ele != 0 || !battle_config.mob_attack_attr_none) damage=battle_attr_fix(damage, s_ele, battle_get_element(target) ); //if(sc_data && sc_data[SC_AURABLADE].timer!=-1) /* オーラブレード 必中 */ // damage += sc_data[SC_AURABLADE].val1 * 10; if(skill_num==PA_PRESSURE) /* プレッシャー 必中? */ damage = 500+300*skill_lv; // インベナム修正 if(skill_num==TF_POISON){ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) ); } if(skill_num==MC_CARTREVOLUTION){ damage = battle_attr_fix(damage, 0, battle_get_element(target) ); } // 完全回避の判定 if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && rand()%1000 < battle_get_flee2(target) ){ damage=0; type=0x0b; dmg_lv = ATK_LUCKY; } if(battle_config.enemy_perfect_flee) { if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){ damage=0; type=0x0b; dmg_lv = ATK_LUCKY; } } // if(def1 >= 1000000 && damage > 0) if(t_mode&0x40 && damage > 0) damage = 1; if( tsd && tsd->special_state.no_weapon_damage) damage = 0; if(skill_num != CR_GRANDCROSS) damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag); wd.damage=damage; wd.damage2=0; wd.type=type; wd.div_=div_; wd.amotion=battle_get_amotion(src); if(skill_num == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=battle_get_dmotion(target); wd.blewcount=blewcount; wd.flag=flag; wd.dmg_lv=dmg_lv; return wd; } /* * ========================================================================= * PCの武器による攻撃 *------------------------------------------------------------------------- */ static struct Damage battle_calc_pc_weapon_attack( struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) { struct map_session_data *sd=(struct map_session_data *)src,*tsd=NULL; struct mob_data *tmd=NULL; int hitrate,flee,cri = 0,atkmin,atkmax; int dex,luk,target_count = 1; int no_cardfix=0; int def1 = battle_get_def(target); int def2 = battle_get_def2(target); // int mdef1, mdef2; int t_vit = battle_get_vit(target); struct Damage wd; int damage,damage2,damage3=0,damage4=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv); int flag,skill,dmg_lv = 0; int t_mode=0,t_race=0,t_size=1,s_race=7,s_ele=0; struct status_change *sc_data,*t_sc_data; short *sc_count; short *option, *opt1, *opt2; int atkmax_=0, atkmin_=0, s_ele_; //二刀流用 int watk,watk_,cardfix,t_ele; int da=0,i,t_class,ac_flag = 0; int idef_flag=0,idef_flag_=0; //return前の処理があるので情報出力部のみ変更 if( src == NULL || target == NULL || sd == NULL ){ nullpo_info(NLP_MARK); memset(&wd,0,sizeof(wd)); return wd; } // アタッカー s_race=battle_get_race(src); //種族 s_ele=battle_get_attack_element(src); //属性 s_ele_=battle_get_attack_element2(src); //左手属性 sc_data=battle_get_sc_data(src); //ステータス異常 sc_count=battle_get_sc_count(src); //ステータス異常の数 option=battle_get_option(src); //鷹とかペコとかカートとか opt1=battle_get_opt1(src); //石化、凍結、スタン、睡眠、暗闇 opt2=battle_get_opt2(src); //毒、呪い、沈黙、暗闇? if(skill_num != CR_GRANDCROSS) //グランドクロスでないなら sd->state.attack_type = BF_WEAPON; //攻撃タイプは武器攻撃 // ターゲット if(target->type==BL_PC) //対象がPCなら tsd=(struct map_session_data *)target; //tsdに代入(tmdはNULL) else if(target->type==BL_MOB) //対象がMobなら tmd=(struct mob_data *)target; //tmdに代入(tsdはNULL) t_race=battle_get_race( target ); //対象の種族 t_ele=battle_get_elem_type(target); //対象の属性 t_size=battle_get_size( target ); //対象のサイズ t_mode=battle_get_mode( target ); //対象のMode t_sc_data=battle_get_sc_data( target ); //対象のステータス異常 //オートカウンター処理ここから if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) || (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) { if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) { //グランドクロスでなく、対象がオートカウンター状態の場合 int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target); int dist = distance(src->x,src->y,target->x,target->y); if(dist <= 0 || map_check_dir(dir,t_dir) ) { //対象との距離が0以下、または対象の正面? memset(&wd,0,sizeof(wd)); t_sc_data[SC_AUTOCOUNTER].val3 = 0; t_sc_data[SC_AUTOCOUNTER].val4 = 1; if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) { //自分がオートカウンター状態 int range = battle_get_range(target); if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) || //対象がPCで武器が弓矢でなく射程内 (target->type == BL_MOB && range <= 3 && dist <= range+1) ) //または対象がMobで射程が3以下で射程内 t_sc_data[SC_AUTOCOUNTER].val3 = src->id; } return wd; //ダメージ構造体を返して終了 } else ac_flag = 1; } else if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_POISONREACT].timer != -1) { // poison react [Celest] t_sc_data[SC_POISONREACT].val3 = 0; t_sc_data[SC_POISONREACT].val4 = 1; t_sc_data[SC_POISONREACT].val3 = src->id; } } //オートカウンター処理ここまで flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定 // 回避率計算、回避判定は後で flee = battle_get_flee(target); if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0) //AGI、VITペナルティ設定が有効 target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv); //対象の数を算出 if(battle_config.agi_penalty_type > 0) { if(target_count >= battle_config.agi_penalty_count) { //ペナルティ設定より対象が多い if(battle_config.agi_penalty_type == 1) //回避率がagi_penalty_num%ずつ減少 flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else if(battle_config.agi_penalty_type == 2) //回避率がagi_penalty_num分減少 flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; //回避率は最低でも1 } } hitrate=battle_get_hit(src) - flee + 80; //命中率計算 type=0; // normal div_ = 1; // single attack dex=battle_get_dex(src); //DEX luk=battle_get_luk(src); //LUK watk = battle_get_atk(src); //ATK watk_ = battle_get_atk_(src); //ATK左手 if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */ damage = damage2 = battle_get_matk1(src); //damega,damega2初登場、base_atkの取得 }else{ damage = damage2 = battle_get_baseatk(&sd->bl); //damega,damega2初登場、base_atkの取得 } atkmin = atkmin_ = dex; //最低ATKはDEXで初期化? sd->state.arrow_atk = 0; //arrow_atk初期化 if(sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]]) atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100; if(sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]]) atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100; if(sd->status.weapon == 11) { //武器が弓矢の場合 atkmin = watk * ((atkminarrow_ele > 0) //属性矢なら属性を矢の属性に変更 s_ele = sd->arrow_ele; sd->state.arrow_atk = 1; //arrow_atk有効化 } // サイズ修正 // ペコ騎乗していて、槍で攻撃した場合は中型のサイズ修正を100にする // ウェポンパーフェクション,ドレイクC if(((sd->special_state.no_sizefix) || (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) || skill_num == MO_EXTREMITYFIST)){ //ペコ騎乗していて、槍で中型を攻撃 atkmax = watk; atkmax_ = watk_; } else { atkmax = (watk * sd->atkmods[ t_size ]) / 100; atkmin = (atkmin * sd->atkmods[ t_size ]) / 100; atkmax_ = (watk_ * sd->atkmods_[ t_size ]) / 100; atkmin_ = (atkmin_ * sd->atkmods[ t_size ]) / 100; } if( (sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer!=-1) || (sd->special_state.no_sizefix)) { // ウェポンパーフェクション || ドレイクカード atkmax = watk; atkmax_ = watk_; } if(atkmin > atkmax && !(sd->state.arrow_atk)) atkmin = atkmax; //弓は最低が上回る場合あり if(atkmin_ > atkmax_) atkmin_ = atkmax_; if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){ // マキシマイズパワー atkmin=atkmax; atkmin_=atkmax_; } //ダブルアタック判定 if(sd->weapontype1 == 0x01) { if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,TF_DOUBLE)) > 0) da = (rand()%100 < (skill*5)) ? 1:0; } //三段掌 //if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16 && !sd->state.arrow_atk) { if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) { // triple blow works with bows ^^ [celest] da = (rand()%100 < (30 - skill)) ? 2:0; } if(sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0) da = (rand()%100 < sd->double_rate) ? 1:0; // 過剰精錬ボーナス if(sd->overrefine>0 ) damage+=(rand()%sd->overrefine)+1; if(sd->overrefine_>0 ) damage2+=(rand()%sd->overrefine_)+1; if(da == 0){ //ダブルアタックが発動していない // クリティカル計算 cri = battle_get_critical(src); if(sd->state.arrow_atk) cri += sd->arrow_cri; if(sd->status.weapon == 16) // カタールの場合、クリティカルを倍に cri <<=1; cri -= battle_get_luk(target) * 3; if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) // 睡眠中はクリティカルが倍に cri <<=1; if(ac_flag) cri = 1000; if(skill_num == KN_AUTOCOUNTER) { if(!(battle_config.pc_auto_counter_type&1)) cri = 1000; else cri <<= 1; } if(skill_num == SN_SHARPSHOOTING && rand()%100 < 50) cri += 200; } if(tsd && tsd->critical_def) cri = cri * (100-tsd->critical_def) / 100; if(da == 0 && (skill_num==0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない (rand() % 1000) < cri) // 判定(スキルの場合は無視) { damage += atkmax; damage2 += atkmax_; if(sd->atk_rate != 100 || sd->weapon_atk_rate != 0) { if (sd->status.weapon < 16) { damage = (damage * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100; damage2 = (damage2 * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100; } } if(sd->state.arrow_atk) damage += sd->arrow_atk; type = 0x0a; /* if(def1 < 1000000) { if(sd->def_ratio_atk_ele & (1<def_ratio_atk_race & (1<def_ratio_atk_ele_ & (1<def_ratio_atk_race_ & (1<def_ratio_atk_race & (1<<10)) { damage = (damage * (def1 + def2))/100; idef_flag = 1; } if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) { damage2 = (damage2 * (def1 + def2))/100; idef_flag_ = 1; } } else { if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) { damage = (damage * (def1 + def2))/100; idef_flag = 1; } if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) { damage2 = (damage2 * (def1 + def2))/100; idef_flag_ = 1; } } }*/ } else { int vitbonusmax; if(atkmax > atkmin) damage += atkmin + rand() % (atkmax-atkmin + 1); else damage += atkmin ; if(atkmax_ > atkmin_) damage2 += atkmin_ + rand() % (atkmax_-atkmin_ + 1); else damage2 += atkmin_ ; if(sd->atk_rate != 100 || sd->weapon_atk_rate != 0) { if (sd->status.weapon < 16) { damage = (damage * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100; damage2 = (damage2 * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100; } } if(sd->state.arrow_atk) { if(sd->arrow_atk > 0) damage += rand()%(sd->arrow_atk+1); hitrate += sd->arrow_hit; } if(skill_num != MO_INVESTIGATE && def1 < 1000000) { if(sd->def_ratio_atk_ele & (1<def_ratio_atk_race & (1<def_ratio_atk_ele_ & (1<def_ratio_atk_race_ & (1<def_ratio_atk_race & (1<<10)) { damage = (damage * (def1 + def2))/100; idef_flag = 1; } if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) { damage2 = (damage2 * (def1 + def2))/100; idef_flag_ = 1; } } else { if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) { damage = (damage * (def1 + def2))/100; idef_flag = 1; } if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) { damage2 = (damage2 * (def1 + def2))/100; idef_flag_ = 1; } } } // スキル修正1(攻撃力倍化系) // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 // バッシュ,マグナムブレイク, // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, // メマーナイト,カートレボリューション // ダブルストレイフィング,アローシャワー,チャージアロー, // ソニックブロー if(sc_data){ //状態異常中のダメージ追加 if(sc_data[SC_OVERTHRUST].timer!=-1){ // オーバートラスト damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100; damage2 += damage2*(5*sc_data[SC_OVERTHRUST].val1)/100; } if(sc_data[SC_TRUESIGHT].timer!=-1){ // トゥルーサイト damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100; damage2 += damage2*(2*sc_data[SC_TRUESIGHT].val1)/100; } if(sc_data[SC_BERSERK].timer!=-1){ // バーサーク damage += damage*2; damage2 += damage2*2; } if(sc_data && sc_data[SC_AURABLADE].timer!=-1) { //[DracoRPG] damage += sc_data[SC_AURABLADE].val1 * 20; damage2 += sc_data[SC_AURABLADE].val1 * 20; } } if(skill_num>0){ int i; if( (i=skill_get_pl(skill_num))>0 ) s_ele=s_ele_=i; flag=(flag&~BF_SKILLMASK)|BF_SKILL; switch( skill_num ){ case SM_BASH: // バッシュ damage = damage*(100+ 30*skill_lv)/100; damage2 = damage2*(100+ 30*skill_lv)/100; hitrate = (hitrate*(100+5*skill_lv))/100; break; case SM_MAGNUM: // マグナムブレイク damage = damage*(5*skill_lv +(wflag?65:115) )/100; damage2 = damage2*(5*skill_lv +(wflag?65:115) )/100; break; case MC_MAMMONITE: // メマーナイト damage = damage*(100+ 50*skill_lv)/100; damage2 = damage2*(100+ 50*skill_lv)/100; break; case AC_DOUBLE: // ダブルストレイフィング if(!sd->state.arrow_atk && sd->arrow_atk > 0) { int arr = rand()%(sd->arrow_atk+1); damage += arr; damage2 += arr; } damage = damage*(180+ 20*skill_lv)/100; damage2 = damage2*(180+ 20*skill_lv)/100; div_=2; if(sd->arrow_ele > 0) { s_ele = sd->arrow_ele; s_ele_ = sd->arrow_ele; } flag=(flag&~BF_RANGEMASK)|BF_LONG; sd->state.arrow_atk = 1; break; case AC_SHOWER: // アローシャワー if(!sd->state.arrow_atk && sd->arrow_atk > 0) { int arr = rand()%(sd->arrow_atk+1); damage += arr; damage2 += arr; } damage = damage*(75 + 5*skill_lv)/100; damage2 = damage2*(75 + 5*skill_lv)/100; if(sd->arrow_ele > 0) { s_ele = sd->arrow_ele; s_ele_ = sd->arrow_ele; } flag=(flag&~BF_RANGEMASK)|BF_LONG; sd->state.arrow_atk = 1; break; case AC_CHARGEARROW: // チャージアロー if(!sd->state.arrow_atk && sd->arrow_atk > 0) { int arr = rand()%(sd->arrow_atk+1); damage += arr; damage2 += arr; } damage = damage*150/100; damage2 = damage2*150/100; if(sd->arrow_ele > 0) { s_ele = sd->arrow_ele; s_ele_ = sd->arrow_ele; } flag=(flag&~BF_RANGEMASK)|BF_LONG; sd->state.arrow_atk = 1; break; case KN_PIERCE: // ピアース damage = damage*(100+ 10*skill_lv)/100; damage2 = damage2*(100+ 10*skill_lv)/100; hitrate=hitrate*(100+5*skill_lv)/100; div_=t_size+1; damage*=div_; damage2*=div_; break; case KN_SPEARSTAB: // スピアスタブ damage = damage*(100+ 15*skill_lv)/100; damage2 = damage2*(100+ 15*skill_lv)/100; break; case KN_SPEARBOOMERANG: // スピアブーメラン damage = damage*(100+ 50*skill_lv)/100; damage2 = damage2*(100+ 50*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case KN_BRANDISHSPEAR: // ブランディッシュスピア damage = damage*(100+ 20*skill_lv)/100; damage2 = damage2*(100+ 20*skill_lv)/100; if(skill_lv>3 && wflag==1) damage3+=damage/2; if(skill_lv>6 && wflag==1) damage3+=damage/4; if(skill_lv>9 && wflag==1) damage3+=damage/8; if(skill_lv>6 && wflag==2) damage3+=damage/2; if(skill_lv>9 && wflag==2) damage3+=damage/4; if(skill_lv>9 && wflag==3) damage3+=damage/2; damage +=damage3; if(skill_lv>3 && wflag==1) damage4+=damage2/2; if(skill_lv>6 && wflag==1) damage4+=damage2/4; if(skill_lv>9 && wflag==1) damage4+=damage2/8; if(skill_lv>6 && wflag==2) damage4+=damage2/2; if(skill_lv>9 && wflag==2) damage4+=damage2/4; if(skill_lv>9 && wflag==3) damage4+=damage2/2; damage2 +=damage4; blewcount=0; break; case KN_BOWLINGBASH: // ボウリングバッシュ damage = damage*(100+ 50*skill_lv)/100; damage2 = damage2*(100+ 50*skill_lv)/100; blewcount=0; break; case KN_AUTOCOUNTER: if(battle_config.pc_auto_counter_type&1) hitrate += 20; else hitrate = 1000000; flag=(flag&~BF_SKILLMASK)|BF_NORMAL; break; case AS_GRIMTOOTH: damage = damage*(100+ 20*skill_lv)/100; damage2 = damage2*(100+ 20*skill_lv)/100; break; case AS_POISONREACT: // celest s_ele = 0; damage = damage*(100+ 30*skill_lv)/100; damage2 = damage2*(100+ 30*skill_lv)/100; break; case AS_SONICBLOW: // ソニックブロウ hitrate+=30; // hitrate +30, thanks to midas damage = damage*(300+ 50*skill_lv)/100; damage2 = damage2*(300+ 50*skill_lv)/100; div_=8; break; case TF_SPRINKLESAND: // 砂まき damage = damage*125/100; damage2 = damage2*125/100; break; case MC_CARTREVOLUTION: // カートレボリューション if(sd->cart_max_weight > 0 && sd->cart_weight > 0) { damage = ( damage*(150 + sd->cart_weight/800) )/100; //fixed CARTREV damage [Lupus] // should be 800, not 80... weight is *10 ^_- [celest] damage2 = ( damage2*(150 + sd->cart_weight/800) )/100; //damage = (damage*(150 + pc_checkskill(sd,BS_WEAPONRESEARCH) + (sd->cart_weight*100/sd->cart_max_weight) ) )/100; //damage2 = (damage2*(150 + pc_checkskill(sd,BS_WEAPONRESEARCH) + (sd->cart_weight*100/sd->cart_max_weight) ) )/100; } else { damage = (damage*150)/100; damage2 = (damage2*150)/100; } break; // 以下MOB case NPC_COMBOATTACK: // 多段攻撃 div_=skill_get_num(skill_num,skill_lv); damage *= div_; damage2 *= div_; break; case NPC_RANDOMATTACK: // ランダムATK攻撃 damage = damage*(50+rand()%150)/100; damage2 = damage2*(50+rand()%150)/100; break; // 属性攻撃(適当) case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: damage = damage*(100+25*skill_lv)/100; damage2 = damage2*(100+25*skill_lv)/100; break; case NPC_GUIDEDATTACK: hitrate = 1000000; break; case NPC_RANGEATTACK: flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case NPC_PIERCINGATT: flag=(flag&~BF_RANGEMASK)|BF_SHORT; break; case RG_BACKSTAP: // バックスタブ if(battle_config.backstab_bow_penalty == 1 && sd->status.weapon == 11){ damage = (damage*(300+ 40*skill_lv)/100)/2; damage2 = (damage2*(300+ 40*skill_lv)/100)/2; }else{ damage = damage*(300+ 40*skill_lv)/100; damage2 = damage2*(300+ 40*skill_lv)/100; } hitrate = 1000000; break; case RG_RAID: // サプライズアタック damage = damage*(100+ 40*skill_lv)/100; damage2 = damage2*(100+ 40*skill_lv)/100; break; case RG_INTIMIDATE: // インティミデイト damage = damage*(100+ 30*skill_lv)/100; damage2 = damage2*(100+ 30*skill_lv)/100; break; case CR_SHIELDCHARGE: // シールドチャージ damage = damage*(100+ 20*skill_lv)/100; damage2 = damage2*(100+ 20*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_SHORT; s_ele = 0; break; case CR_SHIELDBOOMERANG: // シールドブーメラン damage = damage*(100+ 30*skill_lv)/100; damage2 = damage2*(100+ 30*skill_lv)/100; flag=(flag&~BF_RANGEMASK)|BF_LONG; s_ele = 0; break; case CR_HOLYCROSS: // ホーリークロス damage = damage*(100+ 35*skill_lv)/100; damage2 = damage2*(100+ 35*skill_lv)/100; div_=2; break; case CR_GRANDCROSS: hitrate= 1000000; if(!battle_config.gx_cardfix) no_cardfix = 1; break; case AM_DEMONSTRATION: // デモンストレーション damage = damage*(100+ 20*skill_lv)/100; damage2 = damage2*(100+ 20*skill_lv)/100; no_cardfix = 1; break; case AM_ACIDTERROR: // アシッドテラー hitrate = 1000000; damage = damage*(100+ 40*skill_lv)/100; damage2 = damage2*(100+ 40*skill_lv)/100; s_ele = 0; s_ele_ = 0; no_cardfix = 1; break; case MO_FINGEROFFENSIVE: //指弾 if(battle_config.finger_offensive_type == 0) { damage = damage * (125 + 25 * skill_lv) / 100 * sd->spiritball_old; damage2 = damage2 * (125 + 25 * skill_lv) / 100 * sd->spiritball_old; div_ = sd->spiritball_old; } else { damage = damage * (125 + 25 * skill_lv) / 100; damage2 = damage2 * (125 + 25 * skill_lv) / 100; div_ = 1; } flag=(flag&~BF_RANGEMASK)|BF_LONG; //orn break; case MO_INVESTIGATE: // 発 勁 if(def1 < 1000000) { damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100; damage2 = damage2*(100+ 75*skill_lv)/100 * (def1 + def2)/100; } hitrate = 1000000; s_ele = 0; s_ele_ = 0; break; case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 damage = damage * (8 + ((sd->status.sp)/10)) + 250 + (skill_lv * 150); damage2 = damage2 * (8 + ((sd->status.sp)/10)) + 250 + (skill_lv * 150); sd->status.sp = 0; clif_updatestatus(sd,SP_SP); hitrate = 1000000; s_ele = 0; s_ele_ = 0; break; case MO_CHAINCOMBO: // 連打掌 damage = damage*(150+ 50*skill_lv)/100; damage2 = damage2*(150+ 50*skill_lv)/100; div_=4; break; case MO_COMBOFINISH: // 猛龍拳 damage = damage*(240+ 60*skill_lv)/100; damage2 = damage2*(240+ 60*skill_lv)/100; break; case BA_MUSICALSTRIKE: // ミュージカルストライク damage = damage*(60+ 40 * skill_lv)/100; damage2 = damage2*(60+ 40 * skill_lv)/100; if(sd->arrow_ele > 0) { s_ele = sd->arrow_ele; s_ele_ = sd->arrow_ele; } flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case DC_THROWARROW: // 矢撃ち if(!sd->state.arrow_atk && sd->arrow_atk > 0) { int arr = rand()%(sd->arrow_atk+1); damage += arr; damage2 += arr; } damage = damage*(100+ 50 * skill_lv)/100; damage2 = damage2*(100+ 50 * skill_lv)/100; if(sd->arrow_ele > 0) { s_ele = sd->arrow_ele; s_ele_ = sd->arrow_ele; } flag=(flag&~BF_RANGEMASK)|BF_LONG; sd->state.arrow_atk = 1; break; case CH_TIGERFIST: // 伏虎拳 damage = damage*(100+ 20*skill_lv)/100; damage2 = damage2*(100+ 20*skill_lv)/100; break; case CH_CHAINCRUSH: // 連柱崩撃 damage = damage*(100+ 60*skill_lv)/100; damage2 = damage2*(100+ 60*skill_lv)/100; div_=skill_get_num(skill_num,skill_lv); break; case CH_PALMSTRIKE: // 猛虎硬派山 damage = damage*(50+ 100*skill_lv)/100; damage2 = damage2*(50+ 100*skill_lv)/100; break; case LK_SPIRALPIERCE: /* スパイラルピアース */ damage = damage*(100+ 50*skill_lv)/100; //増加量が分からないので適当に damage2 = damage2*(100+ 50*skill_lv)/100; //増加量が分からないので適当に div_=5; flag=(flag&~BF_RANGEMASK)|BF_LONG; if(tsd) tsd->canmove_tick = gettick() + 1000; else if(tmd) tmd->canmove_tick = gettick() + 1000; break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ damage = damage*(100+ 40*skill_lv)/100; damage2 = damage2*(100+ 40*skill_lv)/100; break; case LK_JOINTBEAT: /* ジョイントビート */ damage = damage*(50+ 10*skill_lv)/100; damage2 = damage2*(50+ 10*skill_lv)/100; break; case ASC_METEORASSAULT: /* メテオアサルト */ damage = damage*(40+ 40*skill_lv)/100; damage2 = damage2*(40+ 40*skill_lv)/100; no_cardfix = 1; break; case SN_SHARPSHOOTING: /* シャープシューティング */ damage += damage*(30*skill_lv)/100; damage2 += damage2*(30*skill_lv)/100; break; case CG_ARROWVULCAN: /* アローバルカン */ damage = damage*(200+100*skill_lv)/100; damage2 = damage2*(200+100*skill_lv)/100; div_=9; if(sd->arrow_ele > 0) { s_ele = sd->arrow_ele; s_ele_ = sd->arrow_ele; } flag=(flag&~BF_RANGEMASK)|BF_LONG; break; case AS_SPLASHER: /* ベナムスプラッシャー */ damage = damage*(200+20*skill_lv+20*pc_checkskill(sd,AS_POISONREACT))/100; damage2 = damage2*(200+20*skill_lv+20*pc_checkskill(sd,AS_POISONREACT))/100; break; case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill) if(sd){ /* int mdef1=battle_get_mdef(target); int mdef2=battle_get_mdef2(target); int imdef_flag=0; damage = ((damage * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2; damage2 = ((damage2 * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2; damage3 = damage; // physical damage can miss hitrate = 1000000;*/ // calculate physical part of damage damage = damage * skill_lv; damage2 = damage2 * skill_lv; // element modifier added right after this // calculate magic part of damage damage3 = skill_lv * battle_get_int(src) * 5; // ignores magic defense now [Celest] /*if(sd->ignore_mdef_ele & (1<ignore_mdef_race & (1<ignore_mdef_race & (1<<10)) imdef_flag = 1; } else { if(sd->ignore_mdef_race & (1<<11)) imdef_flag = 1; } if(!imdef_flag){ if(battle_config.magic_defense_type) { damage3 = damage3 - (mdef1 * battle_config.magic_defense_type) - mdef2; } else{ damage3 = (damage3*(100-mdef1))/100 - mdef2; } } if(damage3<1) damage3=1; damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );*/ flag=(flag&~BF_RANGEMASK)|BF_LONG; } break; } } if(da == 2) { //三段掌が発動しているか type = 0x08; div_ = 255; //三段掌用に… damage = damage * (100 + 20 * pc_checkskill(sd, MO_TRIPLEATTACK)) / 100; } if( skill_num!=NPC_CRITICALSLASH ){ // 対 象の防御力によるダメージの減少 // ディバインプロテクション(ここでいいのかな?) if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != AM_ACIDTERROR && def1 < 1000000) { //DEF, VIT無視 int t_def; target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv); if(battle_config.vit_penalty_type > 0) { 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; t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else if(battle_config.vit_penalty_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; t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } if(def1 < 0) def1 = 0; if(def2 < 1) def2 = 1; if(t_vit < 1) t_vit = 1; } } t_def = def2*8/10; vitbonusmax = (t_vit/20)*(t_vit/20)-1; if(sd->ignore_def_ele & (1<ignore_def_race & (1<ignore_def_ele_ & (1<ignore_def_race_ & (1<ignore_def_race & (1<<10)) idef_flag = 1; if(sd->ignore_def_race_ & (1<<10)) idef_flag_ = 1; } else { if(sd->ignore_def_race & (1<<11)) idef_flag = 1; if(sd->ignore_def_race_ & (1<<11)) idef_flag_ = 1; } if(!idef_flag){ if(battle_config.player_defense_type) { damage = damage - (def1 * battle_config.player_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } else{ damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } } if(!idef_flag_){ if(battle_config.player_defense_type) { damage2 = damage2 - (def1 * battle_config.player_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } else{ damage2 = damage2 * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) ); } } } } } // 状態異常中のダメージ追加でクリティカルにも有効なスキル if (sc_data) { // エンチャントデッドリーポイズン if(!no_cardfix && sc_data[SC_EDP].timer != -1 && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) { damage += damage * (150 + sc_data[SC_EDP].val1 * 50) / 100; no_cardfix = 1; } // sacrifice works on boss monsters, and does 9% damage to self [Celest] if (!skill_num && /*!(t_mode&0x20) &&*/ sc_data[SC_SACRIFICE].timer != -1) { int mhp = battle_get_max_hp(src); int dmg = mhp * 9/100; pc_heal(sd, -dmg, 0); damage = dmg * (90 + sc_data[SC_SACRIFICE].val1 * 10) / 100; damage2 = 0; hitrate = 1000000; s_ele = 0; s_ele_ = 0; sc_data[SC_SACRIFICE].val2 --; if (sc_data[SC_SACRIFICE].val2 == 0) skill_status_change_end(src, SC_SACRIFICE,-1); } } // 精錬ダメージの追加 if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { //DEF, VIT無視 damage += battle_get_atk2(src); damage2 += battle_get_atk_2(src); } if(skill_num == CR_SHIELDBOOMERANG) { if(sd->equip_index[8] >= 0) { int index = sd->equip_index[8]; if(sd->inventory_data[index] && sd->inventory_data[index]->type == 5) { damage += sd->inventory_data[index]->weight/10; damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1); } } } if(skill_num == LK_SPIRALPIERCE) { /* スパイラルピアース */ if(sd->equip_index[9] >= 0) { //重量で追加ダメージらしいのでシールドブーメランを参考に追加 int index = sd->equip_index[9]; if(sd->inventory_data[index] && sd->inventory_data[index]->type == 4) { damage += (int)(double)(sd->inventory_data[index]->weight*(0.8*skill_lv*4/10)); damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1); } } } // 0未満だった場合1に補正 if(damage<1) damage=1; if(damage2<1) damage2=1; // スキル修正2(修練系) // 修練ダメージ(右手のみ) ソニックブロー時は別処理(1撃に付き1/8適応) if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != CR_GRANDCROSS) { //修練ダメージ無視 damage = battle_addmastery(sd,target,damage,0); damage2 = battle_addmastery(sd,target,damage2,1); } if(sd->perfect_hit > 0) { if(rand()%100 < sd->perfect_hit) hitrate = 1000000; } // 回避修正 if( hitrate < 1000000 && t_sc_data ) { // 必中攻撃 if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG) hitrate -= 50; if (t_sc_data[SC_SLEEP].timer!=-1 || // 睡眠は必中 t_sc_data[SC_STAN].timer!=-1 || // スタンは必中 t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0)) // 凍結は必中 hitrate = 1000000; } hitrate = (hitrate<5)?5:hitrate; if(type == 0 && rand()%100 >= hitrate) { damage = damage2 = 0; dmg_lv = ATK_FLEE; } else { dmg_lv = ATK_DEF; } // スキル修正3(武器研究) if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) { damage+= skill*2; damage2+= skill*2; } //Advanced Katar Research by zanetheinsane if(sd->weapontype1 == 0x10 || sd->weapontype2 == 0x10){ if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) { damage += damage*(10+(skill * 2))/100; } } //スキルによるダメージ補正ここまで //カードによるダメージ追加処理ここから cardfix=100; if(!sd->state.arrow_atk) { //弓矢以外 if(!battle_config.left_cardfix_to_right) { //左手カード補正設定無し cardfix=cardfix*(100+sd->addrace[t_race])/100; // 種族によるダメージ修正 cardfix=cardfix*(100+sd->addele[t_ele])/100; // 属性によるダメージ修正 cardfix=cardfix*(100+sd->addsize[t_size])/100; // サイズによるダメージ修正 } else { cardfix=cardfix*(100+sd->addrace[t_race]+sd->addrace_[t_race])/100; // 種族によるダメージ修正(左手による追加あり) cardfix=cardfix*(100+sd->addele[t_ele]+sd->addele_[t_ele])/100; // 属性によるダメージ修正(左手による追加あり) cardfix=cardfix*(100+sd->addsize[t_size]+sd->addsize_[t_size])/100; // サイズによるダメージ修正(左手による追加あり) } } else { //弓矢 cardfix=cardfix*(100+sd->addrace[t_race]+sd->arrow_addrace[t_race])/100; // 種族によるダメージ修正(弓矢による追加あり) cardfix=cardfix*(100+sd->addele[t_ele]+sd->arrow_addele[t_ele])/100; // 属性によるダメージ修正(弓矢による追加あり) cardfix=cardfix*(100+sd->addsize[t_size]+sd->arrow_addsize[t_size])/100; // サイズによるダメージ修正(弓矢による追加あり) } if(t_mode & 0x20) { //ボス if(!sd->state.arrow_atk) { //弓矢攻撃以外なら if(!battle_config.left_cardfix_to_right) //左手カード補正設定無し cardfix=cardfix*(100+sd->addrace[10])/100; //ボスモンスターに追加ダメージ else //左手カード補正設定あり cardfix=cardfix*(100+sd->addrace[10]+sd->addrace_[10])/100; //ボスモンスターに追加ダメージ(左手による追加あり) } else //弓矢攻撃 cardfix=cardfix*(100+sd->addrace[10]+sd->arrow_addrace[10])/100; //ボスモンスターに追加ダメージ(弓矢による追加あり) } else { //ボスじゃない if(!sd->state.arrow_atk) { //弓矢攻撃以外 if(!battle_config.left_cardfix_to_right) //左手カード補正設定無し cardfix=cardfix*(100+sd->addrace[11])/100; //ボス以外モンスターに追加ダメージ else //左手カード補正設定あり cardfix=cardfix*(100+sd->addrace[11]+sd->addrace_[11])/100; //ボス以外モンスターに追加ダメージ(左手による追加あり) } else cardfix=cardfix*(100+sd->addrace[11]+sd->arrow_addrace[11])/100; //ボス以外モンスターに追加ダメージ(弓矢による追加あり) } //特定Class用補正処理(少女の日記→ボンゴン用?) t_class = battle_get_class(target); for(i=0;iadd_damage_class_count;i++) { if(sd->add_damage_classid[i] == t_class) { cardfix=cardfix*(100+sd->add_damage_classrate[i])/100; break; } } if(!no_cardfix) damage=damage*cardfix/100; //カード補正によるダメージ増加 //カードによるダメージ増加処理ここまで //カードによるダメージ追加処理(左手)ここから cardfix=100; if(!battle_config.left_cardfix_to_right) { //左手カード補正設定無し cardfix=cardfix*(100+sd->addrace_[t_race])/100; // 種族によるダメージ修正左手 cardfix=cardfix*(100+sd->addele_[t_ele])/100; // 属 性によるダメージ修正左手 cardfix=cardfix*(100+sd->addsize_[t_size])/100; // サイズによるダメージ修正左手 if(t_mode & 0x20) //ボス cardfix=cardfix*(100+sd->addrace_[10])/100; //ボスモンスターに追加ダメージ左手 else cardfix=cardfix*(100+sd->addrace_[11])/100; //ボス以外モンスターに追加ダメージ左手 } //特定Class用補正処理左手(少女の日記→ボンゴン用?) for(i=0;iadd_damage_class_count_;i++) { if(sd->add_damage_classid_[i] == t_class) { cardfix=cardfix*(100+sd->add_damage_classrate_[i])/100; break; } } if(!no_cardfix) damage2=damage2*cardfix/100; //カード補正による左手ダメージ増加 //カードによるダメージ増加処理(左手)ここまで // -- moonsoul (cardfix for magic damage portion of ASC_BREAKER) if(skill_num == ASC_BREAKER) { damage3 = damage3 * cardfix / 100; dmg_lv = ATK_DEF; // ignores flee [celest] } //カードによるダメージ減衰処理ここから if(tsd){ //対象がPCの場合 cardfix=100; cardfix=cardfix*(100-tsd->subrace[s_race])/100; // 種族によるダメージ耐性 cardfix=cardfix*(100-tsd->subele[s_ele])/100; // 属性によるダメージ耐性 if(battle_get_mode(src) & 0x20) cardfix=cardfix*(100-tsd->subrace[10])/100; //ボスからの攻撃はダメージ減少 else cardfix=cardfix*(100-tsd->subrace[11])/100; //ボス以外からの攻撃はダメージ減少 //特定Class用補正処理左手(少女の日記→ボンゴン用?) for(i=0;iadd_def_class_count;i++) { if(tsd->add_def_classid[i] == sd->status.class_) { cardfix=cardfix*(100-tsd->add_def_classrate[i])/100; break; } } if(flag&BF_LONG) cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; //遠距離攻撃はダメージ減少(ホルンCとか) if(flag&BF_SHORT) cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; //近距離攻撃はダメージ減少(該当無し?) damage=damage*cardfix/100; //カード補正によるダメージ減少 damage2=damage2*cardfix/100; //カード補正による左手ダメージ減少 } //カードによるダメージ減衰処理ここまで //対象にステータス異常がある場合のダメージ減算処理ここから if(t_sc_data) { cardfix=100; if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) //ディフェンダー状態で遠距離攻撃 cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; //ディフェンダーによる減衰 if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG) cardfix=cardfix*(100-t_sc_data[SC_FOGWALL].val2)/100; if(cardfix != 100) { damage=damage*cardfix/100; //ディフェンダー補正によるダメージ減少 damage2=damage2*cardfix/100; //ディフェンダー補正による左手ダメージ減少 } if(t_sc_data[SC_ASSUMPTIO].timer != -1){ //アスムプティオ if(!map[target->m].flag.pvp){ damage=damage/3; damage2=damage2/3; }else{ damage=damage/2; damage2=damage2/2; } } } //対象にステータス異常がある場合のダメージ減算処理ここまで if(damage < 0) damage = 0; if(damage2 < 0) damage2 = 0; // 属 性の適用 damage=battle_attr_fix(damage,s_ele, battle_get_element(target) ); damage2=battle_attr_fix(damage2,s_ele_, battle_get_element(target) ); // 星のかけら、気球の適用 damage += sd->star; damage2 += sd->star_; damage += sd->spiritball*3; damage2 += sd->spiritball*3; //if(sc_data && sc_data[SC_AURABLADE].timer!=-1){ /* オーラブレード 必中 */ // damage += sc_data[SC_AURABLADE].val1 * 10; // damage2 += sc_data[SC_AURABLADE].val1 * 10; //} if(skill_num==PA_PRESSURE){ /* プレッシャー 必中? */ damage = 500+300*skill_lv; damage2 = 500+300*skill_lv; } // >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ! // >map_session_data に左手ダメージ(atk,atk2)追加して // >pc_calcstatus()でやるべきかな? // map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して // pc_calcstatus()でデータを入力しています //左手のみ武器装備 if(sd->weapontype1 == 0 && sd->weapontype2 > 0) { damage = damage2; damage2 = 0; } // 右手、左手修練の適用 if(sd->status.weapon > 16) {// 二刀流か? int dmg = damage, dmg2 = damage2; // 右手修練(60% 〜 100%) 右手全般 skill = pc_checkskill(sd,AS_RIGHT); damage = damage * (50 + (skill * 10))/100; if(dmg > 0 && damage < 1) damage = 1; // 左手修練(40% 〜 80%) 左手全般 skill = pc_checkskill(sd,AS_LEFT); damage2 = damage2 * (30 + (skill * 10))/100; if(dmg2 > 0 && damage2 < 1) damage2 = 1; } else //二刀流でなければ左手ダメージは0 damage2 = 0; // 右手,短剣のみ if(da == 1) { //ダブルアタックが発動しているか div_ = 2; damage += damage; type = 0x08; } if(sd->status.weapon == 16) { // カタール追撃ダメージ skill = pc_checkskill(sd,TF_DOUBLE); damage2 = damage * (1 + (skill * 2))/100; if(damage > 0 && damage2 < 1) damage2 = 1; } // インベナム修正 if(skill_num==TF_POISON){ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) ); } if(skill_num==MC_CARTREVOLUTION){ damage = battle_attr_fix(damage, 0, battle_get_element(target) ); } // 完全回避の判定 if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ){ damage=damage2=0; type=0x0b; dmg_lv = ATK_LUCKY; } // 対象が完全回避をする設定がONなら if(battle_config.enemy_perfect_flee) { if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ) { damage=damage2=0; type=0x0b; dmg_lv = ATK_LUCKY; } } //MobのModeに頑強フラグが立っているときの処理 if(t_mode&0x40){ if(damage > 0) damage = 1; if(damage2 > 0) damage2 = 1; } //bNoWeaponDamage(設定アイテム無し?)でグランドクロスじゃない場合はダメージが0 if( tsd && tsd->special_state.no_weapon_damage && skill_num != CR_GRANDCROSS) damage = damage2 = 0; if(skill_num != CR_GRANDCROSS && (damage > 0 || damage2 > 0) ) { if(damage2<1) // ダメージ最終修正 damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag); else if(damage<1) // 右手がミス? damage2=battle_calc_damage(src,target,damage2,div_,skill_num,skill_lv,flag); else { // 両 手/カタールの場合はちょっと計算ややこしい int d1=damage+damage2,d2=damage2; damage=battle_calc_damage(src,target,damage+damage2,div_,skill_num,skill_lv,flag); damage2=(d2*100/d1)*damage/100; if(damage > 1 && damage2 < 1) damage2=1; damage-=damage2; } } /* For executioner card [Valaris] */ if(src->type == BL_PC && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per > 0 && skill_num == 0 ){ if(rand()%100 < sd->random_attack_increase_per){ if(damage >0) damage*=sd->random_attack_increase_add/100; if(damage2 >0) damage2*=sd->random_attack_increase_add/100; } } /* End addition */ // for azoth weapon [Valaris] if(src->type == BL_PC && target->type == BL_MOB && sd->classchange) { if(rand()%10000 < sd->classchange) { int changeclass[]={ 1001,1002,1004,1005,1007,1008,1009,1010,1011,1012,1013,1014,1015,1016,1018,1019,1020, 1021,1023,1024,1025,1026,1028,1029,1030,1031,1032,1033,1034,1035,1036,1037,1040,1041, 1042,1044,1045,1047,1048,1049,1050,1051,1052,1053,1054,1055,1056,1057,1058,1060,1061, 1062,1063,1064,1065,1066,1067,1068,1069,1070,1071,1076,1077,1078,1079,1080,1081,1083, 1084,1085,1094,1095,1097,1099,1100,1101,1102,1103,1104,1105,1106,1107,1108,1109,1110, 1111,1113,1114,1116,1117,1118,1119,1121,1122,1123,1124,1125,1126,1127,1128,1129,1130, 1131,1132,1133,1134,1135,1138,1139,1140,1141,1142,1143,1144,1145,1146,1148,1149,1151, 1152,1153,1154,1155,1156,1158,1160,1161,1163,1164,1165,1166,1167,1169,1170,1174,1175, 1176,1177,1178,1179,1180,1182,1183,1184,1185,1188,1189,1191,1192,1193,1194,1195,1196, 1197,1199,1200,1201,1202,1204,1205,1206,1207,1208,1209,1211,1212,1213,1214,1215,1216, 1219,1242,1243,1245,1246,1247,1248,1249,1250,1253,1254,1255,1256,1257,1258,1260,1261, 1263,1264,1265,1266,1267,1269,1270,1271,1273,1274,1275,1276,1277,1278,1280,1281,1282, 1291,1292,1293,1294,1295,1297,1298,1300,1301,1302,1304,1305,1306,1308,1309,1310,1311, 1313,1314,1315,1316,1317,1318,1319,1320,1321,1322,1323,1364,1365,1366,1367,1368,1369, 1370,1371,1372,1374,1375,1376,1377,1378,1379,1380,1381,1382,1383,1384,1385,1386,1387, 1390,1391,1392,1400,1401,1402,1403,1404,1405,1406,1408,1409,1410,1412,1413,1415,1416, 1417,1493,1494,1495,1497,1498,1499,1500,1502,1503,1504,1505,1506,1507,1508,1509,1510, 1511,1512,1513,1514,1515,1516,1517,1519,1520,1582,1584,1585,1586,1587 }; mob_class_change(((struct mob_data *)target),changeclass); } } // -- moonsoul (final combination of phys, mag damage for ASC_BREAKER) if(skill_num == ASC_BREAKER) { damage3 += rand()%500+500; damage += damage3; // damage2 += damage3; } wd.damage=damage; wd.damage2=damage2; wd.type=type; wd.div_=div_; wd.amotion=battle_get_amotion(src); if(skill_num == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=battle_get_dmotion(target); wd.blewcount=blewcount; wd.flag=flag; wd.dmg_lv=dmg_lv; return wd; } /*========================================== * 武器ダメージ計算 *------------------------------------------ */ struct Damage battle_calc_weapon_attack( struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) { struct Damage wd; //return前の処理があるので情報出力部のみ変更 if (src == NULL || target == NULL) { nullpo_info(NLP_MARK); memset(&wd,0,sizeof(wd)); return wd; } if(target->type == BL_PET) memset(&wd,0,sizeof(wd)); else if(src->type == BL_PC) wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag); else if(src->type == BL_MOB) wd = battle_calc_mob_weapon_attack(src,target,skill_num,skill_lv,wflag); else if(src->type == BL_PET) wd = battle_calc_pet_weapon_attack(src,target,skill_num,skill_lv,wflag); else memset(&wd,0,sizeof(wd)); if(battle_config.equipment_breaking && src->type==BL_PC && (wd.damage > 0 || wd.damage2 > 0)) { struct map_session_data *sd=(struct map_session_data *)src; int breakrate = 1; //0.01% weapon breaking chance [DracoRPG] if(sd->status.weapon && sd->status.weapon != 11) { if(sd->sc_data[SC_MELTDOWN].timer!=-1) { int breakrate_; // separate breaking rates for meltdown [Celest] breakrate_ = 100*sd->sc_data[SC_MELTDOWN].val1; if(rand()%10000 < breakrate_*battle_config.equipment_break_rate/100 || breakrate_ >= 10000) { if (target->type == BL_PC) pc_breakweapon((struct map_session_data *)target); else skill_status_change_start(target,SC_STRIPWEAPON,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 ); } breakrate_ = 70*sd->sc_data[SC_MELTDOWN].val1; if (rand()%10000 < breakrate_*battle_config.equipment_break_rate/100 || breakrate_ >= 10000) { if (target->type == BL_PC) pc_breakarmor((struct map_session_data *)target); else skill_status_change_start(target,SC_STRIPSHIELD,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 ); } } if(sd->sc_data[SC_OVERTHRUST].timer!=-1) breakrate += 10; //+ 0.1% whatever skill level you use [DracoRPG] //if(wd.type==0x0a) //removed! because CRITS don't affect on breaking chance [Lupus] // breakrate*=2; if(rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) { if(pc_breakweapon(sd)==1) wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag); } } } return wd; } /*========================================== * 魔法ダメージ計算 *------------------------------------------ */ struct Damage battle_calc_magic_attack( struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) { int mdef1=battle_get_mdef(target); int mdef2=battle_get_mdef2(target); int matk1,matk2,damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv),rdamage = 0; struct Damage md; int aflag; int normalmagic_flag=1; int matk_flag = 1; int ele=0,race=7,t_ele=0,t_race=7,t_mode = 0,cardfix,t_class,i; struct map_session_data *sd=NULL,*tsd=NULL; struct mob_data *tmd = NULL; //return前の処理があるので情報出力部のみ変更 if( bl == NULL || target == NULL ){ nullpo_info(NLP_MARK); memset(&md,0,sizeof(md)); return md; } if(target->type == BL_PET) { memset(&md,0,sizeof(md)); return md; } matk1=battle_get_matk1(bl); matk2=battle_get_matk2(bl); ele = skill_get_pl(skill_num); race = battle_get_race(bl); t_ele = battle_get_elem_type(target); t_race = battle_get_race(target); t_mode = battle_get_mode(target); #define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); } if( bl->type==BL_PC && (sd=(struct map_session_data *)bl) ){ sd->state.attack_type = BF_MAGIC; if(sd->matk_rate != 100) MATK_FIX(sd->matk_rate,100); sd->state.arrow_atk = 0; } if( target->type==BL_PC ) tsd=(struct map_session_data *)target; else if( target->type==BL_MOB ) tmd=(struct mob_data *)target; aflag=BF_MAGIC|BF_LONG|BF_SKILL; if(skill_num > 0){ switch(skill_num){ // 基本ダメージ計算(スキルごとに処理) // ヒールor聖体 case AL_HEAL: case PR_BENEDICTIO: damage = skill_calc_heal(bl,skill_lv)/2; normalmagic_flag=0; break; case PR_ASPERSIO: /* アスペルシオ */ damage = 40; //固定ダメージ normalmagic_flag=0; break; case PR_SANCTUARY: // サンクチュアリ damage = (skill_lv>6)?388:skill_lv*50; normalmagic_flag=0; blewcount|=0x10000; break; case ALL_RESURRECTION: case PR_TURNUNDEAD: // 攻撃リザレクションとターンアンデッド if(target->type != BL_PC && battle_check_undead(t_race,t_ele)){ int hp, mhp, thres; hp = battle_get_hp(target); mhp = battle_get_max_hp(target); thres = (skill_lv * 20) + battle_get_luk(bl)+ battle_get_int(bl) + battle_get_lv(bl)+ ((200 - hp * 200 / mhp)); if(thres > 700) thres = 700; // if(battle_config.battle_log) // printf("ターンアンデッド! 確率%d ‰(千分率)\n", thres); if(rand()%1000 < thres && !(t_mode&0x20)) // 成功 damage = hp; else // 失敗 damage = battle_get_lv(bl) + battle_get_int(bl) + skill_lv * 10; } normalmagic_flag=0; break; case MG_NAPALMBEAT: // ナパームビート(分散計算込み) MATK_FIX(70+ skill_lv*10,100); if(flag>0){ MATK_FIX(1,flag); }else { if(battle_config.error_log) printf("battle_calc_magic_attack(): napam enemy count=0 !\n"); } break; case MG_FIREBALL: // ファイヤーボール { const int drate[]={100,90,70}; if(flag>2) matk1=matk2=0; else MATK_FIX( (95+skill_lv*5)*drate[flag] ,10000 ); } break; case MG_FIREWALL: // ファイヤーウォール /* if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PCは火属性でも飛ぶ?そもそもダメージ受ける? blewcount |= 0x10000; else blewcount = 0; */ if((t_ele==3 || battle_check_undead(t_race,t_ele)) && target->type!=BL_PC) blewcount = 0; else blewcount |= 0x10000; MATK_FIX( 1,2 ); break; case MG_THUNDERSTORM: // サンダーストーム MATK_FIX( 80,100 ); break; case MG_FROSTDIVER: // フロストダイバ MATK_FIX( 100+skill_lv*10, 100); break; case WZ_FROSTNOVA: // フロストダイバ MATK_FIX((100+skill_lv*10)*2/3, 100); break; case WZ_FIREPILLAR: // ファイヤーピラー if(mdef1 < 1000000) mdef1=mdef2=0; // MDEF無視 MATK_FIX( 1,5 ); matk1+=50; matk2+=50; break; case WZ_SIGHTRASHER: MATK_FIX( 100+skill_lv*20, 100); break; case WZ_METEOR: case WZ_JUPITEL: // ユピテルサンダー break; case WZ_VERMILION: // ロードオブバーミリオン MATK_FIX( skill_lv*20+80, 100 ); break; case WZ_WATERBALL: // ウォーターボール //matk1+= skill_lv*30; //matk2+= skill_lv*30; MATK_FIX( 100+skill_lv*30, 100 ); break; case WZ_STORMGUST: // ストームガスト MATK_FIX( skill_lv*40+100 ,100 ); // blewcount|=0x10000; break; case AL_HOLYLIGHT: // ホーリーライト MATK_FIX( 125,100 ); break; case AL_RUWACH: MATK_FIX( 145,100 ); break; case HW_NAPALMVULCAN: // ナパームビート(分散計算込み) MATK_FIX(70+ skill_lv*10,100); if(flag>0){ MATK_FIX(1,flag); }else { if(battle_config.error_log) printf("battle_calc_magic_attack(): napalmvulcan enemy count=0 !\n"); } break; case PF_SOULBURN: // Celest if (target->type != BL_PC || skill_lv < 5) { memset(&md,0,sizeof(md)); return md; } else if (target->type == BL_PC) { damage = ((struct map_session_data *)target)->status.sp * 2; matk_flag = 0; // don't consider matk and matk2 } break; } } if(normalmagic_flag){ // 一般魔法ダメージ計算 int imdef_flag=0; if (matk_flag) { if(matk1>matk2) damage= matk2+rand()%(matk1-matk2+1); else damage= matk2; } if(sd) { if(sd->ignore_mdef_ele & (1<ignore_mdef_race & (1<ignore_mdef_race & (1<<10)) imdef_flag = 1; } else { if(sd->ignore_mdef_race & (1<<11)) imdef_flag = 1; } } if(!imdef_flag){ if(battle_config.magic_defense_type) { damage = damage - (mdef1 * battle_config.magic_defense_type) - mdef2; } else{ damage = (damage*(100-mdef1))/100 - mdef2; } } if(damage<1) damage=1; } if(sd) { cardfix=100; cardfix=cardfix*(100+sd->magic_addrace[t_race])/100; cardfix=cardfix*(100+sd->magic_addele[t_ele])/100; if(t_mode & 0x20) cardfix=cardfix*(100+sd->magic_addrace[10])/100; else cardfix=cardfix*(100+sd->magic_addrace[11])/100; t_class = battle_get_class(target); for(i=0;iadd_magic_damage_class_count;i++) { if(sd->add_magic_damage_classid[i] == t_class) { cardfix=cardfix*(100+sd->add_magic_damage_classrate[i])/100; break; } } damage=damage*cardfix/100; } if( tsd ){ int s_class = battle_get_class(bl); cardfix=100; cardfix=cardfix*(100-tsd->subele[ele])/100; // 属 性によるダメージ耐性 cardfix=cardfix*(100-tsd->subrace[race])/100; // 種族によるダメージ耐性 cardfix=cardfix*(100-tsd->magic_subrace[race])/100; if(battle_get_mode(bl) & 0x20) cardfix=cardfix*(100-tsd->magic_subrace[10])/100; else cardfix=cardfix*(100-tsd->magic_subrace[11])/100; for(i=0;iadd_mdef_class_count;i++) { if(tsd->add_mdef_classid[i] == s_class) { cardfix=cardfix*(100-tsd->add_mdef_classrate[i])/100; break; } } cardfix=cardfix*(100-tsd->magic_def_rate)/100; damage=damage*cardfix/100; } if(damage < 0) damage = 0; damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属 性修正 if(skill_num == CR_GRANDCROSS) { // グランドクロス struct Damage wd; wd=battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); damage = (damage + wd.damage) * (100 + 40*skill_lv)/100; if(battle_config.gx_dupele) damage=battle_attr_fix(damage, ele, battle_get_element(target) ); //属性2回かかる if(bl==target) damage=damage/2; //反動は半分 } div_=skill_get_num( skill_num,skill_lv ); if(div_>1 && skill_num != WZ_VERMILION) damage*=div_; // if(mdef1 >= 1000000 && damage > 0) if(t_mode&0x40 && damage > 0) damage = 1; if( tsd && tsd->special_state.no_magic_damage) { if (battle_config.gtb_pvp_only != 0) { // [MouseJstr] if ((map[target->m].flag.pvp || map[target->m].flag.gvg) && target->type==BL_PC) damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100; } else damage=0; // 黄 金蟲カード(魔法ダメージ0) } damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正 /* magic_damage_return by [AppleGirl] and [Valaris] */ if( target->type==BL_PC && tsd && tsd->magic_damage_return > 0 ){ rdamage += damage * tsd->magic_damage_return / 100; if(rdamage < 1) rdamage = 1; clif_damage(target,bl,gettick(),0,0,rdamage,0,0,0); battle_damage(target,bl,rdamage,0); } /* end magic_damage_return */ md.damage=damage; md.div_=div_; md.amotion=battle_get_amotion(bl); md.dmotion=battle_get_dmotion(target); md.damage2=0; md.type=0; md.blewcount=blewcount; md.flag=aflag; return md; } /*========================================== * その他ダメージ計算 *------------------------------------------ */ struct Damage battle_calc_misc_attack( struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) { int int_=battle_get_int(bl); // int luk=battle_get_luk(bl); int dex=battle_get_dex(bl); int skill,ele,race,cardfix; struct map_session_data *sd=NULL,*tsd=NULL; int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv); struct Damage md; int damagefix=1; int aflag=BF_MISC|BF_LONG|BF_SKILL; //return前の処理があるので情報出力部のみ変更 if( bl == NULL || target == NULL ){ nullpo_info(NLP_MARK); memset(&md,0,sizeof(md)); return md; } if(target->type == BL_PET) { memset(&md,0,sizeof(md)); return md; } if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) { sd->state.attack_type = BF_MISC; sd->state.arrow_atk = 0; } if( target->type==BL_PC ) tsd=(struct map_session_data *)target; switch(skill_num){ case HT_LANDMINE: // ランドマイン damage=skill_lv*(dex+75)*(100+int_)/100; break; case HT_BLASTMINE: // ブラストマイン damage=skill_lv*(dex/2+50)*(100+int_)/100; break; case HT_CLAYMORETRAP: // クレイモアートラップ damage=skill_lv*(dex/2+75)*(100+int_)/100; break; case HT_BLITZBEAT: // ブリッツビート if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) skill=0; damage=(dex/10+int_/2+skill*3+40)*2; if(flag > 1) damage /= flag; if(battle_get_mode(target) & 0x40) damage = 1; break; case TF_THROWSTONE: // 石投げ damage=50; damagefix=0; break; case BA_DISSONANCE: // 不協和音 damage=(skill_lv)*20+pc_checkskill(sd,BA_MUSICALLESSON)*3; break; case NPC_SELFDESTRUCTION: // 自爆 damage=battle_get_hp(bl)-(bl==target?1:0); damagefix=0; break; case NPC_SMOKING: // タバコを吸う damage=3; damagefix=0; break; case NPC_DARKBREATH: { struct status_change *sc_data = battle_get_sc_data(target); int hitrate=battle_get_hit(bl) - battle_get_flee(target) + 80; hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 || sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) ) hitrate = 1000000; if(rand()%100 < hitrate) { damage = 500 + (skill_lv-1)*1000 + rand()%1000; if(damage > 9999) damage = 9999; } } break; case SN_FALCONASSAULT: /* ファルコンアサルト */ #ifdef TWILIGHT if( sd==NULL || (skill = pc_checkskill(sd,HT_BLITZBEAT)) <= 0) skill=0; damage=(100+50*skill_lv+(dex/10+int_/2+skill*3+40)*2) * 2; #else if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) skill=0; damage=((150+50*skill_lv)*(dex/10+int_/2+skill*3+40)*2)/100; // [Celest] #endif if(flag > 1) damage /= flag; if(battle_get_mode(target) & 0x40) damage = 1; break; } ele = skill_get_pl(skill_num); race = battle_get_race(bl); if(damagefix){ if(damage<1 && skill_num != NPC_DARKBREATH) damage=1; if( tsd ){ cardfix=100; cardfix=cardfix*(100-tsd->subele[ele])/100; // 属性によるダメージ耐性 cardfix=cardfix*(100-tsd->subrace[race])/100; // 種族によるダメージ耐性 cardfix=cardfix*(100-tsd->misc_def_rate)/100; damage=damage*cardfix/100; } if(damage < 0) damage = 0; damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属性修正 } div_=skill_get_num( skill_num,skill_lv ); if(div_>1) damage*=div_; if(damage > 0 && (damage < div_ || (battle_get_def(target) >= 1000000 && battle_get_mdef(target) >= 1000000) ) ) { damage = div_; } damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正 md.damage=damage; md.div_=div_; md.amotion=battle_get_amotion(bl); md.dmotion=battle_get_dmotion(target); md.damage2=0; md.type=0; md.blewcount=blewcount; md.flag=aflag; return md; } /*========================================== * ダメージ計算一括処理用 *------------------------------------------ */ struct Damage battle_calc_attack( int attack_type, struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) { struct Damage d; switch(attack_type){ case BF_WEAPON: return battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); case BF_MAGIC: return battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag); case BF_MISC: return battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag); default: if(battle_config.error_log) printf("battle_calc_attack: unknwon attack type ! %d\n",attack_type); break; } return d; } /*========================================== * 通常攻撃処理まとめ *------------------------------------------ */ int battle_weapon_attack( struct block_list *src,struct block_list *target, unsigned int tick,int flag) { struct map_session_data *sd=NULL; struct status_change *sc_data = battle_get_sc_data(src),*t_sc_data=battle_get_sc_data(target); short *opt1; int race = 7, ele = 0; int damage,rdamage = 0; struct Damage wd; nullpo_retr(0, src); nullpo_retr(0, target); if(src->type == BL_PC) sd = (struct map_session_data *)src; if(src->prev == NULL || target->prev == NULL) return 0; if(src->type == BL_PC && pc_isdead(sd)) return 0; if(target->type == BL_PC && pc_isdead((struct map_session_data *)target)) return 0; opt1=battle_get_opt1(src); if(opt1 && *opt1 > 0) { battle_stopattack(src); return 0; } if(sc_data && sc_data[SC_BLADESTOP].timer!=-1){ battle_stopattack(src); return 0; } if(battle_check_target(src,target,BCT_ENEMY) <= 0 && !battle_check_range(src,target,0)) return 0; // 攻撃対象外 race = battle_get_race(target); ele = battle_get_elem_type(target); if(battle_check_target(src,target,BCT_ENEMY) > 0 && battle_check_range(src,target,0)){ // 攻撃対象となりうるので攻撃 if(sd && sd->status.weapon == 11) { if(sd->equip_index[10] >= 0) { if(battle_config.arrow_decrement) pc_delitem(sd,sd->equip_index[10],1,0); } else { clif_arrow_fail(sd,0); return 0; } } if(flag&0x8000) { if(sd && battle_config.pc_attack_direction_change) sd->dir = sd->head_dir = map_calc_dir(src, target->x,target->y ); else if(src->type == BL_MOB && battle_config.monster_attack_direction_change) ((struct mob_data *)src)->dir = map_calc_dir(src, target->x,target->y ); wd=battle_calc_weapon_attack(src,target,KN_AUTOCOUNTER,flag&0xff,0); } else if(flag&AS_POISONREACT && sc_data && sc_data[SC_POISONREACT].timer!=-1) { wd=battle_calc_weapon_attack(src,target,AS_POISONREACT,sc_data[SC_POISONREACT].val1,0); } else wd=battle_calc_weapon_attack(src,target,0,0,0); if((damage = wd.damage + wd.damage2) > 0 && src != target) { if(wd.flag&BF_SHORT) { if(target->type == BL_PC) { struct map_session_data *tsd = (struct map_session_data *)target; if(tsd && tsd->short_weapon_damage_return > 0) { rdamage += damage * tsd->short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } } if(t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1) { rdamage += damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100; if(rdamage < 1) rdamage = 1; } } else if(wd.flag&BF_LONG) { if(target->type == BL_PC) { struct map_session_data *tsd = (struct map_session_data *)target; if(tsd && tsd->long_weapon_damage_return > 0) { rdamage += damage * tsd->long_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } } } if(rdamage > 0) clif_damage(src,src,tick, wd.amotion,0,rdamage,1,4,0); } if (wd.div_ == 255 && sd) { //三段掌 int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); int skilllv; if(wd.damage+wd.damage2 < battle_get_hp(target)) { if((skilllv = pc_checkskill(sd, MO_CHAINCOMBO)) > 0) delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 skill_status_change_start(src,SC_COMBO,MO_TRIPLEATTACK,skilllv,0,0,delay,0); } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); clif_skill_damage(src , target , tick , wd.amotion , wd.dmotion , wd.damage , 3 , MO_TRIPLEATTACK, pc_checkskill(sd,MO_TRIPLEATTACK) , -1 ); } else { clif_damage(src,target,tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); //二刀流左手とカタール追撃のミス表示(無理やり〜) if(sd && sd->status.weapon >= 16 && wd.damage2 == 0) clif_damage(src,target,tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0); } if(sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0) ) skill_castend_damage_id(src,target,0,-1,tick,0); map_freeblock_lock(); battle_damage(src,target,(wd.damage+wd.damage2),0); if(target->prev != NULL && (target->type != BL_PC || (target->type == BL_PC && !pc_isdead((struct map_session_data *)target) ) ) ) { if(wd.damage > 0 || wd.damage2 > 0) { skill_additional_effect(src,target,0,0,BF_WEAPON,tick); if(sd) { if(sd->weapon_coma_ele[ele] > 0 && rand()%10000 < sd->weapon_coma_ele[ele]) battle_damage(src,target,battle_get_max_hp(target),1); if(sd->weapon_coma_race[race] > 0 && rand()%10000 < sd->weapon_coma_race[race]) battle_damage(src,target,battle_get_max_hp(target),1); if(battle_get_mode(target) & 0x20) { if(sd->weapon_coma_race[10] > 0 && rand()%10000 < sd->weapon_coma_race[10]) battle_damage(src,target,battle_get_max_hp(target),1); } else { if(sd->weapon_coma_race[11] > 0 && rand()%10000 < sd->weapon_coma_race[11]) battle_damage(src,target,battle_get_max_hp(target),1); } } } } if(sc_data && sc_data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc_data[SC_AUTOSPELL].val4) { int skilllv=sc_data[SC_AUTOSPELL].val3,i,f=0; i = rand()%100; if(i >= 50) skilllv -= 2; else if(i >= 15) skilllv--; if(skilllv < 1) skilllv = 1; if(sd) { int sp = skill_get_sp(sc_data[SC_AUTOSPELL].val2,skilllv)*2/3; if(sd->status.sp >= sp) { if((i=skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) || i == 32) f = skill_castend_pos2(src,target->x,target->y,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); else { switch( skill_get_nk(sc_data[SC_AUTOSPELL].val2) ) { case 0: case 2: f = skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); break; case 1:/* 支援系 */ if((sc_data[SC_AUTOSPELL].val2==AL_HEAL || (sc_data[SC_AUTOSPELL].val2==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele)) f = skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); else f = skill_castend_nodamage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); break; } } if(!f) pc_heal(sd,0,-sp); } } else { if((i=skill_get_inf(sc_data[SC_AUTOSPELL].val2) == 2) || i == 32) skill_castend_pos2(src,target->x,target->y,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); else { switch( skill_get_nk(sc_data[SC_AUTOSPELL].val2) ) { case 0: case 2: skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); break; case 1:/* 支援系 */ if((sc_data[SC_AUTOSPELL].val2==AL_HEAL || (sc_data[SC_AUTOSPELL].val2==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele)) skill_castend_damage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); else skill_castend_nodamage_id(src,target,sc_data[SC_AUTOSPELL].val2,skilllv,tick,flag); break; } } } } if(sd) { if(sd->autospell_id > 0 && sd->autospell_lv > 0 && rand()%100 < sd->autospell_rate) { int skilllv=sd->autospell_lv,i,f=0,sp; i = rand()%100; if(i >= 50) skilllv -= 2; else if(i >= 15) skilllv--; if(skilllv < 1) skilllv = 1; sp = skill_get_sp(sd->autospell_id,skilllv)*2/3; if(sd->status.sp >= sp) { if((i=skill_get_inf(sd->autospell_id) == 2) || i == 32) f = skill_castend_pos2(src,target->x,target->y,sd->autospell_id,skilllv,tick,flag); else { switch( skill_get_nk(sd->autospell_id) ) { case 0: case 2: f = skill_castend_damage_id(src,target,sd->autospell_id,skilllv,tick,flag); break; case 1:/* 支援系 */ if((sd->autospell_id==AL_HEAL || (sd->autospell_id==ALL_RESURRECTION && target->type != BL_PC)) && battle_check_undead(race,ele)) f = skill_castend_damage_id(src,target,sd->autospell_id,skilllv,tick,flag); else f = skill_castend_nodamage_id(src,target,sd->autospell_id,skilllv,tick,flag); break; } } if(!f) pc_heal(sd,0,-sp); } } if (wd.flag&BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) { int hp = 0,sp = 0; if (!battle_config.left_cardfix_to_right) { // 二刀流左手カードの吸収系効果を右手に追加しない場合 hp += battle_calc_drain(wd.damage, sd->hp_drain_rate, sd->hp_drain_per, sd->hp_drain_value); hp += battle_calc_drain(wd.damage2, sd->hp_drain_rate_, sd->hp_drain_per_, sd->hp_drain_value_); sp += battle_calc_drain(wd.damage, sd->sp_drain_rate, sd->sp_drain_per, sd->sp_drain_value); sp += battle_calc_drain(wd.damage2, sd->sp_drain_rate_, sd->sp_drain_per_, sd->sp_drain_value_); } else { // 二刀流左手カードの吸収系効果を右手に追加する場合 int hp_drain_rate = sd->hp_drain_rate + sd->hp_drain_rate_; int hp_drain_per = sd->hp_drain_per + sd->hp_drain_per_; int hp_drain_value = sd->hp_drain_value + sd->hp_drain_value_; int sp_drain_rate = sd->sp_drain_rate + sd->sp_drain_rate_; int sp_drain_per = sd->sp_drain_per + sd->sp_drain_per_; int sp_drain_value = sd->sp_drain_value + sd->sp_drain_value_; hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value); sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value); } if (hp || sp) pc_heal(sd, hp, sp); } } if(rdamage > 0) battle_damage(target,src,rdamage,0); if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1 && t_sc_data[SC_AUTOCOUNTER].val4 > 0) { if(t_sc_data[SC_AUTOCOUNTER].val3 == src->id) battle_weapon_attack(target,src,tick,0x8000|t_sc_data[SC_AUTOCOUNTER].val1); skill_status_change_end(target,SC_AUTOCOUNTER,-1); } if(t_sc_data && t_sc_data[SC_POISONREACT].timer != -1 && t_sc_data[SC_POISONREACT].val4 > 0) { // poison react [Celest] if(t_sc_data[SC_POISONREACT].val3 == src->id) { struct map_session_data *tsd = (struct map_session_data *)target; if ((src->type == BL_MOB && battle_get_elem_type(src)==5) || (src->type == BL_PC && battle_get_attack_element(src)==5)) { t_sc_data[SC_POISONREACT].val2 = 0; battle_weapon_attack(target,src,tick,flag|AS_POISONREACT); } else { skill_use_id(tsd,src->id,TF_POISON,5); --t_sc_data[SC_POISONREACT].val2; } if (t_sc_data[SC_POISONREACT].val2<=0) skill_status_change_end(target,SC_POISONREACT,-1); } } if (t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1 && !(battle_get_mode(src)&0x20)) { // ボスには無効 int lv = t_sc_data[SC_BLADESTOP_WAIT].val1; skill_status_change_end(target,SC_BLADESTOP_WAIT,-1); skill_status_change_start(src,SC_BLADESTOP,lv,1,(int)src,(int)target,skill_get_time2(MO_BLADESTOP,lv),0); skill_status_change_start(target,SC_BLADESTOP,lv,2,(int)target,(int)src,skill_get_time2(MO_BLADESTOP,lv),0); } if(t_sc_data && t_sc_data[SC_SPLASHER].timer!=-1) //殴ったので対象のベナムスプラッシャー状態を解除 skill_status_change_end(target,SC_SPLASHER,-1); map_freeblock_unlock(); } return wd.dmg_lv; } int battle_check_undead(int race,int element) { if(battle_config.undead_detect_type == 0) { if(element == 9) return 1; } else if(battle_config.undead_detect_type == 1) { if(race == 1) return 1; } else { if(element == 9 || race == 1) return 1; } return 0; } /*========================================== * 敵味方判定(1=肯定,0=否定,-1=エラー) * flag&0xf0000 = 0x00000:敵じゃないか判定(ret:1=敵ではない) * = 0x10000:パーティー判定(ret:1=パーティーメンバ) * = 0x20000:全て(ret:1=敵味方両方) * = 0x40000:敵か判定(ret:1=敵) * = 0x50000:パーティーじゃないか判定(ret:1=パーティでない) *------------------------------------------ */ int battle_check_target( struct block_list *src, struct block_list *target,int flag) { int s_p,s_g,t_p,t_g; struct block_list *ss=src; struct status_change *sc_data; struct status_change *tsc_data; nullpo_retr(0, src); nullpo_retr(0, target); if( flag&0x40000 ){ // 反転フラグ int ret=battle_check_target(src,target,flag&0x30000); if(ret!=-1) return !ret; return -1; } if( flag&0x20000 ){ if( target->type==BL_MOB || target->type==BL_PC ) return 1; else return -1; } if(src->type == BL_SKILL && target->type == BL_SKILL) // 対象がスキルユニットなら無条件肯定 return -1; if(target->type == BL_PC && ((struct map_session_data *)target)->invincible_timer != -1) return -1; // Celest sc_data = battle_get_sc_data(src); tsc_data = battle_get_sc_data(target); if ((sc_data && sc_data[SC_BASILICA].timer != -1) || (tsc_data && tsc_data[SC_BASILICA].timer != -1)) return -1; if(target->type == BL_SKILL) { switch(((struct skill_unit *)target)->group->unit_id){ case 0x8d: case 0x8f: case 0x98: return 0; break; } } if(target->type == BL_PET) return -1; // スキルユニットの場合、親を求める if( src->type==BL_SKILL) { int inf2 = skill_get_inf2(((struct skill_unit *)src)->group->skill_id); if( (ss=map_id2bl( ((struct skill_unit *)src)->group->src_id))==NULL ) return -1; if(ss->prev == NULL) return -1; if(inf2&0x80 && (map[src->m].flag.pvp || pc_iskiller((struct map_session_data *)src, (struct map_session_data *)target)) && // [MouseJstr] !(target->type == BL_PC && pc_isinvisible((struct map_session_data *)target))) return 0; if(ss == target) { if(inf2&0x100) return 0; if(inf2&0x200) return -1; } } // Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める if( src->type==BL_MOB ){ struct mob_data *md=(struct mob_data *)src; if(md && md->master_id>0){ if(md->master_id==target->id) // 主なら肯定 return 1; if(md->state.special_mob_ai){ if(target->type==BL_MOB){ //special_mob_aiで対象がMob struct mob_data *tmd=(struct mob_data *)target; if(tmd){ if(tmd->master_id != md->master_id) //召喚主が一緒でなければ否定 return 0; else{ //召喚主が一緒なので肯定したいけど自爆は否定 if(md->state.special_mob_ai>2) return 0; else return 1; } } } } if((ss=map_id2bl(md->master_id))==NULL) return -1; } } if( src==target || ss==target ) // 同じなら肯定 return 1; if(target->type == BL_PC && pc_isinvisible((struct map_session_data *)target)) return -1; if( src->prev==NULL || // 死んでるならエラー (src->type==BL_PC && pc_isdead((struct map_session_data *)src) ) ) return -1; if( (ss->type == BL_PC && target->type==BL_MOB) || (ss->type == BL_MOB && target->type==BL_PC) ) return 0; // PCvsMOBなら否定 if(ss->type == BL_PET && target->type==BL_MOB) return 0; s_p=battle_get_party_id(ss); s_g=battle_get_guild_id(ss); t_p=battle_get_party_id(target); t_g=battle_get_guild_id(target); if(flag&0x10000) { if(s_p && t_p && s_p == t_p) // 同じパーティなら肯定(味方) return 1; else // パーティ検索なら同じパーティじゃない時点で否定 return 0; } if(ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g ) // 同じギルド/mobクラスなら肯定(味方) return 1; //printf("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type); //printf("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g); if( ss->type==BL_PC && target->type==BL_PC) { // 両方PVPモードなら否定(敵) struct skill_unit *su=NULL; if(src->type==BL_SKILL) su=(struct skill_unit *)src; if(map[ss->m].flag.pvp || pc_iskiller((struct map_session_data *)ss, (struct map_session_data*)target)) { // [MouseJstr] if(su && su->group->target_flag==BCT_NOENEMY) return 1; else if (battle_config.pk_mode && (((struct map_session_data*)ss)->status.class_==0 || ((struct map_session_data*)target)->status.class_==0 || ((struct map_session_data*)ss)->status.base_level < battle_config.pk_min_level || ((struct map_session_data*)target)->status.base_level < battle_config.pk_min_level)) return 1; // prevent novice engagement in pk_mode [Valaris] else if(map[ss->m].flag.pvp_noparty && s_p > 0 && t_p > 0 && s_p == t_p) return 1; else if(map[ss->m].flag.pvp_noguild && s_g > 0 && t_g > 0 && s_g == t_g) return 1; return 0; } if(map[src->m].flag.gvg) { struct guild *g=NULL; if(su && su->group->target_flag==BCT_NOENEMY) return 1; if( s_g > 0 && s_g == t_g) return 1; if(map[src->m].flag.gvg_noparty && s_p > 0 && t_p > 0 && s_p == t_p) return 1; if((g = guild_search(s_g))) { int i; for(i=0;ialliance[i].guild_id > 0 && g->alliance[i].guild_id == t_g) { if(g->alliance[i].opposition) return 0;//敵対ギルドなら無条件に敵 else return 1;//同盟ギルドなら無条件に味方 } } } return 0; } } return 1; // 該当しないので無関係人物(まあ敵じゃないので味方) } /*========================================== * 射程判定 *------------------------------------------ */ int battle_check_range(struct block_list *src,struct block_list *bl,int range) { int dx,dy; struct walkpath_data wpd; int arange; nullpo_retr(0, src); nullpo_retr(0, bl); dx=abs(bl->x-src->x); dy=abs(bl->y-src->y); arange=((dx>dy)?dx:dy); if(src->m != bl->m) // 違うマップ return 0; if( range>0 && range < arange ) // 遠すぎる return 0; if( arange<2 ) // 同じマスか隣接 return 1; // if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d) // return 1; // 障害物判定 wpd.path_len=0; wpd.path_pos=0; wpd.path_half=0; if(path_search(&wpd,src->m,src->x,src->y,bl->x,bl->y,0x10001)!=-1) return 1; dx=(dx>0)?1:((dx<0)?-1:0); dy=(dy>0)?1:((dy<0)?-1:0); return (path_search(&wpd,src->m,src->x+dx,src->y+dy, bl->x-dx,bl->y-dy,0x10001)!=-1)?1:0; } /*========================================== * Return numerical value of a switch configuration (modified by [Yor]) * on/off, english, fran軋is, deutsch, espaol *------------------------------------------ */ int battle_config_switch(const char *str) { if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0) return 1; if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0) return 0; return atoi(str); } static const struct { char str[128]; int *val; } battle_data[] = { { "warp_point_debug", &battle_config.warp_point_debug }, { "enemy_critical", &battle_config.enemy_critical }, { "enemy_critical_rate", &battle_config.enemy_critical_rate }, { "enemy_str", &battle_config.enemy_str }, { "enemy_perfect_flee", &battle_config.enemy_perfect_flee }, { "casting_rate", &battle_config.cast_rate }, { "delay_rate", &battle_config.delay_rate }, { "delay_dependon_dex", &battle_config.delay_dependon_dex }, { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable }, { "left_cardfix_to_right", &battle_config.left_cardfix_to_right }, { "player_skill_add_range", &battle_config.pc_skill_add_range }, { "skill_out_range_consume", &battle_config.skill_out_range_consume }, { "monster_skill_add_range", &battle_config.mob_skill_add_range }, { "player_damage_delay", &battle_config.pc_damage_delay }, { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate }, { "defunit_not_enemy", &battle_config.defnotenemy }, { "random_monster_checklv", &battle_config.random_monster_checklv }, { "attribute_recover", &battle_config.attr_recover }, { "flooritem_lifetime", &battle_config.flooritem_lifetime }, { "item_auto_get", &battle_config.item_auto_get }, { "item_first_get_time", &battle_config.item_first_get_time }, { "item_second_get_time", &battle_config.item_second_get_time }, { "item_third_get_time", &battle_config.item_third_get_time }, { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time }, { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time }, { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time }, { "item_rate", &battle_config.item_rate }, { "drop_rate0item", &battle_config.drop_rate0item }, { "base_exp_rate", &battle_config.base_exp_rate }, { "job_exp_rate", &battle_config.job_exp_rate }, { "pvp_exp", &battle_config.pvp_exp }, { "gtb_pvp_only", &battle_config.gtb_pvp_only }, { "guild_max_castles", &battle_config.guild_max_castles }, { "death_penalty_type", &battle_config.death_penalty_type }, { "death_penalty_base", &battle_config.death_penalty_base }, { "death_penalty_job", &battle_config.death_penalty_job }, { "zeny_penalty", &battle_config.zeny_penalty }, { "restart_hp_rate", &battle_config.restart_hp_rate }, { "restart_sp_rate", &battle_config.restart_sp_rate }, { "mvp_hp_rate", &battle_config.mvp_hp_rate }, { "mvp_item_rate", &battle_config.mvp_item_rate }, { "mvp_exp_rate", &battle_config.mvp_exp_rate }, { "monster_hp_rate", &battle_config.monster_hp_rate }, { "monster_max_aspd", &battle_config.monster_max_aspd }, { "atcommand_gm_only", &battle_config.atc_gmonly }, { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit }, { "gm_all_skill", &battle_config.gm_allskill }, { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra }, { "gm_all_equipment", &battle_config.gm_allequip }, { "gm_skill_unconditional", &battle_config.gm_skilluncond }, { "player_skillfree", &battle_config.skillfree }, { "player_skillup_limit", &battle_config.skillup_limit }, { "weapon_produce_rate", &battle_config.wp_rate }, { "potion_produce_rate", &battle_config.pp_rate }, { "deadly_potion_produce_rate", &battle_config.cdp_rate }, { "monster_active_enable", &battle_config.monster_active_enable }, { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate}, { "monster_loot_type", &battle_config.monster_loot_type }, { "mob_skill_use", &battle_config.mob_skill_use }, { "mob_count_rate", &battle_config.mob_count_rate }, { "quest_skill_learn", &battle_config.quest_skill_learn }, { "quest_skill_reset", &battle_config.quest_skill_reset }, { "basic_skill_check", &battle_config.basic_skill_check }, { "guild_emperium_check", &battle_config.guild_emperium_check }, { "guild_exp_limit", &battle_config.guild_exp_limit }, { "player_invincible_time", &battle_config.pc_invincible_time }, { "pet_catch_rate", &battle_config.pet_catch_rate }, { "pet_rename", &battle_config.pet_rename }, { "pet_friendly_rate", &battle_config.pet_friendly_rate }, { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate }, { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease}, { "pet_str", &battle_config.pet_str }, { "pet_status_support", &battle_config.pet_status_support }, { "pet_attack_support", &battle_config.pet_attack_support }, { "pet_damage_support", &battle_config.pet_damage_support }, { "pet_support_rate", &battle_config.pet_support_rate }, { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master }, { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate }, { "skill_min_damage", &battle_config.skill_min_damage }, { "finger_offensive_type", &battle_config.finger_offensive_type }, { "heal_exp", &battle_config.heal_exp }, { "resurrection_exp", &battle_config.resurrection_exp }, { "shop_exp", &battle_config.shop_exp }, { "combo_delay_rate", &battle_config.combo_delay_rate }, { "item_check", &battle_config.item_check }, { "wedding_modifydisplay", &battle_config.wedding_modifydisplay }, { "natural_healhp_interval", &battle_config.natural_healhp_interval }, { "natural_healsp_interval", &battle_config.natural_healsp_interval }, { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval}, { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate }, { "item_name_override_grffile", &battle_config.item_name_override_grffile}, { "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_hp", &battle_config.max_hp }, { "max_sp", &battle_config.max_sp }, { "max_lv", &battle_config.max_lv }, { "max_parameter", &battle_config.max_parameter }, { "max_cart_weight", &battle_config.max_cart_weight }, { "player_skill_log", &battle_config.pc_skill_log }, { "monster_skill_log", &battle_config.mob_skill_log }, { "battle_log", &battle_config.battle_log }, { "save_log", &battle_config.save_log }, { "error_log", &battle_config.error_log }, { "etc_log", &battle_config.etc_log }, { "save_clothcolor", &battle_config.save_clothcolor }, { "undead_detect_type", &battle_config.undead_detect_type }, { "player_auto_counter_type", &battle_config.pc_auto_counter_type }, { "monster_auto_counter_type", &battle_config.monster_auto_counter_type}, { "agi_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 }, { "player_skill_reiteration", &battle_config.pc_skill_reiteration }, { "monster_skill_reiteration", &battle_config.monster_skill_reiteration}, { "player_skill_nofootset", &battle_config.pc_skill_nofootset }, { "monster_skill_nofootset", &battle_config.monster_skill_nofootset }, { "player_cloak_check_type", &battle_config.pc_cloak_check_type }, { "monster_cloak_check_type", &battle_config.monster_cloak_check_type }, { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate }, { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate }, { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate }, { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate }, { "gvg_eliminate_time", &battle_config.gvg_eliminate_time }, { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill}, { "player_attack_direction_change", &battle_config.pc_attack_direction_change }, { "monster_attack_direction_change", &battle_config.monster_attack_direction_change }, { "player_land_skill_limit", &battle_config.pc_land_skill_limit }, { "monster_land_skill_limit", &battle_config.monster_land_skill_limit}, { "party_skill_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 }, { "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 }, { "vending_max_value", &battle_config.vending_max_value }, { "show_steal_in_same_party", &battle_config.show_steal_in_same_party }, { "enable_upper_class", &battle_config.enable_upper_class }, { "pet_attack_attr_none", &battle_config.pet_attack_attr_none }, { "mob_attack_attr_none", &battle_config.mob_attack_attr_none }, { "mob_ghostring_fix", &battle_config.mob_ghostring_fix }, { "pc_attack_attr_none", &battle_config.pc_attack_attr_none }, { "gx_allhit", &battle_config.gx_allhit }, { "gx_cardfix", &battle_config.gx_cardfix }, { "gx_dupele", &battle_config.gx_dupele }, { "gx_disptype", &battle_config.gx_disptype }, { "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 }, { "unit_movement_type", &battle_config.unit_movement_type }, { "invite_request_check", &battle_config.invite_request_check }, { "skill_removetrap_type", &battle_config.skill_removetrap_type }, { "disp_experience", &battle_config.disp_experience }, { "castle_defense_rate", &battle_config.castle_defense_rate }, { "riding_weight", &battle_config.riding_weight }, { "hp_rate", &battle_config.hp_rate }, { "sp_rate", &battle_config.sp_rate }, { "gm_can_drop_lv", &battle_config.gm_can_drop_lv }, { "disp_hpmeter", &battle_config.disp_hpmeter }, { "bone_drop", &battle_config.bone_drop }, { "item_rate_details", &battle_config.item_rate_details }, { "item_rate_1", &battle_config.item_rate_1 }, { "item_rate_10", &battle_config.item_rate_10 }, { "item_rate_100", &battle_config.item_rate_100 }, { "item_rate_1000", &battle_config.item_rate_1000 }, { "item_rate_1_min", &battle_config.item_rate_1_min }, { "item_rate_1_max", &battle_config.item_rate_1_max }, { "item_rate_10_min", &battle_config.item_rate_10_min }, { "item_rate_10_max", &battle_config.item_rate_10_max }, { "item_rate_100_min", &battle_config.item_rate_100_min }, { "item_rate_100_max", &battle_config.item_rate_100_max }, { "item_rate_1000_min", &battle_config.item_rate_1000_min }, { "item_rate_1000_max", &battle_config.item_rate_1000_max }, { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT { "item_rate_equip", &battle_config.item_rate_equip }, { "item_rate_card", &battle_config.item_rate_card }, // End Addition { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris { "item_rate_use", &battle_config.item_rate_use }, // End { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^ { "item_drop_common_max", &battle_config.item_drop_common_max }, { "item_drop_equip_min", &battle_config.item_drop_equip_min }, { "item_drop_equip_max", &battle_config.item_drop_equip_max }, { "item_drop_card_min", &battle_config.item_drop_card_min }, { "item_drop_card_max", &battle_config.item_drop_card_max }, { "item_drop_mvp_min", &battle_config.item_drop_mvp_min }, { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris] { "maximum_level", &battle_config.maximum_level }, // [Valaris] { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris] { "monsters_ignore_gm", &battle_config.monsters_ignore_gm }, // [Valaris] { "equipment_breaking", &battle_config.equipment_breaking }, // [Valaris] { "equipment_break_rate", &battle_config.equipment_break_rate }, // [Valaris] { "pk_mode", &battle_config.pk_mode }, // [Valaris] { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris] { "multi_level_up", &battle_config.multi_level_up }, // [Valaris] { "backstab_bow_penalty", &battle_config.backstab_bow_penalty }, { "night_at_start", &battle_config.night_at_start }, // added by [Yor] { "day_duration", &battle_config.day_duration }, // added by [Yor] { "night_duration", &battle_config.night_duration }, // added by [Yor] { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris] { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor] { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor] { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor] { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor] { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr] { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr] { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr] { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr] { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr] { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr] { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr] { "area_size", &battle_config.area_size }, // added by [MouseJstr] { "muting_players", &battle_config.muting_players}, // added by [Apple] { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris] { "mobs_level_up", &battle_config.mobs_level_up}, // [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] { "night_darkness_level", &battle_config.night_darkness_level}, // [celest] { "skill_range_leniency", &battle_config.skill_range_leniency}, // [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] { "double_login_system", &battle_config.double_login_system}, // [celest] //SQL-only options start #ifndef TXT_ONLY { "mail_system", &battle_config.mail_system }, // added by [Valaris] //SQL-only options end #endif }; int battle_set_value(char *w1, char *w2) { int i; for(i = 0; i < sizeof(battle_data) / (sizeof(battle_data[0])); i++) if (strcmpi(w1, battle_data[i].str) == 0) { *battle_data[i].val = battle_config_switch(w2); return 1; } return 0; } void battle_set_defaults() { battle_config.warp_point_debug=0; battle_config.enemy_critical=0; battle_config.enemy_critical_rate=100; battle_config.enemy_str=1; battle_config.enemy_perfect_flee=0; battle_config.cast_rate=100; battle_config.delay_rate=100; battle_config.delay_dependon_dex=0; battle_config.sdelay_attack_enable=0; battle_config.left_cardfix_to_right=0; battle_config.pc_skill_add_range=0; battle_config.skill_out_range_consume=1; battle_config.mob_skill_add_range=0; battle_config.pc_damage_delay=1; battle_config.pc_damage_delay_rate=100; battle_config.defnotenemy=1; battle_config.random_monster_checklv=1; battle_config.attr_recover=1; battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000; battle_config.item_auto_get=0; battle_config.item_first_get_time=3000; battle_config.item_second_get_time=1000; battle_config.item_third_get_time=1000; battle_config.mvp_item_first_get_time=10000; battle_config.mvp_item_second_get_time=10000; battle_config.mvp_item_third_get_time=2000; battle_config.drop_rate0item=0; battle_config.base_exp_rate=100; battle_config.job_exp_rate=100; battle_config.pvp_exp=1; battle_config.gtb_pvp_only=0; battle_config.death_penalty_type=0; battle_config.death_penalty_base=0; battle_config.death_penalty_job=0; battle_config.zeny_penalty=0; battle_config.restart_hp_rate=0; battle_config.restart_sp_rate=0; battle_config.mvp_item_rate=100; battle_config.mvp_exp_rate=100; battle_config.mvp_hp_rate=100; battle_config.monster_hp_rate=100; battle_config.monster_max_aspd=199; battle_config.atc_gmonly=0; battle_config.gm_allskill=0; battle_config.gm_allequip=0; battle_config.gm_skilluncond=0; battle_config.guild_max_castles=0; battle_config.skillfree = 0; battle_config.skillup_limit = 0; battle_config.wp_rate=100; battle_config.pp_rate=100; battle_config.cdp_rate=100; battle_config.monster_active_enable=1; battle_config.monster_damage_delay_rate=100; battle_config.monster_loot_type=0; battle_config.mob_skill_use=1; battle_config.mob_count_rate=100; battle_config.quest_skill_learn=0; battle_config.quest_skill_reset=1; battle_config.basic_skill_check=1; battle_config.guild_emperium_check=1; battle_config.guild_exp_limit=50; battle_config.pc_invincible_time = 5000; battle_config.pet_catch_rate=100; battle_config.pet_rename=0; battle_config.pet_friendly_rate=100; battle_config.pet_hungry_delay_rate=100; battle_config.pet_hungry_friendly_decrease=5; battle_config.pet_str=1; battle_config.pet_status_support=0; battle_config.pet_attack_support=0; battle_config.pet_damage_support=0; battle_config.pet_support_rate=100; battle_config.pet_attack_exp_to_master=0; battle_config.pet_attack_exp_rate=100; battle_config.skill_min_damage=0; battle_config.finger_offensive_type=0; battle_config.heal_exp=0; battle_config.resurrection_exp=0; battle_config.shop_exp=0; battle_config.combo_delay_rate=100; battle_config.item_check=1; battle_config.wedding_modifydisplay=0; battle_config.natural_healhp_interval=6000; battle_config.natural_healsp_interval=8000; battle_config.natural_heal_skill_interval=10000; battle_config.natural_heal_weight_rate=50; battle_config.item_name_override_grffile=1; battle_config.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_hp = 32500; battle_config.max_sp = 32500; battle_config.max_lv = 99; // [MouseJstr] battle_config.max_parameter = 99; battle_config.max_cart_weight = 8000; battle_config.pc_skill_log = 0; battle_config.mob_skill_log = 0; battle_config.battle_log = 0; battle_config.save_log = 0; battle_config.error_log = 1; battle_config.etc_log = 1; battle_config.save_clothcolor = 0; battle_config.undead_detect_type = 0; battle_config.pc_auto_counter_type = 1; battle_config.monster_auto_counter_type = 1; battle_config.agi_penalty_type = 0; battle_config.agi_penalty_count = 3; battle_config.agi_penalty_num = 0; battle_config.agi_penalty_count_lv = ATK_FLEE; battle_config.vit_penalty_type = 0; battle_config.vit_penalty_count = 3; battle_config.vit_penalty_num = 0; 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.pc_skill_reiteration = 0; battle_config.monster_skill_reiteration = 0; battle_config.pc_skill_nofootset = 0; battle_config.monster_skill_nofootset = 0; battle_config.pc_cloak_check_type = 0; battle_config.monster_cloak_check_type = 0; battle_config.gvg_short_damage_rate = 100; battle_config.gvg_long_damage_rate = 60; battle_config.gvg_magic_damage_rate = 50; battle_config.gvg_misc_damage_rate = 60; battle_config.gvg_eliminate_time = 7000; battle_config.mob_changetarget_byskill = 0; battle_config.pc_attack_direction_change = 1; battle_config.monster_attack_direction_change = 1; battle_config.pc_land_skill_limit = 1; battle_config.monster_land_skill_limit = 1; 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.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.enable_upper_class = 0; battle_config.pet_attack_attr_none = 0; battle_config.pc_attack_attr_none = 0; battle_config.mob_attack_attr_none = 1; battle_config.mob_ghostring_fix = 0; battle_config.gx_allhit = 0; battle_config.gx_cardfix = 0; battle_config.gx_dupele = 1; battle_config.gx_disptype = 1; battle_config.devotion_level_difference = 10; battle_config.player_skill_partner_check = 1; battle_config.hide_GM_session = 0; battle_config.unit_movement_type = 0; battle_config.invite_request_check = 1; battle_config.skill_removetrap_type = 0; battle_config.disp_experience = 0; battle_config.castle_defense_rate = 100; battle_config.riding_weight = 0; battle_config.hp_rate = 100; battle_config.sp_rate = 100; battle_config.gm_can_drop_lv = 0; battle_config.disp_hpmeter = 0; battle_config.bone_drop = 0; battle_config.item_rate_details = 0; battle_config.item_rate_1 = 100; battle_config.item_rate_10 = 100; battle_config.item_rate_100 = 100; battle_config.item_rate_1000 = 100; battle_config.item_rate_1_min = 1; battle_config.item_rate_1_max = 9; battle_config.item_rate_10_min = 10; battle_config.item_rate_10_max = 99; battle_config.item_rate_100_min = 100; battle_config.item_rate_100_max = 999; battle_config.item_rate_1000_min = 1000; battle_config.item_rate_1000_max = 10000; battle_config.item_rate_common = 100; battle_config.item_rate_equip = 100; battle_config.item_rate_card = 100; battle_config.item_rate_heal = 100; // Added by Valaris battle_config.item_rate_use = 100; // End battle_config.item_drop_common_min=1; // Added by TyrNemesis^ battle_config.item_drop_common_max=10000; battle_config.item_drop_equip_min=1; battle_config.item_drop_equip_max=10000; battle_config.item_drop_card_min=1; battle_config.item_drop_card_max=10000; battle_config.item_drop_mvp_min=1; battle_config.item_drop_mvp_max=10000; // End Addition battle_config.item_drop_heal_min=1; // Added by Valaris battle_config.item_drop_heal_max=10000; battle_config.item_drop_use_min=1; battle_config.item_drop_use_max=10000; // End battle_config.prevent_logout = 1; // Added by RoVeRT battle_config.maximum_level = 255; // Added by Valaris battle_config.drops_by_luk = 0; // [Valaris] battle_config.equipment_breaking = 0; // [Valaris] battle_config.equipment_break_rate = 100; // [Valaris] battle_config.pk_mode = 0; // [Valaris] battle_config.pet_equip_required = 0; // [Valaris] battle_config.multi_level_up = 0; // [Valaris] battle_config.backstab_bow_penalty = 0; // Akaru battle_config.night_at_start = 0; // added by [Yor] battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours) battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes) battle_config.show_mob_hp = 0; // [Valaris] battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes) battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level) battle_config.any_warp_GM_min_level = 20; // added by [Yor] battle_config.packet_ver_flag = 511; // added by [Yor] battle_config.min_hair_style = 0; battle_config.max_hair_style = 20; battle_config.min_hair_color = 0; battle_config.max_hair_color = 9; battle_config.min_cloth_color = 0; battle_config.max_cloth_color = 4; battle_config.zeny_from_mobs = 0; battle_config.mobs_level_up = 0; battle_config.pk_min_level = 55; battle_config.skill_steal_type = 1; battle_config.skill_steal_rate = 100; battle_config.night_darkness_level = 9; battle_config.skill_range_leniency = 1; 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.double_login_system = 0; //SQL-only options start #ifndef TXT_ONLY battle_config.mail_system = 0; //SQL-only options end #endif } void battle_validate_conf() { if(battle_config.flooritem_lifetime < 1000) battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000; if(battle_config.restart_hp_rate < 0) battle_config.restart_hp_rate = 0; else if(battle_config.restart_hp_rate > 100) battle_config.restart_hp_rate = 100; if(battle_config.restart_sp_rate < 0) battle_config.restart_sp_rate = 0; else if(battle_config.restart_sp_rate > 100) battle_config.restart_sp_rate = 100; if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL) battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL; if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL) battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL; if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL) battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL; if(battle_config.natural_heal_weight_rate < 50) battle_config.natural_heal_weight_rate = 50; if(battle_config.natural_heal_weight_rate > 101) battle_config.natural_heal_weight_rate = 101; battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; if(battle_config.monster_max_aspd < 10) battle_config.monster_max_aspd = 10; if(battle_config.monster_max_aspd > 1000) battle_config.monster_max_aspd = 1000; battle_config.max_aspd = 2000 - battle_config.max_aspd*10; if(battle_config.max_aspd < 10) battle_config.max_aspd = 10; if(battle_config.max_aspd > 1000) battle_config.max_aspd = 1000; if(battle_config.hp_rate < 0) battle_config.hp_rate = 1; if(battle_config.sp_rate < 0) battle_config.sp_rate = 1; if(battle_config.max_hp > 1000000) battle_config.max_hp = 1000000; if(battle_config.max_hp < 100) battle_config.max_hp = 100; if(battle_config.max_sp > 1000000) battle_config.max_sp = 1000000; if(battle_config.max_sp < 100) battle_config.max_sp = 100; if(battle_config.max_parameter < 10) battle_config.max_parameter = 10; if(battle_config.max_parameter > 10000) battle_config.max_parameter = 10000; if(battle_config.max_cart_weight > 1000000) battle_config.max_cart_weight = 1000000; if(battle_config.max_cart_weight < 100) battle_config.max_cart_weight = 100; battle_config.max_cart_weight *= 10; if(battle_config.agi_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.castle_defense_rate < 0) battle_config.castle_defense_rate = 0; if(battle_config.castle_defense_rate > 100) battle_config.castle_defense_rate = 100; if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^ battle_config.item_drop_common_min = 1; if(battle_config.item_drop_common_max > 10000) battle_config.item_drop_common_max = 10000; if(battle_config.item_drop_equip_min < 1) battle_config.item_drop_equip_min = 1; if(battle_config.item_drop_equip_max > 10000) battle_config.item_drop_equip_max = 10000; if(battle_config.item_drop_card_min < 1) battle_config.item_drop_card_min = 1; if(battle_config.item_drop_card_max > 10000) battle_config.item_drop_card_max = 10000; if(battle_config.item_drop_mvp_min < 1) battle_config.item_drop_mvp_min = 1; if(battle_config.item_drop_mvp_max > 10000) battle_config.item_drop_mvp_max = 10000; // End Addition if (battle_config.night_at_start < 0) // added by [Yor] battle_config.night_at_start = 0; else if (battle_config.night_at_start > 1) // added by [Yor] battle_config.night_at_start = 1; if (battle_config.day_duration < 0) // added by [Yor] battle_config.day_duration = 0; if (battle_config.night_duration < 0) // added by [Yor] battle_config.night_duration = 0; if (battle_config.ban_spoof_namer < 0) // added by [Yor] battle_config.ban_spoof_namer = 0; else if (battle_config.ban_spoof_namer > 32767) battle_config.ban_spoof_namer = 32767; if (battle_config.hack_info_GM_level < 0) // added by [Yor] battle_config.hack_info_GM_level = 0; else if (battle_config.hack_info_GM_level > 100) battle_config.hack_info_GM_level = 100; if (battle_config.any_warp_GM_min_level < 0) // added by [Yor] battle_config.any_warp_GM_min_level = 0; else if (battle_config.any_warp_GM_min_level > 100) battle_config.any_warp_GM_min_level = 100; // at least 1 client must be accepted if ((battle_config.packet_ver_flag & 511) == 0) // added by [Yor] battle_config.packet_ver_flag = 511; // accept all clients if (battle_config.night_darkness_level > 10) // Celest battle_config.night_darkness_level = 10; if (battle_config.skill_range_leniency < 0) // Celest battle_config.skill_range_leniency = 0; 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 > 10000000 || battle_config.vending_max_value<=0) // Lupus & Kobra_k88 battle_config.vending_max_value = 10000000; if (battle_config.double_login_system < 0) battle_config.double_login_system = 0; } /*========================================== * 設定ファイルを読み込む *------------------------------------------ */ int battle_config_read(const char *cfgName) { char line[1024], w1[1024], w2[1024]; FILE *fp; static int count = 0; if ((count++) == 0) battle_set_defaults(); fp = fopen(cfgName,"r"); if (fp == NULL) { printf("file not found: %s\n", cfgName); return 1; } while(fgets(line,1020,fp)){ if (line[0] == '/' && line[1] == '/') continue; if (sscanf(line, "%[^:]:%s", w1, w2) != 2) continue; battle_set_value(w1, w2); if (strcmpi(w1, "import") == 0) battle_config_read(w2); } fclose(fp); if (--count == 0) { battle_validate_conf(); add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); } return 0; }