// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include <limits.h> #include "battle.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/malloc.h" #include "../common/showmsg.h" #include "../common/ers.h" #include "map.h" #include "pc.h" #include "status.h" #include "skill.h" #include "mob.h" #include "itemdb.h" #include "clif.h" #include "pet.h" #include "guild.h" #include "party.h" int attr_fix_table[4][ELE_MAX][ELE_MAX]; struct Battle_Config battle_config; static struct eri *delay_damage_ers; //For battle delay damage structures. int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl. struct unit_data *ud; if (bl->type == BL_SKILL) { struct skill_unit * su = (struct skill_unit*)bl; return su->group?su->group->skill_id:0; } ud = unit_bl2ud(bl); return ud?ud->skillid:0; } /*========================================== * Get random targetting enemy *------------------------------------------ */ static int battle_gettargeted_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct unit_data *ud; int target_id; int *c; nullpo_retr(0, bl); nullpo_retr(0, ap); bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target_id = va_arg(ap, int); if (bl->id == target_id) return 0; if (*c >= 24) return 0; ud = unit_bl2ud(bl); if (!ud) return 0; if (ud->target == target_id || ud->skilltarget == target_id) { bl_list[(*c)++] = bl; return 1; } return 0; } struct block_list* battle_gettargeted(struct block_list *target) { struct block_list *bl_list[24]; int c = 0; nullpo_retr(NULL, target); malloc_tsetdword(bl_list, 0, sizeof(bl_list)); map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); if (c == 0 || c > 24) return NULL; return bl_list[rand()%c]; } //Returns the id of the current targetted character of the passed bl. [Skotlex] int battle_gettarget(struct block_list *bl) { switch (bl->type) { case BL_PC: return ((struct map_session_data*)bl)->ud.target; case BL_MOB: return ((struct mob_data*)bl)->target_id; case BL_PET: return ((struct pet_data*)bl)->target_id; case BL_HOM: return ((struct homun_data*)bl)->ud.target; } return 0; } // �_�??[�W�̒x�� struct delay_damage { struct block_list *src; int target; int damage; int delay; unsigned short distance; unsigned short skill_lv; unsigned short skill_id; unsigned short dmg_lv; unsigned char attack_type; }; int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data) { struct delay_damage *dat = (struct delay_damage *)data; struct block_list *target = map_id2bl(dat->target); if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) && target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex] { status_fix_damage(dat->src, target, dat->damage, dat->delay); if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type) { if (!status_isdead(target)) skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick); skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); } } ers_free(delay_damage_ers, dat); return 0; } int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay) { struct delay_damage *dat; nullpo_retr(0, src); nullpo_retr(0, target); if (!battle_config.delay_battle_damage) { status_fix_damage(src, target, damage, ddelay); if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type) { if (!status_isdead(target)) skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); } return 0; } dat = ers_alloc(delay_damage_ers, struct delay_damage); dat->src = src; dat->target = target->id; dat->skill_id = skill_id; dat->skill_lv = skill_lv; dat->attack_type = attack_type; dat->damage = damage; dat->dmg_lv = dmg_lv; dat->delay = ddelay; dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat); return 0; } /*========================================== * Does attribute fix modifiers. * Added passing of the chars so that the status changes can affect it. [Skotlex] * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks. *------------------------------------------ */ int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv) { struct status_change *sc=NULL, *tsc=NULL; int ratio; if (src) sc = status_get_sc(src); if (target) tsc = status_get_sc(target); if (atk_elem < 0 || atk_elem >= ELE_MAX) atk_elem = rand()%ELE_MAX; if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4) { if (battle_config.error_log) ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); return damage; } ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; if (sc && sc->count) { if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == ELE_FIRE) ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1]; if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == ELE_WIND) ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1]; if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == ELE_WATER) ratio += enchant_eff[sc->data[SC_DELUGE].val1-1]; } if (tsc && tsc->count) { if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1) { if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem) ratio -= tsc->data[SC_ARMOR_ELEMENT].val2; else if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem) ratio -= tsc->data[SC_ARMOR_ELEMENT].val4; } if(tsc->data[SC_SPIDERWEB].timer!=-1 && atk_elem == ELE_FIRE) { // [Celest] damage <<= 1; status_change_end(target, SC_SPIDERWEB, -1); } } return damage*ratio/100; } /*========================================== * �_�??[�W?�?I�v�Z *------------------------------------------ */ 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 status_change *sc; struct status_change_entry *sci; nullpo_retr(0, bl); if (!damage) return 0; if (bl->type == BL_PC) { sd=(struct map_session_data *)bl; //Special no damage states if(flag&BF_WEAPON && sd->special_state.no_weapon_damage) damage -= damage*sd->special_state.no_weapon_damage/100; if(flag&BF_MAGIC && sd->special_state.no_magic_damage) damage -= damage*sd->special_state.no_magic_damage/100; if(flag&BF_MISC && sd->special_state.no_misc_damage) damage -= damage*sd->special_state.no_misc_damage/100; if(!damage) return 0; } if (skill_num == PA_PRESSURE) return damage; //This skill bypass everything else. sc = status_get_sc(bl); if((flag&(BF_MAGIC|BF_LONG)) == BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) && skill_num != NPC_GUIDEDATTACK) return 0; if (sc && sc->count) { //First, sc_*'s that reduce damage to 0. if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION) ) { struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3; if (group) { if (--group->val2<=0) skill_delunitgroup(NULL,group,0); return 0; } status_change_end(bl,SC_SAFETYWALL,-1); } if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON && rand()%100 < sc->data[SC_AUTOGUARD].val2) { int delay; clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1); // different delay depending on skill level [celest] if (sc->data[SC_AUTOGUARD].val1 <= 5) delay = 300; else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9) delay = 200; else delay = 100; unit_set_walkdelay(bl, gettick(), delay, 1); if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1) skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1)); return 0; } // -- moonsoul (chance to block attacks with new Lord Knight skill parrying) // if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON && rand()%100 < sc->data[SC_PARRYING].val2) { clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1); return 0; } if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 && (flag&BF_LONG || sc->data[SC_SPURT].timer != -1) && rand()%100 < 20) { if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge. clif_skill_nodamage(bl,bl,TK_DODGE,1,1); if (sc->data[SC_COMBO].timer == -1) sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000); return 0; } if(sc->data[SC_HERMODE].timer != -1 && flag&BF_MAGIC) return 0; if(sc->data[SC_TATAMIGAESHI].timer != -1 && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) return 0; if(sc->data[SC_KAUPE].timer != -1 && rand()%100 < sc->data[SC_KAUPE].val2 && (src->type == BL_PC || !skill_num)) { //Kaupe only blocks all skills of players. clif_specialeffect(bl, 462, AREA); //Shouldn't end until Breaker's non-weapon part connects. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON)) if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. status_change_end(bl, SC_KAUPE, -1); return 0; } if ((sc->data[SC_UTSUSEMI].timer != -1 || sc->data[SC_BUNSINJYUTSU].timer != -1) && // This check used instead, is 'aproximate' to what it can block. (flag&BF_WEAPON || (flag&(BF_MISC|BF_SHORT)) == (BF_MISC|BF_SHORT)) /* FIXME: This check is awful, there has to be some kind of logic behind this! // there is no rule for that, only some exceptions.. which I listed according to many tests and says && ( skill_num != ASC_BREAKER && skill_num != NJ_KUNAI && skill_num != SN_FALCONASSAULT && skill_num != MO_BALKYOUNG && skill_num != HT_BLITZBEAT && skill_num != NJ_SYURIKEN ) */ ) { if (sc->data[SC_UTSUSEMI].timer != -1) { clif_specialeffect(bl, 462, AREA); skill_blown (src, bl, sc->data[SC_UTSUSEMI].val3); }; //Both need to be consumed if they are active. if (sc->data[SC_UTSUSEMI].timer != -1 && --sc->data[SC_UTSUSEMI].val2 <= 0) status_change_end(bl, SC_UTSUSEMI, -1); if (sc->data[SC_BUNSINJYUTSU].timer != -1 && --sc->data[SC_BUNSINJYUTSU].val2 <= 0) status_change_end(bl, SC_BUNSINJYUTSU, -1); return 0; } //Now damage increasing effects if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PF_SOULBURN){ damage<<=1; //Shouldn't end until Breaker's non-weapon part connects. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON)) status_change_end( bl,SC_AETERNA,-1 ); } //Finally damage reductions.... if(sc->data[SC_ASSUMPTIO].timer != -1){ if(map_flag_vs(bl->m)) damage=damage*2/3; //Receive 66% damage else damage>>=1; //Receive 50% damage } if(sc->data[SC_DEFENDER].timer != -1 && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage=damage*(100-sc->data[SC_DEFENDER].val2)/100; if(sc->data[SC_ADJUSTMENT].timer != -1 && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage -= 20*damage/100; if(sc->data[SC_FOGWALL].timer != -1) { if(flag&BF_SKILL) //25% reduction damage -= 25*damage/100; else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage >>= 2; //75% reduction } if(sc->data[SC_ARMOR].timer != -1 && sc->data[SC_ARMOR].val3&flag && sc->data[SC_ARMOR].val4&flag) //NPC_DEFENDER damage -= damage*sc->data[SC_ARMOR].val2/100; if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){ struct status_data *status = status_get_status_data(bl); int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) status_change_end( bl,SC_ENERGYCOAT,-1 ); //Reduction: 6% + 6% every 20% damage -= damage * 6 * (1+per) / 100; } if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON && // Fixed the condition check [Aalye] (src->type!=BL_PC || ( ((TBL_PC *)src)->status.weapon == W_DAGGER || ((TBL_PC *)src)->status.weapon == W_1HSWORD || ((TBL_PC *)src)->status.weapon == W_2HSWORD )) ){ if(rand()%100 < sc->data[SC_REJECTSWORD].val2){ damage = damage*50/100; status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0)); clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1); if((--sc->data[SC_REJECTSWORD].val3)<=0) status_change_end(bl, SC_REJECTSWORD, -1); } } //Finally Kyrie because it may, or not, reduce damage to 0. if(sc->data[SC_KYRIE].timer!=-1 && damage > 0){ sci=&sc->data[SC_KYRIE]; sci->val2-=damage; if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){ if(sci->val2>=0) damage=0; else damage=-sci->val2; } if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT) status_change_end(bl, SC_KYRIE, -1); } if (!damage) return 0; //Probably not the most correct place, but it'll do here //(since battle_drain is strictly for players currently) if (sc->data[SC_BLOODLUST].timer != -1 && flag&BF_WEAPON && damage > 0 && rand()%100 < sc->data[SC_BLOODLUST].val3) status_heal(src, damage*sc->data[SC_BLOODLUST].val4/100, 0, 3); } //SC effects from caster side. Currently none. /* sc = status_get_sc(src); if (sc && sc->count) { } */ if (battle_config.pk_mode && sd && damage) { if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) damage = damage * battle_config.pk_weapon_damage_rate/100; if (flag&BF_MAGIC) damage = damage * battle_config.pk_magic_damage_rate/100; if (flag&BF_MISC) damage = damage * battle_config.pk_misc_damage_rate/100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * battle_config.pk_short_damage_rate/100; if (flag & BF_LONG) damage = damage * battle_config.pk_long_damage_rate/100; } if(!damage) damage = 1; } if(battle_config.skill_min_damage && damage > 0 && damage < div_) { if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) || (flag&BF_MAGIC && battle_config.skill_min_damage&2) || (flag&BF_MISC && battle_config.skill_min_damage&4) ) damage = div_; } if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) { if (damage > 0 ) mobskill_event((TBL_MOB*)bl,src,gettick(),flag); if (skill_num) mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16)); } return damage; } /*========================================== * Calculates GVG related damage adjustments. *------------------------------------------ */ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) { struct mob_data *md = NULL; int class_; if (!damage) //No reductions to make. return 0; class_ = status_get_class(bl); if (bl->type == BL_MOB) md=(struct mob_data *)bl; if(md && md->guardian_data) { if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) //SKill inmunity. switch (skill_num) { case PA_PRESSURE: case MO_TRIPLEATTACK: case HW_GRAVITATION: break; default: return 0; } if(src->type != BL_MOB) { struct guild *g=guild_search(status_get_guild_id(src)); if (!g) return 0; if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0) return 0; if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles) return 0; // [MouseJstr] } } switch (skill_num) { //Skills with no damage reduction. case PA_PRESSURE: case HW_GRAVITATION: case NJ_ZENYNAGE: break; default: if (md && md->guardian_data) { damage -= damage * (md->guardian_data->castle->defense/100) * (battle_config.castle_defense_rate/100); } if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) damage = damage * battle_config.gvg_weapon_damage_rate/100; if (flag&BF_MAGIC) damage = damage * battle_config.gvg_magic_damage_rate/100; if (flag&BF_MISC) damage = damage * battle_config.gvg_misc_damage_rate/100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * battle_config.gvg_short_damage_rate/100; if (flag & BF_LONG) damage = damage * battle_config.gvg_long_damage_rate/100; } if(!damage) damage = 1; } return damage; } /*========================================== * HP/SP�z���̌v�Z *------------------------------------------ */ static int battle_calc_drain(int damage, int rate, int per) { int diff = 0; if (per && rand()%1000 < rate) { diff = (damage * per) / 100; if (diff == 0) { if (per > 0) diff = 1; else diff = -1; } } return diff; } /*========================================== * ?C���_�??[�W *------------------------------------------ */ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) { int damage,skill; struct status_data *status = status_get_status_data(target); int weapon; damage = dmg; nullpo_retr(0, sd); if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) ) damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn //damage += (skill * 3); if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) { damage += (skill * 4); if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER) damage += sd->status.str; } if(type == 0) weapon = sd->weapontype1; else weapon = sd->weapontype2; switch(weapon) { case W_DAGGER: case W_1HSWORD: if((skill = pc_checkskill(sd,SM_SWORD)) > 0) damage += (skill * 4); break; case W_2HSWORD: if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) damage += (skill * 4); break; case W_1HSPEAR: case W_2HSPEAR: if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { if(!pc_isriding(sd)) damage += (skill * 4); else damage += (skill * 5); } break; case W_1HAXE: case W_2HAXE: if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); break; case W_MACE: if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) damage += (skill * 3); break; case W_FIST: if((skill = pc_checkskill(sd,TK_RUN)) > 0) damage += (skill * 10); // No break, fallthrough to Knuckles case W_KNUCKLE: if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) damage += (skill * 3); break; case W_MUSICAL: if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) damage += (skill * 3); break; case W_WHIP: if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) damage += (skill * 3); break; case W_BOOK: if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) damage += (skill * 3); break; case W_KATAR: if((skill = pc_checkskill(sd,AS_KATAR)) > 0) damage += (skill * 3); break; } return damage; } /*========================================== * Calculates the standard damage of a normal attack assuming it hits, * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex] *------------------------------------------ * Pass damage2 as NULL to not calc it. * Flag values: * &1: Critical hit * &2: Arrow attack * &4: Skill is Magic Crasher * &8: Skip target size adjustment (Extremity Fist?) *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX) */ static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) { unsigned short atkmin=0, atkmax=0; short type = 0; int damage = 0; if (!sd) { //Mobs/Pets if(flag&4) { atkmin = status->matk_min; atkmax = status->matk_max; } else { atkmin = wa->atk; atkmax = wa->atk2; } if (atkmin > atkmax) atkmin = atkmax; } else { //PCs atkmax = wa->atk; type = (wa == status->lhw)?EQI_HAND_L:EQI_HAND_R; if (!(flag&1) || (flag&2)) { //Normal attacks atkmin = status->dex; if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100; if (atkmin > atkmax) atkmin = atkmax; if(flag&2 && !(flag&16)) { //Bows atkmin = atkmin*atkmax/100; if (atkmin > atkmax) atkmax = atkmin; } } } if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1) atkmin = atkmax; //Weapon Damage calculation if (!(flag&1)) damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin; else damage = atkmax; if (sd) { //rodatazone says the range is 0~arrow_atk-1 for non crit if (flag&2 && sd->arrow_atk) damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk); //SizeFix only for players if (!(sd->special_state.no_sizefix || (flag&8))) damage = damage*(type==EQI_HAND_L? sd->left_weapon.atkmods[t_size]: sd->right_weapon.atkmods[t_size])/100; } //Finally, add baseatk if(flag&4) damage += status->matk_min; else damage += status->batk; //rodatazone says that Overrefine bonuses are part of baseatk //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands. if(sd) { if (type == EQI_HAND_L) { if(sd->left_weapon.overrefine) damage += rand()%sd->left_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype2]) damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;; } else { //Right hand if(sd->right_weapon.overrefine) damage += rand()%sd->right_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype1]) damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;; } } return damage; } /*========================================== * Consumes ammo for the given skill. *------------------------------------------ */ void battle_consume_ammo(TBL_PC*sd, int skill, int lv) { int qty=1; if (!battle_config.arrow_decrement) return; if (skill) { qty = skill_get_ammo_qty(skill, lv); if (!qty) { //Generic skill that consumes ammo? qty = skill_get_num(skill, lv); if (qty < 0) qty *= -1; else if (qty == 0) qty = 1; } } if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition pc_delitem(sd,sd->equip_index[10],qty,0); } struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag); struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag); //For quick div adjustment. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; } /*========================================== * battle_calc_weapon_attack (by Skotlex) *------------------------------------------ */ static struct Damage battle_calc_weapon_attack( struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) { unsigned short skillratio = 100; //Skill dmg modifiers. short skill=0; short s_ele, s_ele_, t_class; short i; struct map_session_data *sd, *tsd; struct Damage wd; struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct { unsigned hit : 1; //the attack Hit? (not a miss) unsigned cri : 1; //Critical hit unsigned idef : 1; //Ignore defense unsigned idef2 : 1; //Ignore defense (left weapon) unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick) unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50 unsigned infdef : 1; //Infinite defense (plants) unsigned arrow : 1; //Attack is arrow-based unsigned rh : 1; //Attack considers right hand (wd.damage) unsigned lh : 1; //Attack considers left hand (wd.damage2) unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that) unsigned cardfix : 1; } flag; malloc_tsetdword(&wd,0,sizeof(wd)); malloc_tsetdword(&flag,0,sizeof(flag)); if(src==NULL || target==NULL) { nullpo_info(NLP_MARK); return wd; } //Initial flag flag.rh=1; flag.weapon=1; flag.cardfix=1; flag.infdef=(tstatus->mode&MD_PLANT?1:0); //Initial Values wd.type=0; //Normal attack wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1; wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. if(skill_num == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=tstatus->dmotion; wd.blewcount=skill_get_blewcount(skill_num,skill_lv); wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later if (sc && !sc->count) sc = NULL; //Skip checking as there are no status changes active. if (tsc && !tsc->count) tsc = NULL; //Skip checking as there are no status changes active. BL_CAST(BL_PC, src, sd); BL_CAST(BL_PC, target, tsd); if(sd) { if (sd->skillblown[0].id != 0) { //Apply the bonus blewcount. [Skotlex] for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); if (i < 5 && sd->skillblown[i].id == skill_num) wd.blewcount += sd->skillblown[i].val; } } //Set miscellaneous data that needs be filled regardless of hit/miss if( (sd && sd->state.arrow_atk) || (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3)) ) { wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; flag.arrow = 1; } if(skill_num){ wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL; switch(skill_num) { case MO_FINGEROFFENSIVE: if(sd) { if (battle_config.finger_offensive_type) wd.div_ = 1; else wd.div_ = sd->spiritball_old; } wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; break; case HT_PHANTASMIC: //Since these do not consume ammo, they need to be explicitly set as arrow attacks. flag.arrow = 1; wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; break; case GS_DESPERADO: case GS_DUST: //This one is the opposite, it consumes ammo, but should count as short range. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; break; case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: flag.weapon = 0; case AS_GRIMTOOTH: case KN_SPEARBOOMERANG: case NPC_RANGEATTACK: case LK_SPIRALPIERCE: case ASC_BREAKER: case AM_ACIDTERROR: case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex] case CR_GRANDCROSS: case NPC_GRANDDARKNESS: case NJ_HUUMA: case NJ_ISSEN: case GS_TRIPLEACTION: case GS_BULLSEYE: case GS_MAGICALBULLET: wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; break; case KN_PIERCE: wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); break; case TF_DOUBLE: //For NPC used skill. case GS_CHAINACTION: wd.type = 0x08; break; case GS_GROUNDDRIFT: wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; case KN_SPEARSTAB: case KN_BOWLINGBASH: case MO_BALKYOUNG: case TK_TURNKICK: wd.blewcount=0; break; case CR_SHIELDCHARGE: // flag.weapon = 0; case NPC_PIERCINGATT: wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; break; case KN_AUTOCOUNTER: wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; break; case NPC_CRITICALSLASH: flag.cri = 1; //Always critical skill. break; } } if (skill_num && battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) ) { //Skill range based on distance between src/target [Skotlex] if (check_distance_bl(src, target, 3)) wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; else wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; } /* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex] //Check for counter if(!skill_num) { if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1) //If it got here and you had autocounter active, then the direction/range does not matches: critical flag.cri = 1; } //End counter-check */ if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2) { //Check for Lucky Dodge wd.type=0x0b; wd.dmg_lv=ATK_LUCKY; if (wd.div_ < 0) wd.div_*=-1; return wd; } t_class = status_get_class(target); s_ele = s_ele_ = skill_get_pl(skill_num); if (!skill_num || s_ele == -1) { //Take weapon's element s_ele = sstatus->rhw.ele; s_ele_ = sstatus->lhw?sstatus->lhw->ele:0; if (flag.arrow && sd && sd->arrow_ele) s_ele = sd->arrow_ele; } else if (s_ele == -2) { //Use enchantment's element s_ele = s_ele_ = status_get_attack_sc_element(src,sc); } if (skill_num == GS_GROUNDDRIFT) s_ele = s_ele_ = wflag; //element comes in flag. if(!skill_num) { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) { flag.rh=0; flag.lh=1; } if (sstatus->lhw && sstatus->lhw->atk) flag.lh=1; } //Check for critical if(!flag.cri && sstatus->cri && (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE)) { short cri = sstatus->cri; if (sd) { cri+= sd->critaddrace[tstatus->race]; if(flag.arrow) cri += sd->arrow_cri; if(sd->status.weapon == W_KATAR) cri <<=1; } //The official equation is *2, but that only applies when sd's do critical. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob cri -= tstatus->luk*(!sd&&tsd?3:2); if(tsc) { if (tsc->data[SC_SLEEP].timer!=-1 ) cri <<=1; if(tsc->data[SC_JOINTBEAT].timer != -1 && tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG] flag.cri=1; } switch (skill_num) { case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) flag.cri = 1; else cri <<= 1; break; case SN_SHARPSHOOTING: cri += 200; break; case NJ_KIRIKAGE: cri += 250 + 50*skill_lv; break; } if(tsd && tsd->critical_def) cri = cri*(100-tsd->critical_def)/100; if (rand()%1000 < cri) flag.cri= 1; } if (flag.cri) { wd.type = 0x0a; flag.idef = flag.idef2 = flag.hit = 1; } else { //Check for Perfect Hit if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit) flag.hit = 1; if (sc && sc->data[SC_FUSION].timer != -1) { flag.hit = 1; //SG_FUSION always hit [Komurka] flag.idef = flag.idef2 = 1; //def ignore [Komurka] } if (skill_num && !flag.hit) switch(skill_num) { case AS_SPLASHER: //Reports say it always hits? if (wflag) //Only if you were the one exploding. break; case NPC_GUIDEDATTACK: case RG_BACKSTAP: case HT_FREEZINGTRAP: case AM_ACIDTERROR: case MO_INVESTIGATE: case MO_EXTREMITYFIST: case CR_GRANDCROSS: case NPC_GRANDDARKNESS: case PA_SACRIFICE: case TK_COUNTER: case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: case NPC_MENTALBREAKER: case GS_GROUNDDRIFT: case NJ_SYURIKEN: case NJ_KUNAI: case NJ_ISSEN: flag.hit = 1; break; case CR_SHIELDBOOMERANG: if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER) flag.hit = 1; break; case 0: //If flag, this is splash damage from Baphomet Card and it always hits. if (wflag) flag.hit = 1; break; } if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT) flag.hit = 1; } if (!flag.hit) { //Hit/Flee calculation short flee = tstatus->flee, hitrate=80; //Default hitrate if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char target_count; //256 max targets should be a sane max target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv); if(target_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else //asume type 2: absolute reduction flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate+= sstatus->hit - flee; if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks. tsc && tsc->data[SC_FOGWALL].timer!=-1) hitrate-=50; if(sd && flag.arrow) hitrate += sd->arrow_hit; if(skill_num) switch(skill_num) { //Hit skill modifiers case SM_BASH: hitrate += 5*skill_lv; break; case SM_MAGNUM: hitrate += 10*skill_lv; break; case KN_AUTOCOUNTER: hitrate += 20; break; case KN_PIERCE: hitrate += hitrate*(5*skill_lv)/100; break; case PA_SHIELDCHAIN: hitrate += 20; break; case AS_SONICBLOW: if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) hitrate += 50; break; } // Weaponry Research hidden bonus if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) hitrate += hitrate*(2*skill)/100; if (hitrate > battle_config.max_hitrate) hitrate = battle_config.max_hitrate; else if (hitrate < battle_config.min_hitrate) hitrate = battle_config.min_hitrate; if(rand()%100 >= hitrate) wd.dmg_lv = ATK_FLEE; else flag.hit =1; } //End hit/miss calculation if (flag.hit && !flag.infdef) //No need to do the math for plants { //Hitting attack //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; } #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; } #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } //Adds an absolute value to damage. 100 = +100 damage #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; } #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; } switch (skill_num) { //Calc base damage according to skill case NJ_ISSEN: wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35); wd.damage2 = 0; status_set_hp(src, 1, 0); break; case PA_SACRIFICE: wd.damage = sstatus->max_hp* 9/100; status_zap(src, wd.damage, 0);//Damage to self is always 9% wd.damage2 = 0; if (sc && sc->data[SC_SACRIFICE].timer != -1) { if (--sc->data[SC_SACRIFICE].val2 <= 0) status_change_end(src, SC_SACRIFICE,-1); } break; case LK_SPIRALPIERCE: if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only. index = sstatus->str/10; index = index*index; ATK_ADD(index); //Add str bonus. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? case 0: //Small: 125% ATK_RATE(125); break; //case 1: //Medium: 100% case 2: //Large: 75% ATK_RATE(75); break; } break; } case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: if (sd) { short index = sd->equip_index[EQI_HAND_L]; wd.damage = sstatus->batk; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) ATK_ADD(sd->inventory_data[index]->weight/10); break; } case HFLI_SBR44: //[orn] if(src->type == BL_HOM) { wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ; break; } default: { i = (flag.cri?1:0)| (flag.arrow?2:0)| (skill_num == HW_MAGICCRASHER?4:0)| (!skill_num && sc && sc->data[SC_CHANGE].timer!=-1?4:0)| (skill_num == MO_EXTREMITYFIST?8:0)| (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1?8:0); if (flag.arrow && sd) switch(sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_SHOTGUN: case W_GATLING: case W_GRENADE: break; default: i |= 16; // for ex. shuriken must not be influenced by DEX } wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); if (flag.lh) wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i); // Added split damage for Huuma if (skill_num == NJ_HUUMA) { // Divide ATK in case of multiple targets skill if(wflag>0) wd.damage/= wflag; else if(battle_config.error_log) ShowError("0 enemies targeted by Throw Huuma, divide per 0 avoided!\n"); } //Add any bonuses that modify the base baseatk+watk (pre-skills) if(sd) { if (sd->atk_rate != 100) ATK_RATE(sd->atk_rate); if(flag.cri && sd->crit_atk_rate) ATK_ADDRATE(sd->crit_atk_rate); if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){ i = party_foreachsamemap(party_sub_count, sd, 0); ATK_ADDRATE(2*skill*i); } } break; } //End default case } //End switch(skill_num) //Skill damage modifiers that stack linearly if(sc && skill_num != PA_SACRIFICE) { if(sc->data[SC_OVERTHRUST].timer != -1) skillratio += 5*sc->data[SC_OVERTHRUST].val1; if(sc->data[SC_MAXOVERTHRUST].timer != -1) skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1; if(sc->data[SC_BERSERK].timer != -1) skillratio += 100; } if (!skill_num) { // Random chance to deal multiplied damage - Consider it as part of skill-based-damage if(sd && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per && rand()%100 < sd->random_attack_increase_per ) skillratio += sd->random_attack_increase_add; ATK_RATE(skillratio); } else { //Skills switch( skill_num ) { case SM_BASH: skillratio += 30*skill_lv; break; case SM_MAGNUM: skillratio += 20*skill_lv; break; case MC_MAMMONITE: skillratio += 50*skill_lv; break; case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex] skillratio += 5*sstatus->str; break; case AC_DOUBLE: skillratio += 10*(skill_lv-1); break; case AC_SHOWER: skillratio += 5*skill_lv-25; break; case AC_CHARGEARROW: skillratio += 50; break; case HT_FREEZINGTRAP: skillratio += -50+10*skill_lv; break; case KN_PIERCE: skillratio += 10*skill_lv; break; case KN_SPEARSTAB: skillratio += 15*skill_lv; break; case KN_SPEARBOOMERANG: skillratio += 50*skill_lv; break; case KN_BRANDISHSPEAR: { int ratio = 100+20*skill_lv; skillratio += ratio-100; if(skill_lv>3 && wflag==1) skillratio += ratio/2; if(skill_lv>6 && wflag==1) skillratio += ratio/4; if(skill_lv>9 && wflag==1) skillratio += ratio/8; if(skill_lv>6 && wflag==2) skillratio += ratio/2; if(skill_lv>9 && wflag==2) skillratio += ratio/4; if(skill_lv>9 && wflag==3) skillratio += ratio/2; break; } case KN_BOWLINGBASH: skillratio+= 40*skill_lv; break; case KN_AUTOCOUNTER: case LK_SPIRALPIERCE: case NPC_CRITICALSLASH: flag.idef= flag.idef2= 1; break; case AS_GRIMTOOTH: skillratio += 20*skill_lv; break; case AS_POISONREACT: skillratio += 30*skill_lv; break; case AS_SONICBLOW: skillratio += -50+5*skill_lv; break; case TF_SPRINKLESAND: skillratio += 30; break; case MC_CARTREVOLUTION: skillratio += 50; if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0) skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight else if (!sd) skillratio += 150; //Max damage for non players. break; case NPC_RANDOMATTACK: skillratio += rand()%150-50; break; case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: skillratio += 25*skill_lv; break; case RG_BACKSTAP: if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty) skillratio += (200+40*skill_lv)/2; else skillratio += 200+40*skill_lv; break; case RG_RAID: skillratio += 40*skill_lv; break; case RG_INTIMIDATE: skillratio += 30*skill_lv; break; case CR_SHIELDCHARGE: skillratio += 20*skill_lv; break; case CR_SHIELDBOOMERANG: skillratio += 30*skill_lv; break; case NPC_DARKCROSS: case CR_HOLYCROSS: skillratio += 35*skill_lv; break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: flag.cardfix = 0; break; case AM_DEMONSTRATION: skillratio += 20*skill_lv; flag.cardfix = 0; break; case AM_ACIDTERROR: skillratio += 40*skill_lv; flag.cardfix = 0; break; case MO_FINGEROFFENSIVE: skillratio+= 50 * skill_lv; break; case MO_INVESTIGATE: skillratio += 75*skill_lv; flag.pdef = flag.pdef2 = 2; break; case MO_EXTREMITYFIST: { //Overflow check. [Skotlex] unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10); //You'd need something like 6K SP to reach this max, so should be fine for most purposes. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. skillratio = (unsigned short)ratio; status_set_sp(src, 0, 0); flag.idef= flag.idef2= 1; } break; case MO_TRIPLEATTACK: skillratio += 20*skill_lv; break; case MO_CHAINCOMBO: skillratio += 50+50*skill_lv; break; case MO_COMBOFINISH: skillratio += 140+60*skill_lv; break; case BA_MUSICALSTRIKE: case DC_THROWARROW: skillratio += 25+25*skill_lv; break; case CH_TIGERFIST: skillratio += 100*skill_lv-60; break; case CH_CHAINCRUSH: skillratio += 300+100*skill_lv; break; case CH_PALMSTRIKE: skillratio += 100+100*skill_lv; break; case LK_HEADCRUSH: skillratio += 40*skill_lv; break; case LK_JOINTBEAT: skillratio += 10*skill_lv-50; break; case ASC_METEORASSAULT: skillratio += 40*skill_lv-60; flag.cardfix = 0; break; case SN_SHARPSHOOTING: skillratio += 50*skill_lv; break; case CG_ARROWVULCAN: skillratio += 100+100*skill_lv; break; case AS_SPLASHER: i = 400+50*skill_lv; if (sd) i += 20*pc_checkskill(sd,AS_POISONREACT); if (wflag>1) i/=wflag; //Splash damage is half. skillratio += i; flag.cardfix = 0; break; case ASC_BREAKER: skillratio += 100*skill_lv-100; flag.cardfix = 0; break; case PA_SACRIFICE: //40% less effective on siege maps. [Skotlex] skillratio += 10*skill_lv-10; flag.idef = flag.idef2 = 1; break; case PA_SHIELDCHAIN: skillratio += 30*skill_lv; break; case WS_CARTTERMINATION: i = 10 * (16 - skill_lv); if (i < 1) i = 1; //Preserve damage ratio when max cart weight is changed. if(sd && sd->cart_weight && sd->cart_max_weight) skillratio += sd->cart_weight/i * 80000/sd->cart_max_weight - 100; else if (!sd) skillratio += 80000 / i - 100; flag.cardfix = 0; break; case TK_DOWNKICK: skillratio += 60 + 20*skill_lv; break; case TK_STORMKICK: skillratio += 60 + 20*skill_lv; break; case TK_TURNKICK: skillratio += 90 + 30*skill_lv; break; case TK_COUNTER: skillratio += 90 + 30*skill_lv; break; case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num) skillratio += 10*status_get_lv(src)/3; break; case GS_TRIPLEACTION: skillratio += 50*skill_lv; break; case GS_BULLSEYE: if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS)) { //Only works well against brute/demihumans non bosses. skillratio += 400; flag.cardfix = 0; } break; case GS_TRACKING: skillratio += 100 *(skill_lv+1); break; case GS_PIERCINGSHOT: skillratio += 20*skill_lv; flag.idef = flag.idef2 = 1; break; case GS_RAPIDSHOWER: skillratio += 10*skill_lv; break; case GS_DESPERADO: skillratio += 50*(skill_lv-1); break; case GS_DUST: skillratio += 50*skill_lv; break; case GS_FULLBUSTER: skillratio += 100*(skill_lv+2); break; case GS_SPREADATTACK: skillratio += 20*(skill_lv-1); break; case NJ_HUUMA: skillratio += 50 + 150*skill_lv; break; case NJ_TATAMIGAESHI: skillratio += 10*skill_lv; break; case NJ_KASUMIKIRI: skillratio += 10*skill_lv; break; case NJ_KIRIKAGE: skillratio += 100*(skill_lv-1); break; case KN_CHARGEATK: skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex] break; case HT_PHANTASMIC: skillratio += 50; break; case MO_BALKYOUNG: skillratio += 200; break; case HFLI_MOON: //[orn] skillratio += 10+110*skill_lv; break; case HFLI_SBR44: //[orn] skillratio += 100 *(skill_lv-1); break; } ATK_RATE(skillratio); //Constant/misc additions from skills switch (skill_num) { case MO_EXTREMITYFIST: ATK_ADD(250 + 150*skill_lv); break; case TK_DOWNKICK: case TK_STORMKICK: case TK_TURNKICK: case TK_COUNTER: case TK_JUMPKICK: //TK_RUN kick damage bonus. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) ATK_ADD(10*pc_checkskill(sd, TK_RUN)); break; case GS_MAGICALBULLET: if(sstatus->matk_max>sstatus->matk_min) { ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min)); } else { ATK_ADD(sstatus->matk_min); } break; case NJ_SYURIKEN: ATK_ADD(4*skill_lv); break; } } //Div fix. damage_div_fix(wd.damage, wd.div_); //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex] skillratio = 100; //Skill damage modifiers that affect linearly stacked damage. if (sc && skill_num != PA_SACRIFICE) { if(sc->data[SC_TRUESIGHT].timer != -1) skillratio += 2*sc->data[SC_TRUESIGHT].val1; // It is still not quite decided whether it works on bosses or not... if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) skillratio += sc->data[SC_EDP].val3; } switch (skill_num) { case AS_SONICBLOW: if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN) skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) skillratio += 10; break; case CR_SHIELDBOOMERANG: if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER) skillratio += 100; break; } if (sd && sd->skillatk[0].id != 0) { for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) //May seem wrong as it also applies on top of other modifiers, but adding, say, 10% //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex] skillratio += sd->skillatk[i].val; } if (skillratio != 100) ATK_RATE(skillratio); if(sd) { if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri) { //Elemental/Racial adjustments if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) ) flag.pdef = 1; if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) ) { //Pass effect onto right hand if configured so. [Skotlex] if (battle_config.left_cardfix_to_right && flag.rh) flag.pdef = 1; else flag.pdef2 = 1; } } if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) { //Ignore Defense? if (!flag.idef && ( (target->type == BL_MOB && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) || sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS) )) flag.idef = 1; if (!flag.idef2 && ( (target->type == BL_MOB && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) || sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS) )) { if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex] flag.idef = 1; else flag.idef2 = 1; } } } if (!flag.idef || !flag.idef2) { //Defense reduction short vit_def; signed char def1 = (signed char)status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. short def2 = (short)tstatus->def2; if(battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type) { unsigned char target_count; //256 max targets should be a sane max target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv); if(target_count >= battle_config.vit_penalty_count) { if(battle_config.vit_penalty_type == 1) { def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else { //Assume type 2 def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } } if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def if (tsd) //Sd vit-eq { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) vit_def = def2*(def2-15)/150; vit_def = def2/2 + (vit_def>0?rand()%vit_def:0); if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && (skill=pc_checkskill(tsd,AL_DP)) >0) vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn } else { //Mob-Pet vit-eq //VIT + rnd(0,[VIT/20]^2-1) vit_def = (def2/20)*(def2/20); vit_def = def2 + (vit_def>0?rand()%vit_def:0); } if (battle_config.weapon_defense_type) { vit_def += def1*battle_config.weapon_defense_type; def1 = 0; } if (def1 > 100) def1 = 100; ATK_RATE2( flag.idef ?100: (flag.pdef ?flag.pdef *(def1 + vit_def): 100-def1), flag.idef2?100: (flag.pdef2?flag.pdef2*(def1 + vit_def): 100-def1) ); ATK_ADD2( flag.idef ||flag.pdef ?0:-vit_def, flag.idef2||flag.pdef2?0:-vit_def ); } //Post skill/vit reduction damage increases if (sc && skill_num != LK_SPIRALPIERCE) { //SC skill damages if(sc->data[SC_AURABLADE].timer!=-1) ATK_ADD(20*sc->data[SC_AURABLADE].val1); } //Refine bonus if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times { ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw->atk2); } else { ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw->atk2); } } //Set to min of 1 if (flag.rh && wd.damage < 1) wd.damage = 1; if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != CR_GRANDCROSS) { //Add mastery damage if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR && (skill=pc_checkskill(sd,ASC_KATAR)) > 0) { //Adv Katar Mastery is does not applies to ASC_BREAKER, // but other masteries DO apply >_> ATK_ADDRATE(10+ 2*skill); } wd.damage = battle_addmastery(sd,target,wd.damage,0); if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1); if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1))) { skillratio = sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk; if (skill<4) skillratio /= 12-3*skill; ATK_ADDRATE(skillratio); } else if( ((skill=pc_checkskill(sd,SG_SUN_ANGER)) >0 && t_class == sd->hate_mob[0]) || ((skill=pc_checkskill(sd,SG_MOON_ANGER)) >0 && t_class == sd->hate_mob[1]) ) { skillratio = sd->status.base_level + sstatus->dex+ sstatus->luk; if (skill<4) skillratio /= 12-3*skill; ATK_ADDRATE(skillratio); } if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) ATK_ADD(3*skill); if (skill_num == NJ_KUNAI) ATK_ADD(60); } } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks else if(wd.div_ < 0) //Since the attack missed... wd.div_ *= -1; if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) return wd; //Enough, rest is not needed. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) ATK_ADD(skill*2); if(skill_num==TF_POISON) ATK_ADD(15*skill_lv); if (s_ele != ELE_NEUTRAL || !(battle_config.attack_attr_none&src->type)) { //Elemental attribute fix if (wd.damage > 0) { wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv); if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); if(skill_num== GS_GROUNDDRIFT) //Additional 50*lv Neutral damage. wd.damage+= battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); } if (flag.lh && wd.damage2 > 0) wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); if(sc && sc->data[SC_WATK_ELEMENT].timer != -1) { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)); damage = damage*sc->data[SC_WATK_ELEMENT].val2/100; damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,tstatus->def_ele, tstatus->ele_lv); ATK_ADD(damage); } } if ((!flag.rh || !wd.damage) && (!flag.lh || !wd.damage2)) flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses if (sd) { if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] ATK_ADD(wd.div_*sd->spiritball_old*3); } else { ATK_ADD(wd.div_*sd->spiritball*3); } //Card Fix, sd side if (flag.cardfix) { short cardfix = 1000, cardfix_ = 1000; short t_race2 = status_get_race2(target); if(sd->state.arrow_atk) { cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100; cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100; cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; } else { //Melee attack if(!battle_config.left_cardfix_to_right) { cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100; cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100; cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if (flag.lh) { cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100; cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100; cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100; cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100; cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; } } else { cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100; cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100; cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; } } for(i=0;i<sd->right_weapon.add_damage_class_count;i++) { if(sd->right_weapon.add_damage_classid[i] == t_class) { cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100; break; } } if (flag.lh) { for(i=0;i<sd->left_weapon.add_damage_class_count;i++) { if(sd->left_weapon.add_damage_classid[i] == t_class) { cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100; break; } } } if(wd.flag&BF_LONG) cardfix=cardfix*(100+sd->long_attack_atk_rate)/100; if (cardfix != 1000 || cardfix_ != 1000) ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left? } if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements. short index= sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) ATK_ADD(10*sd->status.inventory[index].refine); } } //if (sd) //Card Fix, tsd side - Cards always apply on the target. [Skotlex] if (tsd) { short s_race2,s_class; short cardfix=1000; s_race2 = status_get_race2(src); s_class = status_get_class(src); cardfix=cardfix*(100-tsd->subele[s_ele])/100; if (flag.lh && s_ele_ != s_ele) cardfix=cardfix*(100-tsd->subele[s_ele_])/100; cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; for(i=0;i<tsd->add_dmg_count;i++) { if(tsd->add_dmg[i].class_ == s_class) { cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100; break; } } if(wd.flag&BF_SHORT) cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; else // BF_LONG (there's no other choice) cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; if (cardfix != 1000) ATK_RATE(cardfix/10); } if(flag.infdef) { //Plants receive 1 damage when hit if (flag.rh && (flag.hit || wd.damage>0)) wd.damage = 1; if (flag.lh && (flag.hit || wd.damage2>0)) wd.damage2 = 1; if (!(battle_config.skill_min_damage&1)) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] return wd; } if(sd && !skill_num && !flag.cri) { //Check for double attack. if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) || sd->double_rate > 0) { //Success chance is not added, the higher one is used [Skotlex] if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate)) { wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); damage_div_fix(wd.damage, wd.div_); wd.type = 0x08; } } else if (sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && (rand()%100 < 5*skill_lv) ) { wd.div_=skill_get_num(GS_CHAINACTION,skill_lv); damage_div_fix(wd.damage, wd.div_); wd.type = 0x08; } } if (sd) { if (!flag.rh && flag.lh) { //Move lh damage to the rh wd.damage = wd.damage2; wd.damage2 = 0; flag.rh=1; flag.lh=0; } else if(flag.rh && flag.lh) { //Dual-wield if (wd.damage) { skill = pc_checkskill(sd,AS_RIGHT); wd.damage = wd.damage * (50 + (skill * 10))/100; if(wd.damage < 1) wd.damage = 1; } if (wd.damage2) { skill = pc_checkskill(sd,AS_LEFT); wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; if(wd.damage2 < 1) wd.damage2 = 1; } } else if(sd->status.weapon == W_KATAR && !skill_num) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) skill = pc_checkskill(sd,TF_DOUBLE); wd.damage2 = wd.damage * (1 + (skill * 2))/100; if(wd.damage && !wd.damage2) wd.damage2 = 1; flag.lh = 1; } } if(!flag.rh && wd.damage) wd.damage=0; if(!flag.lh && wd.damage2) wd.damage2=0; if(wd.damage + wd.damage2) { //There is a total damage value if(!wd.damage2) { wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); if (map_flag_gvg2(target->m)) wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); } else if(!wd.damage) { wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); if (map_flag_gvg2(target->m)) wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); } else { int d1=wd.damage+wd.damage2,d2=wd.damage2; wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag); if (map_flag_gvg2(target->m)) wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); wd.damage2=(d2*100/d1)*wd.damage/100; if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1; wd.damage-=wd.damage2; } } if(skill_num==ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag); wd.damage += md.damage; } if (wd.damage || wd.damage2) { if (sd && battle_config.equip_self_break_rate) { // Self weapon breaking int breakrate = battle_config.equip_natural_break_rate; if (sc) { if(sc->data[SC_OVERTHRUST].timer!=-1) breakrate += 10; if(sc->data[SC_MAXOVERTHRUST].timer!=-1) breakrate += 10; } if (breakrate) skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF); } //Cart Termination won't trigger breaking data. Why? No idea, go ask Gravity. if (battle_config.equip_skill_break_rate && skill_num != WS_CARTTERMINATION) { // Target equipment breaking int breakrate[2] = {0,0}; // weapon = 0, armor = 1 if (sd) { // Break rate from equipment breakrate[0] += sd->break_weapon_rate; breakrate[1] += sd->break_armor_rate; } if (sc) { if (sc->data[SC_MELTDOWN].timer!=-1) { breakrate[0] += sc->data[SC_MELTDOWN].val2; breakrate[1] += sc->data[SC_MELTDOWN].val3; } } if (breakrate[0]) skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY); if (breakrate[1]) skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY); } } //SG_FUSION hp penalty [Komurka] if (sc && sc->data[SC_FUSION].timer!=-1) { int hp= sstatus->max_hp; if (sd && tsd) { hp = 8*hp/100; if (100*sstatus->hp <= 20*sstatus->max_hp) hp = sstatus->hp; } else hp = 5*hp/1000; status_zap(src, hp, 0); } return wd; } /*========================================== * battle_calc_magic_attack [DracoRPG] *------------------------------------------ */ struct Damage battle_calc_magic_attack( struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) { short i; short s_ele; unsigned short skillratio = 100; //Skill dmg modifiers. struct map_session_data *sd, *tsd; struct Damage ad; struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct { unsigned imdef : 1; unsigned infdef : 1; unsigned elefix : 1; unsigned cardfix : 1; } flag; malloc_tsetdword(&ad,0,sizeof(ad)); malloc_tsetdword(&flag,0,sizeof(flag)); if(src==NULL || target==NULL) { nullpo_info(NLP_MARK); return ad; } //Initial flag flag.elefix=1; flag.cardfix=1; //Initial Values ad.damage = 1; ad.div_=skill_get_num(skill_num,skill_lv); ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills. ad.dmotion=tstatus->dmotion; ad.blewcount = skill_get_blewcount(skill_num,skill_lv); ad.flag=BF_MAGIC|BF_LONG|BF_SKILL; ad.dmg_lv=ATK_DEF; BL_CAST(BL_PC, src, sd); BL_CAST(BL_PC, target, tsd); //Initialize variables that will be used afterwards s_ele = skill_get_pl(skill_num); if (s_ele == -1) // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == -2) //Use status element s_ele = status_get_attack_sc_element(src,status_get_sc(src)); //Set miscellaneous data that needs be filled if(sd) { sd->state.arrow_atk = 0; if (sd->skillblown[0].id != 0) { //Apply the bonus blewcount. [Skotlex] for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) ad.blewcount += sd->skillblown[i].val; } } if (battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) ) { //Skill range based on distance between src/target [Skotlex] if (check_distance_bl(src, target, 3)) ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT; else ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG; } flag.infdef=(tstatus->mode&MD_PLANT?1:0); switch(skill_num) { case MG_FIREWALL: if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex] ad.blewcount = 0; //No knockback else ad.blewcount |= 0x10000; ad.dmotion = 0; //No flinch animation. break; case WZ_STORMGUST: //Should knockback randomly. ad.blewcount|=0x40000; break; case PR_SANCTUARY: ad.blewcount|=0x10000; ad.dmotion = 0; //No flinch animation. case AL_HEAL: case PR_BENEDICTIO: case WZ_FIREPILLAR: flag.imdef = 1; break; case HW_GRAVITATION: flag.imdef = 1; flag.elefix = 0; break; case PR_ASPERSIO: flag.imdef = 1; case PF_SOULBURN: //Does not ignores mdef flag.elefix = 0; flag.cardfix = 0; break; case PR_TURNUNDEAD: flag.imdef = 1; flag.cardfix = 0; break; case NPC_GRANDDARKNESS: case CR_GRANDCROSS: flag.cardfix = 0; break; } if (!flag.infdef) //No need to do the math for plants { //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; } //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; } //Adds an absolute value to damage. 100 = +100 damage #define MATK_ADD( a ) { ad.damage+= a; } switch (skill_num) { //Calc base damage according to skill case AL_HEAL: case PR_BENEDICTIO: ad.damage = skill_calc_heal(src,skill_lv)/2; break; case PR_ASPERSIO: ad.damage = 40; break; case PR_SANCTUARY: ad.damage = (skill_lv>6)?388:skill_lv*50; break; case ALL_RESURRECTION: case PR_TURNUNDEAD: //Undead check is on skill_castend_damageid code. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + 200 - 200*tstatus->hp/tstatus->max_hp; if(i > 700) i = 700; if(rand()%1000 < i && !(tstatus->mode&MD_BOSS)) ad.damage = tstatus->hp; else ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; break; case PF_SOULBURN: ad.damage = tstatus->sp * 2; break; case HW_GRAVITATION: ad.damage = 200+200*skill_lv; break; default: { if (sstatus->matk_max > sstatus->matk_min) { MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min)); } else { MATK_ADD(sstatus->matk_min); } if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill if(mflag>0) ad.damage/= mflag; else if(battle_config.error_log) ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n"); } switch(skill_num){ case MG_NAPALMBEAT: case MG_FIREBALL: skillratio += skill_lv*10-30; break; case MG_SOULSTRIKE: if (battle_check_undead(tstatus->race,tstatus->def_ele)) skillratio += 5*skill_lv; break; case MG_FIREWALL: skillratio -= 50; break; case MG_THUNDERSTORM: skillratio -= 20; break; case MG_FROSTDIVER: skillratio += 10*skill_lv; break; case AL_HOLYLIGHT: skillratio += 25; if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST) skillratio *= 5; //Does 5x damage include bonuses from other skills? break; case AL_RUWACH: skillratio += 45; break; case WZ_FROSTNOVA: skillratio += (100+skill_lv*10)*2/3-100; break; case WZ_FIREPILLAR: if (skill_lv > 10) skillratio += 100; else skillratio -= 80; break; case WZ_SIGHTRASHER: skillratio += 20*skill_lv; break; case WZ_VERMILION: skillratio += 20*skill_lv-20; break; case WZ_WATERBALL: skillratio += 30*skill_lv; break; case WZ_STORMGUST: skillratio += 40*skill_lv; break; case HW_NAPALMVULCAN: skillratio += 10*skill_lv-30; break; case SL_STIN: skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage. break; case SL_STUN: skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets break; case SL_SMA: skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv% break; case NJ_KOUENKA: skillratio -= 10; break; case NJ_KAENSIN: skillratio -= 50; break; case NJ_BAKUENRYU: skillratio += 50*(skill_lv-1); break; case NJ_HYOUSYOURAKU: skillratio += 50*skill_lv; break; case NJ_RAIGEKISAI: skillratio += 60 + 40*skill_lv; break; case NJ_KAMAITACHI: skillratio += 100*skill_lv; break; } MATK_RATE(skillratio); //Constant/misc additions from skills if (skill_num == WZ_FIREPILLAR) MATK_ADD(50); } } if(sd) { //Damage bonuses if (sd->skillatk[0].id) { for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id && sd->skillatk[i].id != skill_num; i++); if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) ad.damage += ad.damage*sd->skillatk[i].val/100; } //Ignore Defense? if (!flag.imdef && ( sd->ignore_mdef_ele & (1<<tstatus->def_ele) || sd->ignore_mdef_race & (1<<tstatus->race) || sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS) )) flag.imdef = 1; } if(!flag.imdef){ if(battle_config.magic_defense_type) ad.damage = ad.damage - tstatus->mdef*battle_config.magic_defense_type - tstatus->mdef2; else ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2; } if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) { //Apply the physical part of the skill's damage. [Skotlex] struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100; if(src==target) { if (src->type == BL_PC) ad.damage = ad.damage/2; else ad.damage = 0; } } if(ad.damage<1) ad.damage=1; if (flag.elefix) ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); if (sd && flag.cardfix) { short t_class = status_get_class(target); short cardfix=100; cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100; if (flag.elefix) cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100; cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; for(i=0;i<sd->add_mdmg_count;i++) { if(sd->add_mdmg[i].class_ == t_class) { cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; continue; } } MATK_RATE(cardfix); } if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN) { //Card fixes always apply on the target side. [Skotlex] short s_race2=status_get_race2(src); short s_class= status_get_class(src); short cardfix=100; if (flag.elefix) cardfix=cardfix*(100-tsd->subele[s_ele])/100; cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; for(i=0;i<tsd->add_mdef_count;i++) { if(tsd->add_mdef[i].class_ == s_class) { cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; continue; } } //It was discovered that ranged defense also counts vs magic! [Skotlex] if (ad.flag&BF_SHORT) cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; else cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; cardfix=cardfix*(100-tsd->magic_def_rate)/100; MATK_RATE(cardfix); } } damage_div_fix(ad.damage, ad.div_); if (flag.infdef && ad.damage) ad.damage = ad.damage>0?1:-1; ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); if (map_flag_gvg2(target->m)) ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); return ad; } /*========================================== * ���̑��_�??[�W�v�Z *------------------------------------------ */ struct Damage battle_calc_misc_attack( struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) { int skill; short i; short s_ele; struct map_session_data *sd, *tsd; struct Damage md; //DO NOT CONFUSE with md of mob_data! struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct { unsigned hit : 1; unsigned idef : 1; unsigned elefix : 1; unsigned cardfix : 1; } flag; malloc_tsetdword(&md,0,sizeof(md)); malloc_tsetdword(&flag,0,sizeof(flag)); if( src == NULL || target == NULL ){ nullpo_info(NLP_MARK); return md; } //Some initial values md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; md.dmotion=tstatus->dmotion; md.div_=skill_get_num( skill_num,skill_lv ); md.blewcount=skill_get_blewcount(skill_num,skill_lv); md.dmg_lv=ATK_DEF; md.flag=BF_MISC|BF_SHORT|BF_SKILL; flag.cardfix = flag.elefix = flag.hit = 1; BL_CAST(BL_PC, src, sd); BL_CAST(BL_PC, target, tsd); if(sd) { sd->state.arrow_atk = 0; if (sd->skillblown[0].id != 0) { //Apply the bonus blewcount. [Skotlex] for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) md.blewcount += sd->skillblown[i].val; } } s_ele = skill_get_pl(skill_num); if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] s_ele = ELE_NEUTRAL; //Misc Settings switch(skill_num){ case PA_PRESSURE: case GS_FLING: case NJ_ZENYNAGE: flag.cardfix = 0; case ASC_BREAKER: flag.elefix = 0; case HT_BLITZBEAT: case TF_THROWSTONE: case SN_FALCONASSAULT: case PA_GOSPEL: case CR_ACIDDEMONSTRATION: md.flag = (md.flag&~BF_RANGEMASK)|BF_LONG; break; case HVAN_EXPLOSION: case NPC_SELFDESTRUCTION: case NPC_SMOKING: flag.elefix = flag.cardfix = 0; break; case NPC_DARKBREATH: flag.hit = 0; break; } if (battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) ) { //Skill range based on distance between src/target [Skotlex] if (check_distance_bl(src, target, 3)) md.flag=(md.flag&~BF_RANGEMASK)|BF_SHORT; else md.flag=(md.flag&~BF_RANGEMASK)|BF_LONG; } switch(skill_num){ case HT_LANDMINE: md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100; break; case HT_BLASTMINE: md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100; break; case HT_CLAYMORETRAP: md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100; break; case HT_BLITZBEAT: case SN_FALCONASSAULT: //Blitz-beat Damage. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) skill=0; md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2; if(mflag > 1) md.damage /= mflag; if (skill_num == HT_BLITZBEAT) break; //Div fix of Blitzbeat skill = skill_get_num(HT_BLITZBEAT, 5); damage_div_fix(md.damage, skill); //Falcon Assault Modifier md.damage=md.damage*(150+70*skill_lv)/100; break; case TF_THROWSTONE: md.damage=50; break; case BA_DISSONANCE: md.damage=30+skill_lv*10; if (sd) md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON); break; case NPC_SELFDESTRUCTION: md.damage = sstatus->hp; break; case NPC_SMOKING: md.damage=3; break; case NPC_DARKBREATH: md.damage = 500 + (skill_lv-1)*1000 + rand()%1000; if(md.damage > 9999) md.damage = 9999; break; case PA_PRESSURE: md.damage=500+300*skill_lv; break; case PA_GOSPEL: md.damage = 1+rand()%9999; break; case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)); if (tsd) md.damage>>=1; if (md.damage < 0 || md.damage > INT_MAX>>1) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; case NJ_ZENYNAGE: md.damage = skill_get_zeny(skill_num ,skill_lv); if (!md.damage) md.damage = 2; md.damage = md.damage + rand()%md.damage; if (is_boss(target)) md.damage=md.damage/3; else if (tsd) md.damage=md.damage/2; break; case GS_FLING: md.damage = sd?sd->status.job_level:status_get_lv(src); break; case HVAN_EXPLOSION: //[orn] md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ; break ; case ASC_BREAKER: md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_; break; } damage_div_fix(md.damage, md.div_); if (!flag.hit) { struct status_change *sc = status_get_sc(target); if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT) flag.hit = 1; else { short flee = tstatus->flee, hitrate=80; //Default hitrate if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char target_count; //256 max targets should be a sane max target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv); if(target_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else //asume type 2: absolute reduction flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate+= sstatus->hit - flee; if (hitrate > battle_config.max_hitrate) hitrate = battle_config.max_hitrate; else if (hitrate < battle_config.min_hitrate) hitrate = battle_config.min_hitrate; if(rand()%100 >= hitrate) flag.hit = 1; } if (!flag.hit) { md.damage = 0; md.dmg_lv=ATK_FLEE; } } if(md.damage && flag.cardfix && tsd){ int cardfix = 10000; int race2 = status_get_race2(src); if (flag.elefix) cardfix=cardfix*(100-tsd->subele[s_ele])/100; cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; cardfix=cardfix*(100-tsd->misc_def_rate)/100; if(md.flag&BF_SHORT) cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; else // BF_LONG (there's no other choice) cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; if (cardfix != 10000) md.damage=md.damage*cardfix/10000; } if (sd && skill_num > 0 && sd->skillatk[0].id != 0) { for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) md.damage += md.damage*sd->skillatk[i].val/100; } if(md.damage < 0) md.damage = 0; else if(md.damage && tstatus->mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants md.damage = 1; if(flag.elefix) md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); if (map_flag_gvg2(target->m)) md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); if (skill_num == NJ_ZENYNAGE && sd) { //Time to Pay Up. if ( md.damage > sd->status.zeny ) md.damage=sd->status.zeny; pc_payzeny(sd, md.damage); } return md; } /*========================================== * �_�??[�W�v�Z�ꊇ?��?�p *------------------------------------------ */ struct Damage battle_calc_attack( int attack_type, struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) { struct Damage d; switch(attack_type){ case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); break; case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag); break; case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag); break; default: if (battle_config.error_log) ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); malloc_tsetdword(&d,0,sizeof(d)); break; } if (d.damage + d.damage2 < 1) { //Miss/Absorbed //Weapon attacks should go through to cause additional effects. if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC)) d.dmg_lv = ATK_FLEE; d.dmotion = 0; } return d; } int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int flag) { struct map_session_data *sd=NULL; struct status_change *sc; int rdamage = 0; BL_CAST(BL_PC, bl, sd); sc = status_get_sc(bl); if(flag&BF_WEAPON) { //Bounces back part of the damage. if (flag & BF_SHORT) { if (sd && sd->short_weapon_damage_return) { rdamage += *damage * sd->short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } if (sc && sc->data[SC_REFLECTSHIELD].timer != -1) { rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100; if (rdamage < 1) rdamage = 1; } } else if (flag & BF_LONG) { if (sd && sd->long_weapon_damage_return) { rdamage += *damage * sd->long_weapon_damage_return / 100; if (rdamage < 1) rdamage = 1; } } } else // magic_damage_return by [AppleGirl] and [Valaris] if(flag&BF_MAGIC) { if(sd && sd->magic_damage_return && !(skill_get_inf(skill)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && rand()%100 < sd->magic_damage_return) { //Bounces back full damage, you take none. rdamage = *damage; *damage = 0; } } return rdamage; } void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss) { struct weapon_data *wd; int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage; for (i = 0; i < 4; i++) { //First two iterations: Right hand if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; } else { wd = &sd->left_weapon; damage = &ldamage; } if (*damage <= 0) continue; //First and Third iterations: race, other two boss/nonboss state if (i == 0 || i == 2) type = race; else type = boss?RC_BOSS:RC_NONBOSS; hp = wd->hp_drain[type].value; if (wd->hp_drain[type].rate) hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per); sp = wd->sp_drain[type].value; if (wd->sp_drain[type].rate) sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per); if (hp) { if (wd->hp_drain[type].type) rhp += hp; thp += hp; } if (sp) { if (wd->sp_drain[type].type) rsp += sp; tsp += sp; } } if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate) status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per); if (!thp && !tsp) return; status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); if (rhp || rsp) status_zap(tbl, rhp, rsp); } /*========================================== * ��?�?U��?��?�܂Ƃ� *------------------------------------------ */ int battle_weapon_attack( struct block_list *src,struct block_list *target, unsigned int tick,int flag) { struct map_session_data *sd = NULL, *tsd = NULL; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; int damage,rdamage=0,rdelay=0; struct Damage wd; nullpo_retr(0, src); nullpo_retr(0, target); if (src->prev == NULL || target->prev == NULL) return 0; BL_CAST(BL_PC, src, sd); BL_CAST(BL_PC, target, tsd); sstatus = status_get_status_data(src); tstatus = status_get_status_data(target); sc = status_get_sc(src); tsc = status_get_sc(target); if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] sc = NULL; if (tsc && !tsc->count) tsc = NULL; if (sd) { sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)); if (sd->state.arrow_atk) { //Recycled damage variable to store index. damage = sd->equip_index[EQI_AMMO]; if (damage<0) { clif_arrow_fail(sd,0); return 0; } //Ammo check by Ishizu-chan if (sd->inventory_data[damage]) switch (sd->status.weapon) { case W_BOW: if (sd->inventory_data[damage]->look != A_ARROW) { clif_arrow_fail(sd,0); return 0; } break; case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: if (sd->inventory_data[damage]->look != A_BULLET) { clif_arrow_fail(sd,0); return 0; } break; case W_GRENADE: if (sd->inventory_data[damage]->look != A_GRENADE) { clif_arrow_fail(sd,0); return 0; } break; } } } if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2)) status_change_end(src,SC_CLOAKING,-1); //Check for counter attacks that block your attack. [Skotlex] if(tsc) { if(tsc->data[SC_AUTOCOUNTER].timer != -1 && (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) { int dir = map_calc_dir(target,src->x,src->y); int t_dir = unit_getdir(target); int dist = distance_bl(src, target); if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { int skilllv = tsc->data[SC_AUTOCOUNTER].val1; clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. status_change_end(target,SC_AUTOCOUNTER,-1); skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); return 0; } } if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) { int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1; int duration = skill_get_time2(MO_BLADESTOP,skilllv); status_change_end(target, SC_BLADESTOP_WAIT, -1); if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration)) { //Target locked. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. clif_bladestop(target,src,1); sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration); return 0; } } } //Recycled the damage variable rather than use a new one... [Skotlex] if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) { int triple_rate= 30 - damage; //Base Rate if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK) { triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100; status_change_end(src,SC_SKILLRATE_UP,-1); } if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0); } else if (sc && sc->data[SC_SACRIFICE].timer != -1) return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0); wd = battle_calc_weapon_attack(src,target, 0, 0,0); if (sd && sd->state.arrow_atk) //Consume arrow. battle_consume_ammo(sd, 0, 0); damage = wd.damage + wd.damage2; if (damage > 0 && src != target) { rdamage = battle_calc_return_damage(target, 0, &damage, wd.flag); if (rdamage > 0) { rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0); //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick); } } wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); // Eh, battle_calc_damage should take care of not making the off-hand dmg miss. // if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0) // clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0); if (sd && sd->splash_range > 0 && damage > 0) skill_castend_damage_id(src, target, 0, -1, tick, 0); map_freeblock_lock(); battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion); if (!status_isdead(target) && damage > 0) { if (sd) { int rate = 0; if (sd->weapon_coma_ele[tstatus->def_ele] > 0) rate += sd->weapon_coma_ele[tstatus->def_ele]; if (sd->weapon_coma_race[tstatus->race] > 0) rate += sd->weapon_coma_race[tstatus->race]; if (sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS] > 0) rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (rate) status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0); } } if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) { int sp = 0; int skillid = sc->data[SC_AUTOSPELL].val2; int skilllv = sc->data[SC_AUTOSPELL].val3; int i = rand()%100; if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE) i = 0; //Max chance, no skilllv reduction. [Skotlex] if (i >= 50) skilllv -= 2; else if (i >= 15) skilllv--; if (skilllv < 1) skilllv = 1; sp = skill_get_sp(skillid,skilllv) * 2 / 3; if (status_charge(src, 0, sp)) { switch (skill_get_casttype(skillid)) { case CAST_GROUND: skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag); break; case CAST_DAMAGE: skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); break; } } } if (sd) { if (wd.flag & BF_WEAPON && src != target && damage > 0) { if (battle_config.left_cardfix_to_right) battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target)); else battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target)); } } if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] if(tsd && src != target) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay); } if (tsc) { if (tsc->data[SC_POISONREACT].timer != -1 && (rand()%100 < tsc->data[SC_POISONREACT].val3 || sstatus->def_ele == ELE_POISON) && // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O; status_check_skilluse(target, src, TF_POISON, 0) ) { //Poison React if (sstatus->def_ele == ELE_POISON) { tsc->data[SC_POISONREACT].val2 = 0; skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0); } else { skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); --tsc->data[SC_POISONREACT].val2; } if (tsc->data[SC_POISONREACT].val2 <= 0) status_change_end(target, SC_POISONREACT, -1); } } map_freeblock_unlock(); return wd.dmg_lv; } int battle_check_undead(int race,int element) { if(battle_config.undead_detect_type == 0) { if(element == ELE_UNDEAD) return 1; } else if(battle_config.undead_detect_type == 1) { if(race == RC_UNDEAD) return 1; } else { if(element == ELE_UNDEAD || race == RC_UNDEAD) return 1; } return 0; } //Returns the upmost level master starting with the given object struct block_list* battle_get_master(struct block_list *src) { struct block_list *prev; //Used for infinite loop check (master of yourself?) do { prev = src; switch (src->type) { case BL_PET: if (((TBL_PET*)src)->msd) src = (struct block_list*)((TBL_PET*)src)->msd; break; case BL_MOB: if (((TBL_MOB*)src)->master_id) src = map_id2bl(((TBL_MOB*)src)->master_id); break; case BL_HOM: if (((TBL_HOM*)src)->master) src = (struct block_list*)((TBL_HOM*)src)->master; break; case BL_SKILL: if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id) src = map_id2bl(((TBL_SKILL*)src)->group->src_id); break; } } while (src && src != prev); return prev; } /*========================================== * Checks the state between two targets (rewritten by Skotlex) * (enemy, friend, party, guild, etc) * See battle.h for possible values/combinations * to be used here (BCT_* constants) * Return value is: * 1: flag holds true (is enemy, party, etc) * -1: flag fails * 0: Invalid target (non-targetable ever) *------------------------------------------ */ int battle_check_target( struct block_list *src, struct block_list *target,int flag) { int m,state = 0; //Initial state none int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. struct block_list *s_bl= src, *t_bl= target; nullpo_retr(0, src); nullpo_retr(0, target); m = target->m; if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS)) { //No offensive stuff while in Basilica. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) || map_getcell(m,target->x,target->y,CELL_CHKBASILICA)) return -1; } //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual //objects involved. if ((t_bl = battle_get_master(target)) == NULL) t_bl = target; if ((s_bl = battle_get_master(src)) == NULL) s_bl = src; switch (target->type) { //Checks on actual target case BL_PC: if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target)) return -1; //Cannot be targeted yet. break; case BL_MOB: if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras s_bl->type == BL_PC && src->type != BL_MOB) { //Targettable by players state |= BCT_ENEMY; strip_enemy = 0; } break; case BL_SKILL: { TBL_SKILL *su = (TBL_SKILL*)target; if (!su->group) return 0; if (skill_get_inf2(su->group->skill_id)&INF2_TRAP) { //Only a few skills can target traps... switch (battle_getcurrentskill(src)) { case HT_REMOVETRAP: case AC_SHOWER: case WZ_HEAVENDRIVE: state |= BCT_ENEMY; strip_enemy = 0; break; default: return 0; } } else if (su->group->skill_id==WZ_ICEWALL) { //Icewall can be hit by anything except skills. if (src->type == BL_SKILL) return 0; state |= BCT_ENEMY; strip_enemy = 0; } else //Excepting traps and icewall, you should not be able to target skills. return 0; } break; //Valid targets with no special checks here. case BL_HOM: break; //All else not specified is an invalid target. default: return 0; } switch (t_bl->type) { //Checks on target master case BL_PC: { TBL_PC *sd = (TBL_PC*)t_bl; if (sd->status.karma && t_bl != s_bl && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma) state |= BCT_ENEMY; //Characters with bad karma may fight amongst them. if (sd->state.monster_ignore && t_bl != s_bl && flag&BCT_ENEMY) return 0; //Global inmunity to attacks. if (sd->state.killable && t_bl != s_bl) { state |= BCT_ENEMY; //Universal Victim strip_enemy = 0; } break; } case BL_MOB: { TBL_MOB *md = (TBL_MOB*)t_bl; if(md->state.killer) //Enable retaliation state |= BCT_ENEMY; if (!agit_flag && md->guardian_data && md->guardian_data->guild_id) return 0; //Disable guardians/emperiums owned by Guilds on non-woe times. break; } } switch(src->type) { //Checks on actual src type case BL_MOB: if (!agit_flag && ((TBL_MOB*)src)->guardian_data && ((TBL_MOB*)src)->guardian_data->guild_id) return 0; //Disable guardians/emperium owned by Guilds on non-woe times. break; case BL_PET: if (t_bl->type != BL_MOB && flag&BCT_ENEMY) return 0; //Pet may not attack non-mobs. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY) return 0; //pet may not attack Guardians/Emperium break; case BL_SKILL: { struct skill_unit *su = (struct skill_unit *)src; if (!su->group) return 0; //For some mysterious reason ground-skills can't target homun. if (target->type == BL_HOM) return 0; if (su->group->src_id == target->id) { int inf2; inf2 = skill_get_inf2(su->group->skill_id); if (inf2&INF2_NO_TARGET_SELF) return -1; if (inf2&INF2_TARGET_SELF) return 1; } break; } } switch (s_bl->type) { //Checks on source master case BL_PC: { TBL_PC *sd = (TBL_PC*) s_bl; if (sd->state.killer && s_bl != t_bl) { state |= BCT_ENEMY; //Is on a killing rampage :O strip_enemy = 0; } else if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza] !( (!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m)) )) { if (t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group)) //Duel targets can ONLY be your enemy, nothing else. return (BCT_ENEMY&flag)?1:-1; else // You can't target anything out of your duel return 0; } if (map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data) return 0; //If you don't belong to a guild, can't target guardians/emperium. if (t_bl->type != BL_PC) state |= BCT_ENEMY; //Natural enemy. break; } case BL_MOB: { TBL_MOB*md = (TBL_MOB*)s_bl; if (!agit_flag && md->guardian_data && md->guardian_data->guild_id) return 0; //Disable guardians/emperium owned by Guilds on non-woe times. if(md->state.killer) // Is on a rampage too :D state |= BCT_ENEMY; else if (!md->special_state.ai) { //Normal mobs. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai) state |= BCT_PARTY; //Normal mobs with no ai are friends. else state |= BCT_ENEMY; //However, all else are enemies. } else { if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai) state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. } break; } default: //Need some sort of default behaviour for unhandled types. if (t_bl->type != s_bl->type) state |= BCT_ENEMY; break; } if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars if (target->type&BL_CHAR) return 1; else return -1; } else if (flag == BCT_NOONE) //Why would someone use this? no clue. return -1; if (t_bl == s_bl) { //No need for further testing. state |= BCT_SELF|BCT_PARTY|BCT_GUILD; if (state&BCT_ENEMY && strip_enemy) state&=~BCT_ENEMY; return (flag&state)?1:-1; } if (map_flag_vs(m)) { //Check rivalry settings. if (flag&(BCT_PARTY|BCT_ENEMY)) { int s_party = status_get_party_id(s_bl); if ( !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && s_party && s_party == status_get_party_id(t_bl) ) state |= BCT_PARTY; else state |= BCT_ENEMY; } if (flag&(BCT_GUILD|BCT_ENEMY)) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if ( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)) ) state |= BCT_GUILD; else state |= BCT_ENEMY; } if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC) { //Prevent novice engagement on pk_mode (feature by Valaris) TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl; if ( (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE || sd->status.base_level < battle_config.pk_min_level || sd2->status.base_level < battle_config.pk_min_level || (battle_config.pk_level_range && ( sd->status.base_level > sd2->status.base_level ? sd->status.base_level - sd2->status.base_level : sd2->status.base_level - sd->status.base_level ) > battle_config.pk_level_range) ) state&=~BCT_ENEMY; } } else { //Non pvp/gvg, check party/guild settings. if (flag&BCT_PARTY || state&BCT_ENEMY) { int s_party = status_get_party_id(s_bl); if(s_party && s_party == status_get_party_id(t_bl)) state |= BCT_PARTY; } if (flag&BCT_GUILD || state&BCT_ENEMY) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if(s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))) state |= BCT_GUILD; } } if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. state = BCT_NEUTRAL; //Alliance state takes precedence over enemy one. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD)) state&=~BCT_ENEMY; return (flag&state)?1:-1; } /*========================================== * �˒����� *------------------------------------------ */ int battle_check_range(struct block_list *src,struct block_list *bl,int range) { nullpo_retr(0, src); nullpo_retr(0, bl); if(src->m != bl->m) // �Ⴄ�}�b�v return 0; if (!check_distance_bl(src, bl, range)) return 0; if(distance_bl(src, bl) < 2) //No need for path checking. return 1; // ?�Q������ return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y); } /*========================================== * Return numerical value of a switch configuration (modified by [Yor]) * on/off, english, fran�ais, deutsch, espa�ol *------------------------------------------ */ int battle_config_switch(const char *str) { if(strncmpi(str, "on",2) == 0 || strncmpi(str, "yes",3) == 0 || strncmpi(str, "oui",3) == 0 || strncmpi(str, "ja",2) == 0 || strncmpi(str, "si",2) == 0) return 1; if(strncmpi(str, "off",3) == 0 || strncmpi(str, "no",2) == 0 || strncmpi(str, "non",3) == 0 || strncmpi(str, "nein",4) == 0) return 0; return (int)strtol(str,NULL,0); } static const struct battle_data_short { const char *str; unsigned short *val; } battle_data_short[] = { //List here battle_athena options which are type unsigned short! { "warp_point_debug", &battle_config.warp_point_debug }, { "enable_critical", &battle_config.enable_critical }, { "mob_critical_rate", &battle_config.mob_critical_rate }, { "critical_rate", &battle_config.critical_rate }, { "enable_baseatk", &battle_config.enable_baseatk }, { "enable_perfect_flee", &battle_config.enable_perfect_flee }, { "casting_rate", &battle_config.cast_rate }, { "delay_rate", &battle_config.delay_rate }, { "delay_dependon_agi", &battle_config.delay_dependon_agi }, { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable }, { "left_cardfix_to_right", &battle_config.left_cardfix_to_right }, { "skill_add_range", &battle_config.skill_add_range }, { "skill_out_range_consume", &battle_config.skill_out_range_consume }, { "skillrange_by_distance", &battle_config.skillrange_by_distance }, { "skillrange_from_weapon", &battle_config.use_weapon_skill_range }, { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate }, { "defunit_not_enemy", &battle_config.defnotenemy }, { "gvg_traps_target_all", &battle_config.vs_traps_bctall }, { "traps_setting", &battle_config.traps_setting }, { "summon_flora_setting", &battle_config.summon_flora }, { "clear_skills_on_death", &battle_config.clear_unit_ondeath }, { "clear_skills_on_warp", &battle_config.clear_unit_onwarp }, { "random_monster_checklv", &battle_config.random_monster_checklv }, { "attribute_recover", &battle_config.attr_recover }, { "flooritem_lifetime", &battle_config.flooritem_lifetime }, { "item_auto_get", &battle_config.item_auto_get }, { "drop_rate0item", &battle_config.drop_rate0item }, { "pvp_exp", &battle_config.pvp_exp }, { "gtb_sc_immunity", &battle_config.gtb_sc_immunity}, { "guild_max_castles", &battle_config.guild_max_castles }, { "emergency_call", &battle_config.emergency_call }, { "guild_aura", &battle_config.guild_aura }, { "death_penalty_type", &battle_config.death_penalty_type }, { "death_penalty_base", &battle_config.death_penalty_base }, { "death_penalty_job", &battle_config.death_penalty_job }, { "restart_hp_rate", &battle_config.restart_hp_rate }, { "restart_sp_rate", &battle_config.restart_sp_rate }, { "mvp_hp_rate", &battle_config.mvp_hp_rate }, { "monster_hp_rate", &battle_config.monster_hp_rate }, { "monster_max_aspd", &battle_config.monster_max_aspd }, { "view_range_rate", &battle_config.view_range_rate }, { "chase_range_rate", &battle_config.chase_range_rate }, { "atcommand_gm_only", &battle_config.atc_gmonly }, { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit }, { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit}, { "partial_name_scan", &battle_config.partial_name_scan }, { "gm_all_skill", &battle_config.gm_allskill }, { "gm_all_equipment", &battle_config.gm_allequip }, { "gm_skill_unconditional", &battle_config.gm_skilluncond }, { "gm_join_chat", &battle_config.gm_join_chat }, { "gm_kick_chat", &battle_config.gm_kick_chat }, { "player_skillfree", &battle_config.skillfree }, { "player_skillup_limit", &battle_config.skillup_limit }, { "weapon_produce_rate", &battle_config.wp_rate }, { "potion_produce_rate", &battle_config.pp_rate }, { "monster_active_enable", &battle_config.monster_active_enable }, { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate}, { "monster_loot_type", &battle_config.monster_loot_type }, // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated { "mob_skill_rate", &battle_config.mob_skill_rate }, { "mob_skill_delay", &battle_config.mob_skill_delay }, { "mob_count_rate", &battle_config.mob_count_rate }, { "mob_spawn_delay", &battle_config.mob_spawn_delay }, { "no_spawn_on_player", &battle_config.no_spawn_on_player }, { "force_random_spawn", &battle_config.force_random_spawn }, { "plant_spawn_delay", &battle_config.plant_spawn_delay }, { "boss_spawn_delay", &battle_config.boss_spawn_delay }, { "slaves_inherit_mode", &battle_config.slaves_inherit_mode }, { "slaves_inherit_speed", &battle_config.slaves_inherit_speed }, { "summons_trigger_autospells", &battle_config.summons_trigger_autospells }, { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate }, { "damage_walk_delay_rate", &battle_config.walk_delay_rate }, { "multihit_delay", &battle_config.multihit_delay }, { "quest_skill_learn", &battle_config.quest_skill_learn }, { "quest_skill_reset", &battle_config.quest_skill_reset }, { "basic_skill_check", &battle_config.basic_skill_check }, { "guild_emperium_check", &battle_config.guild_emperium_check }, { "guild_exp_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_status_support", &battle_config.pet_status_support }, { "pet_attack_support", &battle_config.pet_attack_support }, { "pet_damage_support", &battle_config.pet_damage_support }, { "pet_support_min_friendly", &battle_config.pet_support_min_friendly }, { "pet_support_rate", &battle_config.pet_support_rate }, { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master }, { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate }, { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex { "skill_min_damage", &battle_config.skill_min_damage }, { "finger_offensive_type", &battle_config.finger_offensive_type }, { "heal_exp", &battle_config.heal_exp }, { "max_heal_lv", &battle_config.max_heal_lv }, { "resurrection_exp", &battle_config.resurrection_exp }, { "shop_exp", &battle_config.shop_exp }, { "combo_delay_rate", &battle_config.combo_delay_rate }, { "item_check", &battle_config.item_check }, { "item_use_interval", &battle_config.item_use_interval }, { "wedding_modifydisplay", &battle_config.wedding_modifydisplay }, { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex] { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris] { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate }, { "item_name_override_grffile", &battle_config.item_name_override_grffile}, { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest] { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest] { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest] { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest] { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest] { "arrow_decrement", &battle_config.arrow_decrement }, { "max_aspd", &battle_config.max_aspd }, { "max_walk_speed", &battle_config.max_walk_speed }, { "max_lv", &battle_config.max_lv }, { "aura_lv", &battle_config.aura_lv }, { "max_parameter", &battle_config.max_parameter }, { "max_baby_parameter", &battle_config.max_baby_parameter }, { "max_def", &battle_config.max_def }, { "over_def_bonus", &battle_config.over_def_bonus }, { "skill_log", &battle_config.skill_log }, { "battle_log", &battle_config.battle_log }, { "save_log", &battle_config.save_log }, { "error_log", &battle_config.error_log }, { "etc_log", &battle_config.etc_log }, { "save_clothcolor", &battle_config.save_clothcolor }, { "undead_detect_type", &battle_config.undead_detect_type }, { "auto_counter_type", &battle_config.auto_counter_type }, { "min_hitrate", &battle_config.min_hitrate }, { "max_hitrate", &battle_config.max_hitrate }, { "agi_penalty_target", &battle_config.agi_penalty_target }, { "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_target", &battle_config.vit_penalty_target }, { "vit_penalty_type", &battle_config.vit_penalty_type }, { "vit_penalty_count", &battle_config.vit_penalty_count }, { "vit_penalty_num", &battle_config.vit_penalty_num }, { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv }, { "weapon_defense_type", &battle_config.weapon_defense_type }, { "magic_defense_type", &battle_config.magic_defense_type }, { "skill_reiteration", &battle_config.skill_reiteration }, { "skill_nofootset", &battle_config.skill_nofootset }, { "player_cloak_check_type", &battle_config.pc_cloak_check_type }, { "monster_cloak_check_type", &battle_config.monster_cloak_check_type }, { "sense_type", &battle_config.estimation_type }, { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate }, { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate }, { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate }, { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate }, { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate }, { "gvg_flee_penalty", &battle_config.gvg_flee_penalty }, { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate }, { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate }, { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate }, { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate }, { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate }, { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill}, { "attack_direction_change", &battle_config.attack_direction_change }, { "land_skill_limit", &battle_config.land_skill_limit }, { "party_skill_penalty", &battle_config.party_skill_penalty }, { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover }, { "produce_item_name_input", &battle_config.produce_item_name_input }, { "produce_potion_name_input", &battle_config.produce_potion_name_input}, { "making_arrow_name_input", &battle_config.making_arrow_name_input }, { "holywater_name_input", &battle_config.holywater_name_input }, { "cdp_name_input", &battle_config.cdp_name_input }, { "display_skill_fail", &battle_config.display_skill_fail }, { "chat_warpportal", &battle_config.chat_warpportal }, { "mob_warp", &battle_config.mob_warp }, { "dead_branch_active", &battle_config.dead_branch_active }, { "show_steal_in_same_party", &battle_config.show_steal_in_same_party }, { "party_hp_mode", &battle_config.party_hp_mode }, { "show_party_share_picker", &battle_config.party_show_share_picker }, { "party_update_interval", &battle_config.party_update_interval }, { "party_item_share_type", &battle_config.party_share_type }, { "attack_attr_none", &battle_config.attack_attr_none }, { "gx_allhit", &battle_config.gx_allhit }, { "gx_disptype", &battle_config.gx_disptype }, { "devotion_level_difference", &battle_config.devotion_level_difference }, { "player_skill_partner_check", &battle_config.player_skill_partner_check}, { "hide_GM_session", &battle_config.hide_GM_session }, { "invite_request_check", &battle_config.invite_request_check }, { "skill_removetrap_type", &battle_config.skill_removetrap_type }, { "disp_experience", &battle_config.disp_experience }, { "disp_zeny", &battle_config.disp_zeny }, { "castle_defense_rate", &battle_config.castle_defense_rate }, { "hp_rate", &battle_config.hp_rate }, { "sp_rate", &battle_config.sp_rate }, { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv }, { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv }, { "disp_hpmeter", &battle_config.disp_hpmeter }, { "bone_drop", &battle_config.bone_drop }, { "buyer_name", &battle_config.buyer_name }, { "skill_wall_check", &battle_config.skill_wall_check }, { "cell_stack_limit", &battle_config.cell_stack_limit }, // eAthena additions { "item_logarithmic_drops", &battle_config.logarithmic_drops }, { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^ { "item_drop_common_max", &battle_config.item_drop_common_max }, { "item_drop_equip_min", &battle_config.item_drop_equip_min }, { "item_drop_equip_max", &battle_config.item_drop_equip_max }, { "item_drop_card_min", &battle_config.item_drop_card_min }, { "item_drop_card_max", &battle_config.item_drop_card_max }, { "item_drop_mvp_min", &battle_config.item_drop_mvp_min }, { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition { "item_drop_heal_min", &battle_config.item_drop_heal_min }, { "item_drop_heal_max", &battle_config.item_drop_heal_max }, { "item_drop_use_min", &battle_config.item_drop_use_min }, { "item_drop_use_max", &battle_config.item_drop_use_max }, { "item_drop_add_min", &battle_config.item_drop_adddrop_min }, { "item_drop_add_max", &battle_config.item_drop_adddrop_max }, { "item_drop_treasure_min", &battle_config.item_drop_treasure_min }, { "item_drop_treasure_max", &battle_config.item_drop_treasure_max }, { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris] { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris] { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex] { "equip_natural_break_rate", &battle_config.equip_natural_break_rate }, { "equip_self_break_rate", &battle_config.equip_self_break_rate }, { "equip_skill_break_rate", &battle_config.equip_skill_break_rate }, { "pk_mode", &battle_config.pk_mode }, // [Valaris] { "pk_level_range", &battle_config.pk_level_range }, { "manner_system", &battle_config.manner_system }, // [Komurka] { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris] { "multi_level_up", &battle_config.multi_level_up }, // [Valaris] { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex] { "backstab_bow_penalty", &battle_config.backstab_bow_penalty }, { "night_at_start", &battle_config.night_at_start }, // added by [Yor] { "show_mob_info", &battle_config.show_mob_info }, // [Valaris] { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor] { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor] { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor] { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr] { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr] { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr] { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr] { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr] { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr] { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex] { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr] { "area_size", &battle_config.area_size }, // added by [MouseJstr] { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris] { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris] { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris] { "pk_min_level", &battle_config.pk_min_level}, // [celest] { "skill_steal_type", &battle_config.skill_steal_type}, // [celest] { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest] { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus] { "motd_type", &battle_config.motd_type}, // [celest] { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest] { "exp_calc_type", &battle_config.exp_calc_type}, // [celest] { "exp_bonus_attacker", &battle_config.exp_bonus_attacker}, // [Skotlex] { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker}, // [Skotlex] { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest] { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex] { "no_skill_delay", &battle_config.no_skill_delay}, // [Skotlex] { "attack_walk_delay", &battle_config.attack_walk_delay }, // [Skotlex] { "require_glory_guild", &battle_config.require_glory_guild}, // [celest] { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr] { "party_even_share_bonus", &battle_config.party_even_share_bonus}, { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest] { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex] { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...? { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...? { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex] { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex] { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus] { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru] { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru] { "debuff_on_logout", &battle_config.debuff_on_logout}, { "monster_ai", &battle_config.mob_ai}, { "dynamic_mobs", &battle_config.dynamic_mobs}, { "mob_remove_damaged", &battle_config.mob_remove_damaged}, { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex] { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex] { "mob_npc_event_type", &battle_config.mob_npc_event_type}, { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris] { "character_size", &battle_config.character_size}, // [Lupus] { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus] { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex] { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus] { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex] { "title_lvl1", &battle_config.title_lvl1}, // [Lupus] { "title_lvl2", &battle_config.title_lvl2}, // [Lupus] { "title_lvl3", &battle_config.title_lvl3}, // [Lupus] { "title_lvl4", &battle_config.title_lvl4}, // [Lupus] { "title_lvl5", &battle_config.title_lvl5}, // [Lupus] { "title_lvl6", &battle_config.title_lvl6}, // [Lupus] { "title_lvl7", &battle_config.title_lvl7}, // [Lupus] { "title_lvl8", &battle_config.title_lvl8}, // [Lupus] { "duel_enable", &battle_config.duel_enable}, // [LuzZza] { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza] { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza] { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza] { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza] { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza] { "duel_only_on_same_map", &battle_config.duel_only_on_same_map}, // [Toms] { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza] { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka] { "allow_es_magic_player", &battle_config.allow_es_magic_pc }, { "skill_caster_check", &battle_config.skill_caster_check }, { "status_cast_cancel", &battle_config.sc_castcancel }, { "pc_status_def_rate", &battle_config.pc_sc_def_rate }, { "mob_status_def_rate", &battle_config.mob_sc_def_rate }, { "pc_luk_status_def", &battle_config.pc_luk_sc_def }, { "mob_luk_status_def", &battle_config.mob_luk_sc_def }, { "pc_max_status_def", &battle_config.pc_max_sc_def }, { "mob_max_status_def", &battle_config.mob_max_sc_def }, { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio }, { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio }, { "autospell_stacking", &battle_config.autospell_stacking }, { "override_mob_names", &battle_config.override_mob_names }, { "min_chat_delay", &battle_config.min_chat_delay }, { "friend_auto_add", &battle_config.friend_auto_add }, { "homunculus_show_growth", &battle_config.homunculus_show_growth }, //[orn] { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate }, }; static const struct battle_data_int { const char *str; int *val; } battle_data_int[] = { //List here battle_athena options which are type int! { "item_first_get_time", &battle_config.item_first_get_time }, { "item_second_get_time", &battle_config.item_second_get_time }, { "item_third_get_time", &battle_config.item_third_get_time }, { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time }, { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time }, { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time }, { "base_exp_rate", &battle_config.base_exp_rate }, { "job_exp_rate", &battle_config.job_exp_rate }, { "zeny_penalty", &battle_config.zeny_penalty }, { "mvp_exp_rate", &battle_config.mvp_exp_rate }, { "natural_healhp_interval", &battle_config.natural_healhp_interval }, { "natural_healsp_interval", &battle_config.natural_healsp_interval }, { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval}, { "max_hp", &battle_config.max_hp }, { "max_sp", &battle_config.max_sp }, { "max_cart_weight", &battle_config.max_cart_weight }, { "gvg_eliminate_time", &battle_config.gvg_eliminate_time }, { "vending_max_value", &battle_config.vending_max_value }, // eAthena additions { "item_rate_mvp", &battle_config.item_rate_mvp }, { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen] { "item_rate_equip", &battle_config.item_rate_equip }, { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen] { "item_rate_card", &battle_config.item_rate_card }, // End Addition { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen] { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen] { "item_rate_use", &battle_config.item_rate_use }, // End { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen] { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End { "item_rate_treasure", &battle_config.item_rate_treasure }, // End { "day_duration", &battle_config.day_duration }, // added by [Yor] { "night_duration", &battle_config.night_duration }, // added by [Yor] { "max_heal", &battle_config.max_heal }, { "mob_remove_delay", &battle_config.mob_remove_delay }, { "sg_miracle_skill_min_duration", &battle_config.sg_miracle_skill_duration_min }, { "sg_miracle_skill_max_duration", &battle_config.sg_miracle_skill_duration_max }, { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate }, //[orn] }; int battle_set_value(char *w1, char *w2) { int i; for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++) if (strcmpi(w1, battle_data_short[i].str) == 0) { * battle_data_short[i].val = battle_config_switch(w2); return 1; } for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++) if (strcmpi(w1, battle_data_int[i].str) == 0) { *battle_data_int[i].val = battle_config_switch(w2); return 1; } return 0; } int battle_get_value(char *w1) { int i; for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++) if (strcmpi(w1, battle_data_short[i].str) == 0) { return * battle_data_short[i].val; } for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++) if (strcmpi(w1, battle_data_int[i].str) == 0) { return *battle_data_int[i].val; } return 0; } void battle_set_defaults() { battle_config.warp_point_debug=0; battle_config.enable_critical=BL_PC; battle_config.mob_critical_rate=100; battle_config.critical_rate=100; battle_config.enable_baseatk = BL_PC; battle_config.enable_perfect_flee = BL_PC|BL_PET; battle_config.cast_rate=100; battle_config.delay_rate=100; battle_config.delay_dependon_agi=0; battle_config.sdelay_attack_enable=0; battle_config.left_cardfix_to_right=0; battle_config.skill_add_range=0; battle_config.skill_out_range_consume=1; battle_config.skillrange_by_distance=~BL_PC; battle_config.use_weapon_skill_range=~BL_PC; battle_config.pc_damage_delay_rate=100; battle_config.defnotenemy=0; battle_config.vs_traps_bctall=BL_PC; battle_config.traps_setting=0; battle_config.summon_flora=3; battle_config.clear_unit_ondeath=BL_ALL; battle_config.clear_unit_onwarp=BL_ALL; battle_config.random_monster_checklv=1; battle_config.attr_recover=1; battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000; battle_config.item_auto_get=0; battle_config.item_first_get_time=3000; battle_config.item_second_get_time=1000; battle_config.item_third_get_time=1000; battle_config.mvp_item_first_get_time=10000; battle_config.mvp_item_second_get_time=10000; battle_config.mvp_item_third_get_time=2000; battle_config.drop_rate0item=0; battle_config.base_exp_rate=100; battle_config.job_exp_rate=100; battle_config.pvp_exp=1; battle_config.gtb_sc_immunity=50; battle_config.death_penalty_type=0; battle_config.death_penalty_base=0; battle_config.death_penalty_job=0; battle_config.zeny_penalty=0; battle_config.restart_hp_rate=0; battle_config.restart_sp_rate=0; battle_config.mvp_exp_rate=100; battle_config.mvp_hp_rate=100; battle_config.monster_hp_rate=100; battle_config.monster_max_aspd=199; battle_config.view_range_rate=100; battle_config.chase_range_rate=100; battle_config.atc_gmonly=0; battle_config.atc_spawn_quantity_limit=0; battle_config.atc_slave_clone_limit=0; battle_config.partial_name_scan=0; battle_config.gm_allskill=0; battle_config.gm_allequip=0; battle_config.gm_skilluncond=0; battle_config.gm_join_chat=0; battle_config.gm_kick_chat=0; battle_config.guild_max_castles=0; battle_config.emergency_call=15; battle_config.guild_aura=31; battle_config.skillfree = 0; battle_config.skillup_limit = 0; battle_config.wp_rate=100; battle_config.pp_rate=100; battle_config.monster_active_enable=1; battle_config.monster_damage_delay_rate=100; battle_config.monster_loot_type=0; battle_config.mob_skill_rate=100; battle_config.mob_skill_delay=100; battle_config.mob_count_rate=100; battle_config.mob_spawn_delay=100; battle_config.no_spawn_on_player=0; battle_config.force_random_spawn=0; battle_config.plant_spawn_delay=100; battle_config.boss_spawn_delay=100; battle_config.slaves_inherit_mode=2; battle_config.slaves_inherit_speed=3; battle_config.summons_trigger_autospells=1; battle_config.pc_walk_delay_rate=20; battle_config.walk_delay_rate=100; battle_config.multihit_delay=80; battle_config.quest_skill_learn=0; battle_config.quest_skill_reset=1; battle_config.basic_skill_check=1; battle_config.guild_emperium_check=1; battle_config.guild_exp_limit=50; battle_config.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_status_support=0; battle_config.pet_attack_support=0; battle_config.pet_damage_support=0; battle_config.pet_support_min_friendly=900; battle_config.pet_support_rate=100; battle_config.pet_attack_exp_to_master=0; battle_config.pet_attack_exp_rate=100; battle_config.pet_lv_rate=0; //Skotlex battle_config.pet_max_stats=99; //Skotlex battle_config.pet_max_atk1=750; //Skotlex battle_config.pet_max_atk2=1000; //Skotlex battle_config.pet_no_gvg=0; //Skotlex battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex] battle_config.finger_offensive_type=0; battle_config.heal_exp=0; battle_config.max_heal=9999; battle_config.max_heal_lv=11; battle_config.resurrection_exp=0; battle_config.shop_exp=0; battle_config.combo_delay_rate=100; battle_config.item_check=1; battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots. battle_config.wedding_modifydisplay=0; battle_config.wedding_ignorepalette=0; battle_config.xmas_ignorepalette=0; // [Valaris] battle_config.natural_healhp_interval=6000; battle_config.natural_healsp_interval=8000; battle_config.natural_heal_skill_interval=10000; battle_config.natural_heal_weight_rate=50; battle_config.item_name_override_grffile=1; battle_config.item_equip_override_grffile=0; // [Celest] battle_config.item_slots_override_grffile=0; // [Celest] battle_config.indoors_override_grffile=0; // [Celest] battle_config.skill_sp_override_grffile=0; // [Celest] battle_config.cardillust_read_grffile=0; // [Celest] battle_config.arrow_decrement=1; battle_config.max_aspd = 199; battle_config.max_walk_speed = 300; battle_config.max_hp = 32500; battle_config.max_sp = 32500; battle_config.max_lv = 99; // [MouseJstr] battle_config.aura_lv = 99; // [Skotlex] battle_config.max_parameter = 99; battle_config.max_baby_parameter = 80; battle_config.max_cart_weight = 8000; battle_config.max_def = 99; // [Skotlex] battle_config.over_def_bonus = 0; // [Skotlex] battle_config.skill_log = 0; battle_config.battle_log = 0; battle_config.save_log = 0; battle_config.error_log = 1; battle_config.etc_log = 1; battle_config.save_clothcolor = 0; battle_config.undead_detect_type = 0; battle_config.auto_counter_type = BL_ALL; battle_config.min_hitrate = 5; battle_config.max_hitrate = 100; battle_config.agi_penalty_target = BL_PC; battle_config.agi_penalty_type = 1; battle_config.agi_penalty_count = 3; battle_config.agi_penalty_num = 10; battle_config.agi_penalty_count_lv = ATK_FLEE; battle_config.vit_penalty_target = BL_PC; battle_config.vit_penalty_type = 1; battle_config.vit_penalty_count = 3; battle_config.vit_penalty_num = 5; battle_config.vit_penalty_count_lv = ATK_DEF; battle_config.weapon_defense_type = 0; battle_config.magic_defense_type = 0; battle_config.skill_reiteration = 0; battle_config.skill_nofootset = BL_PC; battle_config.pc_cloak_check_type = 1; battle_config.monster_cloak_check_type = 0; battle_config.estimation_type = 3; battle_config.gvg_short_damage_rate = 100; battle_config.gvg_long_damage_rate = 75; battle_config.gvg_weapon_damage_rate = 60; battle_config.gvg_magic_damage_rate = 50; battle_config.gvg_misc_damage_rate = 60; battle_config.gvg_flee_penalty = 20; battle_config.gvg_eliminate_time = 7000; battle_config.pk_short_damage_rate = 80; battle_config.pk_long_damage_rate = 70; battle_config.pk_weapon_damage_rate = 60; battle_config.pk_magic_damage_rate = 60; battle_config.pk_misc_damage_rate = 60; battle_config.mob_changetarget_byskill = 0; battle_config.attack_direction_change = BL_ALL; battle_config.land_skill_limit = BL_ALL; battle_config.party_skill_penalty = 1; battle_config.monster_class_change_full_recover = 0; battle_config.produce_item_name_input = 1; battle_config.produce_potion_name_input = 1; battle_config.making_arrow_name_input = 1; battle_config.holywater_name_input = 1; battle_config.cdp_name_input = 1; battle_config.display_skill_fail = 0; battle_config.chat_warpportal = 0; battle_config.mob_warp = 0; battle_config.dead_branch_active = 0; battle_config.vending_max_value = 10000000; battle_config.show_steal_in_same_party = 0; battle_config.party_update_interval = 1000; battle_config.party_share_type = 0; battle_config.party_hp_mode = 0; battle_config.party_show_share_picker = 0; battle_config.attack_attr_none = ~BL_PC; battle_config.gx_allhit = 1; battle_config.gx_disptype = 1; battle_config.devotion_level_difference = 10; battle_config.player_skill_partner_check = 1; battle_config.hide_GM_session = 0; battle_config.invite_request_check = 1; battle_config.skill_removetrap_type = 0; battle_config.disp_experience = 0; battle_config.disp_zeny = 0; battle_config.castle_defense_rate = 100; battle_config.hp_rate = 100; battle_config.sp_rate = 100; battle_config.gm_cant_drop_min_lv = 1; battle_config.gm_cant_drop_max_lv = 0; battle_config.disp_hpmeter = 60; battle_config.skill_wall_check = 1; battle_config.cell_stack_limit = 1; battle_config.bone_drop = 0; battle_config.buyer_name = 1; // eAthena additions battle_config.item_rate_mvp=100; battle_config.item_rate_common = 100; battle_config.item_rate_common_boss = 100; // [Reddozen] battle_config.item_rate_equip = 100; battle_config.item_rate_equip_boss = 100; // [Reddozen] battle_config.item_rate_card = 100; battle_config.item_rate_card_boss = 100; // [Reddozen] battle_config.item_rate_heal = 100; // Added by Valaris battle_config.item_rate_heal_boss = 100; // [Reddozen] battle_config.item_rate_use = 100; // End battle_config.item_rate_use_boss = 100; // [Reddozen] battle_config.item_rate_adddrop = 100; battle_config.item_rate_treasure = 100; battle_config.logarithmic_drops = 0; battle_config.item_drop_common_min=1; // Added by TyrNemesis^ battle_config.item_drop_common_max=10000; battle_config.item_drop_equip_min=1; battle_config.item_drop_equip_max=10000; battle_config.item_drop_card_min=1; battle_config.item_drop_card_max=10000; battle_config.item_drop_mvp_min=1; battle_config.item_drop_mvp_max=10000; // End Addition battle_config.item_drop_heal_min=1; // Added by Valaris battle_config.item_drop_heal_max=10000; battle_config.item_drop_use_min=1; battle_config.item_drop_use_max=10000; // End battle_config.item_drop_adddrop_min=1; battle_config.item_drop_adddrop_max=10000; battle_config.item_drop_treasure_min=1; battle_config.item_drop_treasure_max=10000; battle_config.prevent_logout = 10000; // Added by RoVeRT battle_config.drops_by_luk = 0; // [Valaris] battle_config.drops_by_luk2 = 0; battle_config.equip_natural_break_rate = 1; battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex] battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex] battle_config.pk_mode = 0; // [Valaris] battle_config.pk_level_range = 0; // [Skotlex] battle_config.manner_system = 0xFFF; // [Valaris] battle_config.pet_equip_required = 0; // [Valaris] battle_config.multi_level_up = 0; // [Valaris] battle_config.max_exp_gain_rate = 0; // [Skotlex] battle_config.backstab_bow_penalty = 0; // Akaru battle_config.night_at_start = 0; // added by [Yor] battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours) battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes) battle_config.show_mob_info = 0; battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level) battle_config.any_warp_GM_min_level = 20; // added by [Yor] battle_config.packet_ver_flag = 1023; // added by [Yor] battle_config.min_hair_style = 0; battle_config.max_hair_style = 23; battle_config.min_hair_color = 0; battle_config.max_hair_color = 9; battle_config.min_cloth_color = 0; battle_config.max_cloth_color = 4; battle_config.pet_hair_style = 100; battle_config.zeny_from_mobs = 0; battle_config.mobs_level_up = 0; // [Valaris] battle_config.mobs_level_up_exp_rate = 1; // [Valaris] battle_config.pk_min_level = 55; battle_config.skill_steal_type = 1; battle_config.skill_steal_rate = 100; battle_config.skill_steal_max_tries = 0; //Default: unlimited tries. battle_config.motd_type = 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.exp_bonus_attacker = 25; battle_config.exp_bonus_max_attacker = 12; battle_config.min_skill_delay_limit = 100; battle_config.default_skill_delay = 300; //Default skill delay according to official servers. battle_config.no_skill_delay = BL_MOB; battle_config.attack_walk_delay = 0; battle_config.require_glory_guild = 0; battle_config.idle_no_share = 0; battle_config.party_even_share_bonus = 0; battle_config.delay_battle_damage = 1; battle_config.hide_woe_damage = 0; battle_config.display_version = 1; battle_config.who_display_aid = 0; battle_config.display_hallucination = 1; battle_config.ignore_items_gender = 1; battle_config.copyskill_restrict = 2; battle_config.berserk_cancels_buffs = 1; battle_config.debuff_on_logout = 1; battle_config.use_statpoint_table = 1; battle_config.mob_ai = 0; battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer] battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer] battle_config.mob_remove_delay = 60000; battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow. battle_config.mob_clear_delay = 0; battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus] battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus] battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex] battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus] battle_config.firewall_hits_on_undead = 1; battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus] battle_config.title_lvl2 = 10; battle_config.title_lvl3 = 20; battle_config.title_lvl4 = 40; battle_config.title_lvl5 = 50; battle_config.title_lvl6 = 60; battle_config.title_lvl7 = 80; battle_config.title_lvl8 = 99; battle_config.duel_enable = 1; battle_config.duel_allow_pvp = 0; battle_config.duel_allow_gvg = 0; battle_config.duel_allow_teleport = 0; battle_config.duel_autoleave_when_die = 1; battle_config.duel_time_interval = 60; battle_config.duel_only_on_same_map = 0; battle_config.skip_teleport_lv1_menu = 0; battle_config.allow_skill_without_day = 0; battle_config.allow_es_magic_pc = 0; battle_config.skill_caster_check = 1; battle_config.sc_castcancel = BL_NUL; battle_config.pc_sc_def_rate = 100; battle_config.mob_sc_def_rate = 100; battle_config.pc_luk_sc_def = 300; battle_config.mob_luk_sc_def = 300; battle_config.pc_max_sc_def = 10000; battle_config.mob_max_sc_def = 5000; battle_config.sg_miracle_skill_ratio=1; battle_config.sg_angel_skill_ratio=1; battle_config.sg_miracle_skill_duration_min=3000000; battle_config.sg_miracle_skill_duration_max=9000000; battle_config.autospell_stacking = 0; battle_config.override_mob_names = 0; battle_config.min_chat_delay = 0; battle_config.friend_auto_add = 0; battle_config.hvan_explosion_intimate = 45000; //[orn] battle_config.homunculus_show_growth = 0; //[orn] battle_config.homunculus_friendly_rate = 100; } void battle_validate_conf() { if(battle_config.flooritem_lifetime < 1000) battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000; /* if(battle_config.restart_hp_rate < 0) battle_config.restart_hp_rate = 0; else*/ if(battle_config.restart_hp_rate > 100) battle_config.restart_hp_rate = 100; /* if(battle_config.restart_sp_rate < 0) battle_config.restart_sp_rate = 0; else*/ if(battle_config.restart_sp_rate > 100) battle_config.restart_sp_rate = 100; if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL) battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL; if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL) battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL; if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL) battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL; if(battle_config.natural_heal_weight_rate < 50) battle_config.natural_heal_weight_rate = 50; if(battle_config.natural_heal_weight_rate > 101) battle_config.natural_heal_weight_rate = 101; battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; if(battle_config.monster_max_aspd < 10) battle_config.monster_max_aspd = 10; if(battle_config.monster_max_aspd > 1000) battle_config.monster_max_aspd = 1000; battle_config.max_aspd = 2000 - battle_config.max_aspd*10; if(battle_config.max_aspd < 10) battle_config.max_aspd = 10; if(battle_config.max_aspd > 1000) battle_config.max_aspd = 1000; if (battle_config.max_walk_speed < 100) battle_config.max_walk_speed = 100; battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; if (battle_config.max_walk_speed < 1) battle_config.max_walk_speed = 1; if(battle_config.hp_rate < 1) battle_config.hp_rate = 1; if(battle_config.sp_rate < 1) battle_config.sp_rate = 1; if(battle_config.max_hp > 1000000000) battle_config.max_hp = 1000000000; if(battle_config.max_hp < 100) battle_config.max_hp = 100; if(battle_config.max_sp > 1000000000) battle_config.max_sp = 1000000000; if(battle_config.max_sp < 100) battle_config.max_sp = 100; if(battle_config.max_parameter < 10) battle_config.max_parameter = 10; if(battle_config.max_parameter > 10000) battle_config.max_parameter = 10000; if(battle_config.max_baby_parameter < 10) battle_config.max_baby_parameter = 10; if(battle_config.max_baby_parameter > 10000) battle_config.max_baby_parameter = 10000; if(battle_config.max_cart_weight > 1000000) battle_config.max_cart_weight = 1000000; if(battle_config.max_cart_weight < 100) battle_config.max_cart_weight = 100; battle_config.max_cart_weight *= 10; if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] battle_config.max_def = 100; if(battle_config.over_def_bonus > 1000) battle_config.over_def_bonus = 1000; if(battle_config.min_hitrate > battle_config.max_hitrate) battle_config.min_hitrate = battle_config.max_hitrate; if(battle_config.agi_penalty_count < 2) battle_config.agi_penalty_count = 2; if(battle_config.vit_penalty_count < 2) battle_config.vit_penalty_count = 2; if(battle_config.party_update_interval < 100) battle_config.party_update_interval = 100; if(battle_config.guild_exp_limit > 99) battle_config.guild_exp_limit = 99; /* if(battle_config.guild_exp_limit < 0) battle_config.guild_exp_limit = 0;*/ if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex] battle_config.pet_support_min_friendly = 950; if(battle_config.pet_hungry_delay_rate < 10) battle_config.pet_hungry_delay_rate=10; if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex battle_config.pet_max_atk1 = battle_config.pet_max_atk2; // if(battle_config.castle_defense_rate < 0) // battle_config.castle_defense_rate = 0; if(battle_config.castle_defense_rate > 100) battle_config.castle_defense_rate = 100; if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^ battle_config.item_drop_common_min = 1; if(battle_config.item_drop_common_max > 10000) battle_config.item_drop_common_max = 10000; if(battle_config.item_drop_equip_min < 1) battle_config.item_drop_equip_min = 1; if(battle_config.item_drop_equip_max > 10000) battle_config.item_drop_equip_max = 10000; if(battle_config.item_drop_card_min < 1) battle_config.item_drop_card_min = 1; if(battle_config.item_drop_card_max > 10000) battle_config.item_drop_card_max = 10000; if(battle_config.item_drop_mvp_min < 1) battle_config.item_drop_mvp_min = 1; if(battle_config.item_drop_mvp_max > 10000) battle_config.item_drop_mvp_max = 10000; // End Addition /* if (battle_config.night_at_start < 0) // added by [Yor] battle_config.night_at_start = 0; else if (battle_config.night_at_start > 1) // added by [Yor] battle_config.night_at_start = 1; */ if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor] battle_config.day_duration = 60000; if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor] battle_config.night_duration = 60000; if (battle_config.hack_info_GM_level > 100) battle_config.hack_info_GM_level = 100; if (battle_config.any_warp_GM_min_level > 100) battle_config.any_warp_GM_min_level = 100; if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0) battle_config.vending_max_value = MAX_ZENY; if (battle_config.min_skill_delay_limit < 10) battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms if (battle_config.exp_bonus_max_attacker < 2) battle_config.exp_bonus_max_attacker = 2; if (battle_config.no_spawn_on_player > 100) battle_config.no_spawn_on_player = 100; if (battle_config.mob_remove_delay < 15000) //Min 15 sec battle_config.mob_remove_delay = 15000; if (battle_config.dynamic_mobs > 1) battle_config.dynamic_mobs = 1; //The flag will be used in assignations if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 ) battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; if (battle_config.firewall_hits_on_undead < 1) battle_config.firewall_hits_on_undead = 1; else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff battle_config.firewall_hits_on_undead = 255; if (battle_config.prevent_logout > 60000) battle_config.prevent_logout = 60000; if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris] battle_config.mobs_level_up_exp_rate = 1; if (battle_config.pc_luk_sc_def < 1) battle_config.pc_luk_sc_def = 1; if (battle_config.mob_luk_sc_def < 1) battle_config.mob_luk_sc_def = 1; if (battle_config.sg_miracle_skill_ratio > 10000) battle_config.sg_miracle_skill_ratio = 10000; if (battle_config.sg_miracle_skill_duration_min < 1000) battle_config.sg_miracle_skill_duration_min = 1000; //Store duration variation in the max setting battle_config.sg_miracle_skill_duration_max -= battle_config.sg_miracle_skill_duration_min; if (battle_config.sg_miracle_skill_duration_max < 2000) battle_config.sg_miracle_skill_duration_max = 2000; if (battle_config.skill_steal_max_tries >= UCHAR_MAX) battle_config.skill_steal_max_tries = UCHAR_MAX; #ifdef CELL_NOSTACK if (battle_config.cell_stack_limit < 1) battle_config.cell_stack_limit = 1; else if (battle_config.cell_stack_limit > 255) battle_config.cell_stack_limit = 255; #else if (battle_config.cell_stack_limit != 1) ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif if(battle_config.hvan_explosion_intimate > 100000) //[orn] battle_config.hvan_explosion_intimate = 100000; } /*========================================== * ?ݒ�t�@�C����ǂ�?��� *------------------------------------------ */ int battle_config_read(const char *cfgName) { char line[1024], w1[1024], w2[1024]; FILE *fp; static int count = 0; if ((count++) == 0) battle_set_defaults(); fp = fopen(cfgName,"r"); if (fp == NULL) { ShowError("File not found: %s\n", cfgName); return 1; } while(fgets(line,1020,fp)){ if (line[0] == '/' && line[1] == '/') continue; if (sscanf(line, "%[^:]:%s", w1, w2) != 2) continue; if (strcmpi(w1, "import") == 0) battle_config_read(w2); else battle_set_value(w1, w2); } fclose(fp); if (--count == 0) { battle_validate_conf(); add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); } return 0; } void do_init_battle(void) { delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage)); } void do_final_battle(void) { ers_destroy(delay_damage_ers); }