// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/malloc.h" #include "../common/showmsg.h" #include "../common/ers.h" #include "../common/random.h" #include "../common/strlib.h" #include "../common/utils.h" #include "map.h" #include "path.h" #include "pc.h" #include "status.h" #include "skill.h" #include "homunculus.h" #include "mercenary.h" #include "elemental.h" #include "mob.h" #include "itemdb.h" #include "clif.h" #include "pet.h" #include "guild.h" #include "party.h" #include "battle.h" #include "battleground.h" #include #include #include #include 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; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target_id = va_arg(ap, int); if (bl->id == target_id) return 0; if (*c >= 24) return 0; ud = unit_bl2ud(bl); if (!ud) return 0; if (ud->target == target_id || ud->skilltarget == target_id) { bl_list[(*c)++] = bl; return 1; } return 0; } struct block_list* battle_gettargeted(struct block_list *target) { struct block_list *bl_list[24]; int c = 0; nullpo_retr(NULL, target); memset(bl_list, 0, sizeof(bl_list)); map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); if (c == 0 || c > 24) return NULL; return bl_list[rnd()%c]; } //Returns the id of the current targetted character of the passed bl. [Skotlex] int battle_gettarget(struct block_list* bl) { switch (bl->type) { case BL_PC: return ((struct map_session_data*)bl)->ud.target; case BL_MOB: return ((struct mob_data*)bl)->target_id; case BL_PET: return ((struct pet_data*)bl)->target_id; case BL_HOM: return ((struct homun_data*)bl)->ud.target; case BL_MER: return ((struct mercenary_data*)bl)->ud.target; case BL_ELEM: return ((struct elemental_data*)bl)->ud.target; } return 0; } static int battle_getenemy_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct block_list *target; int *c; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target = va_arg(ap, struct block_list *); if (bl->id == target->id) return 0; if (*c >= 23) return 0; if (status_isdead(bl)) return 0; if (battle_check_target(target, bl, BCT_ENEMY) > 0) { bl_list[(*c)++] = bl; return 1; } return 0; } // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex] struct block_list* battle_getenemy(struct block_list *target, int type, int range) { struct block_list *bl_list[24]; int c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target); if (c == 0 ) return NULL; if( c >= 24 ) c = 23; return bl_list[rnd()%c]; } static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list, *src; int *c, ignore_id; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); src = va_arg(ap, struct block_list *); ignore_id = va_arg(ap, int); if( bl->id == src->id || bl->id == ignore_id ) return 0; // Ignores Caster and a possible pre-target if( *c >= 23 ) return 0; if( status_isdead(bl) ) return 0; if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) { // Is Enemy!... bl_list[(*c)++] = bl; return 1; } return 0; } // Pick a random enemy struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) { struct block_list *bl_list[24]; int c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id); if( c == 0 ) return NULL; if( c >= 24 ) c = 23; return bl_list[rnd()%c]; } // ƒ_??[ƒW‚Ì’x‰„ struct delay_damage { struct block_list *src; int target; int damage; int delay; unsigned short distance; unsigned short skill_lv; unsigned short skill_id; enum damage_lv dmg_lv; unsigned short attack_type; }; int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { struct delay_damage *dat = (struct delay_damage *)data; struct block_list *target = map_id2bl(dat->target); if ( target && dat && target->prev != NULL && !status_isdead(target) ) { if( id == dat->src->id && target->m == dat->src->m && (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) && check_distance_bl(dat->src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex] { map_freeblock_lock(); status_fix_damage(dat->src, target, dat->damage, dat->delay); if( dat->attack_type && !status_isdead(target) ) skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); map_freeblock_unlock(); } else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) { /** * it was monster reflected damage, and the monster died, we pass the damage to the character as expected **/ map_freeblock_lock(); status_fix_damage(target, target, dat->damage, dat->delay); map_freeblock_unlock(); } } ers_free(delay_damage_ers, dat); return 0; } int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay) { struct delay_damage *dat; struct status_change *sc; nullpo_ret(src); nullpo_ret(target); sc = status_get_sc(target); if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) damage = 0; if ( !battle_config.delay_battle_damage || amotion <= 1 ) { map_freeblock_lock(); status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] if( attack_type && !status_isdead(target) ) skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick()); if( dmg_lv > ATK_BLOCK && attack_type ) skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); map_freeblock_unlock(); return 0; } dat = ers_alloc(delay_damage_ers, struct delay_damage); dat->src = 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. if (src->type != BL_PC && amotion > 1000) amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex] add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat); return 0; } int battle_attr_ratio(int atk_elem,int def_type, int def_lv) { if (atk_elem < 0 || atk_elem >= ELE_MAX) return 100; if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4) return 100; return attr_fix_table[def_lv-1][atk_elem][def_type]; } /*========================================== * 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 = rnd()%ELE_MAX; if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4) { ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); return damage; } ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; if (sc && sc->count) { if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE) ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1]; if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND) ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1]; if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER) ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1]; } if( target && target->type == BL_SKILL ) { if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) { struct skill_unit *su = (struct skill_unit*)target; struct skill_unit_group *sg; struct block_list *src; int x,y; if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 || (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) ) return 0; if( sg->unit_id != UNT_FIREWALL ) { x = sg->val3 >> 16; y = sg->val3 & 0xffff; skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1); sg->val3 = -1; sg->limit = DIFF_TICK(gettick(),sg->tick)+300; } } } if( tsc && tsc->count ) { if( tsc->data[SC_SPIDERWEB] && atk_elem == ELE_FIRE ){ tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now if( tsc->data[SC_SPIDERWEB]->val2-- > 0 ) damage <<= 1; // double damage if( tsc->data[SC_SPIDERWEB]->val2 == 0 ) status_change_end(target, SC_SPIDERWEB, INVALID_TIMER); } if( tsc->data[SC_ORATIO] && atk_elem == ELE_HOLY ) ratio += tsc->data[SC_ORATIO]->val1 * 2; if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON ) ratio += tsc->data[SC_VENOMIMPRESS]->val2; if( tsc->data[SC_THORNSTRAP] && atk_elem == ELE_FIRE ) status_change_end(target, SC_THORNSTRAP, -1); if( tsc->data[SC_FIRE_CLOAK_OPTION] && atk_elem == ELE_FIRE ) damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100; if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB){ if( atk_elem == ELE_WIND) damage = damage * 150 / 100; if( atk_elem == ELE_FIRE ) status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER); } } return damage*ratio/100; } /*========================================== * ƒ_??[ƒW??IŒvŽZ *------------------------------------------*/ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv) { struct map_session_data *sd = NULL; struct status_change *sc; struct status_change_entry *sce; int div_ = d->div_, flag = d->flag; nullpo_ret(bl); if( !damage ) return 0; if( battle_config.ksprotection && mob_ksprotected(src, bl) ) 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; } sc = status_get_sc(bl); if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) return 1; if (skill_num == PA_PRESSURE) return damage; //This skill bypass everything else. if( sc && sc->count ) { //First, sc_*'s that reduce damage to 0. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect if( skill_num == MG_NAPALMBEAT || skill_num == MG_SOULSTRIKE || skill_num == WL_SOULEXPANSION || (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) || (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST) ){ if( skill_num == WL_SOULEXPANSION ) damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect }else{ d->dmg_lv = ATK_BLOCK; return 0; } } if(sc->data[SC_ZEPHYR] && flag&(BF_LONG|BF_SHORT)){ d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) { struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3); if (group) { /** * in RE, SW possesses a lifetime equal to 3 times the caster's health **/ #ifdef RENEWAL if ( ( group->val2 - damage) > 0 ) { group->val2 -= damage; d->dmg_lv = ATK_BLOCK; return 0; } else damage -= group->val2; skill_delunitgroup(group); #else if (--group->val2<=0) skill_delunitgroup(group); d->dmg_lv = ATK_BLOCK; return 0; #endif } status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER); } if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) { clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1); d->dmg_lv = ATK_BLOCK; sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000); return 0; } if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) { int delay; clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1); // different delay depending on skill level [celest] if (sce->val1 <= 5) delay = 300; else if (sce->val1 > 5 && sce->val1 <= 9) delay = 200; else delay = 100; unit_set_walkdelay(bl, gettick(), delay, 1); if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1) skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0); return 0; } if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) { clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1); sce->val3 -= damage; // absorb damage d->dmg_lv = ATK_BLOCK; sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken. if( sce->val3 <= 0 ) { // Shield Down sce->val2--; if( sce->val2 > 0 ) { if( sd ) clif_millenniumshield(sd,sce->val2); sce->val3 = 1000; // Next Shield } else status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down } return 0; } if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) { // attack blocked by Parrying clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1); return 0; } if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd()%100 < 20) { if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge. clif_skill_nodamage(bl,bl,TK_DODGE,1,1); if (!sc->data[SC_COMBO]) sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000); return 0; } if(sc->data[SC_HERMODE] && flag&BF_MAGIC) return 0; if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) return 0; if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) { d->dmg_lv = ATK_MISS; return 0; } if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. clif_specialeffect(bl, 462, AREA); //Shouldn't end until Breaker's non-weapon part connects. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON)) if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. status_change_end(bl, SC_KAUPE, INVALID_TIMER); return 0; } if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) { clif_specialeffect(bl, 462, AREA); // Still need confirm it. return 0; } if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) { skill_additional_effect (src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick() ); if( !status_isdead(src) ) skill_counter_additional_effect( src, bl, skill_num, skill_lv, flag, gettick() ); if (sce) { clif_specialeffect(bl, 462, AREA); skill_blown(src,bl,sce->val3,-1,0); } //Both need to be consumed if they are active. if (sce && --(sce->val2) <= 0) status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER); if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0) status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); return 0; } //Now damage increasing effects if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN ) { if( src->type != BL_MER || skill_num == 0 ) damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) ) status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects. } #ifdef RENEWAL if( sc->data[SC_RAID] ) { damage += 20*damage/100; if (--sc->data[SC_RAID]->val1 == 0) status_change_end(bl, SC_RAID, INVALID_TIMER); } #endif if( damage ) { struct map_session_data *tsd = BL_CAST(BL_PC, src); if( sc->data[SC_DEEPSLEEP] ) { damage += damage / 2; // 1.5 times more damage while in Deep Sleep. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER); } if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){ switch(tsd->status.weapon){ case W_MACE: case W_2HMACE: case W_1HAXE: case W_2HAXE: damage = damage * 150 / 100; break; case W_MUSICAL: case W_WHIP: if(!sd->state.arrow_atk) break; case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: case W_DAGGER: case W_1HSWORD: case W_2HSWORD: damage = damage * 50 / 100; break; } } if( sc->data[SC_VOICEOFSIREN] ) status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER); } //Finally damage reductions.... if( sc->data[SC_ASSUMPTIO] ) { if( map_flag_vs(bl->m) ) damage = damage*2/3; //Receive 66% damage else damage >>= 1; //Receive 50% damage } if(sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100; if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage -= 20*damage/100; if(sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) { if(flag&BF_SKILL) //25% reduction damage -= 25*damage/100; else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage >>= 2; //75% reduction } // Compressed code, fixed by map.h [Epoque] if (src->type == BL_MOB) { int i; if (sc->data[SC_MANU_DEF]) for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) if (mob_manuk[i]==((TBL_MOB*)src)->class_) { damage -= sc->data[SC_MANU_DEF]->val1*damage/100; break; } if (sc->data[SC_SPL_DEF]) for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) if (mob_splendide[i]==((TBL_MOB*)src)->class_) { damage -= sc->data[SC_SPL_DEF]->val1*damage/100; break; } } if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER sce->val3&flag && sce->val4&flag) damage -= damage*sc->data[SC_ARMOR]->val2/100; #ifdef RENEWAL if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION) #else if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION) #endif { struct status_data *status = status_get_status_data(bl); int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% damage -= damage * 6 * (1+per) / 100; } /** * In renewal steel body reduces all incoming damage by 1/10 **/ #ifdef RENEWAL if( sc->data[SC_STEELBODY] ) { damage = damage > 10 ? damage / 10 : 1; } #endif //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie] if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) { status_change_end(bl, SC_BITE, INVALID_TIMER); status_change_end(bl, SC_ANKLE, INVALID_TIMER); status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER); } //Finally Kyrie because it may, or not, reduce damage to 0. if((sce = sc->data[SC_KYRIE]) && damage > 0){ sce->val2-=damage; if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){ if(sce->val2>=0) damage=0; else damage=-sce->val2; } if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT) status_change_end(bl, SC_KYRIE, INVALID_TIMER); } if (!damage) return 0; if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) { int dx[8]={0,-1,-1,-1,0,1,1,1}; int dy[8]={1,1,0,-1,-1,-1,0,1}; int dir = map_calc_dir(bl, src->x, src->y); if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) { clif_slide(bl,src->x-dx[dir],src->y-dy[dir]); unit_setdir(bl, dir); } d->dmg_lv = ATK_DEF; status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER); return 0; } //Probably not the most correct place, but it'll do here //(since battle_drain is strictly for players currently) if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3) status_heal(src, damage*sce->val4/100, 0, 3); if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3); if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(bl, src); // Deadly infect attacked side if( sc && sc->data[SC__SHADOWFORM] ) { struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2); if( !s_bl ) { // If the shadow form target is not present remove the sc. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if( s_bl->type == BL_PC ) ((TBL_PC*)s_bl)->shadowform_id = 0; } else { if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if( s_bl->type == BL_PC ) ((TBL_PC*)s_bl)->shadowform_id = 0; } else { status_damage(src, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0); return ATK_NONE; } } } } //SC effects from caster side. sc = status_get_sc(src); if (sc && sc->count) { if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) damage += damage * 75 / 100; // [Epoque] if (bl->type == BL_MOB) { int i; if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) || ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC)) ) for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) if (((TBL_MOB*)bl)->class_==mob_manuk[i]) { damage += damage*sce->val1/100; break; } if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) || ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC)) ) for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) if (((TBL_MOB*)bl)->class_==mob_splendide[i]) { damage += damage*sce->val1/100; break; } } if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 ) sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,sc->data[SC_POISONINGWEAPON]->val1)); if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(src, bl); } if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) { if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) damage = damage * battle_config.pk_weapon_damage_rate/100; if (flag&BF_MAGIC) damage = damage * battle_config.pk_magic_damage_rate/100; if (flag&BF_MISC) damage = damage * battle_config.pk_misc_damage_rate/100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * battle_config.pk_short_damage_rate/100; if (flag & BF_LONG) damage = damage * battle_config.pk_long_damage_rate/100; } if(!damage) damage = 1; } if(battle_config.skill_min_damage && damage > 0 && damage < div_) { if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) || (flag&BF_MAGIC && battle_config.skill_min_damage&2) || (flag&BF_MISC && battle_config.skill_min_damage&4) ) damage = div_; } if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) { if (damage > 0 ) mobskill_event((TBL_MOB*)bl,src,gettick(),flag); if (skill_num) mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16)); } if( sd ) { if( pc_ismadogear(sd) && rnd()%100 < 50 ) { short element = skill_get_ele(skill_num, skill_lv); if( !skill_num || element == -1 ) { //Take weapon's element struct status_data *sstatus = NULL; if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) element = ((TBL_PC*)src)->bonus.arrow_ele; else if( (sstatus = status_get_status_data(src)) ) { element = sstatus->rhw.ele; } } else if( element == -2 ) //Use enchantment's element element = status_get_attack_sc_element(src,status_get_sc(src)); else if( element == -3 ) //Use random element element = rnd()%ELE_MAX; if( element == ELE_FIRE || element == ELE_WATER ) pc_overheat(sd,element == ELE_FIRE ? 1 : -1); } } return damage; } /*========================================== * Calculates BG related damage adjustments. *------------------------------------------*/ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag) { if( !damage ) return 0; if( bl->type == BL_MOB ) { struct mob_data* md = BL_CAST(BL_MOB, bl); if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL ) return 0; // Crystal cannot receive skill damage on battlegrounds } switch( skill_num ) { case PA_PRESSURE: case HW_GRAVITATION: case NJ_ZENYNAGE: break; default: if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex] if( flag&BF_WEAPON ) damage = damage * battle_config.bg_weapon_damage_rate/100; if( flag&BF_MAGIC ) damage = damage * battle_config.bg_magic_damage_rate/100; if( flag&BF_MISC ) damage = damage * battle_config.bg_misc_damage_rate/100; } else { //Normal attacks get reductions based on range. if( flag&BF_SHORT ) damage = damage * battle_config.bg_short_damage_rate/100; if( flag&BF_LONG ) damage = damage * battle_config.bg_long_damage_rate/100; } if( !damage ) damage = 1; } 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 = BL_CAST(BL_MOB, bl); int class_ = status_get_class(bl); if (!damage) //No reductions to make. return 0; if(md && md->guardian_data) { if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) { //Skill immunity. switch (skill_num) { #ifndef RENEWAL case MO_TRIPLEATTACK: #endif case HW_GRAVITATION: break; default: return 0; } } if(src->type != BL_MOB) { struct guild *g=guild_search(status_get_guild_id(src)); 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: /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka] if (md && md->guardian_data) { damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100; } */ if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) damage = damage * battle_config.gvg_weapon_damage_rate/100; if (flag&BF_MAGIC) damage = damage * battle_config.gvg_magic_damage_rate/100; if (flag&BF_MISC) damage = damage * battle_config.gvg_misc_damage_rate/100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * battle_config.gvg_short_damage_rate/100; if (flag & BF_LONG) damage = damage * battle_config.gvg_long_damage_rate/100; } if(!damage) damage = 1; } return damage; } /*========================================== * HP/SP‹zŽû‚ÌŒvŽZ *------------------------------------------*/ static int battle_calc_drain(int damage, int rate, int per) { int diff = 0; if (per && rnd()%1000 < rate) { diff = (damage * per) / 100; if (diff == 0) { if (per > 0) diff = 1; else diff = -1; } } return diff; } /*========================================== * ?C—ûƒ_??[ƒW *------------------------------------------*/ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) { int damage,skill; struct status_data *status = status_get_status_data(target); int weapon; damage = dmg; nullpo_ret(sd); if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && target->type == BL_MOB && //This bonus doesnt work against players. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) ) damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn //damage += (skill * 3); if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) ) damage += (skill * 5); if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) ) damage += (skill * 10); if( pc_ismadogear(sd) ) damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE); if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) { damage += (skill * 4); if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER) damage += sd->status.str; } if(type == 0) weapon = sd->weapontype1; else weapon = sd->weapontype2; switch(weapon) { case W_1HSWORD: #ifdef RENEWAL if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); #endif case W_DAGGER: if((skill = pc_checkskill(sd,SM_SWORD)) > 0) damage += (skill * 4); if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0) damage += skill * 10; break; case W_2HSWORD: #ifdef RENEWAL if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); #endif if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) damage += (skill * 4); break; case W_1HSPEAR: case W_2HSPEAR: if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { if(!pc_isriding(sd)) damage += (skill * 4); else damage += (skill * 5); } break; case W_1HAXE: case W_2HAXE: if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) damage += (skill * 5); break; case W_MACE: case W_2HMACE: if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) damage += (skill * 3); if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) damage += (skill * 5); break; case W_FIST: if((skill = pc_checkskill(sd,TK_RUN)) > 0) damage += (skill * 10); // No break, fallthrough to Knuckles case W_KNUCKLE: if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) damage += (skill * 3); break; case W_MUSICAL: if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) damage += (skill * 3); break; case W_WHIP: if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) damage += (skill * 3); break; case W_BOOK: if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) damage += (skill * 3); break; case W_KATAR: if((skill = pc_checkskill(sd,AS_KATAR)) > 0) damage += (skill * 3); break; } 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]) atkmin = atkmax; //Weapon Damage calculation if (!(flag&1)) damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin; else damage = atkmax; if (sd) { //rodatazone says the range is 0~arrow_atk-1 for non crit if (flag&2 && sd->bonus.arrow_atk) damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk ); //SizeFix only for players if (!(sd->special_state.no_sizefix || (flag&8))) damage = damage*(type==EQI_HAND_L? sd->left_weapon.atkmods[t_size]: sd->right_weapon.atkmods[t_size])/100; } //Finally, add baseatk if(flag&4) damage += status->matk_min; else damage += status->batk; //rodatazone says that Overrefine bonuses are part of baseatk //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands. if(sd) { if (type == EQI_HAND_L) { if(sd->left_weapon.overrefine) damage += rnd()%sd->left_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype2]) damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;; } else { //Right hand if(sd->right_weapon.overrefine) damage += rnd()%sd->right_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype1]) damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;; } } return damage; } /*========================================== * 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) qty = 1; } if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME); sd->state.arrow_atk = 0; } static int battle_range_type( struct block_list *src, struct block_list *target, int skill_num, int skill_lv) { //Skill Range Criteria if (battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) ) { //based on distance between src/target [Skotlex] if (check_distance_bl(src, target, 5)) return BF_SHORT; return BF_LONG; } //based on used skill's range if (skill_get_range2(src, skill_num, skill_lv) < 5) return BF_SHORT; return BF_LONG; } static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num) { int i; if (!sd->skillblown[0].id) return 0; //Apply the bonus blewcount. [Skotlex] for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) { if (sd->skillblown[i].id == skill_num) return sd->skillblown[i].val; } return 0; } 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 int skillratio = 100; //Skill dmg modifiers. short skill=0; short s_ele, s_ele_, t_class; int i, nk; bool n_ele = false; // non-elemental struct map_session_data *sd, *tsd; struct Damage wd; struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct { unsigned hit : 1; //the attack Hit? (not a miss) unsigned cri : 1; //Critical hit unsigned idef : 1; //Ignore defense unsigned idef2 : 1; //Ignore defense (left weapon) unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick) unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50 unsigned infdef : 1; //Infinite defense (plants) unsigned arrow : 1; //Attack is arrow-based unsigned rh : 1; //Attack considers right hand (wd.damage) unsigned lh : 1; //Attack considers left hand (wd.damage2) unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that) } flag; memset(&wd,0,sizeof(wd)); memset(&flag,0,sizeof(flag)); if(src==NULL || target==NULL) { nullpo_info(NLP_MARK); return wd; } //Initial flag flag.rh=1; flag.weapon=1; flag.infdef=(tstatus->mode&MD_PLANT&&skill_num!=RA_CLUSTERBOMB?1:0); if( target->type == BL_SKILL){ TBL_SKILL *su = (TBL_SKILL*)target; if( su->group && su->group->skill_id == WM_REVERBERATION) flag.infdef = 1; } //Initial Values wd.type=0; //Normal attack wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1; wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. if(skill_num == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=tstatus->dmotion; wd.blewcount=skill_get_blewcount(skill_num,skill_lv); wd.flag = BF_WEAPON; //Initial Flag wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later nk = skill_get_nk(skill_num); if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE; flag.hit = nk&NK_IGNORE_FLEE?1:0; flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0; if (sc && !sc->count) sc = NULL; //Skip checking as there are no status changes active. if (tsc && !tsc->count) tsc = NULL; //Skip checking as there are no status changes active. sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if(sd) wd.blewcount += battle_blewcount_bonus(sd, skill_num); //Set miscellaneous data that needs be filled regardless of hit/miss if( (sd && sd->state.arrow_atk) || (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3)) ) flag.arrow = 1; if(skill_num){ wd.flag |= battle_range_type(src, target, skill_num, skill_lv); switch(skill_num) { case MO_FINGEROFFENSIVE: if(sd) { if (battle_config.finger_offensive_type) wd.div_ = 1; else wd.div_ = sd->spiritball_old; } break; case HT_PHANTASMIC: //Since these do not consume ammo, they need to be explicitly set as arrow attacks. flag.arrow = 1; break; #ifndef RENEWAL case PA_SHIELDCHAIN: case CR_SHIELDBOOMERANG: #endif case LG_SHIELDPRESS: case LG_EARTHDRIVE: flag.weapon = 0; break; case KN_PIERCE: case ML_PIERCE: wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); break; case TF_DOUBLE: //For NPC used skill. case GS_CHAINACTION: wd.type = 0x08; break; case GS_GROUNDDRIFT: case KN_SPEARSTAB: case KN_BOWLINGBASH: case MS_BOWLINGBASH: case MO_BALKYOUNG: case TK_TURNKICK: wd.blewcount=0; break; case KN_AUTOCOUNTER: wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; break; case NPC_CRITICALSLASH: case LG_PINPOINTATTACK: flag.cri = 1; //Always critical skill. break; case LK_SPIRALPIERCE: if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC; break; } } else //Range for normal attacks. wd.flag |= flag.arrow?BF_LONG:BF_SHORT; if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 ) { //Check for Lucky Dodge wd.type=0x0b; wd.dmg_lv=ATK_LUCKY; if (wd.div_ < 0) wd.div_*=-1; return wd; } t_class = status_get_class(target); s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv); if( !skill_num || s_ele == -1 ) { //Take weapon's element s_ele = sstatus->rhw.ele; s_ele_ = sstatus->lhw.ele; if( flag.arrow && sd && sd->bonus.arrow_ele ) s_ele = sd->bonus.arrow_ele; if( battle_config.attack_attr_none&src->type ) n_ele = true; //Weapon's element is "not elemental" } else if( s_ele == -2 ) //Use enchantment's element s_ele = s_ele_ = status_get_attack_sc_element(src,sc); else if( s_ele == -3 ) //Use random element s_ele = s_ele_ = rnd()%ELE_MAX; switch( skill_num ) { case GS_GROUNDDRIFT: s_ele = s_ele_ = wflag; //element comes in flag. break; case LK_SPIRALPIERCE: if (!sd) n_ele = false; //forced neutral for monsters break; } if(!skill_num) { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) { flag.rh=0; flag.lh=1; } if (sstatus->lhw.atk) flag.lh=1; } if( sd && !skill_num ) { //Check for double attack. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed { //Success chance is not added, the higher one is used [Skotlex] if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sd->bonus.double_rate ) ) { wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); wd.type = 0x08; } } else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv ) { wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv); wd.type = 0x08; } else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){ short rate[] = { 4, 4, 7, 9, 10 }; if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) { wd.type = 0x08; wd.div_ = 2; if(sc->data[SC_FEARBREEZE]->val1 > 2){ int chance = rand()%100; wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90); wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1); } wd.div_ = min(wd.div_,sd->status.inventory[i].amount); sc->data[SC_FEARBREEZE]->val4 = wd.div_-1; } } } //Check for critical if( !flag.cri && !(wd.type&0x08) && sstatus->cri && (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING || skill_num == NJ_KIRIKAGE)) { short cri = sstatus->cri; if (sd) { cri+= sd->critaddrace[tstatus->race]; if(flag.arrow) cri += sd->bonus.arrow_cri; } //The official equation is *2, but that only applies when sd's do critical. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob cri -= tstatus->luk*(!sd&&tsd?3:2); if( tsc && tsc->data[SC_SLEEP] ) { cri <<= 1; } switch (skill_num) { case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) flag.cri = 1; else cri <<= 1; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: cri += 200; break; case NJ_KIRIKAGE: cri += 250 + 50*skill_lv; break; } if(tsd && tsd->bonus.critical_def) cri = cri * ( 100 - tsd->bonus.critical_def ) / 100; if (rnd()%1000 < cri) flag.cri = 1; } if (flag.cri) { wd.type = 0x0a; flag.idef = flag.idef2 = flag.hit = 1; } else { //Check for Perfect Hit if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) flag.hit = 1; if (sc && sc->data[SC_FUSION]) { flag.hit = 1; //SG_FUSION always hit [Komurka] flag.idef = flag.idef2 = 1; //def ignore [Komurka] } if( !flag.hit ) switch(skill_num) { case AS_SPLASHER: if( !wflag ) // Always hits the one exploding. flag.hit = 1; break; case CR_SHIELDBOOMERANG: if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER ) flag.hit = 1; break; } if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING) flag.hit = 1; } if (!flag.hit) { //Hit/Flee calculation short flee = tstatus->flee, #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char attacker_count; //256 max targets should be a sane max attacker_count = unit_counttargeted(target); if(attacker_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else //asume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate+= sstatus->hit - flee; if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks. tsc && tsc->data[SC_FOGWALL]) hitrate -= 50; if(sd && flag.arrow) hitrate += sd->bonus.arrow_hit; if(skill_num) switch(skill_num) { //Hit skill modifiers //It is proven that bonus is applied on final hitrate, not hit. case SM_BASH: case MS_BASH: hitrate += hitrate * 5 * skill_lv / 100; break; case MS_MAGNUM: case SM_MAGNUM: hitrate += hitrate * 10 * skill_lv / 100; break; case KN_AUTOCOUNTER: case PA_SHIELDCHAIN: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLEEDING: hitrate += hitrate * 20 / 100; break; case KN_PIERCE: case ML_PIERCE: hitrate += hitrate * 5 * skill_lv / 100; break; case AS_SONICBLOW: if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) hitrate += hitrate * 50 / 100; break; case MC_CARTREVOLUTION: case GN_CART_TORNADO: case GN_CARTCANNON: if( sd && pc_checkskill(sd, GN_REMODELING_CART) ) hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4; break; case GC_VENOMPRESSURE: hitrate += 10 + 4 * skill_lv; break; } if( sd ) { // Weaponry Research hidden bonus if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) hitrate += hitrate * ( 2 * skill ) / 100; if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) && (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 ) hitrate += 3 * skill; } hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); if(rnd()%100 >= hitrate) wd.dmg_lv = ATK_FLEE; else flag.hit = 1; } //End hit/miss calculation if (flag.hit && !flag.infdef) //No need to do the math for plants { //Hitting attack //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; wd.damage2 = 0; break; #ifndef RENEWAL case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight } else wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2 ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only. i = sstatus->str/10; i*=i; ATK_ADD(i); //Add str bonus. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? case SZ_SMALL: //Small: 125% ATK_RATE(125); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(75); break; } break; #endif case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: case LG_SHIELDPRESS: case LG_EARTHDRIVE: wd.damage = sstatus->batk; if (sd) { short index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) ATK_ADD(sd->inventory_data[index]->weight/10); } else ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 break; case HFLI_SBR44: //[orn] if(src->type == BL_HOM) { wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ; break; } default: { i = (flag.cri?1:0)| (flag.arrow?2:0)| (skill_num == HW_MAGICCRASHER?4:0)| (!skill_num && sc && sc->data[SC_CHANGE]?4:0)| (skill_num == MO_EXTREMITYFIST?8:0)| (sc && sc->data[SC_WEAPONPERFECTION]?8:0); if (flag.arrow && sd) switch(sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: i |= 16; // for ex. shuriken must not be influenced by DEX } wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); if (flag.lh) wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i); if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets if(wflag>0) wd.damage/= wflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); } //Add any bonuses that modify the base baseatk+watk (pre-skills) if(sd) { if (sd->bonus.atk_rate) ATK_ADDRATE(sd->bonus.atk_rate); if(flag.cri && sd->bonus.crit_atk_rate) ATK_ADDRATE(sd->bonus.crit_atk_rate); if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){ if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish] ATK_ADDRATE(2*skill*i); } } break; } //End default case } //End switch(skill_num) //Skill damage modifiers that stack linearly if(sc && skill_num != PA_SACRIFICE) { if(sc->data[SC_OVERTHRUST]) skillratio += sc->data[SC_OVERTHRUST]->val3; if(sc->data[SC_MAXOVERTHRUST]) skillratio += sc->data[SC_MAXOVERTHRUST]->val2; if(sc->data[SC_BERSERK]) skillratio += 100; } if( !skill_num ) { ATK_RATE(skillratio); } else { switch( skill_num ) { case SM_BASH: case MS_BASH: skillratio += 30*skill_lv; break; case SM_MAGNUM: case MS_MAGNUM: skillratio += 20*skill_lv; break; case MC_MAMMONITE: skillratio += 50*skill_lv; break; case HT_POWER: skillratio += -50+8*sstatus->str; break; case AC_DOUBLE: case MA_DOUBLE: skillratio += 10*(skill_lv-1); break; case AC_SHOWER: case MA_SHOWER: #ifdef RENEWAL skillratio += 50+10*skill_lv; #else skillratio += -25+5*skill_lv; #endif break; case AC_CHARGEARROW: case MA_CHARGEARROW: skillratio += 50; break; case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: skillratio += -50+10*skill_lv; break; case KN_PIERCE: case ML_PIERCE: skillratio += 10*skill_lv; break; case MER_CRASH: skillratio += 10*skill_lv; break; case KN_SPEARSTAB: skillratio += 15*skill_lv; break; case KN_SPEARBOOMERANG: skillratio += 50*skill_lv; break; case KN_BRANDISHSPEAR: case ML_BRANDISH: { int ratio = 100+20*skill_lv; skillratio += ratio-100; if(skill_lv>3 && wflag==1) skillratio += ratio/2; if(skill_lv>6 && wflag==1) skillratio += ratio/4; if(skill_lv>9 && wflag==1) skillratio += ratio/8; if(skill_lv>6 && wflag==2) skillratio += ratio/2; if(skill_lv>9 && wflag==2) skillratio += ratio/4; if(skill_lv>9 && wflag==3) skillratio += ratio/2; break; } case KN_BOWLINGBASH: case MS_BOWLINGBASH: skillratio+= 40*skill_lv; break; case AS_GRIMTOOTH: skillratio += 20*skill_lv; break; case AS_POISONREACT: skillratio += 30*skill_lv; break; case AS_SONICBLOW: skillratio += -50+5*skill_lv; break; case TF_SPRINKLESAND: skillratio += 30; break; case MC_CARTREVOLUTION: skillratio += 50; if(sd && sd->cart_weight) skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight else if (!sd) skillratio += 100; //Max damage for non players. break; case NPC_RANDOMATTACK: skillratio += 100*skill_lv; break; case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLOODDRAIN: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: skillratio += 100*(skill_lv-1); break; case RG_BACKSTAP: if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty) skillratio += (200+40*skill_lv)/2; else skillratio += 200+40*skill_lv; break; case RG_RAID: skillratio += 40*skill_lv; break; case RG_INTIMIDATE: skillratio += 30*skill_lv; break; case CR_SHIELDCHARGE: skillratio += 20*skill_lv; break; case CR_SHIELDBOOMERANG: skillratio += 30*skill_lv; break; case NPC_DARKCROSS: case CR_HOLYCROSS: { int ratio = 35*skill_lv; #ifdef RENEWAL if(sd && sd->status.weapon == W_2HSPEAR) ratio *= 2; #endif skillratio += ratio; break; } case AM_DEMONSTRATION: skillratio += 20*skill_lv; break; case AM_ACIDTERROR: skillratio += 40*skill_lv; break; case MO_FINGEROFFENSIVE: skillratio+= 50 * skill_lv; break; case MO_INVESTIGATE: skillratio += 75*skill_lv; flag.pdef = flag.pdef2 = 2; break; case MO_EXTREMITYFIST: { //Overflow check. [Skotlex] unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10); //You'd need something like 6K SP to reach this max, so should be fine for most purposes. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. skillratio = (unsigned short)ratio; status_set_sp(src, 0, 0); } break; case MO_TRIPLEATTACK: skillratio += 20*skill_lv; break; case MO_CHAINCOMBO: skillratio += 50+50*skill_lv; break; case MO_COMBOFINISH: skillratio += 140+60*skill_lv; break; case BA_MUSICALSTRIKE: case DC_THROWARROW: skillratio += 25+25*skill_lv; break; case CH_TIGERFIST: skillratio += 100*skill_lv-60; break; case CH_CHAINCRUSH: skillratio += 300+100*skill_lv; break; case CH_PALMSTRIKE: skillratio += 100+100*skill_lv; break; case LK_HEADCRUSH: skillratio += 40*skill_lv; break; case LK_JOINTBEAT: i = 10*skill_lv-50; // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment. if (wflag&BREAK_NECK) i*=2; skillratio += i; break; #ifdef RENEWAL case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: {// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits short index = sd?sd->equip_index[EQI_HAND_R]:0; int weight = 0; if (sd && index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) weight = sd->inventory_data[index]->weight/20; ATK_ADD(weight * skill_lv) skillratio += 50*skill_lv; } #endif case ASC_METEORASSAULT: skillratio += 40*skill_lv-60; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: skillratio += 100+50*skill_lv; break; case CG_ARROWVULCAN: skillratio += 100+100*skill_lv; break; case AS_SPLASHER: skillratio += 400+50*skill_lv; if(sd) skillratio += 20 * pc_checkskill(sd,AS_POISONREACT); break; case ASC_BREAKER: skillratio += 100*skill_lv-100; break; case PA_SACRIFICE: skillratio += 10*skill_lv-10; break; case PA_SHIELDCHAIN: skillratio += 30*skill_lv; break; case WS_CARTTERMINATION: i = 10 * (16 - skill_lv); if (i < 1) i = 1; //Preserve damage ratio when max cart weight is changed. if(sd && sd->cart_weight) skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100; else if (!sd) skillratio += 80000 / i - 100; break; case TK_DOWNKICK: skillratio += 60 + 20*skill_lv; break; case TK_STORMKICK: skillratio += 60 + 20*skill_lv; break; case TK_TURNKICK: skillratio += 90 + 30*skill_lv; break; case TK_COUNTER: skillratio += 90 + 30*skill_lv; break; case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num) skillratio += 10*status_get_lv(src)/3; //Tumble bonus if (wflag) { skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?) if( sc && sc->data[SC_SPURT] ) // Spurt bonus skillratio *= 2; } break; case GS_TRIPLEACTION: skillratio += 50*skill_lv; break; case GS_BULLSEYE: //Only works well against brute/demihumans non bosses. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS)) skillratio += 400; break; case GS_TRACKING: skillratio += 100 *(skill_lv+1); break; case GS_PIERCINGSHOT: skillratio += 20*skill_lv; break; case GS_RAPIDSHOWER: skillratio += 10*skill_lv; break; case GS_DESPERADO: skillratio += 50*(skill_lv-1); break; case GS_DUST: skillratio += 50*skill_lv; break; case GS_FULLBUSTER: skillratio += 100*(skill_lv+2); break; case GS_SPREADATTACK: #ifdef RENEWAL skillratio += 20*(skill_lv); #else skillratio += 20*(skill_lv-1); #endif break; case NJ_HUUMA: skillratio += 50 + 150*skill_lv; break; case NJ_TATAMIGAESHI: skillratio += 10*skill_lv; break; case NJ_KASUMIKIRI: skillratio += 10*skill_lv; break; case NJ_KIRIKAGE: skillratio += 100*(skill_lv-1); break; case KN_CHARGEATK: { int k = (wflag-1)/3; //+100% every 3 cells of distance if( k > 2 ) k = 2; // ...but hard-limited to 300%. skillratio += 100 * k; } break; case HT_PHANTASMIC: skillratio += 50; break; case MO_BALKYOUNG: skillratio += 200; break; case HFLI_MOON: //[orn] skillratio += 10+110*skill_lv; break; case HFLI_SBR44: //[orn] skillratio += 100 *(skill_lv-1); break; case NPC_VAMPIRE_GIFT: skillratio += ((skill_lv-1)%5+1)*100; break; case RK_SONICWAVE: skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); break; case RK_HUNDREDSPEAR: skillratio += 500 + 40 * skill_lv; RE_LVL_DMOD(100); break; case RK_WINDCUTTER: skillratio += 50 * skill_lv; RE_LVL_DMOD(100); break; case RK_IGNITIONBREAK: i = distance_bl(src,target); if( i < 2 ) skillratio = 200 + 200 * skill_lv; else if( i < 4 ) skillratio = 100 + 200 * skill_lv; else skillratio = 100 + 100 * skill_lv; RE_LVL_DMOD(100); if( sstatus->rhw.ele == ELE_FIRE ) skillratio += skillratio / 2; break; case RK_CRUSHSTRIKE: if( sd ) {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% short index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6); } break; case RK_STORMBLAST: skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4); break; case RK_PHANTOMTHRUST: skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10); //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech] //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus. break; /** * GC Guilotine Cross **/ case GC_CROSSIMPACT: skillratio += 900 + 100 * skill_lv; RE_LVL_DMOD(120); break; case GC_PHANTOMMENACE: skillratio += 200; break; case GC_COUNTERSLASH: //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]% skillratio += 200 + (100 * skill_lv); RE_LVL_DMOD(120); skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4; break; case GC_ROLLINGCUTTER: skillratio += -50 + 50 * skill_lv; RE_LVL_DMOD(100); break; case GC_CROSSRIPPERSLASHER: skillratio += 300 + 80 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_ROLLINGCUTTER] ) skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi; break; /** * Arch Bishop **/ case AB_DUPLELIGHT_MELEE: skillratio += 10 * skill_lv; break; /** * Ranger **/ case RA_ARROWSTORM: skillratio += 900 + 80 * skill_lv; RE_LVL_DMOD(100); break; case RA_AIMEDBOLT: skillratio += 400 + 50 * skill_lv; RE_LVL_DMOD(100); if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) ) wd.div_ = tstatus->size + 2 + rnd()%2; break; case RA_CLUSTERBOMB: skillratio += 100 + 100 * skill_lv; break; case RA_WUGDASH: skillratio = 500; break; case RA_WUGSTRIKE: skillratio = 200 * skill_lv; break; case RA_WUGBITE: skillratio += 300 + 200 * skill_lv; if ( skill_lv == 5 ) skillratio += 100; break; case RA_SENSITIVEKEEN: skillratio += 50 * skill_lv; break; /** * Mechanic **/ case NC_BOOSTKNUCKLE: skillratio += 100 + 100 * skill_lv + sstatus->dex; RE_LVL_DMOD(100); break; case NC_PILEBUNKER: skillratio += 200 + 100 * skill_lv + sstatus->str; RE_LVL_DMOD(100); break; case NC_VULCANARM: skillratio = 70 * skill_lv + sstatus->dex; RE_LVL_DMOD(100); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: skillratio += 200 + 300 * skill_lv; RE_LVL_DMOD(100); break; case NC_ARMSCANNON: switch( tstatus->size ) { case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large } RE_LVL_DMOD(100); //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech] break; case NC_AXEBOOMERANG: skillratio += 60 + 40 * skill_lv; if( sd ) { short index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech] } RE_LVL_DMOD(100); break; case NC_POWERSWING: skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex; RE_LVL_DMOD(100); break; case NC_AXETORNADO: skillratio += 100 + 100 * skill_lv + sstatus->vit; RE_LVL_DMOD(100); break; case SC_FATALMENACE: skillratio += 100 * skill_lv; break; case SC_TRIANGLESHOT: skillratio += 270 + 30 * skill_lv; break; case SC_FEINTBOMB: skillratio += 100 + 100 * skill_lv; break; case LG_CANNONSPEAR:// Stimated formula. Still need confirm it. skillratio += -100 + (50 + sstatus->str) * skill_lv; RE_LVL_DMOD(100); break; case LG_BANISHINGPOINT: skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1))); RE_LVL_DMOD(100); break; case LG_SHIELDPRESS: skillratio += 60 + 43 * skill_lv; RE_LVL_DMOD(100); break; case LG_PINPOINTATTACK: skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) ); RE_LVL_DMOD(100); break; case LG_RAGEBURST: if( sd && sd->spiritball_old ) skillratio += -100 + (sd->spiritball_old * 200); else skillratio += -100 + 15 * 200; RE_LVL_DMOD(100); break; case LG_SHIELDSPELL:// [(Caster’s Base Level x 4) + (Shield DEF x 10) + (Caster’s VIT x 2)] % if( sd ) { struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2; if( shield_data ) skillratio += shield_data->def * 10; } else skillratio += 2400; //2500% break; case LG_MOONSLASHER: skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80); RE_LVL_DMOD(100); break; case LG_OVERBRAND: skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30); RE_LVL_DMOD(100); break; case LG_OVERBRAND_BRANDISH: skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3); RE_LVL_DMOD(100); break; case LG_OVERBRAND_PLUSATK: skillratio = 150 * skill_lv; RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: skillratio = skillratio + 200 + 300 * skill_lv; RE_LVL_DMOD(100); break; case LG_EARTHDRIVE: skillratio = (skillratio + 100) * skill_lv; RE_LVL_DMOD(100); break; case LG_HESPERUSLIT: skillratio += 120 * skill_lv - 100; break; case SR_DRAGONCOMBO: skillratio += 40 * skill_lv; break; case SR_SKYNETBLOW: skillratio += 80 * skill_lv - 100 + ( sstatus->agi * 4 ); break; case SR_EARTHSHAKER: skillratio += 50 * skill_lv - 50;// Need to code a check to make the ratio 3x when hitting a hidden player. [Rytech] break; case SR_FALLENEMPIRE: skillratio += 150 * skill_lv; // Need official on how much enemy players weight affects damage. [Rytech] //if( tsd && tsd->weight ) // skillratio = (100 + 150 * skill_lv) * tsd->weight / 10000; //else // skillratio = (100 + 150 * skill_lv) * 600 / 100; break; case SR_TIGERCANNON: skillratio = 2000 + ( sstatus->hp * ( 10 + 2 * skill_lv ) / 100 ); break; case SR_RAMPAGEBLASTER: if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) skillratio += 40 * skill_lv * (sd?sd->spiritball_old:5) - 100; else skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100; break; case SR_KNUCKLEARROW: if( wflag&4 ) skillratio = 150 * skill_lv; //+Knockback Damage (Must check and test. [Rytech]) else skillratio += 400 + (100 * skill_lv); break; case SR_WINDMILL: skillratio += 150; break; case SR_GATEOFHELL: if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) skillratio += 800 * skill_lv -100; else skillratio += 500 * skill_lv -100; RE_LVL_DMOD(100); break; case SR_GENTLETOUCH_QUIET: skillratio += 100 * skill_lv - 100 + sstatus->dex; break; case SR_HOWLINGOFLION: skillratio += 300 * skill_lv - 100; break; case SR_RIDEINLIGHTNING: skillratio += 200 * skill_lv -100; break; case WM_REVERBERATION_MELEE: // ATK [{(Skill Level x 100) + 300} x Caster’s Base Level / 100] skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION); RE_LVL_DMOD(100); break; case WM_SEVERE_RAINSTORM_MELEE: skillratio = 50 + 50 * skill_lv; break; case WM_GREAT_ECHO: skillratio += 800 + 100 * skill_lv; if( sd ) { // Still need official value [pakpil] short lv = (short)skill_lv; skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0); } break; case WM_SOUND_OF_DESTRUCTION: skillratio += 400; break; case GN_CART_TORNADO: if( sd ) skillratio += 50 * skill_lv + pc_checkskill(sd, GN_REMODELING_CART) * 100 - 100; RE_LVL_DMOD(100); if( sc && sc->data[SC_GN_CARTBOOST] ) skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1; break; case GN_CARTCANNON: if( sd ) skillratio += 250 + 50 * skill_lv + pc_checkskill(sd, GN_REMODELING_CART) * (sstatus->int_ / 2); if( sc && sc->data[SC_GN_CARTBOOST] ) skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1; break; case GN_SPORE_EXPLOSION: skillratio += 200 + 100 * skill_lv; break; case GN_CRAZYWEED_ATK: skillratio += 400 + 100 * skill_lv; break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { case 13260: // Apple Bomob case 13261: // Coconut Bomb case 13262: // Melon Bomb case 13263: // Pinapple Bomb skillratio += 400; // Unconfirded break; case 13264: // Banana Bomb 2000% skillratio += 1900; break; case 13265: skillratio -= 75; break; // Black Lump 25% case 13266: skillratio -= 25; break; // Hard Black Lump 75% case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200% } } else skillratio += 300; // Bombs break; case SO_VARETYR_SPEAR: //Assumed Formula. skillratio += -100 + 200 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1 ); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; break; // Physical Elemantal Spirits Attack Skills case EL_CIRCLE_OF_FIRE: case EL_FIRE_BOMB_ATK: case EL_STONE_RAIN: skillratio += 200; break; case EL_FIRE_WAVE_ATK: skillratio += 500; break; case EL_TIDAL_WEAPON: skillratio += 1400; break; case EL_WIND_SLASH: skillratio += 100; break; case EL_HURRICANE: skillratio += 600; break; case EL_TYPOON_MIS: case EL_WATER_SCREW_ATK: skillratio += 900; break; case EL_STONE_HAMMER: skillratio += 400; break; case EL_ROCK_CRUSHER: skillratio += 700; break; } ATK_RATE(skillratio); //Constant/misc additions from skills switch (skill_num) { case MO_EXTREMITYFIST: ATK_ADD(250 + 150*skill_lv); break; case TK_DOWNKICK: case TK_STORMKICK: case TK_TURNKICK: case TK_COUNTER: case TK_JUMPKICK: //TK_RUN kick damage bonus. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) ATK_ADD(10*pc_checkskill(sd, TK_RUN)); break; case GS_MAGICALBULLET: if(sstatus->matk_max>sstatus->matk_min) { ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); } else { ATK_ADD(sstatus->matk_min); } break; case NJ_SYURIKEN: ATK_ADD(4*skill_lv); break; case RA_WUGDASH: case RA_WUGSTRIKE: case RA_WUGBITE: if(sd) ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG)); break; case LG_RAYOFGENESIS: if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding. short lv = (short)skill_lv; ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1)); } break; case SR_GATEOFHELL: ATK_ADD (sstatus->max_hp - status_get_hp(src)); if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){ ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) ); }else{ ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) ); } break; case SR_TIGERCANNON: if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) ATK_ADDRATE(10);// +10% custom value. break; } } //Div fix. damage_div_fix(wd.damage, wd.div_); //The following are applied on top of current damage and are stackable. if ( sc ) { if( sc->data[SC_TRUESIGHT] ) ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1); if( sc->data[SC_GLOOMYDAY_SK] && ( skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR || skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN || skill_num == LG_SHIELDPRESS ) ) ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2); if( sc->data[SC_EDP] ){ // FIX ME: Should Rolling Cutter be affected by EDP? switch(skill_num){ case AS_SPLASHER: case AS_VENOMKNIFE: case AS_GRIMTOOTH: case GC_ROLLINGCUTTER: break; #ifndef RENEWAL_EDP case ASC_BREAKER: case ASC_METEORASSAULT: break; #else case AS_SONICBLOW: case ASC_BREAKER: case GC_COUNTERSLASH: case GC_CROSSIMPACT: ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus break; #endif default: ATK_ADDRATE(sc->data[SC_EDP]->val3); } } } switch (skill_num) { case AS_SONICBLOW: if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) ATK_ADDRATE(10); break; case CR_SHIELDBOOMERANG: if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) ATK_ADDRATE(100); break; case NC_AXETORNADO: if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) ATK_ADDRATE(50); break; case SR_EARTHSHAKER: if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED]) ) ATK_ADDRATE(150+150*skill_lv); break; case SR_RIDEINLIGHTNING: if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) ATK_ADDRATE(skill_lv*5); break; } if( sd ) { if (skill_num && (i = pc_skillatk_bonus(sd, skill_num))) ATK_ADDRATE(i); if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri ) { //Elemental/Racial adjustments if( sd->right_weapon.def_ratio_atk_ele & (1<def_ele) || sd->right_weapon.def_ratio_atk_race & (1<race) || sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) ) flag.pdef = 1; if( sd->left_weapon.def_ratio_atk_ele & (1<def_ele) || sd->left_weapon.def_ratio_atk_race & (1<race) || sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) ) { //Pass effect onto right hand if configured so. [Skotlex] if (battle_config.left_cardfix_to_right && flag.rh) flag.pdef = 1; else flag.pdef2 = 1; } } if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) { //Ignore Defense? if (!flag.idef && ( sd->right_weapon.ignore_def_ele & (1<def_ele) || sd->right_weapon.ignore_def_race & (1<race) || sd->right_weapon.ignore_def_race & (is_boss(target)?1<left_weapon.ignore_def_ele & (1<def_ele) || sd->left_weapon.ignore_def_race & (1<race) || sd->left_weapon.ignore_def_race & (is_boss(target)?1<def1 due to skill timer reductions. short def2 = (short)tstatus->def2; if( sd ) { i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS]; i += sd->ignore_def[tstatus->race]; if( i ) { if( i > 100 ) i = 100; def1 -= def1 * i / 100; def2 -= def2 * i / 100; } } if( sc && sc->data[SC_EXPIATIO] ){ i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level def1 -= def1 * i / 100; def2 -= def2 * i / 100; } if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) { unsigned char target_count; //256 max targets should be a sane max target_count = unit_counttargeted(target); if(target_count >= battle_config.vit_penalty_count) { if(battle_config.vit_penalty_type == 1) { if( !tsc || !tsc->data[SC_STEELBODY] ) def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else { //Assume type 2 if( !tsc || !tsc->data[SC_STEELBODY] ) def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } } if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def if (tsd) //Sd vit-eq { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) vit_def = def2*(def2-15)/150; vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0); if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0) vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 && (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) ) vit_def += skill*5; } else { //Mob-Pet vit-eq //VIT + rnd(0,[VIT/20]^2-1) vit_def = (def2/20)*(def2/20); vit_def = def2 + (vit_def>0?rnd()%vit_def:0); } if (battle_config.weapon_defense_type) { vit_def += def1*battle_config.weapon_defense_type; def1 = 0; } #ifdef RENEWAL /** * In Renewal 100% damage reduction is 900 DEF * Formula: (1+(900-def1)/9)% **/ if (def1 > 900) def1 = 900; ATK_RATE2( flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)), flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9)) ); #else if (def1 > 100) def1 = 100; ATK_RATE2( flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)), flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1)) ); #endif ATK_ADD2( flag.idef ||flag.pdef ?0:-vit_def, flag.idef2||flag.pdef2?0:-vit_def ); } //Post skill/vit reduction damage increases if( sc ) { //SC skill damages if(sc->data[SC_AURABLADE] #ifndef RENEWAL && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE #endif ){ int lv = sc->data[SC_AURABLADE]->val1; #ifdef RENEWAL lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5 #endif ATK_ADD(20*lv); } } //Refine bonus if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST ) { // Counts refine bonus multiple times if( skill_num == MO_FINGEROFFENSIVE ) { ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2); } else { ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2); } } //Set to min of 1 if (flag.rh && wd.damage < 1) wd.damage = 1; if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != CR_GRANDCROSS) { //Add mastery damage if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR && (skill=pc_checkskill(sd,ASC_KATAR)) > 0) { //Adv Katar Mastery is does not applies to ASC_BREAKER, // but other masteries DO apply >_> ATK_ADDRATE(10+ 2*skill); } wd.damage = battle_addmastery(sd,target,wd.damage,0); if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1); if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger else ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]); if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) { skillratio = sd->status.base_level + sstatus->dex + sstatus->luk; if (i == 2) skillratio += sstatus->str; //Star Anger if (skill<4) skillratio /= 12-3*skill; ATK_ADDRATE(skillratio); } if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) ATK_ADD(3*skill); if (skill_num == NJ_KUNAI) ATK_ADD(60); } } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks else if(wd.div_ < 0) //Since the attack missed... wd.div_ *= -1; if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) ATK_ADD(skill*2); if(skill_num==TF_POISON) ATK_ADD(15*skill_lv); if( !(nk&NK_NO_ELEFIX) && !n_ele ) { //Elemental attribute fix if( wd.damage > 0 ) { wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv); if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); } if( flag.lh && wd.damage2 > 0 ) wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); if( sc && sc->data[SC_WATK_ELEMENT] ) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); if( flag.lh ) { damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); } } #ifdef RENEWAL /** * In RE Shield Bommerang takes weapon element only for damage calculation, * - resist calculation is always against neutral **/ if ( skill_num == CR_SHIELDBOOMERANG ) s_ele = s_ele_ = ELE_NEUTRAL; #endif } if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) return wd; //Enough, rest is not needed. if (sd) { if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] ATK_ADD(wd.div_*sd->spiritball_old*3); } else { ATK_ADD(wd.div_*sd->spiritball*3); } //Card Fix, sd side if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) ) { int cardfix = 1000, cardfix_ = 1000; int t_race2 = status_get_race2(target); if(sd->state.arrow_atk) { cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) { int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) continue; ele_fix += sd->right_weapon.addele2[i].rate; } cardfix=cardfix*(100+ele_fix)/100; } cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100; } else { // Melee attack if( !battle_config.left_cardfix_to_right ) { cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) { int ele_fix = sd->right_weapon.addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) continue; ele_fix += sd->right_weapon.addele2[i].rate; } cardfix=cardfix*(100+ele_fix)/100; } cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100; if( flag.lh ) { cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) { int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) continue; ele_fix_lh += sd->left_weapon.addele2[i].rate; } cardfix=cardfix*(100+ele_fix_lh)/100; } cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100; cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100; cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; } } else { int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) continue; ele_fix += sd->right_weapon.addele2[i].rate; } for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK && sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK && sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK)) continue; ele_fix += sd->left_weapon.addele2[i].rate; } cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100; cardfix=cardfix*(100+ele_fix)/100; cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; } } for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) { if( sd->right_weapon.add_dmg[i].class_ == t_class ) { cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100; break; } } if( flag.lh ) { for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) { if( sd->left_weapon.add_dmg[i].class_ == t_class ) { cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100; break; } } } if( wd.flag&BF_LONG ) cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100; if( cardfix != 1000 || cardfix_ != 1000 ) ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left? } if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements. short index= sd->equip_index[EQI_HAND_L]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) ATK_ADD(10*sd->status.inventory[index].refine); } } //if (sd) //Card Fix, tsd sid if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { short s_race2,s_class; short cardfix=1000; s_race2 = status_get_race2(src); s_class = status_get_class(src); if( !(nk&NK_NO_ELEFIX) ) { int ele_fix = tsd->subele[s_ele]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele) continue; if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK && tsd->subele2[i].flag&wd.flag&BF_RANGEMASK && tsd->subele2[i].flag&wd.flag&BF_SKILLMASK)) continue; ele_fix += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix)/100; if( flag.lh && s_ele_ != s_ele ) { int ele_fix_lh = tsd->subele[s_ele_]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele_) continue; if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK && tsd->subele2[i].flag&wd.flag&BF_RANGEMASK && tsd->subele2[i].flag&wd.flag&BF_SKILLMASK)) continue; ele_fix_lh += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix_lh)/100; } } cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) { if( tsd->add_def[i].class_ == s_class ) { cardfix=cardfix*(100-tsd->add_def[i].rate)/100; break; } } if( wd.flag&BF_SHORT ) cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; if( tsd->sc.data[SC_DEF_RATE] ) cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100; if( cardfix != 1000 ) ATK_RATE( cardfix / 10 ); } if( flag.infdef ) { //Plants receive 1 damage when hit short class_ = status_get_class(target); if( flag.hit || wd.damage > 0 ) wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage if( flag.lh && (flag.hit || wd.damage2 > 0) ) wd.damage2 = wd.div_; if( flag.hit && class_ == MOBID_EMPERIUM ) { if(wd.damage2 > 0) { wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); } else if(wd.damage > 0) { wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv); wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); } return wd; } if( !(battle_config.skill_min_damage&1) ) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] return wd; } if (sd) { if (!flag.rh && flag.lh) { //Move lh damage to the rh wd.damage = wd.damage2; wd.damage2 = 0; flag.rh=1; flag.lh=0; } else if(flag.rh && flag.lh) { //Dual-wield if (wd.damage) { 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,wd.damage,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); } else if(!wd.damage) { wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); } else { int d1 = wd.damage + wd.damage2,d2 = wd.damage2; wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); wd.damage2 = (d2*100/d1)*wd.damage/100; if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1; wd.damage-=wd.damage2; } } //Reject Sword bugreport:4493 by Daegaladh if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] && (src->type!=BL_PC || ( ((TBL_PC *)src)->weapontype1 == W_DAGGER || ((TBL_PC *)src)->weapontype1 == W_1HSWORD || ((TBL_PC *)src)->status.weapon == W_2HSWORD )) && rnd()%100 < tsc->data[SC_REJECTSWORD]->val2 ) { wd.damage = wd.damage * 50 / 100; status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0)); clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1); if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 ) status_change_end(target, SC_REJECTSWORD, INVALID_TIMER); } if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag); wd.damage += md.damage; } if( sc ) { //SG_FUSION hp penalty [Komurka] if (sc->data[SC_FUSION]) { int hp= sstatus->max_hp; if (sd && tsd) { hp = 8*hp/100; if (100*sstatus->hp <= 20*sstatus->max_hp) hp = sstatus->hp; } else hp = 2*hp/100; //2% hp loss per hit status_zap(src, hp, 0); } /** * affecting non-skills **/ if( !skill_num ) { /** * RK Enchant Blade **/ if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) { //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) ); } } } if( skill_num == LG_RAYOFGENESIS ) { struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag); wd.damage += md.damage; } return wd; } /*========================================== * battle_calc_magic_attack [DracoRPG] *------------------------------------------*/ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) { int i, nk; short s_ele = 0; unsigned int skillratio = 100; //Skill dmg modifiers. struct map_session_data *sd, *tsd; struct Damage ad; struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct { unsigned imdef : 1; unsigned infdef : 1; } flag; memset(&ad,0,sizeof(ad)); memset(&flag,0,sizeof(flag)); if(src==NULL || target==NULL) { nullpo_info(NLP_MARK); return ad; } //Initial Values ad.damage = 1; ad.div_=skill_get_num(skill_num,skill_lv); ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills. ad.dmotion=tstatus->dmotion; ad.blewcount = skill_get_blewcount(skill_num,skill_lv); ad.flag=BF_MAGIC|BF_SKILL; ad.dmg_lv=ATK_DEF; nk = skill_get_nk(skill_num); flag.imdef = nk&NK_IGNORE_DEF?1:0; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if( skill_num == SO_PSYCHIC_WAVE ) { struct status_change *sc = status_get_sc(src); if( sc && sc->count && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) ) { if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4; else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4; else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3; else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4; } else { //#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case. //, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas. //Initialize variables that will be used afterwards s_ele = skill_get_ele(skill_num, skill_lv); if (s_ele == -1) // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == -2) //Use status element s_ele = status_get_attack_sc_element(src,status_get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; } } else { //Initialize variables that will be used afterwards s_ele = skill_get_ele(skill_num, skill_lv); if (s_ele == -1) // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == -2) //Use status element s_ele = status_get_attack_sc_element(src,status_get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; } //Set miscellaneous data that needs be filled if(sd) { sd->state.arrow_atk = 0; ad.blewcount += battle_blewcount_bonus(sd, skill_num); } //Skill Range Criteria ad.flag |= battle_range_type(src, target, skill_num, skill_lv); flag.infdef=(tstatus->mode&MD_PLANT?1:0); switch(skill_num) { case MG_FIREWALL: case NJ_KAENSIN: ad.dmotion = 0; //No flinch animation. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) ) ad.blewcount = 0; //No knockback break; case PR_SANCTUARY: ad.dmotion = 0; //No flinch animation. break; } if (!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: case PR_SANCTUARY: /** * Arch Bishop **/ case AB_HIGHNESSHEAL: ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false); break; case PR_ASPERSIO: ad.damage = 40; break; case ALL_RESURRECTION: case PR_TURNUNDEAD: //Undead check is on skill_castend_damageid code. #ifdef RENEWAL i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + 300 - 300*tstatus->hp/tstatus->max_hp; #else i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + 200 - 200*tstatus->hp/tstatus->max_hp; #endif if(i > 700) i = 700; if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS)) ad.damage = tstatus->hp; else { #ifdef RENEWAL ad.damage = skill_lv * (sstatus->matk_min + sstatus->matk_max); #else ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; #endif } break; case PF_SOULBURN: ad.damage = tstatus->sp * 2; break; /** * Arch Bishop **/ case AB_RENOVATIO: //Damage calculation from iRO wiki. [Jobbie] ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_)); break; default: { #ifdef RENEWAL //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK) /** * min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK * max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK * yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and * -> statusMATK holds the %Matk modifier stuff from earlier and lastly: * -> the mdef part is not applied at this point, but later. **/ //1:bugreport:5101 //1:bugreport:5101 MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) )); #else //Ancient MATK Appliance if (sstatus->matk_max > sstatus->matk_min) { MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min)); } else { MATK_ADD(sstatus->matk_min); } #endif if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill if(mflag>0) ad.damage/= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); } switch(skill_num){ case MG_NAPALMBEAT: skillratio += skill_lv*10-30; break; case MG_FIREBALL: #ifdef RENEWAL skillratio += 20*skill_lv; #else skillratio += skill_lv*10-30; #endif break; case MG_SOULSTRIKE: if (battle_check_undead(tstatus->race,tstatus->def_ele)) skillratio += 5*skill_lv; break; case MG_FIREWALL: { struct status_change *sc = status_get_sc(src); skillratio -= 50; if( sc && sc->data[SC_PYROTECHNIC_OPTION] ) skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100; } break; case MG_COLDBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } if( sc->data[SC_AQUAPLAY_OPTION] ) skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100; } } break; case MG_FIREBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100; ad.div_ = 1; ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } if( sc->data[SC_PYROTECHNIC_OPTION] ) skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100; } } break; case MG_LIGHTNINGBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100; ad.div_ = 1; ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } if( sc->data[SC_GUST_OPTION] ) skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100; } } break; case MG_THUNDERSTORM: { struct status_change *sc = status_get_sc(src); /** * in Renewal Thunder Storm boost is 100% (in pre-re, 80%) **/ #ifndef RENEWAL skillratio -= 20; #endif if( sc && sc->data[SC_GUST_OPTION] ) skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100; } break; case MG_FROSTDIVER: skillratio += 10*skill_lv; break; case AL_HOLYLIGHT: skillratio += 25; if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST) skillratio *= 5; //Does 5x damage include bonuses from other skills? break; case AL_RUWACH: skillratio += 45; break; case WZ_FROSTNOVA: skillratio += (100+skill_lv*10)*2/3-100; break; case WZ_FIREPILLAR: if (skill_lv > 10) skillratio += 100; else skillratio -= 80; break; case WZ_SIGHTRASHER: skillratio += 20*skill_lv; break; case WZ_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!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage. break; case SL_STUN: skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets break; case SL_SMA: skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv% break; case NJ_KOUENKA: skillratio -= 10; break; case NJ_KAENSIN: skillratio -= 50; break; case NJ_BAKUENRYU: skillratio += 50*(skill_lv-1); break; case NJ_HYOUSYOURAKU: skillratio += 50*skill_lv; break; case NJ_RAIGEKISAI: skillratio += 60 + 40*skill_lv; break; #ifdef RENEWAL case NJ_HUUJIN: skillratio += 50; break; #endif case NJ_KAMAITACHI: case NPC_ENERGYDRAIN: skillratio += 100*skill_lv; break; case NPC_EARTHQUAKE: skillratio += 100 +100*skill_lv +100*(skill_lv/2); break; /** * Arch Bishop **/ case AB_JUDEX: skillratio += 180 + 20 * skill_lv; if (skill_lv > 4) skillratio += 20; RE_LVL_DMOD(100); break; case AB_ADORAMUS: skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); break; case AB_DUPLELIGHT_MAGIC: skillratio += 100 + 20 * skill_lv; break; /** * Warlock **/ case WL_SOULEXPANSION: skillratio += 300 + 100 * skill_lv + sstatus->int_; RE_LVL_DMOD(100); break; case WL_FROSTMISTY: skillratio += 100 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_JACKFROST: { struct status_change *tsc = status_get_sc(target); if( tsc && tsc->data[SC_FREEZING] ){ skillratio += 900 + 300 * skill_lv; RE_LVL_DMOD(100); }else{ skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(150); } } break; case WL_DRAINLIFE: skillratio = 200 * skill_lv + sstatus->int_; RE_LVL_DMOD(100); break; case WL_CRIMSONROCK: skillratio += 1200 + 300 * skill_lv; RE_LVL_DMOD(100); break; case WL_HELLINFERNO: if( status_get_element(target) == ELE_FIRE ) skillratio = 60 * skill_lv; else skillratio = 240 * skill_lv; RE_LVL_DMOD(100); break; case WL_COMET: { struct status_change * sc = status_get_sc(src); if( sc ) i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y); else i = 8; if( i < 2 ) skillratio = 2500 + 500 * skill_lv; else if( i < 4 ) skillratio = 1600 + 400 * skill_lv; else if( i < 6 ) skillratio = 1200 + 300 * skill_lv; else skillratio = 800 + 200 * skill_lv; } break; case WL_CHAINLIGHTNING_ATK: skillratio += 100 + 300 * skill_lv; RE_LVL_DMOD(100); break; case WL_EARTHSTRAIN: skillratio += 1900 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: skillratio += 400 + 500 * skill_lv; break; case WL_SUMMON_ATK_FIRE: case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech] RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: skillratio = (skillratio + 200) * skill_lv; RE_LVL_DMOD(100); break; case LG_SHIELDSPELL:// [(Caster’s Base Level x 4) + (Shield MDEF x 100) + (Caster’s INT x 2)] % if( sd ) { skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; } else skillratio += 1900; //2000% break; case WM_METALICSOUND: skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100; break; case WM_SEVERE_RAINSTORM: skillratio += 50 * skill_lv; break; case WM_REVERBERATION_MAGIC: // MATK [{(Skill Level x 100) + 100} x Caster’s Base Level / 100] % skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1); RE_LVL_DMOD(100); break; case SO_FIREWALK: { struct status_change * sc = status_get_sc(src); skillratio = 300; RE_LVL_DMOD(100); if( sc && sc->data[SC_HEATER_OPTION] ) skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; } break; case SO_ELECTRICWALK: { struct status_change * sc = status_get_sc(src); skillratio = 300; RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; } break; case SO_EARTHGRAVE: { struct status_change * sc = status_get_sc(src); skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv ); RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; } break; case SO_DIAMONDDUST: { struct status_change * sc = status_get_sc(src); skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv ); RE_LVL_DMOD(100); if( sc && sc->data[SC_COOLER_OPTION] ) skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; } break; case SO_POISON_BUSTER: { struct status_change * sc = status_get_sc(src); skillratio += 1100 + 300 * skill_lv; if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; } break; case SO_PSYCHIC_WAVE: { struct status_change * sc = status_get_sc(src); skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3); RE_LVL_DMOD(100); if( sc ){ if( sc->data[SC_HEATER_OPTION] ) skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; else if(sc->data[SC_COOLER_OPTION] ) skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; else if(sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; else if(sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100; } } break; case SO_VARETYR_SPEAR: { struct status_change * sc = status_get_sc(src); skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv ); RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; } break; case SO_CLOUD_KILL: { struct status_change * sc = status_get_sc(src); skillratio += -100 + skill_lv * 40; RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; } break; case GN_DEMONIC_FIRE: if( skill_lv > 20) { // Fire expansion Lv.2 skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine] } else if( skill_lv > 10 ) { // Fire expansion Lv.1 skillratio += 110 + 20 * (skill_lv - 10) / 2; } else skillratio += 110 + 20 * skill_lv; break; // Magical Elemental Spirits Attack Skills case EL_FIRE_MANTLE: case EL_WATER_SCREW: skillratio += 900; break; case EL_FIRE_ARROW: case EL_ROCK_CRUSHER_ATK: skillratio += 200; break; case EL_FIRE_BOMB: case EL_ICE_NEEDLE: case EL_HURRICANE_ATK: skillratio += 400; break; case EL_FIRE_WAVE: case EL_TYPOON_MIS_ATK: skillratio += 1100; break; } MATK_RATE(skillratio); //Constant/misc additions from skills if (skill_num == WZ_FIREPILLAR) MATK_ADD(50); } } if(sd) { //Damage bonuses if ((i = pc_skillatk_bonus(sd, skill_num))) ad.damage += ad.damage*i/100; //Ignore Defense? if (!flag.imdef && ( sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS ) )) flag.imdef = 1; } if(!flag.imdef){ defType mdef = tstatus->mdef; int mdef2= tstatus->mdef2; if(sd) { i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS]; i+= sd->ignore_mdef[tstatus->race]; if (i) { if (i > 100) i = 100; mdef -= mdef * i/100; //mdef2-= mdef2* i/100; } } #ifdef RENEWAL /** * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF) * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF) * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF **/ if(mdef < -111) mdef = -111; // value smaller -111 brings back the damage to origin up to -223. ad.damage = ad.damage * 1115 / (1115 + mdef * 10) - mdef2; #else if(battle_config.magic_defense_type) ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2; else ad.damage = ad.damage * (100-mdef)/100 - mdef2; #endif } if (skill_num == NPC_EARTHQUAKE) { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] //Also divide the extra bonuses from atk2 based on the number in range [Kevin] if(mflag>0) ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; else ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); } if(ad.damage<1) ad.damage=1; if (!(nk&NK_NO_ELEFIX)) ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS ) { //Apply the physical part of the skill's damage. [Skotlex] struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100; if( src == target ) { if( src->type == BL_PC ) ad.damage = ad.damage/2; else ad.damage = 0; } } if (sd && !(nk&NK_NO_CARDFIX_ATK)) { short t_class = status_get_class(target); short cardfix=1000; cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100; cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) { if(sd->add_mdmg[i].class_ == t_class) { cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; continue; } } if (cardfix != 1000) MATK_RATE(cardfix/10); } if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { // Target cards. short s_race2 = status_get_race2(src); short s_class= status_get_class(src); int cardfix=1000; if (!(nk&NK_NO_ELEFIX)) { int ele_fix = tsd->subele[s_ele]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele) continue; if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK && tsd->subele2[i].flag&ad.flag&BF_RANGEMASK && tsd->subele2[i].flag&ad.flag&BF_SKILLMASK)) continue; ele_fix += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix)/100; } cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) { if(tsd->add_mdef[i].class_ == s_class) { cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; break; } } //It was discovered that ranged defense also counts vs magic! [Skotlex] if ( ad.flag&BF_SHORT ) cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; else cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100; if( tsd->sc.data[SC_MDEF_RATE] ) cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100; if (cardfix != 1000) MATK_RATE( cardfix / 10 ); } } 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,ad.damage,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); else if( map[target->m].flag.battleground ) ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); if( skill_num == SO_VARETYR_SPEAR ) { // Physical damage. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); ad.damage += wd.damage; } return ad; } /*========================================== * ‚»‚Ì‘¼ƒ_??[ƒWŒvŽZ *------------------------------------------*/ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) { int skill; short i, nk; short s_ele; struct map_session_data *sd, *tsd; struct Damage md; //DO NOT CONFUSE with md of mob_data! struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); memset(&md,0,sizeof(md)); if( src == NULL || target == NULL ){ nullpo_info(NLP_MARK); return md; } //Some initial values md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; md.dmotion=tstatus->dmotion; md.div_=skill_get_num( skill_num,skill_lv ); md.blewcount=skill_get_blewcount(skill_num,skill_lv); md.dmg_lv=ATK_DEF; md.flag=BF_MISC|BF_SKILL; nk = skill_get_nk(skill_num); sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if(sd) { sd->state.arrow_atk = 0; md.blewcount += battle_blewcount_bonus(sd, skill_num); } s_ele = skill_get_ele(skill_num, skill_lv); if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] s_ele = ELE_NEUTRAL; else if (s_ele == -3) //Use random element s_ele = rnd()%ELE_MAX; //Skill Range Criteria md.flag |= battle_range_type(src, target, skill_num, skill_lv); switch( skill_num ) { #ifdef RENEWAL case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: { int level = sd?sd->status.base_level:status_get_lv(src); md.damage = skill_lv*sstatus->dex*(3+level/100)*(1+sstatus->int_/35); md.damage+= md.damage*(rnd()%20-10)/100; md.damage+= 40*(sd?pc_checkskill(sd,RA_RESEARCHTRAP):0); } break; #else case HT_LANDMINE: case MA_LANDMINE: md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100; break; case HT_BLASTMINE: md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100; break; case HT_CLAYMORETRAP: md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100; break; #endif case HT_BLITZBEAT: case SN_FALCONASSAULT: //Blitz-beat Damage. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) skill=0; md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2; if(mflag > 1) //Autocasted Blitz. nk|=NK_SPLASHSPLIT; if (skill_num == SN_FALCONASSAULT) { //Div fix of Blitzbeat skill = skill_get_num(HT_BLITZBEAT, 5); damage_div_fix(md.damage, skill); //Falcon Assault Modifier md.damage=md.damage*(150+70*skill_lv)/100; } break; case TF_THROWSTONE: md.damage=50; break; case BA_DISSONANCE: md.damage=30+skill_lv*10; if (sd) md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON); break; case NPC_SELFDESTRUCTION: md.damage = sstatus->hp; break; case NPC_SMOKING: md.damage=3; break; case NPC_DARKBREATH: md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000; if(md.damage > 9999) md.damage = 9999; break; case PA_PRESSURE: md.damage=500+300*skill_lv; break; case PA_GOSPEL: md.damage = 1+rnd()%9999; break; case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; if (md.damage < 0 || md.damage > INT_MAX>>1) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; case NJ_ZENYNAGE: md.damage = skill_get_zeny(skill_num ,skill_lv); if (!md.damage) md.damage = 2; md.damage = md.damage + rnd()%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+rnd()%500 + 5*skill_lv * sstatus->int_; nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part. break; case HW_GRAVITATION: md.damage = 200+200*skill_lv; md.dmotion = 0; //No flinch animation. break; case NPC_EVILLAND: md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false); break; case RK_DRAGONBREATH: md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; RE_LVL_MDMOD(150); if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; md.flag |= BF_LONG|BF_WEAPON; break; /** * Ranger **/ case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: md.damage = (2 * skill_lv * (sstatus->dex + 100)); md.damage = md.damage * 2;// Without BaseLv Bonus RE_LVL_TMDMOD(); md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) ); break; /** * Mechanic **/ case NC_SELFDESTRUCTION: { short totaldef = tstatus->def2 + (short)status_get_def(target); md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit ); RE_LVL_MDMOD(100); md.damage += status_get_hp(src) - totaldef; } break; case GN_THORNS_TRAP: md.damage = 100 + 200 * skill_lv + sstatus->int_; break; case GN_HELLS_PLANT_ATK: //[{( Hell Plant Skill Level x Caster’s Base Level ) x 10 } + {( Caster’s INT x 7 ) / 2 } x { 18 + ( Caster’s Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) ); break; } if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets if(mflag>0) md.damage/= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); } damage_div_fix(md.damage, md.div_); if (!(nk&NK_IGNORE_FLEE)) { struct status_change *sc = status_get_sc(target); i = 0; //Temp for "hit or no hit" if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING) i = 1; else { short flee = tstatus->flee, #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char attacker_count; //256 max targets should be a sane max attacker_count = unit_counttargeted(target); if(attacker_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else //asume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate+= sstatus->hit - flee; hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); if(rnd()%100 < hitrate) i = 1; } if (!i) { md.damage = 0; md.dmg_lv=ATK_FLEE; } } if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) ) {// misc damage reduction from equipment int cardfix = 10000; int race2 = status_get_race2(src); if (!(nk&NK_NO_ELEFIX)) { int ele_fix = tsd->subele[s_ele]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele) continue; if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK && tsd->subele2[i].flag&md.flag&BF_RANGEMASK && tsd->subele2[i].flag&md.flag&BF_SKILLMASK)) continue; ele_fix += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix)/100; } cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100; if( md.flag&BF_SHORT ) cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; if (cardfix != 10000) md.damage= (int)( (int64)md.damage * cardfix / 10000 ); } if (sd && (i = pc_skillatk_bonus(sd, skill_num))) md.damage += md.damage*i/100; if(md.damage < 0) md.damage = 0; else if(md.damage && tstatus->mode&MD_PLANT) md.damage = 1; if(!(nk&NK_NO_ELEFIX)) md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); else if( map[target->m].flag.battleground ) md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); switch( skill_num ) { case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: { struct Damage wd; wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); md.damage += wd.damage; } break; case NJ_ZENYNAGE: if( sd ) { if ( md.damage > sd->status.zeny ) md.damage = sd->status.zeny; pc_payzeny(sd, md.damage); } break; } return md; } /*========================================== * ƒ_??[ƒWŒvŽZˆêŠ‡?ˆ—?—p *------------------------------------------*/ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count) { struct Damage d; switch(attack_type) { case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break; case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break; case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break; default: ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); memset(&d,0,sizeof(d)); break; } if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed //Weapon attacks should go through to cause additional effects. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? d.dmg_lv = ATK_MISS; d.dmotion = 0; } else // Some skills like Weaponry Research will cause damage even if attack is dodged d.dmg_lv = ATK_DEF; return d; } //Calculates BF_WEAPON returned damage. int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){ struct map_session_data* sd = NULL; int rdamage = 0, damage = *dmg; struct status_change* sc; sd = BL_CAST(BL_PC, bl); sc = status_get_sc(bl); if( sc && sc->data[SC_REFLECTDAMAGE] ) { int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100; rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; if( rdamage > max_damage ) rdamage = max_damage; } else if (flag & BF_SHORT) {//Bounces back part of the damage. if ( sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } if( sc && sc->count ) { if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) { rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; if (rdamage < 1) rdamage = 1; } if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) { int dir = map_calc_dir(bl,src->x,src->y), t_dir = unit_getdir(bl), rd1 = 0; if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) { rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6); status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER); rdamage += rd1; if (rdamage < 1) rdamage = 1; } } if( sc && sc->data[SC_CRESCENTELBOW] && !(flag&BF_SKILL) && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ) { // Stimated formula from test rdamage += (int)((*dmg) + (*dmg) * status_get_hp(src) * 2.15 / 100000); if( rdamage < 1 ) rdamage = 1; } } } else { if (sd && sd->bonus.long_weapon_damage_return) { rdamage += damage * sd->bonus.long_weapon_damage_return / 100; if (rdamage < 1) rdamage = 1; } } 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->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate) status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false); if( sd->sp_gain_race_attack[race] ) tsp += sd->sp_gain_race_attack[race]; if( sd->hp_gain_race_attack[race] ) thp += sd->hp_gain_race_attack[race]; if (!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); } // Deals the same damage to targets in area. [pakpil] int battle_damage_area( struct block_list *bl, va_list ap) { unsigned int tick; int amotion, dmotion, damage; struct block_list *src; nullpo_ret(bl); tick=va_arg(ap, unsigned int); src=va_arg(ap,struct block_list *); amotion=va_arg(ap,int); dmotion=va_arg(ap,int); damage=va_arg(ap,int); if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) return 0; if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) { map_freeblock_lock(); if( src->type == BL_PC ) battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl)); if( amotion ) battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0); else status_fix_damage(src,bl,damage,0); clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0); skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); map_freeblock_unlock(); } return 0; } /*========================================== * ’Ê??UŒ‚?ˆ—?‚Ü‚Æ‚ß *------------------------------------------*/ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) { struct map_session_data *sd = NULL, *tsd = NULL; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; int damage,rdamage=0,rdelay=0; int skillv; struct Damage wd; nullpo_retr(ATK_NONE, src); nullpo_retr(ATK_NONE, target); if (src->prev == NULL || target->prev == NULL) return ATK_NONE; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); sstatus = status_get_status_data(src); tstatus = status_get_status_data(target); sc = status_get_sc(src); tsc = status_get_sc(target); if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] sc = NULL; if (tsc && !tsc->count) tsc = NULL; if (sd) { sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)); if (sd->state.arrow_atk) { int index = sd->equip_index[EQI_AMMO]; if (index<0) { clif_arrow_fail(sd,0); return ATK_NONE; } //Ammo check by Ishizu-chan if (sd->inventory_data[index]) switch (sd->status.weapon) { case W_BOW: if (sd->inventory_data[index]->look != A_ARROW) { clif_arrow_fail(sd,0); return ATK_NONE; } break; case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: if (sd->inventory_data[index]->look != A_BULLET) { clif_arrow_fail(sd,0); return ATK_NONE; } break; case W_GRENADE: if (sd->inventory_data[index]->look != A_GRENADE) { clif_arrow_fail(sd,0); return ATK_NONE; } break; } } } if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2)) status_change_end(src, SC_CLOAKING, INVALID_TIMER); if (sc && sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&2)) status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) { int dir = map_calc_dir(target,src->x,src->y); int t_dir = unit_getdir(target); int dist = distance_bl(src, target); if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { int skilllv = tsc->data[SC_AUTOCOUNTER]->val1; clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER); skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); return ATK_BLOCK; } } if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) ) { int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1; int duration = skill_get_time2(MO_BLADESTOP,skilllv); status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { //Target locked. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. clif_bladestop(target, src->id, 1); sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration); return ATK_BLOCK; } } if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) { int triple_rate= 30 - skillv; //Base Rate if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) { triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } if (rnd()%100 < triple_rate) { if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) ) return ATK_DEF; return ATK_MISS; } } if (sc) { if (sc->data[SC_SACRIFICE]) { int skilllv = sc->data[SC_SACRIFICE]->val1; damage_lv ret_val; if( --sc->data[SC_SACRIFICE]->val2 <= 0 ) status_change_end(src, SC_SACRIFICE, INVALID_TIMER); /** * We need to calculate the DMG before the hp reduction, because it can kill the source. * For futher information: bugreport:4950 **/ ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0); status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9% if( ret_val == ATK_NONE ) return ATK_MISS; return ret_val; } if (sc->data[SC_MAGICALATTACK]) { if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) ) return ATK_DEF; return ATK_MISS; } if( sc->data[SC_GT_ENERGYGAIN] ) { if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1) pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1), sc->data[SC_GT_ENERGYGAIN]->val1); } } if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp) tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag); if( sc && sc->count ) { if (sc->data[SC_EXEEDBREAK]) { wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100; status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); } if( sc->data[SC_SPELLFIST] ) { if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){ struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT); wd.damage = ad.damage; }else status_change_end(src,SC_SPELLFIST,INVALID_TIMER); } if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 ) wd.damage *= 3; // Triple Damage if( sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){ pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME); sc->data[SC_FEARBREEZE]->val4 = 0; } } if (sd && sd->state.arrow_atk) //Consume arrow. battle_consume_ammo(sd, 0, 0); damage = wd.damage + wd.damage2; if( damage > 0 && src != target ) { if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ) { // Activates it only from melee damage int skillid; if( rnd()%2 == 1 ) skillid = AB_DUPLELIGHT_MELEE; else skillid = AB_DUPLELIGHT_MAGIC; skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); } rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0); if( rdamage > 0 ) { if( tsc && tsc->data[SC_REFLECTDAMAGE] ) { if( src != target )// Don't reflect your own damage (Grand Cross) map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0); } else { if( tsc && tsc->data[SC_CRESCENTELBOW] ) { // Deal rdamage to src and 10% damage back to target. clif_skill_nodamage(target,target,SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1,1); skill_blown(target,src,skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1),unit_getdir(src),0); status_damage(NULL,target,rdamage/10,0,0,1); clif_damage(target, target, tick, wd.amotion, wd.dmotion, rdamage/10, wd.div_ , wd.type, wd.damage2); status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER); } rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0); //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } } } wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); if (sd && sd->bonus.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, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion); if( tsc ) { if( tsc->data[SC_DEVOTION] ) { struct status_change_entry *sce = tsc->data[SC_DEVOTION]; struct block_list *d_bl = map_id2bl(sce->val1); if( d_bl && ( (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) ) && check_distance_bl(target, d_bl, sce->val3) ) { clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0); status_fix_damage(NULL, d_bl, damage, 0); } else status_change_end(target, SC_DEVOTION, INVALID_TIMER); } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) { struct elemental_data *ed = ((TBL_PC*)target)->ed; if( ed ) { clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6); skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag); } } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) { struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1); if( e_bl && !status_isdead(e_bl) ) { clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2); status_damage(target,e_bl,damage,0,0,0); // Just show damage in target. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 ); return ATK_NONE; } } } if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) { int sp = 0; int skillid = sc->data[SC_AUTOSPELL]->val2; int skilllv = sc->data[SC_AUTOSPELL]->val3; int i = rnd()%100; if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE) i = 0; //Max chance, no skilllv reduction. [Skotlex] if (i >= 50) skilllv -= 2; else if (i >= 15) skilllv--; if (skilllv < 1) skilllv = 1; sp = skill_get_sp(skillid,skilllv) * 2 / 3; if (status_charge(src, 0, sp)) { switch (skill_get_casttype(skillid)) { case CAST_GROUND: skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag); break; case CAST_DAMAGE: skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); break; } } } if (sd) { if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED ) { int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id, r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2; if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) { sd->state.autocast = 1; skill_consume_requirement(sd,r_skill,r_lv,3); switch( skill_get_casttype(r_skill) ) { case CAST_GROUND: skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag); break; case CAST_DAMAGE: skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag); break; } sd->state.autocast = 0; sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv); clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1); } } if (wd.flag & BF_WEAPON && src != target && damage > 0) { if (battle_config.left_cardfix_to_right) battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target)); else battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target)); } } if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] if(tsd && src != target) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay); } if (tsc) { if (tsc->data[SC_POISONREACT] && (rnd()%100 < tsc->data[SC_POISONREACT]->val3 || sstatus->def_ele == ELE_POISON) && // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O; status_check_skilluse(target, src, TF_POISON, 0) ) { //Poison React struct status_change_entry *sce = tsc->data[SC_POISONREACT]; if (sstatus->def_ele == ELE_POISON) { sce->val2 = 0; skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0); } else { skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); --sce->val2; } if (sce->val2 <= 0) status_change_end(target, SC_POISONREACT, INVALID_TIMER); } } map_freeblock_unlock(); return wd.dmg_lv; } int battle_check_undead(int race,int element) { if(battle_config.undead_detect_type == 0) { if(element == ELE_UNDEAD) return 1; } else if(battle_config.undead_detect_type == 1) { if(race == RC_UNDEAD) return 1; } else { if(element == ELE_UNDEAD || race == RC_UNDEAD) return 1; } return 0; } //Returns the upmost level master starting with the given object struct block_list* battle_get_master(struct block_list *src) { struct block_list *prev; //Used for infinite loop check (master of yourself?) do { prev = src; switch (src->type) { case BL_PET: if (((TBL_PET*)src)->msd) src = (struct block_list*)((TBL_PET*)src)->msd; break; case BL_MOB: if (((TBL_MOB*)src)->master_id) src = map_id2bl(((TBL_MOB*)src)->master_id); break; case BL_HOM: if (((TBL_HOM*)src)->master) src = (struct block_list*)((TBL_HOM*)src)->master; break; case BL_MER: if (((TBL_MER*)src)->master) src = (struct block_list*)((TBL_MER*)src)->master; break; case BL_ELEM: if (((TBL_ELEM*)src)->master) src = (struct block_list*)((TBL_ELEM*)src)->master; break; case BL_SKILL: if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id) src = map_id2bl(((TBL_SKILL*)src)->group->src_id); break; } } while (src && src != prev); return prev; } /*========================================== * 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_ret(src); nullpo_ret(target); m = target->m; //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual //objects involved. if( (t_bl = battle_get_master(target)) == NULL ) t_bl = target; if( (s_bl = battle_get_master(src)) == NULL ) s_bl = src; switch( target->type ) { // Checks on actual target case BL_PC: { struct status_change* sc = status_get_sc(src); if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target)) return -1; //Cannot be targeted yet. if( sc && sc->count ) { if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id ) return -1; } } break; case BL_MOB: if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras s_bl->type == BL_PC && src->type != BL_MOB) { //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 0://you can hit them without skills case MA_REMOVETRAP: case HT_REMOVETRAP: case AC_SHOWER: case MA_SHOWER: case WZ_SIGHTRASHER: case WZ_SIGHTBLASTER: case SM_MAGNUM: case MS_MAGNUM: case RA_DETONATOR: case RA_SENSITIVEKEEN: case GN_CRAZYWEED: state |= BCT_ENEMY; strip_enemy = 0; break; default: return 0; } } else if (su->group->skill_id==WZ_ICEWALL || su->group->skill_id == GN_WALLOFTHORN || su->group->skill_id == WM_REVERBERATION) { state |= BCT_ENEMY; strip_enemy = 0; } else //Excepting traps and icewall, you should not be able to target skills. return 0; } break; //Valid targets with no special checks here. case BL_MER: case BL_HOM: case BL_ELEM: break; //All else not specified is an invalid target. default: return 0; } switch( t_bl->type ) { //Checks on target master case BL_PC: { struct map_session_data *sd; if( t_bl == s_bl ) break; sd = BL_CAST(BL_PC, t_bl); if( sd->state.monster_ignore && flag&BCT_ENEMY ) return 0; // Global inminuty only to Attacks if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma ) state |= BCT_ENEMY; // Characters with bad karma may fight amongst them if( sd->state.killable ) { state |= BCT_ENEMY; // Everything can kill it strip_enemy = 0; } break; } case BL_MOB: { struct mob_data *md = BL_CAST(BL_MOB, t_bl); if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id ) return 0; // Disable guardians/emperiums owned by Guilds on non-woe times. break; } default: break; //other type doesn't have slave yet } switch( src->type ) { //Checks on actual src type case BL_PET: if (t_bl->type != BL_MOB && flag&BCT_ENEMY) return 0; //Pet may not attack non-mobs. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY) return 0; //pet may not attack Guardians/Emperium break; case BL_SKILL: { struct skill_unit *su = (struct skill_unit *)src; if (!su->group) return 0; if (su->group->src_id == target->id) { int inf2 = skill_get_inf2(su->group->skill_id); if (inf2&INF2_NO_TARGET_SELF) return -1; if (inf2&INF2_TARGET_SELF) return 1; } } break; } switch( s_bl->type ) { //Checks on source master case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, s_bl); if( s_bl != t_bl ) { if( sd->state.killer ) { state |= BCT_ENEMY; // Can kill anything strip_enemy = 0; } else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) ) { if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) ) return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. else return 0; // You can't target anything out of your duel } } if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->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: { struct mob_data *md = BL_CAST(BL_MOB, s_bl); if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id ) return 0; // Disable guardians/emperium owned by Guilds on non-woe times. if( !md->special_state.ai ) { //Normal mobs. if( 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; } if( flag == BCT_NOONE ) //Why would someone use this? no clue. return -1; if( t_bl == s_bl ) { //No need for further testing. state |= BCT_SELF|BCT_PARTY|BCT_GUILD; if( state&BCT_ENEMY && strip_enemy ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } if( map_flag_vs(m) ) { //Check rivalry settings. int sbg_id = 0, tbg_id = 0; if( map[m].flag.battleground ) { sbg_id = bg_team_get_id(s_bl); tbg_id = bg_team_get_id(t_bl); } if( flag&(BCT_PARTY|BCT_ENEMY) ) { int s_party = status_get_party_id(s_bl); if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) ) state |= BCT_PARTY; else state |= BCT_ENEMY; } if( flag&(BCT_GUILD|BCT_ENEMY) ) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) ) state |= BCT_GUILD; else state |= BCT_ENEMY; } if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id ) state &= ~BCT_ENEMY; if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC ) { // Prevent novice engagement on pk_mode (feature by Valaris) TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl; if ( (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE || (int)sd->status.base_level < battle_config.pk_min_level || (int)sd2->status.base_level < battle_config.pk_min_level || (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range) ) state &= ~BCT_ENEMY; } } else { //Non pvp/gvg, check party/guild settings. if( flag&BCT_PARTY || state&BCT_ENEMY ) { int s_party = status_get_party_id(s_bl); if(s_party && s_party == status_get_party_id(t_bl)) state |= BCT_PARTY; } if( flag&BCT_GUILD || state&BCT_ENEMY ) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild))) state |= BCT_GUILD; } } if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. state = BCT_NEUTRAL; //Alliance state takes precedence over enemy one. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } /*========================================== * ŽË’ö”»’è *------------------------------------------*/ bool battle_check_range(struct block_list *src, struct block_list *bl, int range) { int d; nullpo_retr(false, src); nullpo_retr(false, bl); if( src->m != bl->m ) return false; #ifndef CIRCULAR_AREA if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus] int dx = src->x - bl->x, dy = src->y - bl->y; if( !check_distance(dx, dy, range) ) return false; } else #endif if( !check_distance_bl(src, bl, range) ) return false; if( (d = distance_bl(src, bl)) < 2 ) return true; // No need for path checking. if( d > AREA_SIZE ) return false; // Avoid targetting objects beyond your range of sight. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL); } static const struct _battle_data { const char* str; int* val; int defval; int min; int max; } battle_data[] = { { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, }, { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, }, { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, }, { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, }, { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, }, { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, }, { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, }, { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, }, { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, }, { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, }, { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, }, { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, }, { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, }, { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, }, { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, }, { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, }, { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, }, { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, }, { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, }, { "traps_setting", &battle_config.traps_setting, 0, 0, 1, }, { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, }, { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, }, { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, }, { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, }, { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, }, { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, }, { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, }, { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, }, { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, }, { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, }, { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, }, { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, }, { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, }, { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, }, { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, }, { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, }, { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, }, { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, }, { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, }, { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, }, { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, }, { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, }, { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, }, { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, }, { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, }, { "guild_aura", &battle_config.guild_aura, 31, 0, 31, }, { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, }, { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, }, { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, }, { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, }, { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, }, { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, }, { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, }, { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, }, { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, }, { "emergency_call", &battle_config.emergency_call, 11, 0, 31, }, { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, }, { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, }, { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, }, { "player_skillfree", &battle_config.skillfree, 0, 0, 1, }, { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, }, { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, }, { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, }, { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, }, { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, }, { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, }, // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, }, { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, }, { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, }, { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, }, { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, }, { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, }, { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, }, { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, }, { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, }, { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, }, { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, }, { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, }, { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, }, { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, }, { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, }, { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, }, { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, }, { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, }, { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, }, { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, }, { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, }, { "pet_rename", &battle_config.pet_rename, 0, 0, 1, }, { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, }, { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, }, { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, }, { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, }, { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, }, { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, }, { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, }, { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, }, { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, }, { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, }, { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, }, { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, }, { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, }, { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, }, { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, }, { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, }, { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, }, { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, }, { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, }, { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, }, { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, }, { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, }, { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, }, { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, }, { "item_check", &battle_config.item_check, 0, 0, 1, }, { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, }, { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, }, { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, }, { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, }, { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, }, { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, }, { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 }, { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, }, { "max_aspd", &battle_config.max_aspd, 199, 100, 199, }, { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, }, { "max_lv", &battle_config.max_lv, 99, 0, 127, }, { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, }, { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, }, { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, }, { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, }, { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, }, { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, }, { "max_def", &battle_config.max_def, 99, 0, INT_MAX, }, { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, }, { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, }, { "battle_log", &battle_config.battle_log, 0, 0, 1, }, { "etc_log", &battle_config.etc_log, 1, 0, 1, }, { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, }, { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, }, { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, }, { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, }, { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, }, { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, }, { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, }, { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, }, { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, }, { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, }, { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, }, { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, }, { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, }, { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, }, { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, }, { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, }, { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, }, { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, }, { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, }, { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, }, { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, }, { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, }, { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, }, { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, }, { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, }, { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, }, { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, }, { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, }, { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, }, { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, }, { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, }, { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, }, { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, }, { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, }, { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, }, { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, }, { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, }, { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, }, { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, }, { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, }, { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, }, { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, }, { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, }, { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, }, { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, }, { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, }, { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, }, { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, }, { "disp_experience", &battle_config.disp_experience, 0, 0, 1, }, { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, }, { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, }, { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, }, // eAthena additions { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, }, { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, }, { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, }, { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, }, { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, }, { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, }, { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, }, { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, }, { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, }, { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, }, { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, }, { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, }, { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, }, { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, }, { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, }, { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, }, { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, }, { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, }, { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, }, { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, }, { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, }, { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, }, { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, }, { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, }, { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, }, { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, }, { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, }, { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, }, { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, }, { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, }, { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, }, { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, }, { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, }, { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, }, { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, }, { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, }, { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, }, { "pk_mode", &battle_config.pk_mode, 0, 0, 2, }, { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, }, { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, }, { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, }, { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, }, { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, }, { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, }, { "night_at_start", &battle_config.night_at_start, 0, 0, 1, }, { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, }, { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, }, { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, }, { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, }, { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, }, { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, }, { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, }, { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, }, { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, }, { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, }, { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, }, { "area_size", &battle_config.area_size, 14, 0, INT_MAX, }, { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, }, { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, }, { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, }, { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, }, { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, }, { "motd_type", &battle_config.motd_type, 0, 0, 1, }, { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, }, { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, }, { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, }, { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, }, { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, }, { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, }, { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, }, { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, }, { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, }, { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, }, { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, }, { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, }, { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, }, { "display_version", &battle_config.display_version, 1, 0, 1, }, { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, }, { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, }, { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, }, { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, }, { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, }, { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, }, { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, }, { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, }, { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, }, { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, }, { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, }, { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, }, { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, }, { "character_size", &battle_config.character_size, 1|2, 0, 1|2, }, { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, }, { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, }, { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, }, { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, }, { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, }, { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, }, { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, }, { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, }, { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, }, { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, }, { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, }, { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, }, { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, }, { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, }, { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, }, { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, }, { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, }, { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, }, { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, }, { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, }, { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, }, { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, }, { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, }, { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, }, { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, }, { "hom_rename", &battle_config.hom_rename, 0, 0, 1, }, { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, }, { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, }, { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, }, { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, }, { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, }, { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, }, { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, }, { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, }, { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, }, { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, }, { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, }, { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, }, { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, }, { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, }, { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, }, { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, }, { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, }, { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, }, { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, }, { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, }, { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, }, { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, }, { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, }, { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, }, { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, }, { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, }, { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, }, { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, }, { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, }, { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, }, { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, }, { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, }, { "display_party_name", &battle_config.display_party_name, 0, 0, 1, }, { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, }, { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, }, { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, }, // BattleGround Settings { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, }, { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, }, { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, }, { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, }, { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, }, { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, }, { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, }, /** * rAthena **/ { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, }, { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, }, { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, }, { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 }, { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 }, { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 }, { "min_npc_vending_distance", &battle_config.min_npc_vending_distance, 3, 0, 100 }, { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 }, }; int battle_set_value(const char* w1, const char* w2) { int val = config_switch(w2); int i; ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) return 0; // not found if (val < battle_data[i].min || val > battle_data[i].max) { ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval); val = battle_data[i].defval; } *battle_data[i].val = val; return 1; } int battle_get_value(const char* w1) { int i; ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) return 0; // not found else return *battle_data[i].val; } void battle_set_defaults() { int i; for (i = 0; i < ARRAYLENGTH(battle_data); i++) *battle_data[i].val = battle_data[i].defval; } void battle_adjust_conf() { battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; battle_config.max_aspd = 2000 - battle_config.max_aspd*10; battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; battle_config.max_cart_weight *= 10; if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] battle_config.max_def = 100; if(battle_config.min_hitrate > battle_config.max_hitrate) battle_config.min_hitrate = battle_config.max_hitrate; if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex battle_config.pet_max_atk1 = battle_config.pet_max_atk2; if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor] battle_config.day_duration = 60000; if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor] battle_config.night_duration = 60000; #if PACKETVER < 20100427 if( battle_config.feature_buying_store ) { ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n"); battle_config.feature_buying_store = 0; } #endif #if PACKETVER < 20100803 if( battle_config.feature_search_stores ) { ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n"); battle_config.feature_search_stores = 0; } #endif #ifndef CELL_NOSTACK if (battle_config.cell_stack_limit != 1) ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif } int battle_config_read(const char* cfgName) { char line[1024], w1[1024], w2[1024]; FILE* fp; static int count = 0; if (count == 0) battle_set_defaults(); count++; fp = fopen(cfgName,"r"); if (fp == NULL) ShowError("File not found: %s\n", cfgName); else { while(fgets(line, sizeof(line), fp)) { if (line[0] == '/' && line[1] == '/') continue; if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2) continue; if (strcmpi(w1, "import") == 0) battle_config_read(w2); else if (battle_set_value(w1, w2) == 0) ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName); } fclose(fp); } count--; if (count == 0) battle_adjust_conf(); return 0; } void do_init_battle(void) { delay_damage_ers = ers_new(sizeof(struct delay_damage)); add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); } void do_final_battle(void) { ers_destroy(delay_damage_ers); }